Alter Posted February 14 (edited) Me and @Obsidian along with the rest of the crew apologize for being busy with your mothers for so long, as a result, this WAD has been stuck in development longer than your stepsister. Simply put, pleasure got in the way of business. Download Link: https://www.dropbox.com/scl/fi/l99xn1yqqfpa41c7a0p8o/freudslp2.zip?rlkey=5s2pcjwqo1cssmux0mleats7u&dl=0 ------------------------------------------------------ Taking place after the events of the first Freudian Slipgate, our tale follows the eponymous Guy of Doom as he struggles to reconcile with what transpired over the course of those twenty-two maps of Oedipally-charged madness. Visions of further vistas plague his sleeping moments and he decides that it's time to put his mental health first and seek professional counsel. Armed with a recommendation from a friend who is definitely not three Lost Souls in an ill-fittting trenchcoat, the Doomguy sets off for his first appointment with Doctor Albert Fonzo. What will come of this fated encounter? Well, thirty-two more maps of utter Bull#$@$, that's what! ------------------------------------------------------ Freudian Slipgate 2 is a 'classic' 32 map megawad meant to be a sendoff to the good ol` Boom, as we approach the new age of MBF21 and the fancy gzdoom indie games. This is pretty much my first and last 32 map release, one that took too long, with some care from my best friends in this community I made over the years. Hell of a way to celebrate 20 years of being a mapper if you ask me. I have no idea where my doom journey will take me but if I were to retire, I would say this is a good note to stop on. ------------------------------------------------------ Full credits etc. can be found in the text files provided. It's gonna be a bit before this hits /idgames so i'd love some feedback! I do plan to record boom demos for the next update. -------------------- ---------------------------------- Screenshots: Also... Happy Valentine's Day, motherfuckers! Edited June 4 by Alter 57 Quote Share this post Link to post
senpaigru Posted February 14 (edited) i can finally see a therapist, thank you <3 first few levels have been really fun, stoked to play the rest in the morning Edited February 14 by senpaigru 1 Quote Share this post Link to post
Terminus Posted February 14 Congrats on the release! This came completely out of nowhere, and it looks really promising. Will definitely try this out as soon as I can. 0 Quote Share this post Link to post
Obsidian Posted February 14 I would like to formally state that Alter does not speak for me and my actions and that his recounting of events is inaccurate. I was also busy with your fathers. 9 Quote Share this post Link to post
Firedust Posted February 14 Holy shit. Gonna replay the first one now to prepare myself for this stunning trip down loony lane :3 0 Quote Share this post Link to post
Liberation Posted February 14 I'm pleased and disappointed in equal measure at the news of this release. 1 Quote Share this post Link to post
Wo0p Posted February 14 Just played the first four maps and it's a great journey so far. Varied and very detailed (in a classic vanilla way) environments and lots of brain-busting combat encounters. Some of them may seem a bit unfair at first, but I think they fit under the generally accepted combat puzzle theme and if you approach them as such, you won't be frustrated. I'm not a vanilla or vanilla-like Doom player as I've been spoiled by modern gaming conventions for too long so take my words with a grain of salt (So I usually play gameplay "enhancing" mods with Doom, though when playing this I went with purely basic GZDoom). There's also good variety between encounters with a few monsters in rooms or corridors, combat arenas and "surprise" monster closets, which makes the gameplay very stimulating and entertaining as you don't know what to expect next and have to be prepared for all. Also, I love the new textures. Where are they from? :o custom made or? Very crisp and aesthetically fitting! And lastly... a Cyberdemon in the very first map. That really establishes the mood of the megawad, lmao! You'll know what you're in for by that point :P 0 Quote Share this post Link to post
Big Ol Billy Posted February 14 Dang, I didn’t expect another Freud-influenced WAD to drop so soon after my own! I guess that goes to show you Herr Doktor is never really mom—er, I mean, gone. 1 Quote Share this post Link to post
roadworx Posted February 14 ayyy! it's finally out :) glad to have been able to playtest for this!! 1 Quote Share this post Link to post
VoanHead Posted February 14 Neato! I've seen Dwars livestream the 1st Freudian Slipgate before on his random idgames youtube streams, decided to check it out and thought it was alright. I hope to see if this one will knock the 1st one out of the park. 0 Quote Share this post Link to post
NecrumWarrior Posted February 14 I hate Freud but I love Doom. This is a dilemma. Let me check with my ego before playing. 3 Quote Share this post Link to post
Yagacaw Posted February 14 (edited) I Just played the first few levels and I love the combat encounters and weapons and monster replacements, especially the increased fire power for the starting gun which made it not such an issue to run out of ammo. Also loved the dialogue boxes that rise from the floor for the receptionist and therapist in Map01 i had no idea that was possible! Edit: Ok now that you did Freud in Boom you can to Jung in UDMF, cuz you will need line set portal trickery to do the collective unconscious justice Edited February 14 by Yagacaw 3 Quote Share this post Link to post
TMD Posted February 14 54 minutes ago, Yagacaw said: I Just played the first few levels and I love the combat encounters and weapons and monster replacements, especially the increased fire power for the starting gun which made it not such an issue to run out of ammo. Also loved the dialogue boxes that rise from the floor for the receptionist and therapist in Map01 i had no idea that was possible! Edit: Ok now that you did Freud in Boom you can to Jung in UDMF, cuz you will need line set portal trickery to do the collective unconscious justice Bride of Wittgenstein Coming to UDMF in like 2030 2 Quote Share this post Link to post
General Rainbow Bacon Posted February 14 ^Necrum Warrior: Might want to check with Erikson too to see if you've reached the stage you can play this :P 0 Quote Share this post Link to post
Big Ol Billy Posted February 14 1 hour ago, Yagacaw said: Edit: Ok now that you did Freud in Boom you can to Jung in UDMF, cuz you will need line set portal trickery to do the collective unconscious justice Fortunately Lacan is vanilla compatible as long as you’re willing to accept a Hall of Mirror Stage 1 Quote Share this post Link to post
galileo31dos01 Posted February 16 Hello, I'm up to map 19. It's been good so far, reminiscent of your previous works like FS1 or Stomper in style, while feeling fresh and showing growth. The freewheeling openness of many maps is appreciated, personally those with exploring caves and the moon shining at a distance, and then it's contrasted by some punctuated claustrophobic or intimate gameplay, which takes you back into testing quick reactions. Loving the interactions with the therapist too. It's interesting to me how map 16 (has to be Obsidian's, correct?) tries to hit you in your private parts unashamedly at times, but then the start of map 17 struck more as "unfair" with the chaingunners (and not unfair by all means if you look farther into the next part). I like this new arachnotron, I may be wrong but is it inspired by the Supercharge one? .. The baron replacement is weird, though because the few times I've seen this enemy in wads it always made a proper explosion noise when it died. It also appears to send a fireball before its shooting frame, not sure if that's on purpose though apart from being slightly anti-reflex, it also looks odd, like a slip up in the dehacked. The fireball spammer mastermind seems okay, it doesn't feel like a SMM at all and that's just how hitscan is a completely different game than projectiles. The faster chaingun is good, I almost wish it used minigun sprites instead but that's nitpicking... Few observations so far: Spoiler 04 - A monster didn't wake up or was immobile for some reason 10 - I couldn't register this sector that is surrounding the actual secret sector with the megasphere on top, cause it's too thin, though I suppose it's was mistakenly flagged as secret. 14 - Not a bug though I couldn't find a way out of the last room, back to previous areas, as I went in through the RK side, I didn't get to see the BK side (in this case, I committed to following the map's design, so I didn't use noclip). The inability to backtrack, is it intentional? Just curiosity. 15 - Next to the secret toilet was a thinner sector flagged secret which appeared impossible to register. - I kinda forgot after which map was this intermission screen but as you see the texture that should be in the background is missing. 31 - This is more of a suggestion: one blue armor in the final area, somewhere maybe in between the revenants and zombies, mainly as cushion against max rolls cause even though you can rely on the soulspheres, and clearing the mass of revenants and zombies with BFG isn't difficult, there's always the "2-3 random fireballs at once and you are doomed" chance, if you know what I mean. (well, I could imagine UV maxers appreciating an armor, I guess) 32 - Missing texture here. - You can pick up the RK by simply running through the cage textures and no need to lower the ground, as I figured out myself (besides, I missed monsters for doing that). Not sure if that's intentional. 1 Quote Share this post Link to post
Delisk Posted February 16 Not sure what going on but when I finish map 15... the next map is map 15 0 Quote Share this post Link to post
Alter Posted February 16 3 minutes ago, Delisk said: Not sure what going on but when I finish map 15... the next map is map 15 Should be fixed, mapinfo was incorrectly telling it to go to 15. Redownload. 0 Quote Share this post Link to post
boltface Posted February 17 map32: linedef 39 (computer keyboard at the spawn) action 174 is single use, rendering the map largely unplayable in coop. map07 tag 666/667 doesn't seem to work right in zandronum, probably a zandronum issue more than anything though. 1 Quote Share this post Link to post
TJG1289 Posted February 18 The tag 666/667 isn't working as intended for me either, but I'm using GZDoom. I did the manc path first, then the arachnotrons. Here's a pic of the voodoo closet after I got all kills. 0 Quote Share this post Link to post
Alter Posted February 18 Alright, this may have been caused by the lack of map07special in map07's mapinfo. Should be fixed, redownload for RC1c 3 Quote Share this post Link to post
galileo31dos01 Posted February 18 Finnished yesterday. Cool cool, enjoyed it all! It was nice revisiting Reliving the End, didn't expect that at all. Observations from RC1 btw: Spoiler 19 - If you come close to the bars near the start that lock the cave section, the monsters underneath can see/hear you and make a wall, particularly mancubi, and that can be somewhat problematic because infinite height and you still don't own a rocket launcher. Would suggest having monsters perhaps pop up from the ground when you fall, or use block sound lines and have them facing away from the entrance. 22 - Missing texture (or software-only glitch) here, the raised wall on the side that is more closer to the exit area. - There appears to be no way to access the secret megasphere sector because there aren't any teleport lines in the map using the same tag, only some transfer sky one. 26 - You can easily bump the YSK from its platform, no need to use the switch that lowers it, not sure if intentional.. 27 - Suggestion: moving the blue armor from the start to somewhere outside where it would be more useful, or deleting it entirely. You begin with a megasphere so unless you fuck up too hard there's no good purpose for it, and the only armor you'll ever find later is in the form of a megasphere, which I actually got by the very end as I visited the YK section last. At the same time, soulsphere galore made up for lack of armor, so balance outside seemed alright. - Ah, speaking of YK section, I think this timer doesn't need to exist at all or be that lengthy: it's very unlikely that anyone would dare press the switch while the cyberdemons and archvile(s) are alive, though not an impossible risk. At least I would never! - I knocked a revenant and an imp off to the water, and almost this guy too. The two things I would suggest are mainly for UV max purposes: one is cover the entire area in monster block lines to prevent cases like mine (there are no fliers so it'd be all good), and the other is some faster way to remove all turret cyberdemons, arachnotrons, and why not the imps on the yellow pillars (some cannot even hit you). Granted, you can kill all manually, but there can be better ways is what I'm saying. 29 - Staircase to BFG is untextured on the sides 30 - Block lines around this platform would prevent revenants from getting knocked off alive and wander on the mud where they can be tricky to finnish. - In the YSK trap, the zombies teleport within 1 second left before the timer ends, unlike the very first bridge trap which does spawn the zombies at exactly 0 seconds, with the boss face showing on the screen. Maybe this is intentionally trollish, which I don't mind, since you can still get out of that room in time, buuuuuut, it could also not be intentional, you never know! Part of the final text was cut off at the edge of the bottom, not sure if there was more text below that lol 3 Quote Share this post Link to post
S3M_XM Posted February 26 I just finished this and I wasn't expecting MAP30 and the ending. I've discovered multiple issues during my playthrough on HMP in Nugget Doom 2.3.1 with pistol starts. Spoiler MAP04 There's a revenant is stuck in the monster closet and can't be achieve 100% kills. MAP13 The rails (Linedefs 3589 & 3592) are passable. You can jump off the ship and softlocking you because there's no way getting back up unless you no clip back up there. MAP14 You can't achieve 100% kills from the final room if you didn't kill the Arachnotrons and the Mancubi earlier from the outside area. MAP31 There's three Soulspheres (Things 2257, 2258, & 2259) that float on the ledge, one making it unobtainable (which is Thing 2259). There's also a HOM effect later on the later area. MAP16 The MegaArrmor (Thing 43) can be grabbed from the other side of the fence. MAP18 It feels like there's isn't enough ammo to achieve 100% kills, and would make it a little more easier for that map? It really feels more difficult for that difficulty. MAP26 Somehow, you can grab the yellow skull key without lowering the sector which you can completely skipping the cyberdemon fight, as well the archvile beforehand.MAP27 It feels monotonous to kill three cyberdemons with a plasma rifle in the room for the yellow skull key. Which galileo31dos01 reported that earlier. There three Archviles that are stuck in the monster closet, making it impossible to achieve 100% kills. There's also a sector ceiling that bleeds(?) through the skybox. MAP29 Floating armor bonuses (Things 929, 931, 1003, 1004, 1009, 1010, 1011, 1016, 1017, 1018, 1021, & 1022) on the stairs. MAP30 Slime trail at the starting point. The only way that I was able to get the yellow skull key was through a rocket jumping myself near a wall to disarm the trap first, and then later getting the key after all the Zombiemen were dead from that teleporting ambush. I don't know if you that way or something else. @galileo31dos01 2 Quote Share this post Link to post
Alter Posted February 26 Alright thanks for the feedback big time @S3M_XM also @galileo31dos01 @boltface and @TJG1289 i'll be going through everything and see if I can provide any additional adjustments myself later this week, for RC2. 3 Quote Share this post Link to post
galileo31dos01 Posted February 27 (edited) 22 hours ago, S3M_XM said: The only way that I was able to get the yellow skull key was through a rocket jumping myself near a wall to disarm the trap first, and then later getting the key after all the Zombiemen were dead from that teleporting ambush. I don't know if you that way or something else. @galileo31dos01 I flipped the switch that lowered the bars, grabbed the key and ran away before they raised back, all within the fastest I could run. Margin of error is a few pixels. It's that the zombies spawned before the timer reached 0 unlike in the very first trap. Edited February 27 by galileo31dos01 0 Quote Share this post Link to post
Keyboard_Doomer Posted March 7 Hello, we're going to play the first half of the wad for Thursday Night Survival today. The session starts 10 hours from the time of this post and you can expect it to be fairly active for 4+ hours. 2 Quote Share this post Link to post
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