RiviTheWarlock Posted December 19, 2023 (edited) ==== Planar Havok Episode 1 Alpha 1 ==== IWAD: Doom II Target Port: DSDA Doom Tested Ports: DSDA Doom, GZDoom, Woof(?) Complevel: 21 ==== About ==== Planar Havoc is a MBF21 map set about the ubiquitous Doom Guy and his adventures through the multiple planes of existence in order to bring his pet bunny daisy back from the dead. His quest has gotten him thrown in jail on the Skystation E764, but there's a conveniently placed vent that he could easily break open... Using MBF21 and extended states, Planar Havok includes a revamp of the classic Doom 2 arsenal. Your wimpy pistol has been upgraded with a powerful rifle, and your chaingun has been overcharged. You'll find a special new replacement for the chainsaw alongside an upgrade to your shotgun. The classic rocket launcher and super shotgun have been left untouched, but who knows what happened to the plasma based weapons... Plenty of custom foes, both old and new, await you on Skystation E764 as well. I have previously made very difficult projects, but this is much more accessible than my slaughter work. I'd consider it slightly easier than Episode 1 of Eviternity 1 for reference. ==== Settings ==== Jump: No Crouch: No Freelook: Please Don't WARNING: If you're using GZDoom ambient occlusion will ruin some map effects! ==== Included ==== Episode 1: 5 Maps (~45 minutes of playtime) Episode 2: COMING SOON Episode 3: COMING LESS SOON Episode 4: COMING EVEN LESS SOON Episode 5: COMING NOT SOON Episode 6: COMING VERY NOT SOON ==== Downloads ==== Google Drive ==== Screenshots==== ==== Credits for Textures ==== - 32-in-24 Tex - Mechadon's Box-o-Skies - Ancient Aliens, lupinx-Kassman (cloud textures, all white) - Ozonia (inspiration) ==== Credits for Various Assets ==== - Sprites based on Chopblock's work, touched up by a1337spy, Hyperultra64, and Sledge. - Sprites by Neoworm - Sprites by Captain J - Sprites by Doomkid - Sprites from Kaapeli47 based on the Helion - Port of Xaser's Axe from Heartland - Monster Code and Sprites from Xenaro et al.'s Hordamex - Gore and Casing Code from Smooth Doom MBF21 by Alaux - Edit of Porphyry Nodes by Alan Pollack and TNT Interpic ==== Credits for Music ==== - Title - Intermission from Golden Axe 2 - Intermission - Shop from Waterworld - Map01 - Briefing 2 from Star Fox Assualt - Map02 - DarkIce Mines from Star Fox Assault - Map03 - Press Garden Zone Act 2 from Sonic Mania - Map04 - Stage 7 from Battletoads and Double Dragon - Map05 - Sigma Fortress from Megaman X Edited May 30 by RiviTheWarlock - image links 29 Quote Share this post Link to post
Matt Eldrydge Posted December 19, 2023 (edited) Took this for a quick spin and got past map 04, I really like the overall vibe of the set! I did find map 03 was a bit tight on health towards the end but so far that's my only feedback regarding supplies. I did find some small oddities in map 01 and 02, but they're pretty minor. Playing on DSDA-Doom 0.27.5, complevel 21 and on UV. Spoiler You can get stuck in this pit in map 01 if you hop over the ledge in a pretty specific spot. These two pinkies are stuck together in map 02's exit. Not sure if intentional or not, but hey, might as well bring it up. I'll finish map 05 soon! Overall impressions so far are really good, if a bit hard for me. Will definitely give HMP a try when I have the time. :) Edited December 19, 2023 by Matt Eldrydge 0 Quote Share this post Link to post
RiviTheWarlock Posted December 19, 2023 5 hours ago, Matt Eldrydge said: Took this for a quick spin and got past map 04, I really like the overall vibe of the set! I did find map 03 was a bit tight on health towards the end but so far that's my only feedback regarding supplies. I did find some small oddities in map 01 and 02, but they're pretty minor. Playing on DSDA-Doom 0.27.5, complevel 21 and on UV. Hide contents You can get stuck in this pit in map 01 if you hop over the ledge in a pretty specific spot. These two pinkies are stuck together in map 02's exit. Not sure if intentional or not, but hey, might as well bring it up. I'll finish map 05 soon! Overall impressions so far are really good, if a bit hard for me. Will definitely give HMP a try when I have the time. :) Thanks for playing! I'll be sure to fix map01, but map03 is intentional, they're meant to keep you from just running to the exit once you trigger the final fight. If other people find it clunky as well I'll try to find a different solution. 1 Quote Share this post Link to post
RiviTheWarlock Posted December 22, 2023 (edited) === Planar Havok Episode 1 Alpha 2 ===Google Drive * Updated cloud textures * Fixed missing block line on a railing in MAP01 * Changed final fight of MAP03 * Removed Fred Clegg Edited May 30 by RiviTheWarlock 3 Quote Share this post Link to post
loveless Posted January 9 played through on UV and pistol starting, good stuff! map 3 turned up the heat a bit and map 4 stopped saveless attempts. looking forward to the rest of this wad. 0 Quote Share this post Link to post
RiviTheWarlock Posted May 30 === Planar Havok Episode 1 Alpha 2 Hotfix 1 === * Small code tweaks and fixes * Bullet casings / shells now despawn after a period of time * Map 5 balancing updated on HMP and below * Removed Fred Clegg Hotfix has been bundled into the Episode 2 build... speaking of which... Episode 2 Screenshots: Spoiler Episode 2 is about halfway done, currently around 2.5 maps and 25 - 30 minutes of content. 1 new enemy will be introduced in the first level. I am also still taking feedback on Episode 1, so feel free to report any bugs or balance suggestions, though any minor tweaks will probabily be bundled with the Episode 2 build and released alongside it. No definite ETA on Episode 2, but it should be done by the end of the year at the latest (hopefully). I do want to step up the gear with this project, because at the current rate it will be released by 2030... Expect another update when I have some screenshots to show of Map 9. 4 Quote Share this post Link to post
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