DerTimmy Posted December 17, 2023 (edited) Beasts - a five Maps single Episode for Doom 2 (for GZDoom) [this is more of an concept. wanted to try out different texture/color combinations with the Beasts from Tangraan Monsters (space cats saga "battle for tangraan"). Updated their Behaviour and damage output. Still need to update the Sprites] Story Contact lost to UAC Mining Facility on EV-245. "We are getting attacked by wild beasts!" were the last Message. A 4 Man Marine Squad is sent to its location. But the Carrier gets shot down by some unidentified Laserweapon. Only one Marine makes it out alive. Investigate the Facility and dont get eaten alive. Episode 1 - Wild Things -5 Maps (Can be played continues or pistol started (pistol starts are a better challenge); no crouch/jump; Free look required; Maps are balanced for the new Arsenal) BOSS: Bastyber (2450 Health) - Arena Boss Fight against Bastyber (tough!) (will be remade. hell rose queen will be next) New Arsenal -CQC Unarmed Combat -Akimbo 9mm Pistols, Akimbo silenced Pistols, Starter Handgun -Shotgun, Over/Under Double Barrel Shotgun -Silenced UAC-PDW (still alerts enemies from close up) -Bastybers Plasma Launcher (not placed in Maps, must be cheated) -Laserrifle (no chainsaw/bfg replacements yet) -Doomguy moves 20% slower =====Download ------------Beasts (1.2) mediafire Update 1.2 -rebalanced every Map -tweaked Bastybers behaviour -SMG nerfed -a few minor sprite fixes -new Midis Screenshots Spoiler - -Use latest GZDoom -turn on Bloom for more vibrant effects -texture filtering off Hope you have fun, please leave feedback :) Edited December 28, 2023 by DerTimmy 19 Quote Share this post Link to post
RDETalus Posted December 17, 2023 Visual design is very good. I think you nailed the alien planet look. The glowing plants and glowing pools is very otherworldly, especially how they are implemented in the overgrown bases. The implementation in the jungle is a bit off in the first map though, sometimes they look like Christmas tree lights. I like the distinctiveness of the different themes (alien planet, ruins, rundown/overgrown base, high tech base). The progression through these themes communicates a strong sense of progress / adventure. Really pulls the player forward to continue exploring. The level design of the first map might be too long. I don't think the forest section needs to be as long as it is. Or maybe you could put some storytelling device in the middle of the forest section to make it more interesting. The level design of the other maps are fun. Very good layout, I never felt completely lost nor completely sure of where to go. That's the perfect balance for a map that focuses on exploration. Foreshadowing locations with windows really helps the player with this. I think the combat is interesting. Low monster count, low ammo count. Most monsters are very fast and melee. Darkness can conceal monsters. This meshes very well with the exploration side of the level design. Player has to count ammunition carefully while creeping through the map, checking corners for ambushes. Only complaint here is that the first 2-3 levels almost don't have enough ammo. You can't afford to miss too often, if you do, you just don't have enough ammo to fight through the map anymore. My biggest complaint is the music though. I don't think it matches at all. One thing you could look into is adding environmental sound effects into the map. Adding jungles noises to the jungle sections, machinery noises to the rundown bases, and humming noises to the high tech bases for example. Could work extremely well. 0 Quote Share this post Link to post
LadyMistDragon Posted December 17, 2023 This is definitely a less in-your-face experience than Space Cats Saga, to the extent I'm not sure I showed off the action very well. The downtuned nighttime aesthetic do work quite well though! Maybe you should work into changing your res though. Looking at the monster and secret count requires serious eye squinting with the way it is now. 0 Quote Share this post Link to post
DerTimmy Posted December 19, 2023 Yeah this needs some more work. Still more a concept. The maps werent planned, just played around to test designs and scripting. Mainly focusing on making my own monster roster. Already got more variants. Will not add more Maps but rebuilt them all with new stuff. I dont want to put the same time as space cats into this but will make it more enjoyable. Update 1.1 made changes to the Bastyber Boss and Map 2 und 5. 1 Quote Share this post Link to post
DerTimmy Posted December 28, 2023 (edited) Update 1.2 is out! Every Map updated. Better Fights, more Ammo and upgraded Enemies. Update 1.2 -rebalanced every Map -tweaked Bastybers behaviour -SMG nerfed -a few minor sprite fixes -new Midis ( this project will be canceled and i will put all the updated content into space cats saga together with a new, short campaign :3 ) Edited December 28, 2023 by DerTimmy 2 Quote Share this post Link to post
Blacklight Posted January 25, 2024 Yes... Now I understand why you decided to cancel this Project! No, he's not Bad! It's just unfinished. I liked the Arsenal and the Challenging Monsters. However, there are very few Monsters and the Levels came out, as it were, not very much. I hope that the Beast Variations in the "Space Cats Saga" Update will not disappoint. I expressed my opinion about the Project HERE (In Russian). 1 Quote Share this post Link to post
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