Payload4367 Posted October 15, 2017 (edited) Dark Encounters (Update/Fix). A 32 map single player/co-op Doom 2 MegaWad for GZDoom. Built with GZDoomBuilder. 5-21-2019: Decided this weekend to fix some bugs (some game-breaking, some just annoying) on Dark Encounters. Also added all difficulty settings so you can gun through the maps without some of the grind that is present in HMP and UV. Focused a lot on the co-op for Zandronum. See more details below. Thanks to all that played and reported bugs and provided other feedback. Sorry it took so long. If there is anything else that should be fixed, please feel free to let me know. All links have been updated. Download links idgames : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/drkenctr dropbox: http://www.mediafire.com/file/vrx99vx8zzm0sxa/drkenctr.zip =========================================================================== Primary purpose : Single play and Co-op =========================================================================== Fixes/Changes: Spoiler Included all difficulty settings. Replaced all "thing" actions with linedef actions or scripts for better compatiblity with mods. Fixed issues with co-op players becoming stuck behind closing doors/walls etc. Any lock outs/ins where the player has no other way out/in will be on a reasonable timer. Adjusted/added monster and ammo count for co-op and, to a lesser degree, in single player. Map01 chainsaw secret now recognized by mods that did not trigger it. Map06 Removed several burning barrels that were causing performance issues with some mods. Map09 Yellow Key no longer triggers lowering sector twice, trapping the player. Map13 Red Door is now set as repeatable action. Map20 removed some invisible blocking lines that impeded player movement. Map26 moved shootable switch as players were often getting stuck here. Map31 added more monsters to final battle as it was underwhelming. Increased font size on HUD messages. Mouse look is REQUIRED for a few secrets and shootable switches. (This was incorrectly listed as "mouse look recommended") Wad info: Spoiler Title : Dark Encounters Filename : drkenctr.wad (available end of Oct. 2017) Release date : 00/00/17 Author : Paul Dechene Email Address : pdechene@live.com Other Files By Author : Test Subject 43 (testsb43) Dark Invaders (drkinvds) Description Dark Encounters - 32 Map MegaWad for GZdoom "I knew they would come back some day...The leaders and generals of the world were content with their victory...my victory...heh. Never been much for parades, so I slipped back into my role as a good-ole space marine. I argued for a time about the potential for another invasion. Like before, they said their "new" technology would handle any threat. Yeah...sure it will... I...knew...they...would...come...back..." ***Please see text file for gameplay information.*** In This Wad... No jumping, mouse-look encouraged. Gameplay is in the style of the original Doom 2. Difficulty is slightly harder than Doom2 with encounters of varying difficulty thrown in through-out the maps. Survival will require accuracy, agility, ammo management, spacial awareness, and the following... ****On Hurt Me Plenty**** Employ at least ONE of these approaches to avoid running out of ammo, or use them all to have ammo-a-plenty. 1.Find the secrets (most are not hard to find)...or 2.Explore the entire map...or 3.Use the berserk/chainsaw on targets of opportunity (my personal favorite). ****On Ultra Violence**** Employ at least TWO of the above approaches to avoid running out of ammo, or use them all to have ammo-a-plenty. ****On Pistol Start**** Employ ALL THREE of the above approaches to avoid running out of ammo. For best effect use dynamic lights, but sector lighting is implemented for better performance. Additional Credits to : iD Creators of DOOM & DOOM2. GZDoom. scifista42 for Grasstex - Doom textures with grass tops. GZDoombuilder. Eradrop for the sky textures. Cakewalk. Sonar LE recording software. Slade3. DoomWorld. Orangefreesounds.com, Free-loops.com, Freesoundeffects.com (for ambient effects). All the great mappers and modders out there who never cease to amaze and entertain me. All music composed, recorded and performed by Paul Dechene. =========================================================================== * What is included * New levels : 32 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01-MAP32 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No Other game styles : No jumping, mouse-look required. Difficulty Settings : All. * Construction * Base : New from scratch Build Time : 10 Months (Jan 2017- Oct 2017) Editor(s) used : GZDoom Builder Doom2 UDMF Known Bugs : None Tested With : Zandronum 2.0, Zandronum 3.0, GZDoom 1.9, GZDoom 2.1, GZDoom 3.0, GZDoom 3.7 Edited May 21, 2019 by Payload4367 added idgames link 25 Quote Share this post Link to post
Misty Posted October 15, 2017 Using this thread as reference would easier than copy paste your map text file. Anyway, I saw this on fb already. Cool stuff. I wonder how this it will turn out in reality when I'll play it. 0 Quote Share this post Link to post
Walter confetti Posted October 15, 2017 Looks cool, waiting for play! 2 Quote Share this post Link to post
Nate River Posted October 15, 2017 This looks nice judging by the trailer and description. For atmospheric survival levels like these I really like the concept of making ammo sparse and rewarding exploration. Though I haven't seen that style work out as well in Doom maps as in other FPS games, the additional options of GZDoom look most promising to me when it comes to more complex and atmoshperic maps, so I'm looking forward to seeing how they're being used for this project. 1 Quote Share this post Link to post
Payload4367 Posted October 15, 2017 Thank you Walter. Hope is as fun to play as it was to make. 0 Quote Share this post Link to post
stonedbaroness Posted October 15, 2017 Im impressed and eager! is it compatible with Zandronum 3.0 at the least? Death and Decay might play out really well with these maps.. 1 Quote Share this post Link to post
Payload4367 Posted October 15, 2017 I honestly don't know. I have zero experience with Zandronum. No reason, just never got around to trying it. 0 Quote Share this post Link to post
stonedbaroness Posted October 15, 2017 Can't miss out on multiplayer doom, man. Go and snag a copy, why don't ya? https://zandronum.com/ 1 Quote Share this post Link to post
stonedbaroness Posted October 30, 2017 Its the 30th! One more day!! 1 Quote Share this post Link to post
Payload4367 Posted October 30, 2017 Halloween release is imminent! 0 Quote Share this post Link to post
Terminus Posted October 31, 2017 Can hardly wait. Link up anytime soon? 1 Quote Share this post Link to post
Payload4367 Posted October 31, 2017 It is currently awaiting Doomworld/idgames screening. It could be anytime now. I will also post a link as soon as possible. 0 Quote Share this post Link to post
Payload4367 Posted October 31, 2017 Available now on media fire. See top post for link. I'll provide idgames archive link when it is available. Thanks everyone. Enjoy! 1 Quote Share this post Link to post
grrfield Posted November 2, 2017 On 16-10-2017 at 1:36 AM, Payload4367 said: I honestly don't know. I have zero experience with Zandronum. No reason, just never got around to trying it. I'm currently hosting this wad on a Zan3.0 server. It is just great in terms of design and gameplay. However some maps appear to be broken, i heard from some visitors. I have not been able to pin down the problems/maps. Maybe It's just because it has not been designed explicitely for MP or it can be broken cause it uses features that are not available in GZDoom. eg. in map 6 there is a problem with some stairs not going up for some reason (just from hearing not actually experiencing/playing) 1 Quote Share this post Link to post
Nems Posted November 3, 2017 First impressions so far (I'm about 10 - 12 maps in so far): I'm absolutely in love with the level design. Just enough modern/GZDoom mapping tricks used to enhance the levels without going overboard. It feels like just the right amount of slopes, 3D floors, and scrips are used to make for an experience that still feels vanilla while not being vanilla, if that makes any sense. :P Gameplay is pretty tough but that's because I refuse to play on anything below Ultra-Violence (even if I am a nub). It has more of a survival horror feel versus the usual run-and-gun action I'm used to when I play a megaWAD, which is a welcome change. Overall I'm pretty impressed and personally I feel like this is Cacoward material. I'll share my full thoughts once I beat it. :D 1 Quote Share this post Link to post
Payload4367 Posted November 3, 2017 On 11/2/2017 at 5:41 AM, grrfield said: I'm currently hosting this wad on a Zan3.0 server. It is just great in terms of design and gameplay. However some maps appear to be broken, i heard from some visitors. I have not been able to pin down the problems/maps. Maybe It's just because it has not been designed explicitely for MP or it can be broken cause it uses features that are not available in GZDoom. eg. in map 6 there is a problem with some stairs not going up for some reason (just from hearing not actually experiencing/playing) Thanks for the insight and thanks for playing. I should probably familiarize myself with Zandronum and a few others. 0 Quote Share this post Link to post
Payload4367 Posted November 3, 2017 9 hours ago, Nems said: First impressions so far (I'm about 10 - 12 maps in so far): I'm absolutely in love with the level design. Just enough modern/GZDoom mapping tricks used to enhance the levels without going overboard. It feels like just the right amount of slopes, 3D floors, and scrips are used to make for an experience that still feels vanilla while not being vanilla, if that makes any sense. :P Gameplay is pretty tough but that's because I refuse to play on anything below Ultra-Violence (even if I am a nub). It has more of a survival horror feel versus the usual run-and-gun action I'm used to when I play a megaWAD, which is a welcome change. Overall I'm pretty impressed and personally I feel like this is Cacoward material. I'll share my full thoughts once I beat it. :D Thanks Nems, you've described pretty much what I was aiming for in terms of gameplay and design. Thanks for giving it a try. 0 Quote Share this post Link to post
grrfield Posted November 3, 2017 6 hours ago, Payload4367 said: Thanks for the insight and thanks for playing. I should probably familiarize myself with Zandronum and a few others. Guess i was not really honoring the superb qualities of this mapset by putting only one line to say how good it was and 3 other with some complaints/remarks. Protip: change the name of the topic of this thread: This is no longer a teaser/trailer. It is there to be played, rly. I'm really confused for the little amount of attention this effort gets. You should learn some "shameless self promotion" skills, cause recognition for this work would be well earned: Cacoward +++++ just to be complete: i can't find anything that does not work in zan3.0 as of now. 2 Quote Share this post Link to post
Tezz Posted November 3, 2017 This wads the best thing since tetley teabags! Bravo good sir! 1 Quote Share this post Link to post
Payload4367 Posted November 4, 2017 Thanks everyone, for over 160 downloads and counting. Looking forward to any feedback. Have a great weekend! I also added the idgames archives link for Dark Encounters in the top post. Thanks again. 0 Quote Share this post Link to post
JohnnyTheWolf Posted November 4, 2017 (edited) My only criticism so far is that the menu splashscreen should not just be a random screenshot of a map with a clearly visible fullscreen HUD at the bottom. Also, I do not like the music, but I guess that is more of a matter of taste. However, I spotted a typo in one of the quit messages: "retreive the ammo from your fallen enemies." Edited November 4, 2017 by JohnnyTheWolf 1 Quote Share this post Link to post
Urthar Posted November 4, 2017 Having a blast playing this with Brutal Doom 21 at the moment, great stuff. 1 Quote Share this post Link to post
Payload4367 Posted November 4, 2017 1 hour ago, JohnnyTheWolf said: My only criticism so far is that the menu splashscreen should not just be a random screenshot of a map with a clearly visible fullscreen HUD at the bottom. Also, I do not like the music, but I guess that is more of a matter of taste. I agree 100%. Thank you for pointing this out. 1 hour ago, JohnnyTheWolf said: However, I spotted a typo in one of the quit messages: "retreive the ammo from your fallen enemies." ...doh! :P 0 Quote Share this post Link to post
Bryan T Posted November 4, 2017 (edited) I'm only on map10 but this is brilliant so far. Lots of 3d floors! The levels flow really well, promoting run and gun play. I'm not a huge fan of the music choices but it's not bad. The music changing mid-level is a nice touch. UV is a real challenge, I decided to stick with HMP for the time being. Overall, a very advanced mapset showing what can be done with gzdoom. You did a fantastic job with this. Edited November 4, 2017 by Rowsol 0 Quote Share this post Link to post
Payload4367 Posted November 5, 2017 21 hours ago, Rowsol said: Overall, a very advanced mapset showing what can be done with gzdoom. You did a fantastic job with this. Thanks Rowsol, really appreciate you taking the time to play and comment. 0 Quote Share this post Link to post
Bryan T Posted November 6, 2017 A bug to report. In map13 you can only open the red door once. https://youtu.be/-E6CF1Lc91o?t=38m57s 0 Quote Share this post Link to post
Payload4367 Posted November 6, 2017 7 minutes ago, Rowsol said: A bug to report. In map13 you can only open the red door once. Yeah, the door is scripted to lock you outside and then open again after some time. From your video, I can see how this could be a problem that I didn't consider. I'll assign a repeatable action to that line. Thanks, and great video. 0 Quote Share this post Link to post
Payload4367 Posted November 11, 2017 (edited) I sincerely appreciate the kind words (and criticisms) I have received for this project that I put so much effort into (loved every minute of it). Thank you anyone who has played and/or reviewed it. Almost 300 downloads and counting. Now, on to a follow-up. :) ...if I could only figure out deHacked....and decorate...etc.lol Edited November 12, 2017 by Payload4367 typo fix 0 Quote Share this post Link to post
grrfield Posted November 11, 2017 pity you never joined on the zandronum servers i host (grrfield). We had really fun with your wad. You could have learnt something about your wad and to see people enjoying your creation. but anyway. Happy mapping in the future. Looking forward for other great stuff from you... 0 Quote Share this post Link to post
Payload4367 Posted November 11, 2017 I apologize and, yep, I missed out. Life and stuff... But anyway, thanks for hosting it and I'm glad you had some fun with it. If you can think of any issues or suggestions with the wad, overall, I would still love to hear it. Always want to improve. 0 Quote Share this post Link to post
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