Jump to content

DBP65 - Sanguine Holy Land


Recommended Posts

Posted (edited)

Hey @BiZ, thanks a lot for the reply. Some comments on your points:

1. I think this argument about avoiding exhaustion makes sense, doubly so without the implementation of difficulties. A different map order where the chonky maps are all grouped together certainly would not have discouraged me, but I'm of course aware that there's a great variety in player mentality in the community so I can see how the current map order is a very welcome one for others who don't think like me. I wouldn't say that the Cyb Jrs. are a huge issue, they're an interesting way to mix it up and I noticed other creators have also taken a liking to using baby or mini-cybers as a combat leitmotif. The only exception maybe was me frantically trying to punch the baby cyb in 'Try the Wine' while being pushed away by blast damage. Quite tricky that one :D

2. As I originally mentioned, 'Primrose Path' is still a great map despite my gripes with it. The idea of having a way to bail out of a final fight in the last map of a DBP has been used in Deadly Ritual and Havoc in Creation as well, and I agree that giving the player a choice is a good way of preventing frustration while also building narrative. At the same time, as you correctly noted, I'm one of those obsessive maxers who want to gobble up everything so for me it isn't really a choice - I will commit to everything thrown at me. Because I missed all the nooks and crannies in the level I couldn't even figure out how to lower some items, some of them seem to be stuck in walls that maybe lower when I push a certain switch, but for now I've decided to let it go. If you implied that everything is 100% collectable I believe you (side note: I also noticed some very well hidden and loose items in 'Laceration Forest' that require some intrepid platforming and exploration). It's possible I'll attempt it at some point but another reason why I'll refrain from it now is that Mancubian Candidate is doing a max playthrough of the wad on YT and they're tackling in on UV Fast on top of it. I strongly believe that those runs will become a standard for DBP65 for quite a while and I don't want to record semi-redundant stuff that involves me hunting for items for long stretches, that can feasibly irritate many viewers.

What I said here is overall minor, you're right when you say that I do this to myself when I impose slightly different standards, so I need to work on that either by changing the standards themselves or pushing myself harder in order to reach them. Regardless of what happens, the core experience of DBP65 is intact: it's an exquisite, creepy, alluring journey under crimson moon and sky. Right now it's in my top 10 DBPs :D

Edited by DreadWanderer

Share this post


Link to post

Hi, posting a brief list of things found that you may find of interest, in the case they haven't been brought up before. The wad as an overall was a lot of fun, no complaints. I adored the chests, breakable vessels and all the little interactive stuff. I have to add this, BiZ's final map was one of the most enjoyable 1-hour-sat-on-the-chair-in-front-of-the-screen times I had in a while with this game, I just loved finding endless little secrets in chain. I would love to see more of that in the future if there's a chance.

 

Okay the list (crispy-doom, UV/PS):

 

Spoiler

03

- In the final area, you can hop onto the closest rock from the secret library, just that easily, and access the plasma gun at the cost of a softlock apparently. 

 

04

- Right here, there's a very thin invisible wall that you can get hanged on, and it could be an issue related to nodes even though UDB doesn't show anything wrong, so you gotta trust me on that lol.

- Ah, you can use sector 333 to climb onto the rocks and land on the sea of blood, there're a few shells to be found so I deduced this was on purpose, but then I found access to a room, sector 0, by walking through line 2690, and that's when I went back to doubting, because this room has a few HOMs and things and multiple action 305 lines which aren't even boom actions, but also it looks like you can access almost all the areas with the monsters that teleport away at different points. Anyways, what is up with all of this lol

 

08

- Lines 825, 832, 818 and 854 have different offsets both on front and back sides so the midtex look different on each side, not sure if that was intentional.

- There's a shotgunner flagged ambush here

- I might suggest for the secret cell pack, to extend the sector -- funny thing, I accidentally landed on the cell pack but without registering the secret, and by the end of the map, as I usually do, I double checked for secrets and that was the one I was missing, but I assumed it wasn't part of the countable secrets. It's no  big deal anyways.

 

12

- It's possible to get stuck here, or here, should you get sent over the walls by archviles as it happened to me lol. I might just suggest adding steps on each place. I think you could get stuck on sector 454 as well but that's kind of a reach. BTW I loved the scattered hidden potions on the rocks. 

 

13

- Floating, inaccessible box of rockets here (automap point). I believe I saw a floating stimpack somewhere else too but didn't take a shot :l

- Minor, very minor thing, cause I managed to find around 97% or so of the total of hidden things around the map by myself, and while a few were by chance (all hinted, I support), one I failed to grab was the one with the painting with a cobweb as hint, because the map showed me the secret, but shooting the painting did nothing, and upon checking on the editor, it turned out to be the trigger as I suspected in first place, but a S type of switch you have to hit from below. Bit cryptic, but no big deal. I wonder why it isn't shootable though. I guess you can tell by this that I'm subtly suggesting it to be gunfire instead :P

 

14

- Is the secret sector around the cacoward chest (lol) reachable by any means? Just asking

 

 

Share this post


Link to post
Posted (edited)

I'm taking a pause before playing the last two maps. I'm not sure this one is the best dbp but it's a great one and for some reason one of my favorite : It happened that, after launching the wad, I started to play and totally forgot about the name of the project... quickly, because I really liked what I was playing, I thought : "my future post will start with "Orange Sanguine Nightmare" as the link with Tangerine nightmare is quite obvious  and very well managed, but I wanted to add "Tangerine nightmare as a reference but maybe some anterior references also...", well, when rediscovering the wad's name, there was no doubt about the hommage (there is also something in the music choices that link also to TN). Tangerine Nightmare is one of my favorite wads and this one is a worthy (yet not as ample) sequel, I’ll replay it with great pleasure along with TN !
(Got also some vibes from « What lies beneath » map 01)

 

Anyway, played on HNTR which doesn’t change anything on some maps, had some hard times, loved the fights, map 01 is a great opener (with a really tough secret fight), loved the cramped map 03 and also almost all the others (maybe two or three maps are less impressive but still good). Might have miss some special intended gameplay since I was playing continuously but I’ll come back to retry it pistol start.
Great work !

Edited by apichatpong

Share this post


Link to post
On 4/18/2024 at 8:05 PM, galileo31dos01 said:

Okay the list (crispy-doom, UV/PS):

 

Appreciate the feedback and the list, will get these rolled into the next update (hopefully this week).

 

In regards to the painting in 13, we are a bit hamstrung for shoot actions in cl2, but will see what I can do.

In regards to 14, nope.

Share this post


Link to post
On 4/22/2024 at 8:49 PM, BiZ said:

In regards to the painting in 13, we are a bit hamstrung for shoot actions in cl2, but will see what I can do.

 

Among other things I keep marvelling at how all these mapsets are cl2, you guys are really taking the "limit-removing" part very seriously :D

Share this post


Link to post

DBP65 v2 is now released, you can download here or from first post when matador updates it.

Many bugs were fixed based on feedback from the community, thank you.

Difficulty settings are implemented on all maps but two (map03, map10), just waiting a bit longer to hear from the mappers.

 

v2 DOWNLOAD: https://drive.google.com/file/d/137yV_dZ67dDfxg-wljOZA3_ppS7kZd97/view?usp=sharing

 

 

changes:

Spoiler

MAP01
- fixed consumable midtex voodoos not working in gzdoom
- difficulty settings added
- added hint for secret fight

MAP02
- fixed consumable midtex voodoos not working in gzdoom
- fixed consumable midtex not updating to empty after use

- fixed multiplayer starts in voodoo closets (hopefully)

 

MAP03
- fixed softlocks (rule 8)

MAP04
- Updated to latest version provided by mapper (v10)

MAP05
- fixed missing chandelier midtextures
- fixed various minor texture issues
- fixed HOMs at lift to final fight
- fixed SSG softlock
- difficulty settings added

MAP06
- fixed minor texture issue
- difficulty settings added

MAP07
- updated to latest versionprovided by mapper (bugfix1)

MAP08
- updated to latest version provided by mapper (v7)

MAP09
- Updated to latest version provided by mapper (v3.1diff)

MAP10
- updated to latest version provided by mapper (v3.3)

MAP11
- fixed consumable midtex voodoos not working in gzdoom

MAP12
- updated to latest version provided by mapper (v4)

MAP13
- fixed consumable voodoo setups not working in gzdoom
- fixed texture errors
- difficulty settings added

MAP14
- raised credits midtex so harder to see with freelook (its still there, deal with it)

 

Share this post


Link to post
8 hours ago, BiZ said:

DBP65 v2 is now released, you can download here or from first post when matador updates it.

Many bugs were fixed based on feedback from the community, thank you.

Difficulty settings are implemented on all maps but two (map03, map10), just waiting a bit longer to hear from the mappers.

 

v2 DOWNLOAD: https://drive.google.com/file/d/137yV_dZ67dDfxg-wljOZA3_ppS7kZd97/view?usp=sharing

 

 

changes:

  Hide contents

MAP01
- fixed consumable midtex voodoos not working in gzdoom
- difficulty settings added
- added hint for secret fight

MAP02
- fixed consumable midtex voodoos not working in gzdoom
- fixed consumable midtex not updating to empty after use

- fixed multiplayer starts in voodoo closets (hopefully)

 

MAP03
- fixed softlocks (rule 8)

MAP04
- Updated to latest version provided by mapper (v10)

MAP05
- fixed missing chandelier midtextures
- fixed various minor texture issues
- fixed HOMs at lift to final fight
- fixed SSG softlock
- difficulty settings added

MAP06
- fixed minor texture issue
- difficulty settings added

MAP07
- updated to latest versionprovided by mapper (bugfix1)

MAP08
- updated to latest version provided by mapper (v7)

MAP09
- Updated to latest version provided by mapper (v3.1diff)

MAP10
- updated to latest version provided by mapper (v3.3)

MAP11
- fixed consumable midtex voodoos not working in gzdoom

MAP12
- updated to latest version provided by mapper (v4)

MAP13
- fixed consumable voodoo setups not working in gzdoom
- fixed texture errors
- difficulty settings added

MAP14
- raised credits midtex so harder to see with freelook (its still there, deal with it)

 

I'm not an expert in making difficulty settings properly, unfortunately, =(

 

Share this post


Link to post
  • 1 month later...
Posted (edited)

So what would it take to get this to play nice with Walpurgis?

 

I seem to have temporarily solved it by stripping out the Wolfenstein SS code from Walp's monstersdoom.txt in /actors. Could probably just make a patch or something since I have no intention of using Walp's internal monster system anyway.

Edited by june gloom

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...