floatRand Posted May 27, 2021 (edited) Hello, I couldn't help myself, so I scrounged up bunch of my old garbage to make a mapset and piled some new garbage in as well. Delirium is a mapset currently containing 16 maps, with plans to add some in following releases. It utilizes OTEX textures, developed by Ukiro and which has been also used in great swathe of other projects. This beta is mostly just to get some feedback while I work on some of the remaining maps, as well as increase the general awareness of the wad. The maps are bit varied in theme and gameplay (and quality) and pistol start is enforced through death exits. The mapset starts relatively easy, with some of the later maps cranking up the difficulty. This mapset also employs use of Dehacked monsters. Currently there are no difficulty levels implemented. As mentioned, this mapset is for Boom-compatible ports, so recommended ports are PrBoom+, DSDADoom, Eternity and GZDoom. As of 15.07.2023, the mapset uses MBF21 format, so any source-port that supports it should work. I also recommend using Software mode for rendering. Jumping or crouching is disabled. Freelook is allowed, but some visual effects might occasionally look goofy. As this is still beta, please report issues, bugs or oversight to me in this thread. There are also skipmaps to substitute mapslots where I have planned maps. On some ports these are skipped by MAPINFO. Download Link (updated 15.07.2023) DeliriumBeta_1207.zip Screenshots Spoiler Known Issues Spoiler Edited July 15, 2023 by floatRand 85 Quote Share this post Link to post
esselfortium Posted May 27, 2021 Congrats on the release! Looks great. 0 Quote Share this post Link to post
Endless Posted May 27, 2021 Those are some sexy screenshots. Nice job! 0 Quote Share this post Link to post
Arrowhead Posted May 27, 2021 Love that iron 'blockwork' in the first screenie. This looks tremendous! Congrats on your release! :) 0 Quote Share this post Link to post
Noiser Posted May 27, 2021 (edited) Congrats, looks impressive! Edited May 27, 2021 by Noiser 0 Quote Share this post Link to post
GarrettChan Posted May 27, 2021 Congrats on the release. Sadly I'm too busy recently, so I didn't test the later maps for you. 0 Quote Share this post Link to post
Shepardus Posted May 27, 2021 (edited) Looks promising! However, when I try to load the WAD in dsda-doom, I get this in the terminal and it fails to start up: 1:0:Expected 'map' but got 'Identifier' instead. Edit: I think it's an issue with the UMAPINFO lump. Edited May 27, 2021 by Shepardus 0 Quote Share this post Link to post
Tarnsman Posted May 27, 2021 Good stuff. Really love the gameplay, will definitely replay again. 3 Quote Share this post Link to post
ukiro Posted May 27, 2021 This looks fantastic! Please know that Disjunction was a source of inspiration when I made OTEX, so this is super satisfying to see! (I’ll play it when child juggling duties allow, so in 20 years maybe) 1 Quote Share this post Link to post
WH-Wilou84 Posted May 27, 2021 (edited) 13 minutes ago, Shepardus said: Looks promising! However, when I try to load the WAD in dsda-doom, I get this in the terminal and it fails to start up: Loading DEH lump from /tmp/DeliriumBeta_01.wad 1:0:Expected 'map' but got 'Identifier' instead. Works fine with PrBoom-plus 2.5.1.4, for what it's worth. Congrats on the release floatRand, Disjunction was a blast so I'm quite pumped to test this one ! Edited May 27, 2021 by WH-Wilou84 0 Quote Share this post Link to post
cannonball Posted May 27, 2021 (edited) Looking at the screenies this looks like a real step up from the very good Disjunction. Hopefully I might get a little time this evening to take a proper look. Edited May 27, 2021 by cannonball 0 Quote Share this post Link to post
forgettable pyromaniac Posted May 27, 2021 (edited) I am not good enough at doom to finish Map05, I can already tell, but I've taken a look through Map01-04, map01, 02, and 04 demos > Delirium(beta1).zip Map04, btw: Line 475 doesn't have a lower texture and line 574 only has a middle, no upper, no lower. Edited May 27, 2021 by forgettablepyromaniac small edit to fix the sites stupid formatting lmao 0 Quote Share this post Link to post
Grain of Salt Posted May 27, 2021 I like map04 because it has plants and water 5 Quote Share this post Link to post
baja blast rd. Posted May 27, 2021 22 minutes ago, Tarnsman said: Good stuff. Really love the gameplay, will definitely replay again. Hey wait a minute. 0 Quote Share this post Link to post
1Destro3456 Posted May 27, 2021 38 minutes ago, Shepardus said: Looks promising! However, when I try to load the WAD in dsda-doom, I get this in the terminal and it fails to start up: 1:0:Expected 'map' but got 'Identifier' instead. Edit: I think it's an issue with the UMAPINFO lump. Same thing is happening to me, since it might be the UMAPINFO I'll check the PRBoom without UMAPINFO 0 Quote Share this post Link to post
floatRand Posted May 27, 2021 (edited) Yeah, might have screwed up the UMAPINFO format. Edit: I have hopefully fixed the issue. Redownload wad from the opening post. Edited May 27, 2021 by floatRand 0 Quote Share this post Link to post
Joshy Posted May 27, 2021 Congrats on the release! I'll need to give this a proper playthrough soon! 0 Quote Share this post Link to post
Shepardus Posted May 27, 2021 (edited) On 5/27/2021 at 12:40 PM, floatRand said: Yeah, might have screwed up the UMAPINFO format. Edit: I have hopefully fixed the issue. Redownload wad from the opening post. Thanks, it works now! Edit: I played the first two maps and have a small bug report. In MAP02 MAP03 there's a shotgunner stuck in a wall, rendering it unable to move or attack. Spoiler Edited May 28, 2021 by Shepardus 0 Quote Share this post Link to post
Tango Posted May 28, 2021 (edited) what an awesome set! only truly played a handful so far, but map11 and map14 are some of my favorite maps in recent memory so far Edited May 28, 2021 by Tango 4 Quote Share this post Link to post
Killer5 Posted May 28, 2021 Yo. Enjoyed the wad. My favorite maps are map08 and map14. Spoiler If I had one criticism it would be the tendency to constantly use viles in pretty much every significant fight in your maps. Map11 has viles in pretty much every fight and even repopulates the main area of the map with viles rezzing things? My own personal preferences coming out the more different stuff I play/map. I found myself playing quite slowly with shotgun for my initial playthrough. I missed the ssg in a few maps for quite some time (map07 became quite a thing because of this). Map15 I ended up waking up the entire final fight without realizing it and was wondering what was going on =x. GarrettChan let me know what was happening after beating it. I think it would be a good idea to put the monsters you are going to spawn behind and above the three switch area if the layout can account for it. Then after the player hits a switch the player sees the monsters disappear which would let the player know what exactly is happening in this fight. I like how you can pick up all of the ammo in this fight without actually starting the fight. On UV it is fun to screw with the player like this imo. 3 Quote Share this post Link to post
terminator Posted May 28, 2021 wow! looks awesome! congrats on the release. 0 Quote Share this post Link to post
1Destro3456 Posted May 28, 2021 Only played a few maps and even if you said garbage as a joke, I'm not sure what are my maps then lmfao 0 Quote Share this post Link to post
Biodegradable Posted May 28, 2021 2021 is really turning out to be the year of the smaller, but very shiny Doom map packs. :^) 2 Quote Share this post Link to post
NuMetalManiak Posted May 28, 2021 (edited) MAP06: Sector 489 has tag 100 but no way to lower it, looks like it's tied with BFG secret bridge or something but it wasn't really needed to get it. Good wad overall, but VERY CHALLENGING. Edited May 28, 2021 by NuMetalManiak 0 Quote Share this post Link to post
grothendieck1453 Posted May 28, 2021 I've played through maps 01, 03 and 04, and love the wad so far! Bug report below: Spoiler In map04, I was able to "jump" (strafe run) into the secret area from the top of the elevator that leads to the "exit area", thus bypassing the secret passageway. I don't know if this is intended or not. It may be a feature rather than an bug. 0 Quote Share this post Link to post
SiMpLeToNiUm Posted May 29, 2021 (edited) This looks absolutely gorgeous...OTEX on full and deft display here. Some of these environments, and I must marvel at how well put-together and varied they are, parallel a lot of the more abstract and "magical" ideas I have for maps in my own head. It's refreshing and satisfying to see ideas like this actually "making it to the paper", so to speak. In that sense, this set is very inspiring to me, especially maps like Satin. I love the tonal shifts across maps and the depth but also consistency of the theming throughout each experience. I'm enjoying the gameplay as well, even though difficulties are not implemented yet. Really great work with this set! Will be keeping one eye on this space for the difficulty balances and additional maps. Edited May 29, 2021 by SiMpLeToNiUm 0 Quote Share this post Link to post
Blip Posted May 29, 2021 I have played the first five maps uv saveless (though the start of map06 looked pretty hectic so I don't know how long I will last) so far and they have been amazing. There is a low enemy count but the encounters are brutal (especially map05 where I died the most before changing route). The secrets are pretty nice and well hidden overall. Spoiler I don't even know how I managed to survive the secret fight in map04 without the rocket launcher but it really shows how well designed that fight is that I didn't really need it as the fight had plenty of shells and cover. The new enemies look interesting but so far I've barely seen them, so I'm really interested on how they'll be used in the remaining maps. Pretty good stuff! 0 Quote Share this post Link to post
tengv Posted May 29, 2021 Love these maps. Especially the low enemy count. Not sure why but I keep on replaying the first map also. :p Can't wait for the full release. 0 Quote Share this post Link to post
floatRand Posted May 29, 2021 (edited) I've uploaded a new version. Minor fixes, mostly fixing a softlock (map14) and some HOMs or buggy midtexes (map01, map03, map14). I also had old version of MAP06. New version just mostly changes texturing and some monsters at last encounter. Oops. Which means I had to recompile pruned resource for it. On note, I will not be doing that many new gameplay tweaks until next major version, which hopefully should have all new maps. However, it might take some good time before that. Edited May 29, 2021 by floatRand 6 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.