Amaruψ Posted May 2, 2024 (edited) Us folks at Team Afterlife are proud to present a glimpse into our current project; a 32 map mega-wad, titled "Torment of Screams". The project's goal is to create a vanilla compatible wad that captures the feel and the aesthetics of 90's maps while at the same time, pushing the engine's static limits to their absolution. The development process is quite gradual and steady, and this is our first publicly released demo since the project's revamp a few months prior. As of current, we're on the outlook for any potential reviewers to cover our demo, so if you're a DoomTuber, then be sure to give Torment of Screams a spin! Do note that quite a few maps are currently unfinished or are in the starting slate as of current. While the demo contains all of the 32 maps, we'll recommend Map 15, Map 17 and Map 32 since they're the most complete of the rest. The .wad is tested with Chocolate Doom, CRL-Doom, Crispy Doom and GZDoom. The format is vanilla Doom, so pretty much any port would be able to run it. Credits: Knor964 - Founder and Project Designer Risk667 - Project Lead, Music, Maps, Playtesting, Texture Adaptation Amaruq - Project Coordinator, Maps, Graphics Lj - Project Advisor and Mapper Geqoph - Project Advisor and Mapper DaBigNerd - Mapper hypersprite_ - Mapper cheeseburger - Mapper volleyvalley - Mapper Screenshots: And finally, here's a download link to the project's demo file: https://files.gamebanana.com/bitpit/torment_of_screams_wip_demo_06i_.rar So if you're interested, please do give Torment of Screams a try! :) Edited May 2, 2024 by Amaruψ 11 Quote Share this post Link to post
DankMetal Posted May 2, 2024 I remember when i saw the original thread made by knor, and i wanted to be part of the team, and the only reason i didn'tsay anythong at the time was my inexperience. Glad to see it finally released! I will try to give it a shot if i have the time. 1 Quote Share this post Link to post
Zesiir Posted May 2, 2024 This looks just up my alley. I'll give maps 15, 17 and 32 a go :) 1 Quote Share this post Link to post
Amaruψ Posted May 2, 2024 1 hour ago, DankMetal said: I remember when i saw the original thread made by knor, and i wanted to be part of the team, and the only reason i didn'tsay anythong at the time was my inexperience. Glad to see it finally released! I will try to give it a shot if i have the time. It'll be a little while before the full release will be out, but thanks for your support :) 0 Quote Share this post Link to post
Zesiir Posted May 2, 2024 (edited) MAP15 nails the techbase look, and gameplay feels fluid throughout. My only gripe would be the Cyberdemon at the end, there's not much room to fight him in, if you lure him into the main hall. MAP17 has a neat city center sort of look to it, though I feel it is a bit downsized. While the ceiling is tall, the streets are small and there is not much room to maneuver around the more powerful monsters when they ambush you. Ammo also felt tight if you pistol start, you have get lucky and find the Plasmagun early, or you're screwed. Design-wise it does not make much sense for a switch in an office building to open a door in the cinema, and a switch in the cinema to open a random door in a destroyed building. That could use some clarification. Additionally, the exit room is way too small to fight one Baron, two Hell Knights and an Archvile. It's also worth mentioning that by the time I got to that room I had almost no ammo or health. MAP32 just feels like a bunch of corridors. It's not very fun to play and there is not enough ammo to go around. By the time I reached the marble rooms I ran out of ammo and had to rely on infighting to get through. Then I teleported through some empty rooms, and then it just sort of ended. The maps are still decent, they just require polish. Good luck with the project, looking forward to the finished thing. MAP15 Issues: Spoiler Misaligned textures on this crate stack. Also on the back. The broken floor still does floor damage. And so does the lift. At the end of the map, you can drop down into either of the holes at the side of the walkway and get stuck. MAP17 Issue: Spoiler There is no way to tell that this acts as a lift. It just looks like a desk you can't get past. And design-wise it makes no sense for it to behave like this. I got stuck for a long while until I figured out it could be lowered. MAP18 Issue: Spoiler Texture missing. Edited May 2, 2024 by Zesiir 1 Quote Share this post Link to post
Amaruψ Posted May 2, 2024 Spoiler 8 minutes ago, Zesiir said: MAP15 nails the techbase look, and gameplay feels fluid throughout. My only gripe would be the Cyberdemon at the end, there's not much room to fight him in, if you lure him into the main hall. MAP17 has a neat city center sort of look to it, though I feel it is a bit downsized. While the ceiling is tall, the streets are small and there is not much room to maneuver around the more powerful monsters when they ambush you. Ammo also felt tight if you pistol start, you have get lucky and find the Plasmagun early, or you're screwed. Design-wise it does not make much sense for a switch in an office building to open a door in the cinema, and a switch in the cinema to open a random door in a destroyed building. That could use some clarification. Additionally, the exit room is way too small to fight one Baron, two Hell Knights and an Archvile. It's also worth mentioning that by the time I got to that room I had almost no ammo or health. MAP32 just feels like a bunch of corridors. It's not very fun to play and there is not enough ammo to go around. By the time I reached the marble rooms I ran out of ammo and had to rely on infighting to get through. Then I teleported through some empty rooms, and then it just sort of ended. The maps are still decent, they just require polish. Good luck with the project, looking forward to the finished thing. MAP15 Issues: Hide contents Misaligned textures on this crate stack. Also on the back. The broken floor still does floor damage. And so does the lift. At the end of the map, you can drop down into either of the holes at the side of the walkway and get stuck. MAP17 Issue: Hide contents There is no way to tell that this acts as a lift. It just looks like a desk you can't get past. And design-wise it makes no sense for it to behave like this. I got stuck for a long while until I figured out it could be lowered. MAP18 Issue: Hide contents Texture missing. Map 15's damaging floors I've already fixed, actually. Originally, the area was an inescapable pit, so when I carved out the elevator, I forgot to remove the floor type. I fixed it about half an hour ago after someone else reminded me of this. The elevator with holes I genuinely don't know how I missed; the fence is supposed to wrap around completely but I missed it on the two ends. Thanks for the catch! Will make sure to fix them in the final release. 2 Quote Share this post Link to post
LegendaryEevee Posted May 6, 2024 (edited) Okay I have reached the end of the WAD Pack and want to give everyone this Trailer I put together showcasing exciting moments from each level, as well as this breakdown from my own run through the WAD (keeping in mind I am not a DooM God by any stretch of the imagination between 1 and 10 my skills would be 6-7 slightly above average. I also know not all maps are finished so many details and critiques will be left out. This will be looked at as a person experiencing each map the first time. Map01 -- Once this map gets going it's a ton of fun. My only opinion to make it even more exciting would be to find some way to energize the first few rooms. Love the spazing door and ambush near the end! Map02 -- Well paced map. Love the Archville ambush. The only critique I can offer is it got a little confusing where to go at times. Especially when the door switches were almost out of ear shot of the doors they opened. Map 03 -- This is one of the only maps that absolutely destroyed me. Between the ambush room with the Revenant and Chaingunner. Or the mass pile of monsters over the toxic pit. I legitamately could not beat this map without cheats. I'm sure there are ZeroMaster / Decino level players that may think it's easy. But I could not complete this legitimately. Too few ammo and health. Map 04 -- Perfectly paced. Love the monster ambushes, the platforming wasn't stressful or unfair. Legitimately enjoyed this map start to finish! Map 05 -- Plenty of tricky ambushes, with nonstop action. This is high adrenaline, DooM perfected of the 5 maps so far this is by far my favorite. Run and gun, Rip and Tear! Map 06 -- Our first "City" level and this is perfect! Not too big, not confusing but extremely challenging. When those monster closets open you know your in for a wild ride. And with several buildings to fall back to this is a ton of fun. Map 07 -- This is the Dead Simple clone on absolutely steroids. Even managed a Cyberdemon in there. Love the idea that we can unlock the Arachnotrons at our own pace. Well Done! Map 08 -- This map made me feel clostrophobic. A little too cruel with many of the corner ambushes as I always found myself jerking around corners guns blazing to be met with a chaingun to the face. I'm not sure if more ammo or changing the Chaingunners helps this. Love the astethic feel it can be much more fun. Map 09 -- Strikes the perfect balance between resource management and all guns blazing. Never ran out of ammo but always felt I was right at the edge. Fun, high action. Outstanding level. Map 10 -- This map perfectly captures the "Trapped Like a Rat" Feel. It is ruthless to pistol starters but if you can rush further enough down the maze you'll be fine. I'm sure if you carried weapons over from other levels this would be a cakewalk. Love the rush of adrenaline you get with this one. Map 11 -- Beautiful sky box, love the buildings, and legitamately makes me feel I'm clearing the cosmos of demonic activity. Outstanding map. Map 12 -- Just like Map 09 this plays like an absolute action film. Giving you just enough ammo as you run and gun through the hallways dodging an insane amount of projectiles along the way. Map 13 -- High level monsters with low grade equipment. This is tough to pistol start but really felt helped get my reaction times and dodging better. It's hard but not unbearable like Map 03 Map 14 -- The detailing of the broken hallways, with the imprisoned Imps is stunning. This level is gorgeous and full of suprises around every corner. One of my favorites of the Mega WAD. Map 15 -- This is by far my least favorite. The trouble with this map isn't the energy, ammo, or difficulty. My trouble with this map was the repetitiveness and bland architecture. Everything looks the same, and I feel coming off of how beautiful Map14 was it makes it stand out more. When I got the red key I legititmately was running in circles because so much looked the same. Map 31 -- Mini-Slaughter / Slaughter-Lite? However we want to call it. This map is a rush. Killed me quite a few times but it is a wild ride start to finish. Never felt unfair and made much easier if you go slow clearing out as you move. Map 32 -- This map makes me feel like I'm trying to escape from Alcatraz. Monsters flooding every corner as you make your way through the masses to find your way out. This map is perfect for monster fights (infighting) and an absolute rush. Map 16 -- The Spider Mastermind was a nice suprise. Love how we had to tip toe around her and could use her to take out most of the level's worth of monsters for us. Get her distracted and run around the corner, genious concept! Map 17 -- The only thing I can ask for in this gorgeous Outdoor City level is MORE AMMO. This is am absolute hoot I just want to rocket everything into oblivion. Love the buildings and the custom textures. Map 21 -- THIS IS "HANDS" DOWN my FAVORITE map of the entire WAD. 33 Monsters. Small confined area. And you must punch your way out (beserk of course), while high level perfectly punchable monsters drop in. Caco's, Revenants, Hell Knights and even a Barron. This is everything exciting rolled into one small package. Map 26 -- Crushers have returned and in a map that reminds me so much of Monster Condo. It has it all, great combat set pieces, secrets, crushers, and plenty of weaker monsters to gib along the way! Map 28 -- I got so many House of Pain vibes from this map. Great atmosphere with the torture rooms. Excellent Pinky Ambushes. Especially when pinning you between a hoard of pinky's and a Pain Elemental, it's absolutely brutal and a ton of fun. Map 29 -- Unfortunately it doesn't carry on here. This is my 2nd least favorite map. The scenary is beautiful but I didn't find the action matched it especially with a Penultimate map. Kept catching on the Pews and feel we need a bigger fight to get us hyped for the ending. Map 30 -- The 1st part gives you a feel of dread / The Chaingunner Ambush will wreck you if you don't grab the Megasphere fast enough (pistol start). The boss I'm not sure has a cry warning yet. Because i feel I unloaded 50 rockets into his brain to no effect. Maybe there's a different way to beat him but I am TERRIBLE at Icon of Sin maps so let those more experienced talk on this one. I love it! AND FINALLY I LEAVE YOU WITH THIS TRAILER I MADE CAPTURING THE HIGH ENERGY FUN OF THIS WAD SO FAR! P.S. -- If anyone else needs anything playtested or wants a Trailer like this made of their upcoming work just shoot me a message =) Edited May 6, 2024 by LegendaryEevee 2 Quote Share this post Link to post
LadyMistDragon Posted May 12, 2024 Map 15:Very solid vanilla style map with satisfying progression. I liked it a lot Map 17: Not too bad, although it suffers from the Downtown sin of bad signposting and unclear switch activation. That midi rocks though! Map 32: Maybe the Super shotgun could be sooner? There's not a huge reason to hold off when this map is as linear as it is. I also hated the Lost Soul maze but that's a personal problem so eh. 2 Quote Share this post Link to post
Amaruψ Posted May 13, 2024 21 hours ago, LadyMistDragon said: Map 15:Very solid vanilla style map with satisfying progression. I liked it a lot Map 17: Not too bad, although it suffers from the Downtown sin of bad signposting and unclear switch activation. That midi rocks though! Map 32: Maybe the Super shotgun could be sooner? There's not a huge reason to hold off when this map is as linear as it is. I also hated the Lost Soul maze but that's a personal problem so eh. Map 17's author and I came up with a plan to have Counter-Strike-esque spray painted directions on the wall. That'll do the trick with the confusion part. 2 Quote Share this post Link to post
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