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(Official Release) Evil Returns 32-Map Megawad


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Congratulations on the release of your megawad! Eventually I will get to playing this, the screenshots look interesting.

 

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3 minutes ago, Paul814 said:

Congratulations on the release of your megawad! Eventually I will get to playing this, the screenshots look interesting.

 

 

Thanks, man. Hopefully you like it. 

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Got through the first 4 maps and looked at the beginning of the fifth. I'm excited for a little magnum opus. The maps are very pleasant, the combat is quite interesting and the most that is here is very beautiful and unusual visuals. I like the way you approach texturing. I'm hooked and hopefully in the next maps the stakes will only get higher.

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1 hour ago, DRON12261 said:

Got through the first 4 maps and looked at the beginning of the fifth. I'm excited for a little magnum opus. The maps are very pleasant, the combat is quite interesting and the most that is here is very beautiful and unusual visuals. I like the way you approach texturing. I'm hooked and hopefully in the next maps the stakes will only get higher.

 

I would say it starts to pick up on map 06. But thank you for taking the time to play my wad. 

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1 hour ago, CacoKnight said:

Wow, congrats and thank you! Played for 10 mins and already added here, will play later when I finish this other wad I'm playing :)

 

Thanks, bro. 

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@Cartel I started Evil Returns today the first two maps are solid in my opinion. The map 3 midi put a smile on my face, I played that game enough to recognize it instantly! I have a terrible feeling the real challenge is ahead, but I plan to push forward. Playing Ultra Violence I might have to drop down to hurt me plenty, not knocking the difficulty it's a skill level issue for me lol. I am having fun with the megawad.

 

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Congrats on the release! I seem to have played an earlier beta of this way back in 2017, glad to see it's finally finished.

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2 hours ago, Paul814 said:

@Cartel I started Evil Returns today the first two maps are solid in my opinion. The map 3 midi put a smile on my face, I played that game enough to recognize it instantly! I have a terrible feeling the real challenge is ahead, but I plan to push forward. Playing Ultra Violence I might have to drop down to hurt me plenty, not knocking the difficulty it's a skill level issue for me lol. I am having fun with the megawad.

 

 

Awesome, man. I'm glad to hear that. 

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1 hour ago, Terminus said:

Congrats on the release! I seem to have played an earlier beta of this way back in 2017, glad to see it's finally finished.

 

Thanks, dude!

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I laughed at the title of 05. Just another spin on the ol' sewer trope we all know and ah...something. But BLOOD JUNGLE!!!!

 

 

 

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Posted (edited)

Title says vanilla but it doesn't really seems to work with limit-removing only ports. Sometimes I play 2-3-4 wads with International Doom and on MAP2 the third switch to get the blue key didn't work, I thought it was a port issue and I tried with So Doom and Crispy but same issue.

Edited by CacoKnight

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7 hours ago, LadyMistDragon said:

I laughed at the title of 05. Just another spin on the ol' sewer trope we all know and ah...something. But BLOOD JUNGLE!!!!

 

 

 

 

Watching it now. Very cool. Thank you so much for playing. 

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2 hours ago, CacoKnight said:

Title says vanilla but it doesn't really seems to work with limit-removing only ports. Sometimes I play 2-3-4 wads with International Doom and on MAP2 the third switch to get the blue key didn't work, I thought it was a port issue and I tried with So Doom and Crispy but same issue.

 

Hmm, not sure. I retested all three versions and the switch works. LadyMistDragon played map 02 as well and it worked for her. My only recommendation would be to use DSDA or GZDoom. I'm not too familiar with Crispy. 

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3 hours ago, CacoKnight said:

Title says vanilla but it doesn't really seems to work with limit-removing only ports. Sometimes I play 2-3-4 wads with International Doom and on MAP2 the third switch to get the blue key didn't work, I thought it was a port issue and I tried with So Doom and Crispy but same issue.

 

I encountered the same problem in MAP02 in DSDA-Doom with complevel 2. Boom compatibility made the switch pressable.

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Holy shit, madman accomplished the dream of random person discovering doom builder, and it take him 7 long ass years...

 

Congrats for the release!

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1 hour ago, Cutman 999 said:

Holy shit, madman accomplished the dream of random person discovering doom builder, and it take him 7 long ass years...

 

Congrats for the release!

 

Thank you! Yeah, I would take months and months off from mapping due to IRL stuff, health problems, or from simply being burnt out. 

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7 hours ago, CacoKnight said:

Title says vanilla but it doesn't really seems to work with limit-removing only ports. Sometimes I play 2-3-4 wads with International Doom and on MAP2 the third switch to get the blue key didn't work, I thought it was a port issue and I tried with So Doom and Crispy but same issue.

 

I had the same issue with DSDA on complevel 2. It left me puzzled, since the description explicitly says vanilla. complevel 9 (BOOM) got it working though.

 

RIP to my FDA of MAP02.

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2 hours ago, genitalgrinder said:

 

I had the same issue with DSDA on complevel 2. It left me puzzled, since the description explicitly says vanilla. complevel 9 (BOOM) got it working though.

 

RIP to my FDA of MAP02.

 

I'm going to remove vanilla from the description. I actually thought vanilla referred to simple design and gameplay, but evidently, there's another meaning for vanilla. 

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2 hours ago, Cartel said:

 

I'm going to remove vanilla from the description. I actually thought vanilla referred to simple design and gameplay, but evidently, there's another meaning for vanilla. 

Yeah, vanilla is a very broad term. To avoid miscommunication and confusion, map authors tend to clarify in their post which source ports their works are designed/intended for. Since you described your megawad as vanilla, I interpreted that as meaning stock Doom 2.

 

There's a pinned thread on this sub-forum full of helpful advice, I highly recommend it.

 

 

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21 minutes ago, CacoKnight said:

 

A little correction: 2, 3 and 4 are only vanilla in the broad sense of the word. There is actually a more technical distinction between vanilla and limit-removing. Vanilla as in "pure" vanilla means that the wad respects all the static limits of the Doom engine as it was in 1993, and can be played in ultra-conservative ports like Chocolate Doom or even DOS. Abscission is a 100% vanilla wad and even exploits vanilla limitations like the intercept overflow bug, which can be reproduced with a special setting in DSDA. Same with BTSX 1 and 2. By contrast, a wad like Auger Zenith, although also 100% playable in -complevel 2, is limit-removing and not actually vanilla, so it will not run in Chocolate or DOS.

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Probably also important to say that ports like DSDA, Nugget, GZ etc. are limit-removing in and of themselves, so the distinction between vanilla and limit-removing is kind of obliterated because they will run both types of wads. For Choco and DOS users though, it's quite crucial to know what exactly is meant by "vanilla", since it amounts to the difference between a fully playable wad or a wad that will either not work at all or work with potentially game-breaking caveats.

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Posted (edited)
22 minutes ago, CacoKnight said:

Should've added these two links to my reply:

https://doomwiki.org/wiki/Static_limits

https://doomwiki.org/wiki/Vanilla_Doom_engine_mapping_reference

 

Not sure if there are better pages, these were simple enough for me to understand the limitations.

 

Yeah, a lot of levels nowadays, even those falling under the category of "vanilla", are too complex to be truly vanilla and as such become limit-removing by default. What we understand coloquially by "vanilla" is those 3 comp levels (well, mostly 2 and 3) that reproduce stuff like the blockmap bug, certain RNG tables for damage, the way monsters move and interact, and so on. The removal of limits was in my opinion something very good and necessary for the evolution of mapping and content production because there's no real benefit to having your game crash or whatever when there are too many sprites, segs, visplanes, sectors, and so on. In very specific circumstances the bugs will be used for artistic purposes and for disorientating effects (like intentional HOMs), but as far as I know, stuff like the tutti-frutti effect are only reproducible in Chocolate or the original DOS executable.

Edited by DreadWanderer

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I've only played up to map 5, but so far this has been fantastic. The combat is very hitscan-heavy, which is something I've always liked. Each map has been very visually distinctive and memorable. If this quality keeps up throughout, it's shaping up to be one of top wads of the year for me.

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