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Moonblood Megawad


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rodster said:

I played the first six maps with the D4D mod and it was superb! :) Loved it so far. Would like to contribute to Map27-30 FDAs, but I am confused at which wad to load. There are two wads in moonbld-1.3.rar


Thanks! It's the same wad, one has the color filter ("moonbld.wad") and another doesn't, ("moonbld-nf.wad") load the one you prefer haha

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Thank you. Here are my FDAs, for the Maps27-30, I used savestates. I began each map with UV pistol start, complevel 9.

Map27, I'm going to list my deaths because I used "recordfromto" for this:
-at 5:12 I accidentally fell into the lava pit
-about 8:00 a Rev got me

Map28:
-I almost made it, so close :D

Map30:
-that death scream jumpscared me :D

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Oh thanks rodster! I'll watch them now haha

SSGmaster said:

I tried to FDA map29 but (and that will probably be a stupid question)... How are you supposed to escape the first room?

Spoiler

You have to use the switch to control both lifts. Press it to lower both lifts, then when the closer lift goes up, press the switch again immediately so it will lower the closer lift and the further one will stay up. Wait for 3 seconds and press for the third time the switch and run immediately to the closer lift and run to the further one.

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map 29: at least I tried

PRboom + 2.5.1.4 -complevel 9 (I was not sure if it's a boom or vanilla doom 2 mapset) -skill 4

I died 4 times before stoping it because I had to go:

Spoiler

First death was me runing around trying to find the rocket launcher.
2 death was me catching rockets from the cybers
and one death was me trying to fight a chainguner with a pistol (yeah clever I know)
You can stop watching after at my first death to the cyber ambush, there is nothing new to see after that.

Good map 29, it has its intimidating moments and it's well balanced imo.


Deadwing said:

Spoiler

You have to use the switch to control both lifts. Press it to lower both lifts, then when the closer lift goes up, press the switch again immediately so it will lower the closer lift and the further one will stay up. Wait for 3 seconds and press for the third time the switch and run immediately to the closer lift and run to the further one.


Damn I suck at lift puzzle, I had the same kind of problem with map 8 of D2TWID.

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Haha nice, thanks for the demo SSGmaster! :D

So I've watched them and I felt both level 27 and 28 worked well, though looks like the ammo was a bit too safe (with lots of shells to spend). 29 didn't felt it gave enought pressure on some parts (like the place where you get the RK or the fight on the lava floor). You guys took out the cyberdemons too fast haha So I think i will make the two later spawn a bit earlier (not really much, though, something like 15% faster). In the rodster demo the last Spider Mastermind didn't spawn hahaha An Imp was in the way. Sadly, I'll have to put some monster blocklines there :/

Anyway, you both play very well, much better than me haha SSGmaster, your death against the cyberdemon was more badluck since you already got control of the fight :/ And I loved how the final boss fight went on, I wanted to the player to move a lot and be aware of the enviroment, which happened.

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The player 1 start in MAP19 has the multiplayer-only flag set which is a bit odd given it is the only player start in the map. Though I suppose it does not matter as long as it works fine in all intended ports.

Keyboard_Doomer already mentioned missing coop starts which would be nice to have. There were also a couple of other coop issues we bumped into during TNS which hampered progression; unfortunately, I wasn't writing them down. But someone who did, or someone who remembers them, may still post them here.

I will be setting up a permanent ZDaemon server with this WAD so I might add a few more catches as people report them to me if you are interested in fine-tuning the coop-friendliness of this wad.

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That multiplayer-only playerstart on map19 was probably a mistake of mine lol

So, I would love if I could have some feedback to make this work on coop. I literally have no idea how things works in that mode, because I've never played Doom in coop hahaha

Anyway, thank you so much for your help! (and for setting a permanent server) For the next version (1.4) I'll add coop player-start for all levels, but I'll certainly need some help to fix coop-related bugs and tune up the balacing.

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I fear the input on balancing will be limited because these are public servers with item respawn on; a private playthrough with only a couple of players might be better for that. As for catching problems in the wad, more people randomly running around and dying do tend to bring them out, lol. Now, I should probably clarify that I am not really promising any results, but I will forward what gets to me to you. It is nice for us coop/survival guys if the authors are interested in fixing the issues :)

These are the two 'Ducks' survival servers set up on ZDaemon:

89.221.208.147:10617 - a server with standard settings.
89.221.208.147:10717 - a server with PAIN settings (fast monsters dealing 2x damage)
If you'd like, you can try checking if there is any activity in the servers and perhaps join in to see for yourself how things are going. The most likely times to find someone there are from Euro afternoon to some hours after midnight; though again, this is not guaranteed. Simply joining an empty server and playing/waiting for a while might also attract some people over time.

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Some bugs I noticed:

MAP01
- The zombieman you see in front of you as the map starts appears to be deaf (without a deaf flag, though) and doesn't wake up if you shoot in the start area (sectors 0, 2 and 12).
map08
- The door at the start of the map can't be opened second time once they are closed. In coop this results in players stuck at start.
map19
- If someone presses the switch at the start before the elevator has fully raised, the switch disappears into the ground. It can still be pressed but it's confusing for the players that didn't see it and they think they're stuck.
map28
- The areas with crushers become inaccesible once players cross certain linedefs which can result in stuck players.
- Similar thing with sector 161. Once it's raised it cannot be lowered again and whoever didn't reach it in time is stuck.
map29
- The switch at the start lowering 2 lifts is definitely confusing. In coop a bit less because someone can press the switch while other players wait in front of the second lift but the poor last guy is on his own.
- this texture (line 163)

Probably not very useful since I don't know of a quick way to automate adding things if you have the coordinates but the PATCHINFO with added coop starts can be found here. I didn't spend a long time making them perfectly placed but at least none of the starts are placed inside a wall or stuff like that.

Not sure if including 2 small lumps from an IWAD is supposed to be disapproven of nowadays (when there are wads on idgames with hundreds of sprites from an IWAD included) but including PLAYPAL and COLORMAP in a separate original-palette.wad seems to be a more reasonable solution to me than another 10 MB file which is just a copy of the original wad without the 2 modified lumps.

I have also included a tip how to change the obituary text for the final boss in the TNS thread if you want to do so.

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rhinoduck said:

I fear the input on balancing will be limited because these are public servers with item respawn on; a private playthrough with only a couple of players might be better for that. As for catching problems in the wad, more people randomly running around and dying do tend to bring them out, lol. Now, I should probably clarify that I am not really promising any results, but I will forward what gets to me to you. It is nice for us coop/survival guys if the authors are interested in fixing the issues :)

These are the two 'Ducks' survival servers set up on ZDaemon:

89.221.208.147:10617 - a server with standard settings.
89.221.208.147:10717 - a server with PAIN settings (fast monsters dealing 2x damage)
If you'd like, you can try checking if there is any activity in the servers and perhaps join in to see for yourself how things are going. The most likely times to find someone there are from Euro afternoon to some hours after midnight; though again, this is not guaranteed. Simply joining an empty server and playing/waiting for a while might also attract some people over time.


Oh, I see, I guess it's better not mess much with balancing then, I'll focus more on important bugs and fixes. I'll see if I will get to be able to join, though I live in Brazil and timezones might be a problem. Thanks again for the help :)

Keyboard_Doomer said:

Some bugs I noticed:

MAP01
- The zombieman you see in front of you as the map starts appears to be deaf (without a deaf flag, though) and doesn't wake up if you shoot in the start area (sectors 0, 2 and 12).
map08
- The door at the start of the map can't be opened second time once they are closed. In coop this results in players stuck at start.
map19
- If someone presses the switch at the start before the elevator has fully raised, the switch disappears into the ground. It can still be pressed but it's confusing for the players that didn't see it and they think they're stuck.
map28
- The areas with crushers become inaccesible once players cross certain linedefs which can result in stuck players.
- Similar thing with sector 161. Once it's raised it cannot be lowered again and whoever didn't reach it in time is stuck.
map29
- The switch at the start lowering 2 lifts is definitely confusing. In coop a bit less because someone can press the switch while other players wait in front of the second lift but the poor last guy is on his own.
- this texture (line 163)

Probably not very useful since I don't know of a quick way to automate adding things if you have the coordinates but the PATCHINFO with added coop starts can be found here. I didn't spend a long time making them perfectly placed but at least none of the starts are placed inside a wall or stuff like that.

Not sure if including 2 small lumps from an IWAD is supposed to be disapproven of nowadays (when there are wads on idgames with hundreds of sprites from an IWAD included) but including PLAYPAL and COLORMAP in a separate original-palette.wad seems to be a more reasonable solution to me than another 10 MB file which is just a copy of the original wad without the 2 modified lumps.

I have also included a tip how to change the obituary text for the final boss in the TNS thread if you want to do so.


Nice! These crushers on 28 were a pain in ass to fix lol The lift on 29 was meant to be a puzzle. If it's way too confusing I'll think in something more straightfoward.

I'll release 1.4 later today with these issues addressed. I also added coop player starters and I'll change the obituary for the final boss.

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Version 1.4 released: http://www.mediafire.com/file/h7q16xygvpq3yps/moonbld-1.4.rar

It contains several changes according with rhinduck, Keyboard_Doomer, SSGMaster and rodster feedbacks! This will probably be the last version before going into /idgames (version 1.5 - with some bugfixes and coop related stuff). I'll probably do it when people lose interest on the wad, which might take a while.

Spoiler

General: Added a "no-filter.wad". This way, if you don't want to color palette, load it after "moonbld.wad" to get the original colors wihtout needing to edit the wad.

General: Added co-op start on all levels.

1: First zombieman now wakes up when shooting.
3-6: Ammo is a bit more strict. Replaced some shotgun ammo for chaingunn ammo.
8: Door in the beginning is now SR.
11: The YK trap is now sligthy different. It's now a bit harder to run away.
19: The initial switch is now with the action 123 (SR lift lower wait raise), so it will return when gets buried into the ground lol
21: Fixed a gamebreaking bug in the cyberdemon area.
27-29: Ammo is more strict, replaced several box of shells with Rocket/Ammo boxes.
28: Crushers are now always on and players can pass on multiple times.
29: Fixed wrong texture on stairs. The initial puzzle has an alternative way of solving. Cyberdemons appears a bit sonner, and some setpieces are slighty harder.

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Very very nice maps with eye candy design, im happy that i spend few hours with this wad. GREAT JOB. this wad is going to my "hall of fame" :-)

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Deadwing said:

I'll see if I will get to be able to join, though I live in Brazil and timezones might be a problem.

I see :)

Thanks for the fixes! I updated the servers to 1.4.

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Mr. Trotl said:

Very very nice maps with eye candy design, im happy that i spend few hours with this wad. GREAT JOB. this wad is going to my "hall of fame" :-)


That's awesome to hear! Haha Thank Trotl! :)

rdwpa said:

Another FDA for map29 if you want.

https://www.dropbox.com/s/4r8zo7vg23504u5/mb29_rdwpa_fda.lmp?dl=1

I made it through in one piece. That cyber fight would have really pissed me off if I got caught on one of those decorations. I'm not a fan of that type of design. Rest was fun, though.


I see, thanks for the FDA, rdwpa! About the decorations, I'm afraid that you aren't the only one to think that way lol Does it make better to take out some of the decorations and change the remaining ones into columns (actual sectors)?

rhinoduck said:

I see :)

Thanks for the fixes! I updated the servers to 1.4.


Cool! Thanks rhinoduck!

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I've just played the latest version from MAP07 to MAP11. Here are some suggestions:

- Line 810 of MAP07 has a minor texture misalignment issue because of the length of line; 192, instead of 128 or 256. It's not a big deal, actually. But I wanted to point it out since I'm a fan of COMPSTA textures. ;)

- Speaking of texture misalignment, Line 1242 pf MAP08 has an obvious issue.

- Sector 242 of MAP08 has a confusing secret placement, since you need to step that floor to score the secret, even if there's no reason to step there visually. I recommend to replace the secret sector from 242 to 278; the entrance of secret area.

- MAP09 has a critical flaw. If you press the Line 1593 switch first, before you pass the Line 1516, there's no way to lift the Sector 325 to the original position, making it's impossible to cross the gap.

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antares031 said:

I've just played the latest version from MAP07 to MAP11. Here are some suggestions:

- Line 810 of MAP07 has a minor texture misalignment issue because of the length of line; 192, instead of 128 or 256. It's not a big deal, actually. But I wanted to point it out since I'm a fan of COMPSTA textures. ;)

- Speaking of texture misalignment, Line 1242 pf MAP08 has an obvious issue.

- Sector 242 of MAP08 has a confusing secret placement, since you need to step that floor to score the secret, even if there's no reason to step there visually. I recommend to replace the secret sector from 242 to 278; the entrance of secret area.

- MAP09 has a critical flaw. If you press the Line 1593 switch first, before you pass the Line 1516, there's no way to lift the Sector 325 to the original position, making it's impossible to cross the gap.


Thanks antares!

I've fixed the issues! That misalignment on map 08 is ugly lol I probably pressed auto-align at some point and made that mistake. The secret, also in this map, is now in the entrance, like you said. About the flaw on map 09, that door which gives acess to switch is now only openable from inside, so it won't get pressed in the wrong order haha

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  • 2 weeks later...

Most of all, it reminded me of the old good Final Doom. It was nice to return to this atmosphere! :D Levels are very well planned, especially a variety of unexpected traps are memorized. If you play with care, the difficulty is to stay stable until the very end. The final boss is pretty easy... Secret areas are often easy to spot. Since the levels are small, I've been obsessing each, until I found all 100%.

 

Cool one! Saved in my collection:

 

Blue_3_5.png - Visuals (3 / 5)
Blue_2_5.png - Detailing (2 / 5)
Blue_4_5.png - Gameplay (4 / 5)
Blue_3_5.png - Atmosphere (3 / 5)
Orange_3_5.png - Difficulty (3 / 5)

Green_3_5.png - Overall Rating (3 / 5)

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I'll to release at the end of month the final 1.5 version. (which will be going to idgames) It'll feature some more tight ammo management and no backpacks until map 16 (an_mutt was right, backpacks kills ammo management, especially when you play on continuous). From that point, the difficult rises up a bit so ammo management becomes less important. Also, several bug fixes and small balacing changes spotted by antares, NoisyVelvet, leonardo85, joe and Doomed_SpaceMarine.

 

 

On 21/03/2017 at 7:56 AM, StormCatcher.77 said:

Most of all, it reminded me of the old good Final Doom. It was nice to return to this atmosphere! :D Levels are very well planned, especially a variety of unexpected traps are memorized. If you play with care, the difficulty is to stay stable until the very end. The final boss is pretty easy... Secret areas are often easy to spot. Since the levels are small, I've been obsessing each, until I found all 100%.

 

Cool one! Saved in my collection:

 

Blue_3_5.png - Visuals (3 / 5)
Blue_2_5.png - Detailing (2 / 5)
Blue_4_5.png - Gameplay (4 / 5)
Blue_3_5.png - Atmosphere (3 / 5)
Orange_3_5.png - Difficulty (3 / 5)

Green_3_5.png - Overall Rating (3 / 5)

----------

 

Thanks man! I'm glad you did like!

 

I wanted to reinforce a more active playstyle in this wad. Still, while the maps are small and monster count is low, I was surprised that some players still got lost really easy and still some traps might be too deadly in later levels you if get too much distracted haha

Edited by Deadwing

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  • 2 weeks later...

Version 1.5 released. This one will be the one to be uploaded to /idgames: http://www.mediafire.com/file/8y3ju9jd4p8z416/moonbld-1.5.rar

 

Changelog:

 

- Several small bugs fixed spotted by antares, NoisyVelvet, leonardo85, joe and Doomed_SpaceMarine. These include some monsters not woken up propely, HOM's and small rebalancing.

- Backpacks only appear in map 16, so now continuos players won't be so much in advantage compared to pistol starters in the early levels.

- Ammo is a bit more tight in the first 2 episodes.

- 1: Added another shotgun in the first secret.

- 2: YK lock is now in the exit door instead of the switch, so hopefully players won't get too lost.

- 9 and 11: Made a small retexturing in some areas. 

- 17: Changed a bit the area close to the exit door, so now players will have a better idea on what they are doing.

- 18 and 21: You can't leave the puzzle until you've solved it. I made this to prevent players wandering out thinking they should be in another area to progress.

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  • 2 weeks later...

The wad is up on /idgames!

 

 

For these who have already played it, feel free to give it a proper rating :)

 

It won't have any updates for now, so thank you everyone for the support and helping me getting this until the end! I know it's not the most ambitious or quality project out there, where quite some people ended not liking it (at all haha), but I've learned a lot and going through the project was totally worth it. Again, thank you a lot!

Edited by Deadwing

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2 hours ago, Deadwing said:

The wad is up on /idgames!
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/moonbld

 

For these who have already played it, feel free to give it a proper rating :)

 

It won't have any updates for now, so thank you everyone for the support and helping me getting this until the end! I know it's not the most ambitious or quality project out there, where quite some people ended not liking it (at all haha), but I've learned a lot and going through the project was totally worth it. Again, thank you a lot!

I've said this and I'll say it again...........10/10 :D

Edited by leodoom85

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hello im mark i want to ask some 1 who may know the anwser t0o this question was a organ played twice in the song on level 29 bloodmoon ritual site ide love a responce

 

Edited by raider3536

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Hey,

 

In that song, I've used only one organ (I guess it is 19 - Rock Organ). It appears twice in the song, around the middle for a solo and in the very end.

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  • 1 month later...

This is a very good megawad. Good gameplay, although I get extremely frustrated with revenant and cacodemon traps.

 

Also a question regarding map 32.

 

Spoiler

I'm stuck in the arena with the 2 cyberdemons. I've killed them, but I see no switches or lifts anywhere. Using GZDoom.

 

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12 minutes ago, pulkmees said:

This is a very good megawad. Good gameplay, although I get extremely frustrated with revenant and cacodemon traps.

 

Also a question regarding map 32.

 

  Hide contents

I'm stuck in the arena with the 2 cyberdemons. I've killed them, but I see no switches or lifts anywhere. Using GZDoom.

 

 

Thanks plkmees!

About the question,

you have to cross to the another plataform running (where is the another cyberdemon) and press use on the 64-wide column to lower it and get the key.

 

About the fustration, I think the traps will get more prominent on the second half:

lots of ambushes envolving arch-villes and revs - although the monster count is always around 100 and, if you're playing on continuous, you'll have a bfg

, so playing on HMP might be an option if things gets too fustrating (HMP is the same as UV but with less harsh traps)

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Ah tnx, got through it(did not know I could cross the ledge, it seemed higher).

 

EDIT: Had a wall of text here about a possible bug, turned out it wasnt.

Edited by pulkmees

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