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Forsaken Compound [DOOM Episode 1 Replacement]


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Congrats on the release! you did an amazing job, top tier atmosphere and stunning visuals, definitely something every Doom fan should check out.

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22 minutes ago, fefor said:

Congrats on the release! you did an amazing job, top tier atmosphere and stunning visuals, definitely something every Doom fan should check out.

ty!!!:D and thanks again for being this wad's biggest fan as I was working on it, the playtesting really helped

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This looks great. I wanna play this, but I can't access the linked google drive...

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12 minutes ago, Zesiir said:

This looks great. I wanna play this, but I can't access the linked google drive...

Sorry about that, the download should public now. I was a bonehead and forgot to set that lol

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After 2 levels, I'm already extremely pleased. Very slick, very cool ideas with the textures and the layout, and the atmosphere is amazing with those custom sounds and the new palette. UD mapping is underrated and quite difficult but you're doing it right. Will surely play the rest of the wad soon.

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1 hour ago, DreadWanderer said:

After 2 levels, I'm already extremely pleased. Very slick, very cool ideas with the textures and the layout, and the atmosphere is amazing with those custom sounds and the new palette. UD mapping is underrated and quite difficult but you're doing it right. Will surely play the rest of the wad soon.

Thank you very much!! I mostly tried my hand at UD mapping because I felt like the fewer options that come with the limited enemy/texture variety would force me to actually finish a project for once, so I'm glad that turned out to be a good decision.

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Posted (edited)

All maps up until MAP09 were great.

 

Visuals, level architecture, combat encounters, item placement, all top notch.

 

MAP09 plummeted, unfortunately. The whole map felt rushed, and did not hold up to the same high quality as the previous ones. The scrolling Techbase textures just looked odd, and architecture looked a lot less detailed. I was also able to enter the map from MAP08 with all my weapons, even if my HP was down to 1%.

 

The last fight with the Barons really tried my patience. It just felt rushed, and it was not fun at all.

 

I had to resort to godmode, and even then it was boring. I think it would be better if this map slot was made into a secret map, and have

the wad end on MAP08.

 

Also found some slight/potential issues;


 

Spoiler

 

 

This patch of floor still does damage.

 

Screenshot_Doom_20240411_142423.jpg.65f6494f840caddd41698dac9a4fc4fd.jpg

 

In many cases, important switches could be activated from the floor. Like this one.

 

Screenshot_Doom_20240411_144544.jpg.5fe61e9ecd0e38452706b3fad19cf831.jpg

 

You can run atop this stalagmite to get over the wall. Might want to make it Impassable.

 

Screenshot_Doom_20240411_145521.jpg.3cab7a5cc0c590b0d3547dbccb219197.jpg

 

If you stand in this spot on MAP09, the Pinkies can't get to you.

 

Screenshot_Doom_20240411_150747.jpg.c2d9acfe3d0e2bf7e139031554a5067e.jpg

 

 

Edited by Zesiir

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5 hours ago, Zesiir said:

All maps up until MAP09 were great.

 

Visuals, level architecture, combat encounters, item placement, all top notch.

 

MAP09 plummeted, unfortunately. The whole map felt rushed, and did not hold up to the same high quality as the previous ones. The scrolling Techbase textures just looked odd, and architecture looked a lot less detailed. I was also able to enter the map from MAP08 with all my weapons, even if my HP was down to 1%.

 

The last fight with the Barons really tried my patience. It just felt rushed, and it was not fun at all.

 

I had to resort to godmode, and even then it was boring. I think it would be better if this map slot was made into a secret map, and have

the wad end on MAP08.

 

Also found some slight/potential issues;


 

  Reveal hidden contents

 

 

This patch of floor still does damage.

 

Screenshot_Doom_20240411_142423.jpg.65f6494f840caddd41698dac9a4fc4fd.jpg

 

In many cases, important switches could be activated from the floor. Like this one.

 

Screenshot_Doom_20240411_144544.jpg.5fe61e9ecd0e38452706b3fad19cf831.jpg

 

You can run atop this stalagmite to get over the wall. Might want to make it Impassable.

 

Screenshot_Doom_20240411_145521.jpg.3cab7a5cc0c590b0d3547dbccb219197.jpg

 

If you stand in this spot on MAP09, the Pinkies can't get to you.

 

Screenshot_Doom_20240411_150747.jpg.c2d9acfe3d0e2bf7e139031554a5067e.jpg

 

 

Yes, E1M8 (not MAP09, this is a UD wad, remember?) was rushed. I was getting burned out on mapping at the time and felt like I would rather just finish the wad with what ideas I had even if it wasn't perfect. Since that map slot has a built-in mechanic for killing all Barons I decided to build something around that. I'll admit it wasn't that interesting. Not liking the visuals I did is valid but I think that's down to personal taste. Also, the low-health-exit was intentional, as I decided to use the sector special that exits the player once they reach low health, like in the bad exit of Plutonia MAP11. I'm glad you liked the rest of it regardless.

To respond to your issues:

Spoiler

- Not removing the damaging floor special from that spot and leaving in a way to cheese the pinky fight was just my bad, yeah.

- The switch press you showed doesn't really change progression, are there any switch presses you can do major progression breaks with, at least in GZDoom?

- As I said in the post, I did not test on GZDoom and didn't really make anything with how GZDoom works in mind, and most other ports keep Doom's infinite-height collision so running on top of a stalagmite didn't occur to me.

I might make a little update in the future to fix these but as you said these are only slight problems, again unless there's actual progression-breaking stuff you didn't mention.

 

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Yeah, it's just minor stuff. Nothing that takes away from the 99% of the experience, which is great.

39 minutes ago, ivymagnapinna said:

The switch press you showed doesn't really change progression, are there any switch presses you can do major progression breaks with, at least in GZDoom?

 

There was another one, but I don't remember where it was. It's probably fine, it's just one of those Doom engine quirks.

 

Still a great mapset.

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4 minutes ago, Zesiir said:

Yeah, it's just minor stuff. Nothing that takes away from the 99% of the experience, which is great.

 

There was another one, but I don't remember where it was. It's probably fine, it's just one of those Doom engine quirks.

 

Still a great mapset.

Alright, thanks for confirming that. Glad you still like the set as a whole, and just for everything you've said, I'd rather be aware of these sorts of issues/gripes people have than be in the dark, so thanks.

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Finished the wad and had a great time with it, I still need to discover a few secrets but I plan on UV maxing it anyway. In the meantime here's a small sample of me playing 'Bloodworks':
 


Great stuff, feels fresh as heck.

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Got to E1M4 today (including secret map) I intend on blogging about this on my WAD review Tumblr once I'm done and I'll link that as well as tell you the totals and time for every map in a post on here, but just some random thoughts so far:

 

-is E1M1 a 1024 map?

-secrets are super confusing, I'm a little convinced 1 of the red key door entrances on E1M3 is broken because I used IDDT and couldn't figure out how to open (assumed D1 or DR action)

-lots of platforming, you don't see that often in UDOOM wads

-really interesting shapes usually found in Doom 2 PWADs

-the secret map is great, nice and "Junkfood"-y

 

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52 minutes ago, bioshockfan90 said:

Got to E1M4 today (including secret map) I intend on blogging about this on my WAD review Tumblr once I'm done and I'll link that as well as tell you the totals and time for every map in a post on here, but just some random thoughts so far:

 

-is E1M1 a 1024 map?

-secrets are super confusing, I'm a little convinced 1 of the red key door entrances on E1M3 is broken because I used IDDT and couldn't figure out how to open (assumed D1 or DR action)

-lots of platforming, you don't see that often in UDOOM wads

-really interesting shapes usually found in Doom 2 PWADs

-the secret map is great, nice and "Junkfood"-y

 

Having my wad reviewed on a wad tumblr sounds great, I'd really appreciate that! To respond:

- E1M1 is decently bigger than 1024x1024 (if that's what you mean by "1024 map"), so no.

- Yeah, some of my secrets are pretty obtuse. There is a red keycard in E1M3, did you just still not find it or did those doors still not work even after you picked it up? I just checked and they do work when you have that key.

- Glad you like my architecture/geometry, I feel kinda proud that my work comes across as distinct from most UD wads (pretty much all my inspirations here are Doom 2 wads, 10x10 in particular)

- Glad you like my attempt at a BFG-spam type map as well

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Review

 

Totals:

Spoiler

E1M1: Bloodworks
5:25.60
93K, 36I, 50I
 

E1M2: Weeping Willow
4:23.34
95K, 66I, 0S

 

E1M3: Dread Experiment
12:41.74
100K, 94I, 60S

 

E1M9: Cybertemple
3:57.26
100K, 87I, 100S

 

E1M4: Dead Man's Station
9:01.06
98K, 59I, 25S

 

E1M5: Excavating Evil
6:01.77
98K, 63I, 50S

 

E1M6: G.R.I.N.D.E.R
12:07.03
100K, 82I, 100S

 

E1M7: Hellmouth
3:49.40
100K, 80I, 0S

 

E1M8: So Below
8:04.14
100K, 53I, 0S

 

 

Thanks for making this! I wasn't expecting something so crazy and gimmicky for the D1 engine. Kudos! ^^

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33 minutes ago, bioshockfan90 said:

Review

 

Totals:

  Reveal hidden contents

E1M1: Bloodworks
5:25.60
93K, 36I, 50I
 

E1M2: Weeping Willow
4:23.34
95K, 66I, 0S

 

E1M3: Dread Experiment
12:41.74
100K, 94I, 60S

 

E1M9: Cybertemple
3:57.26
100K, 87I, 100S

 

E1M4: Dead Man's Station
9:01.06
98K, 59I, 25S

 

E1M5: Excavating Evil
6:01.77
98K, 63I, 50S

 

E1M6: G.R.I.N.D.E.R
12:07.03
100K, 82I, 100S

 

E1M7: Hellmouth
3:49.40
100K, 80I, 0S

 

E1M8: So Below
8:04.14
100K, 53I, 0S

 

 

Thanks for making this! I wasn't expecting something so crazy and gimmicky for the D1 engine. Kudos! ^^

This review is wonderful, thank you very much for writing it and for introducing me to your blog! Always nice to find someone who writes in detail about my number one interest. I'm glad my final two burnout maps didn't drag the experience down as a whole.

And yes, you can certainly call me Ivy, that is my preferred name after all (magnapinna isn't my last name, it's a genus of squid I took up as a username and merged the two at one point)

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This is excellent; I just played through the wad and couldn't stop (not that I wanted to). Didn't find the secret map but I'll save that for another playthrough. To begin with, the new palette hits just right. It works so well. These maps are amazing. Nothing better for me than a detailed limit-removing stock-texture Doom 1 wad with an abstract bent. Everything is great: the texturing, the detailing with sectors, the atmosphere, the way the Doom 1 roster is used to its full advantage. Even the difficulty was perfect for me. Some mappers' style just resonates with me and this is one of them. This really makes me want to get some work done with my own maps. Favorite map was map 6, the looks and the action.

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Hello, to anyone following this post I should let you know that I updated the download to a new version of the wad with slight fixes to E1M5 and E1M6, if you had already played the previous versions of those maps.

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Posted (edited)

Heya, back with a bug report in E1M9. On complevel 3, you can trigger the very rare "all-ghosts bug" in the blue key fight. It happened to me while I was spamming the BFG and walking on the ledges. I think it has to do with an intercept overflow - the BFG tracers hit too many things at once. More details here:

https://doomwiki.org/wiki/All-ghosts_effect 

Granted, this only happened to me once in about 5-6 runs.

Edited by DreadWanderer

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4 hours ago, DreadWanderer said:

Heya, back with a bug report in E1M9. On complevel 3, you can trigger the very rare "all-ghosts bug" in the blue key fight. It happened to me while I was spamming the BFG and walking on the ledges. I think it has to do with an intercept overflow - the BFG tracers hit too many things at once. More details here:

https://doomwiki.org/wiki/All-ghosts_effect 

Granted, this only happened to me once in about 5-6 runs.

Thanks for letting me know about that. I'm aware about what that bug is (only because I watch decino lol) and I'm not really sure how I'd go about preventing it without sacrificing what I want for that map, but if it doesn't happen often I might just leave it be and update the text file sometime to include it under known bugs.

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Posted (edited)
6 hours ago, ivymagnapinna said:

Thanks for letting me know about that. I'm aware about what that bug is (only because I watch decino lol) and I'm not really sure how I'd go about preventing it without sacrificing what I want for that map, but if it doesn't happen often I might just leave it be and update the text file sometime to include it under known bugs.

 

No problem, I also thought that trying to fix it would basically mean that the map would get less slaughtery which was one of the main points. There are solutions ofc - fighting with the BFG in different spots, a bit less spam, and/or playing on another complevel.

Edited by DreadWanderer

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21 hours ago, slowfade said:

These maps are amazing. Nothing better for me than a detailed limit-removing stock-texture Doom 1 wad with an abstract bent. Everything is great: the texturing, the detailing with sectors, the atmosphere, the way the Doom 1 roster is used to its full advantage. Even the difficulty was perfect for me.

Quoted for truth. This is really solid stuff and I have to agree with slowfade on everything he said. This wad is an excellent example on true and genuine creativity. I am about to start M5, so I haven't finished it yet. But I'd be surprised if this suddenly turns into a dud.

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I just started this, on E1M3 currently, and holy shit. This is lovely. The color choices were great. I love the detailing and atmosphere. Midi selections paired excellently. I am very excited to continue this. I just wanted to post something because I so rarely do that. I don't often vibe with UD mapsets so I nearly overlooked this one but I am glad I didn't. :)

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Posted (edited)

Great episode! Wasn't sure if it would work in complevel 3 because of other comments so I just played in complevel 21.

-dsdademo FDAs if you want to watch them, if you don't know how to run them you can probably just drag them onto dsda-doom as long as they're in the same folder as the wad. Recorded on the April 13th version of the wad.

compound-apr13_plums-fdas.zip

 

I often went back to check for secrets if I exited the map without finding them all, didn't need to record myself wandering around for them. I did end up having to cheat to find the red key in E1M3, that wall offset was just too subtle for me. Especially liked the 2nd-floor platforming on E1M3 and the fire cracks in E1M7.

 

A few possible problems/nitpicks:

- E1M5 can block you from falling down into the Spiderdemon area if the imps crowd below the ledge before you drop down. Might be worth adding some block monster lines to keep them away.

- E1M6: you can get through the bars to get the blue key without raising them (sector 385) if you sneak through the left. Though this almost seems intentional as a speedrun thing?

- E1M8's end fight is pretty tedious as has been mentioned. Having monsters coming from more that one direction could spice things up a lot. It kind of feels like after the massive enemy count in E1M6 your motivation for big fights started to peter out a bit? Anyhow the end text of the episode almost made up for it, and I did like the rest of the map.

 

Congrats on a great first release!

Edited by plums

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Posted (edited)

Just finished it. I have to say, this was the most interesting UD episode I've played in quite some time. Very lovely maps, great architecture and a good mix of incidental combat and bfg fun times. I will be looking forward to more things from you! Congrats on the release.

Edited by kvothesixstring

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23 hours ago, plums said:

Great episode! Wasn't sure if it would work in complevel 3 because of other comments so I just played in complevel 21.

-dsdademo FDAs if you want to watch them, if you don't know how to run them you can probably just drag them onto dsda-doom as long as they're in the same folder as the wad. Recorded on the April 13th version of the wad.

compound-apr13_plums-fdas.zip

 

I often went back to check for secrets if I exited the map without finding them all, didn't need to record myself wandering around for them. I did end up having to cheat to find the red key in E1M3, that wall offset was just too subtle for me. Especially liked the 2nd-floor platforming on E1M3 and the fire cracks in E1M7.

 

A few possible problems/nitpicks:

- E1M5 can block you from falling down into the Spiderdemon area if the imps crowd below the ledge before you drop down. Might be worth adding some block monster lines to keep them away.

- E1M6: you can get through the bars to get the blue key without raising them (sector 385) if you sneak through the left. Though this almost seems intentional as a speedrun thing?

- E1M8's end fight is pretty tedious as has been mentioned. Having monsters coming from more that one direction could spice things up a lot. It kind of feels like after the massive enemy count in E1M6 your motivation for big fights started to peter out a bit? Anyhow the end text of the episode almost made up for it, and I did like the rest of the map.

 

Congrats on a great first release!

Thank you very much for the feedback/demo recordings! There's actually a trail of gore leading from the crusher in that room in E1M3 to the secret wall, people seemed to notice that hint even less than the little offset though. I do agree the final fight isn't particularly fun, it was half my attempt at a "weird"/intentionally grindy encounter and half me just running out of ideas at that point, and you were correct to say I wasn't too motivated at the time (and as you can guess from that end text I didn't mean for it to be taken it too seriously either.) And those issues in E1M5 and E1M6 I actually had no idea about, thanks for bringing them up. I might make another slightly fixed version (esp since I wanna get the wad on idgames sometime), but for stuff like the E1M8 fight I'd feel better about just leaving an imperfect project be and moving on to other stuff, most likely on a smaller scale. Glad you liked it!

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