Maribo Posted March 24 But if I could, I would give you every thing. Do not play or view footage of these maps if you are photosensitive, this is a serious warning. I WILL NEVER GIVE YOU ANY THING is an MBF21-compatible miniwad with a broken color palette. These maps MUST be played with a software renderer. You must also start the port in software rendering mode, you cannot start the port in OpenGL/Hardware mode and then swap to Software in the settings before playing the maps. It was primarily tested in DSDA-Doom v0.27.5's software renderer. There are no difficulty settings, but as always, you are welcome to IDDQD, TNTEM, IDCLIP, IDKFA, and IDCLEV to your heart's content. Screenshots: Spoiler Map List: Spoiler MAP01: Fried Awake MAP02: Moonraker MAP03: Her Crown of Flowers MAP04: Let's Try The After Credits: Spoiler MUSIC + OTHER AUDIO: Titlescreen: "Name Entry" by Manabu Namiki // from Dodonpachi Daioujou Intermission: "satyEars_ext.mid" by @Ribbiks Inter text: "Ending" by Manabu Namiki // from Dodonpachi Daioujou MAP01: "idmology" by xerxes MAP02: "You Can't Fxxk Me" by Daisuke Nagata // from Karous MAP03: "1000 Clouds (Solid Mix)" by Daisuke Nagata, remixed by Shinji Hosoe // from Karous MAP04: "Guardian Angel Loses Their Will" by @msx2plus Plasma Firing Sound: taken from Sunlust Player Sounds: taken from Diablo II // rebalanced by @Phoenyx //////////////////////////////////////////////////////// Graphics: Status Bar: taken from Stardate 20X7 // widescreen version by @Chainie // other edits by Maribo Status Bar Face Replacements: @dashiefrickintyan SKBUA and SKGUT animated skies: @muumi Pause graphic: @Petyan Most text-related graphic replacements made with: Eevee's text generator:https://c.eev.ee/doom-text-generator/ and tweaked by Maribo //////////////////////////////////////////////////////// THANKS:@Rayziik - palette behavior investigation@ryiron - palette behavior investigation@Doomkid - dosbox palette behavior testing@dashiefrickintyan - playtesting Credits are also included as a lump within the WAD. Download: iwngya.zip Old: Spoiler iwngya-old.zip 86 Quote Share this post Link to post
TheShep Posted March 24 If this does anything to my eyes like map31 did in firerainbow then yes, a skip for me. 1 Quote Share this post Link to post
Meowgi Posted March 24 This isn't like the blockbuster that everyone in your neighborhood goes to watch and talks about for a few months - It's more like that short film that didn't show in theatres, but became a classic in the right circles and ripened with age to the point people will be talking about it for years. Congrats on the release! 6 Quote Share this post Link to post
Peccatum Mihzamiz Posted March 24 I am not sure how to respond. I have been to hundreds of museums in my life and have played hundreds of wads. This is the first time I thought: 'this room belongs in a museum'. Wow, just wow. The gameplay is not my thing but I already know that the graphics and presentation are perhaps the best thing I'll see in Doom this year. I especially enjoyed MAP01. Would love to see more tiny scale usage of this, and also even larger scale usage, funnily enough. Give me this kinda stuff in a Scythe 2 MAP16 environment, or in MAP03 of Toilet of the Gods. 0 Quote Share this post Link to post
97th Century Fox Posted March 24 (edited) Picked a good time to get into ICGYA, downloading rn * Just played it. An incredible experience! There are few wads out there that are this fascinating and enchanting. Edited March 24 by 97th Century Fox 0 Quote Share this post Link to post
Redneckerz Posted March 24 The sequel to lilth.pk3 nobody wished for in glorious glitchovision. Absurdist art is also art, and it definitely looks wholly unique. This is one of those projects that ought to have a sneaky mention somewhere later at a not-be-named awardshow. 7 Quote Share this post Link to post
Philnemba Posted March 24 Just watch a demo video from @Billa to where it broke my break time from Doom to check this new wad out 👀 1 Quote Share this post Link to post
Hebonky Posted March 24 I think I got a nosebleed from that.... but yeah photosensitivity warning 0 Quote Share this post Link to post
Phoenyx Posted March 24 (edited) Just for the sake of my health, I am gonna hold off on playing this WAD but I have no doubt that it is no less mesmerising and beguiling as your other works. Congratulations on the release <3 Edited March 24 by Phoenyx 2 Quote Share this post Link to post
LadyMistDragon Posted March 24 (edited) Putting aside how angry Graf Zahl would find this on GZDoom, good work once again! It's very much a vibe thing but the title really says it all <3 Edited March 24 by LadyMistDragon 2 Quote Share this post Link to post
Decay Posted March 24 Hell yea this looks awesome! Love the broken colour palette approach. 2 Quote Share this post Link to post
stephyesterday Posted March 24 Genuinely one of the most stunning visual effects I've ever seen in doom. I was excited when I first saw you cooking the broken palette, but actually playing with it is on another level entirely- especially when combined with the animated skies, it's mesmerizing. Playing it gave me a headache but I'd say it was 100% worth it, incredible work as always. 5 Quote Share this post Link to post
Sneezy McGlassFace Posted March 24 Wonderful wad that can only be likened to lilith in the most superficial way. It takes a while for the brain to adjust to seeing the world in a new way. It's unpredictable and confusing and painful but it's a good pain. Somehow comforting. Somehow familiar. I've heard that poets are saying the unsayable. I think mapping can be like that too. Sometimes you make a place, and sometimes it's a feeling to interact with. Just remember to breathe. 2 Quote Share this post Link to post
slowfade Posted March 24 I appreciate this kind of wild, mind-melting approaches to design but it's just not something for me. It's too difficult for my eyes. Interesting nonetheless. 0 Quote Share this post Link to post
fefor Posted March 24 That certainly was an experience, would have never imagined these kind of visuals were possible to achieve. I had a blast and I can't believe I managed complete it without using iddqd haha, great music selection too btw it was a nice surprise to hear the DDP DOJ soundtrack on the menu and the credits. 0 Quote Share this post Link to post
S3M_XM Posted March 24 Seeing LadyMistDragon's video is an interesting acid trip in that wad shows. Also SHMUP music and modules. 0 Quote Share this post Link to post
bioshockfan90 Posted March 24 Very interesting, surprised no one's gone on here and trashed it yet (which is a good thing, mind you). I really have no words, this is expression of whatever's cooked up in that noggin of yours and the part I get the most entertainment out of it from is the technical standpoint, pulling something like this off in DSDA-doom and not a ZDoom or derivative port. It's mind-boggling, I didn't get how the first map works, it's a visual mess and it's beautiful. See, I find it interesting as the combat is nothing to write home about - in a plain color palette and in a plain room it would be serviceable at best but it works here because of every other factor going on. So that's interesting. Yeah, I wish I had played the predecessor beforehand to get a better idea but I'm content with what I experienced, it was short enough and I had a good time. Chalk it up to 'not my cup of tea but HOLY SHIT this is cool', like you said feel free to cheat (and cheat I did) but yesss good stuff 1 Quote Share this post Link to post
SleepyVelvet Posted March 25 When you purchase Marlboro cigarettes but after smoking them you realize they were Maribo brand and not cigarettes at all and then the universe starts getting weird. 8 Quote Share this post Link to post
kvothesixstring Posted March 25 This looks goddamn beautiful. I am deeply saddened that I cannot play this due to my brain not being able to handle the reality splitting visuals. Your style and creativity with what the doom engine will allow is an inspiration. Great work! 2 Quote Share this post Link to post
kevansevans Posted March 25 (edited) There's a blurry line between "visually different" and "visually difficult", and to me personally this leans deep into the latter. It's difficult for me to know how serious I'm meant to take this, where seemingly each map I have no idea how I triggered the exit, as the maps are visually confusing, making taking cover from enemy fire a difficult task, and there seemingly being a lack of ammo present to deal with threats. Despite encouraging cheats and lack of defined difficulty, it feels a bit of a hand wavy excuse to what otherwise could have been an enjoyable experience, because if the point of this was the experience and message behind the pick up texts (more than the combat and level design per se), why spike the difficulty? Or better yet, why not artificially lower the difficulty for the player? I do, however, love creations that play around with visuals and color. It's fun seeing people invent new ways to paint worlds, even if the outcome makes it a bit of a confusing mess. "Clown vomit" would be a very negative way to describe the visuals here, as that would undermine that there is intent and effort put behind the colors on display here, and if I could describe it with positive words, they'd be here. Edited March 25 by kevansevans 2 Quote Share this post Link to post
JackDBS Posted March 25 Well this is something alright. Very neat. 0 Quote Share this post Link to post
Maribo Posted March 25 Thanks for the various positive words and critiques. It's unlikely that anything in the WAD will change, except for possible replacement of the Dodonpachi ogg music with proper .xm format tracks. I had originally intended to use .mod copies, but ended up crunching down MP3 copies of the OST because the .mod copies sounded off in-port, for some reason. However, @msx2plus graciously came through with some .xm versions that will hopefully sound right. :) I imagine that more than a few people have cracked the WAD open in SLADE by now and are wondering what exactly causes this kind of behavior, so here's a rough tech write-up if you want the curtain pulled back: Spoiler A month or two ago, I decided to shove an incomplete, single page PLAYPAL lump into a WAD and discovered that this does not immediately cause the game to crash, but rather massively screws up the pain, pick-up, and radsuit palettes. Through further testing (big thanks to @Rayziik and @ryiron, later @Doomkid for double-checking dosbox behavior was consistent with DSDA-Doom's software renderer), our understanding became that these blank pages were instead being filled with garbage data from system memory. What this means is that while the palettes have the general theme of getting darker as you stack pick-ups or take damage, the color scrambling that also occurs is different each time you close and restart the port. You can see this relatively easily thanks to the forced berserk pick-up in Map01. Inside the WAD there is a single page PLAYPAL lump with a radically altered palette. There is also an OLDPAL lump, which was a leftover from various futzing around and attempting to figure out the palette behavior. There are also a bunch of colormaps that I made exclusively for use in Map03. These are what causes the seemingly random palette shifting even when you are not picking up things or taking damage. The "blinking" effect in Map03 is the infinite BFG voodoo setup rolling the player over a stack of cells. The "closing your eyes" effect at the end of the maps is a voodoo picking up a radsuit. This palette scrambling has different behavior based not only on the rendering mode you are currently in, but also the mode you are in when the port starts. I ran into issues with opening the port in OpenGL causing the tinting for pick-up and radsuit palettes to be radically different, ruining the fade-to-black and "blink" effects. This is thought to be caused by OpenGL not doing the thing that software rendering does, where it forces an all black value into the palette. Firing the BFG after opening the port in OpenGL would also crash 100% of the time, making it unusable. This is why there is a warning specifically about having to open the port in software initially. There are potentially more quirks to this that I have not ironed out yet, because testing them has been very confusing. The noisy textures are just noisy textures that get further futzed by the colormaps and pain/pick-up palettes, resulting in hundreds of different unique "palettes" every time you close and restart the port. edit: All of the monster sprite frames are also reverse-paletted on every other frame, just for increased noise and color fuckery. 20 Quote Share this post Link to post
JackDBS Posted March 25 5 hours ago, Maribo said: It's unlikely that anything in the WAD will change, except for possible replacement of the Dodonpachi ogg music with proper .xm format tracks. Hide contents Neat! More WADs that use MOD music! 1 Quote Share this post Link to post
Shepardus Posted March 25 6 hours ago, Maribo said: I imagine that more than a few people have cracked the WAD open in SLADE by now and are wondering what exactly causes this kind of behavior, so here's a rough tech write-up if you want the curtain pulled back: Thanks for the writeup; I remember seeing a post here showing a similarly crazy effect from taking negative damage, and was wondering if this WAD used that. This is different, but sounds similar in that it uses garbage data as the palette. I'd also add that the colors vary by port, and probably also the specific build of the port too. In Woof, restarting the level using in-game restart also scrambles the colors, while in dsda-doom it does not. 4 Quote Share this post Link to post
Maribo Posted March 26 OP has been updated with a typo fix for the music credits + .xm versions of the title pic and inter text end screen music, so the volume of the WAD should be more unified now (and shaved off a couple of megabytes just for fun). This will likely be the version going to idgames shortly so if anything else is borked (in a way that doesn't seem intended), typo'd, or otherwise needs addressing, let me know soon. 4 Quote Share this post Link to post
RataUnderground Posted March 26 I saw a HOM! what a sloppy author. 2 Quote Share this post Link to post
SpinningPlates1 Posted March 26 A couple of weeks ago, I played icgya and really loved both the slaughter gameplay and general visual design so when I saw a new wad from you with a similar title I was pretty excited and went in blind. It's hard to put into words how much I already love these maps, they're so isolating and inaccesable, yet I feel right at home among the flickering colors. Even after your explination I'm still not really sure how the palette works but am enthralled by it regardless. This is a really really great wad, thanks for making it <3. 4 Quote Share this post Link to post
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