scwiba Posted October 31, 2017 (edited) TITLEPIC art by @Jayextee UPDATE FEB. 1: It's official -- UnNecessary is on /idgames! Happy Halloween, Doomworld! Are you ready for a truly horrible announcement? Are you Jayextee or one of the other two people who enjoyed my WAD UnAligned? Then get ready for more of that crap! Another year -- another big, dumb, vanilla speedmap megaWAD from yours truly! UnNecessary is the highly UnAnticipated sequel to 2016’s highly UnDerwhelming UnAligned! Last year we did three episodes of Doom, so this time it'll be a full 32 maps for Doom II, and instead of three weeks to finish it I'll be taking the whole month of November. My intention... at least until I realize I'm in way over my head and give up on it, is to release one map per day, so check in all through November whenever you want some new maps to play. Okay -- ready? Let's do this. Screenshots: Spoiler Known Issues: Spoiler -Map26 relies on infinitely tall barrels as barriers. If you play in any port that allows walking over other actors (and doesn't support the MAPINFO lump that changes the compatibility setting for just this map), you'll find you can skip all the "puzzles" here! Changelog: Spoiler /idgames Release (unnecess.wad) -DEMO2 no longer desyncs -- thanks to anotak! -Map10: Visplane overflow should FINALLY be fixed -Map14: As intended when I originally created the map, you can now skip the red or yellow key if you know what you're doing -Map13, 19, 20: New decorative objects -Map15: The lava in one of the secrets now actually does damage -Map15: Soulsphere secret is a bit more visible -Map18: Forgot to create a trigger for one of the newer secrets -Map25: Added an RL and removed a few archviles; should be less annoying to 100% now -Map25: Archvile closets no longer marked as secrets -Map32: Threw a soulsphere in at the exit Release Candidate 1 (unnecrc1.wad) -TITLEPIC -Map01: The "ceiling" linedefs in the METAL building are every 32 units instead of 16 so they don't cut off the wall textures -Map04: Found and removed a rare visplane overflow -Map10: Corrected a previous edit that had broken the teleporter out of the lava -Map10: More attempts at making the shootable switch at the beginning more clear -Map16: Added some decorative objects to help draw attention to the rocket launcher -Map18: Fixed the switch in the nukage that didn't do anything -Map20: Lots of minor changes to make the teleporters more obvious (one platform was also made unnecessary (heh) to complete the map, so that was also marked as an additional secret); arrows now point in the general direction of all eight teleporters and disappear once you've found the associated teleporter -Map24: Can no longer get stuck where the green armor is during the first blood level rise -Map26: New MAPINFO lump just for this map, which turns infinitely tall actors on so that the barrels work correctly -Map27: Crushers added to kill all sleeping archviles at the end -Map28: Exit now kills you to force RL use in map29 -Map29: Threw in a few more enemies to discourage pistoling through the map -Map30: Enemies should now continuously teleport into the second area, instead of only for a minute or two -Map31: Spaced some of the barriers out slightly to prevent running over top of them Beta 3 (unnecb3.wad) -Difficulty settings -Co-op starts -Demos (one of which has a syncing issue, though) -Map09: Removed duplicate secrets -Map10: The switch inside the wooden building should be more obvious -Map10: I think I've finally eliminated that pesky visplane overflow [Narrator: "He didn't eliminate it."] -Map13: Fixed the crusher in the yellow key area -Map26: Additional visual and audio cues for the secrets Beta 2 (unnecb2.wad) -New secrets added to every map -Additional barrels and decorative objects in most maps -Map04: Widened the barriers in front of the exit to prevent early switch presses -Map06: Visual cues to indicate which switches raise and lower platforms -Map07: HOM fixes before the exit -Map09: Toned the difficulty down a smidge -Map13: Put a light by the elevator in the last room to draw more attention to it -Map14: Swapped the yellow and red doors -Map15: Fixed a bunch of HOMs in the city streets -Map16: Cut 4 of the 20 mancubi -Map17: Cut the knight on the elevator to the yellow key (was a bit mean in combination with the lava) -Map18: Mancubus in the first teleport ambush was toned down to a hell knight -Map18: Semi-removed the two timing "puzzles" since they sucked -Map19: More zombies on that particular "spawner" -Map20: A couple new pickups in areas that felt like they should have them -Map20: The eight main switches now lower after being pressed, so you can tell which are activated at a glance -Map21: The platform on the way to the RL secret should no longer be straferunnable -Map26: Curved some of the red barriers in the hopes of players getting stuck on them less frequently, and lowered floors to make the barriers more visible -Map29: Added an extra teleport destination so you can't stand on the teleporter spot and prevent enemies entering the arena Beta 1 (unnecb1.wad) -first 32-map upload Edited February 1, 2018 by Ryath 28 Quote Share this post Link to post
Jayextee Posted October 31, 2017 2 hours ago, Ryath said: Are you Jayextee Can confirm, am Jayextee. ALL MY YES RIGHT HERE. Can't wait to see what gimmicky concepts you come up with using the Doom 2 bestiary! :D 6 Quote Share this post Link to post
Walter confetti Posted October 31, 2017 Another unaligned? That's great! 1 Quote Share this post Link to post
scwiba Posted November 1, 2017 (edited) Wow, what a nice response right from the start, though I've always heard you're not supposed to encourage bad behavior... Anyhow, first map is ready: "A Journey of 32 Maps... (Begins With a Single Sector)" There is technically a second sector in this map, but the only purpose it serves is to make the engine stop screaming in confusion. EDIT: Oh, I should also mention that yes the plan is still zero texture alignment in this WAD -- with the one exception being this first map, in order to get some of the "ceilings" to work. Edited November 1, 2017 by Ryath 4 Quote Share this post Link to post
bioshockfan90 Posted November 2, 2017 note for all future links- change "dl=0" to "dl=1" for easier downloading, just FYI. :) fun map01 BTW, it's quaint 2 Quote Share this post Link to post
mArt1And00m3r11339 Posted November 2, 2017 I beat the first level. 100% on kills and secrets and (26/29) for the items. 0 Quote Share this post Link to post
anotak Posted November 2, 2017 omg yesss how did nobody tell me this exists sooner 0 Quote Share this post Link to post
Jimmy Posted November 2, 2017 UnAligned was really great. I still need to play through a bunch of it. Best of luck with this! One map a day has to be a creative challenge. Having tried it before, I can say it's pretty draining, although I was hamstringing myself with a set theme, so be sure to give yourself as much freedom as possible. 3 Quote Share this post Link to post
scwiba Posted November 3, 2017 (edited) Day 3 and we're a map behind already. Knockin' it out of the park there, Ryath. The weekend should hopefully give me a chance to catch up, though. In the meantime, here's Map02: Futurebase 5000, featuring the patented Key Detectotron. This link also includes a few changes to Map01; I moved the second sector to the secret area, since people were missing it. So now the map is a single sector... and a secret sector. On 11/1/2017 at 9:00 PM, bioshockfan90 said: note for all future links- change "dl=0" to "dl=1" for easier downloading, just FYI. :) Didn't realize I could do that. Thanks for the tip! Edited November 3, 2017 by Ryath 2 Quote Share this post Link to post
anotak Posted November 3, 2017 the dilemma: do i play these as they come out or do i binge em all at the end? 0 Quote Share this post Link to post
scwiba Posted November 3, 2017 18 minutes ago, anotak said: the dilemma: do i play these as they come out or do i binge em all at the end? This is a very important and valid question that I do not know the answer to. 1 Quote Share this post Link to post
anotak Posted November 3, 2017 (edited) i think maybe i'm gonna play it in terms of the "episodes" where the sky texture changes Edited November 3, 2017 by anotak 1 Quote Share this post Link to post
scwiba Posted November 5, 2017 On 11/3/2017 at 4:01 PM, anotak said: i think maybe i'm gonna play it in terms of the "episodes" where the sky texture changes I approve of this method. These maps are pretty short and might feel a little lonely on their own, but why wait until the very end to play them when you can play them in chunks? Anyhow, Map03 is ready! It's called Electric Boxaloo, since it began as a spiritual sequel to the Absolutely Killed map Boxed In (even if it kind of turned into something else). 4 Quote Share this post Link to post
scwiba Posted November 6, 2017 (edited) Alright, kiddos! We're back on track, with two maps for ya today! The new ones are in slots 03 and 04, since I felt like Electric Boxaloo worked better as Map05 than it did as 03. Here's a look of Map03, The Silver Bullet, which may go down as one of my more annoying maps. But would this be a Ryath WAD without at least one map that made players curse my name? And here's Map04, Chromedome. I went full 1995 and made an entire map out of the delightfully terrible SILVER textures. Come to think of it, maybe both of these maps will have you cursing at me... Edited November 6, 2017 by Ryath 6 Quote Share this post Link to post
Walter confetti Posted November 6, 2017 From the screenshot MAP04 looks like wormhole from tnt 0 Quote Share this post Link to post
scwiba Posted November 6, 2017 Thanks for the videos, mArt... mArt1An... uh, Martie. Always helpful to see how players react to the maps in real time. Keep them coming! 6 hours ago, Walter confetti said: From the screenshot MAP04 looks like wormhole from tnt I feel like a lot of these maps vaguely resemble TNT stuff, but it's probably just the textures. I've been doing UDoom maps so long, I'm having a lot of fun messing around with what Doom 2 has to offer. Loving these dark metal and green tech textures especially. 0 Quote Share this post Link to post
scwiba Posted November 6, 2017 Welp, here's a frustrating disaster going on as we speak... This has never happened to me before. Anyone know if there's a way to not lose everything since the last save? If not, I think the majority of today's map is in the garbage. 0 Quote Share this post Link to post
anotak Posted November 6, 2017 15 minutes ago, Ryath said: Welp, here's a frustrating disaster going on as we speak... This has never happened to me before. Anyone know if there's a way to not lose everything since the last save? If not, I think the majority of today's map is in the garbage. try this also, as a bit of self promotion, my db2 fork, DBX, tries to save another backup version when it crashes too. as well as me fixing a lot of the crashes. 1 Quote Share this post Link to post
EffinghamHuffnagel Posted November 7, 2017 Fun short maps. Some nice puzzling. Two things I found. MAP03 - If you take the lift up for the third shot before you open the barrier at the top of the lift, you're stuck. No way to lower the lift from the top. MAP04 - The exits from the round rooms are 64 units high, but doors open to 4 units below the ceiling, so the Hell Knights can't leave those rooms. Not sure if that was intended or if it matters much. It just lets you shoot them at distance after you've cleaned up the rest. 0 Quote Share this post Link to post
scwiba Posted November 8, 2017 On 11/6/2017 at 5:54 PM, anotak said: try this also, as a bit of self promotion, my db2 fork, DBX, tries to save another backup version when it crashes too. as well as me fixing a lot of the crashes. Thanks, anotak! The bad news is that this didn't work. The good news is that it hadn't been as long since my last save as I thought, and now with just a little delay, Map06 is ready! 8 hours ago, EffinghamHuffnagel said: MAP03 - If you take the lift up for the third shot before you open the barrier at the top of the lift, you're stuck. No way to lower the lift from the top. MAP04 - The exits from the round rooms are 64 units high, but doors open to 4 units below the ceiling, so the Hell Knights can't leave those rooms. Not sure if that was intended or if it matters much. It just lets you shoot them at distance after you've cleaned up the rest. Fixed that lift issue in 03 -- thanks! The thing in 04 I've already seen in action and chose not to care about because I am bad and lazy. 1 Quote Share this post Link to post
Breezeep Posted November 8, 2017 I'm really enjoying the maps you've put out so far. Although while map06 is an interesting little puzzle map, it kinda feels a bit empty without the monsters and such. If that's intended, then I don't blame you for that. Looking forward to the rest of the maps you post here. 3 Quote Share this post Link to post
scwiba Posted November 9, 2017 (edited) Hey hey hey! Another shitty map for y'all today! Skipped to slot 09 -- The Crushlosseum. Right now 07 and 08 are placeholder garbage; so warp to those maps at your own risk. On 11/7/2017 at 8:08 PM, Breezeep said: I'm really enjoying the maps you've put out so far. Although while map06 is an interesting little puzzle map, it kinda feels a bit empty without the monsters and such. If that's intended, then I don't blame you for that. Looking forward to the rest of the maps you post here. It was intended to be a monsterless map, but I think that's a fair criticism. I experimented with putting a few monsters in, so give it another try when you have a chance! Edited November 9, 2017 by Ryath 2 Quote Share this post Link to post
scwiba Posted November 12, 2017 Okay -- not dead. Just terrible at keeping to a schedule, which... if you've followed any of my previous projects you should probably expect by now. We're up to 9 maps with the new additions: 07, Choice and Consequence and 08, Thread the Needle. Other updates include a new death exit in 06, since 07 requires a pistol start. 4 Quote Share this post Link to post
scwiba Posted November 14, 2017 Map10 is a go! I had a lot of trouble with visplanes on this one, so I may have spent more time tweaking the geometry than actually making a good map... 4 Quote Share this post Link to post
scwiba Posted November 15, 2017 Heyo! Map11 is complete, and the techbase section of the WAD along with it! Sadly, this map sucks pretty hard. BUT -- think of all the exciting city maps coming up! (PS: Somebody else post in here before I get banned for multiposting.) 3 Quote Share this post Link to post
anotak Posted November 15, 2017 this is the episode division ive been waiting for yayyyyyyy time to play 0 Quote Share this post Link to post
scwiba Posted November 16, 2017 Map12, everybody! The Great Infight! 1 Quote Share this post Link to post
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