Big Ol Billy Posted May 4, 2023 (edited) The universe's favorite ultra-violent Mesoamerican-themed game show has moved to a new network: the Diabolical Broadcasting Korporation! Take the role of a "lucky" contestant and battle your way through six thrilling, adventurous maps to find the legendary Silver CyberPrimate. And didn't someone say there were gonna be prizes?Shrine of the Silver CyberPrimate is a 6+? map techno-mesoamerican adventure from the Diabolical Broadcasting Korporation, serving as a semi-spiritual successor to DBP09: Legends of the Hidden Tech. The project targets ZDoom 2.8.1 but has also been tested with recent GZDoom versions, especially 4.10.0. As with previous DBKs, the goal here is to use well-established ZDoom features to suggest a hypothetical '90s game engine made up of bits of Doom, Build, Quake, and Hexen. Since our goal is not to push the bleeding edge of modern source ports, effort has been made to keep the set playable on lower-spec machines. UV difficulty should provide a healthy (if not ball-busting) challenge for experienced players, especially when combined with pistol starts and no-freelook. But don't feel bad about dialing the difficulty down, as all difficulties have been tested. >>DOWNLOAD RC2<< Previous versions: RC1 IWAD: Doom 2 Source ports: ZDoom 2.8.1, recent GZDoom versions Freelook: Allowed. No-freelook play has been tested extensively and will give you the most challenging, old-school experience. Jump: No Crouch: No Swimming: Required—if not using freelook, make sure to have swim up/down controls bound Difficulty settings: Yes, classic style (skills 1 and 2 have identical thing placement, as do skills 4 and 5) Multi-player starts: No. Please also mod carefully, as there are two custom monsters and many custom decorations.MAP LIST 01. "Qualifying Round" - Big Ol' Billy 02. "Mountain Temple Media Group" - Hydromecha with Glenzinho and Big Ol' Billy 03. "The Lost Village of Cheap Documentary B-Roll" - Big Ol' Billy 04. "Riverquest Safariventure" - Hydromecha with Scrangus McBrickdad and Big Ol' Billy 05. "The Orrery Stone" - Scrangus McBrickdad 06. "The Secret of the Cybermonkey" - Big Ol' Billy 07. "Big Prizes" - Big Ol' Billy extensive bonus content also available for the curious! SCREENSHOTS Spoiler TIPS & TRICKS Spoiler The environment of DBK03 is highly destructible! You can even smash vending machines for extra health and armor. Beating hearts steadily increase your health by 50 HP (up to 200) Risk Blazer spheres give you superfast movement, greatly reduced damage, and a special attack that lets your foes taste your burning rage. Enjoy it while it lasts! Feeling anxious? Our machine-gun toting security guards are on hand to makes sure everything runs smoothly—especially your blood and guts! These buzzing bastards go down easy, but watch out for their rapid-fire energy bolts. Find and destroy all security cams on a map to reveal the mapper's name and tag. (Security cam locations can be revealed by finding the automap.) CREDITS Spoiler Music: Super Smash! TV, 8 Eyes, Myst, Big Ol' Billy, Mario 64, Donkey Kong Country 1/2, Flashback, Joe and Mac 2, Mario Pinball Land, crunchynut44, Wild Arms 2, Hocus Pocus, Merle TravisGraphics: LoneAlpha2401, Negatronica, Nootrac4571, Antares031, Hakross, XSDK, Clay, Eye Del Cul, Mechadon, Scrangus McBrickDad, Simon666, Enjay, kwc, smouths, OniriA, Captain Toenail, Osjclatchford, Magic Maha, ukiro, Big Ol' Billy, Daikatana, Doom 3 texture pack, Duke Nukem 3D, Hexen, Hellraiser, Tomb Raider, Powerslave/Exhumed, Turok Doom, Undying, Nightmare Creatures, Ocarina of Time, Need for Speed, Rise of the Triad, Heretic, Wolfenstein 3D, Killing TimeSfx: Tomb Raider, Arcane Dimensions, Blood, Powerslave/Exhumed, Goldeneye, Smash! TV, Killing Time, Rise of the Triad, Eradicator, Thief: The Dark Project, InspectorJ, Vader, Quake, SpelunkyPlaytesting: Glenzinho, gaspe, Phobus, Scrangus McBrickdad special shout out to h a l e y and Zreen in the Tomb Raider community for their TR texture packs complete, lump-by-lump credits can be found in the CREDITS lump PREVIOUS DBK01: Dungeon Synths DBK02: The DBK Holiday Special Edited February 10 by Big Ol Billy 60 Quote Share this post Link to post
Zeroandneko Posted May 4, 2023 I just recently discovered the DBK stuff and played through Dungeon Synth (Loved it so much BTW one of the rare occasions I liked an Icon map.) so I am really excited to play this. The screenshots look super badass! 2 Quote Share this post Link to post
Endless Posted May 4, 2023 Oooooh! It's been a while since the last DBK. Stoked to see the new release, love the Mesoamerican-style, as usual! 3 Quote Share this post Link to post
esselfortium Posted May 4, 2023 Looks great, congrats on the release! The Legends of the Hidden Temple theme is a fun new take on the Mesoamerican style. 5 Quote Share this post Link to post
TJG1289 Posted May 4, 2023 I was wondering if we were ever going to get a new DBK! This is going straight to the top of my pile to play! Looks fantastic! 2 Quote Share this post Link to post
Biodegradable Posted May 5, 2023 DBK is back, baybeeeeeeeeeeeeeee! 1 Quote Share this post Link to post
EffinghamHuffnagel Posted May 5, 2023 I completely forgot these existed. Good to see a new one. I remember liking the first two. Question: DBK01 was at RC2 and DBK02 was at RC3. Are those considered 'final'? I know they never made it to the archives. 0 Quote Share this post Link to post
Big Ol Billy Posted May 5, 2023 (edited) 8 hours ago, EffinghamHuffnagel said: Question: DBK01 was at RC2 and DBK02 was at RC3. Are those considered 'final'? I know they never made it to the archives. Good question, I confess I've often been caught of a cycle where a few minor, often port-specific bugs pop up as I'm transitioning from finalizing one project to launching the next. Which means it's easy to feel like "well, I shouldn't upload this to idgames yet because the remaining fixes are pretty trivial"--but then it's hard to make the time and headspace as I'm getting excited about the next big project. Switching the DBKs to a looser schedule was an attempt to break the cycle, but it remains to be seen whether I can do it. For all intents and purposes the most recent RCs of DBK01/2 are final. But while I've got a good excuse to take a breath from DBK03 and wait for some feedback and videos, this is potentially a good moment to see if I can get the two prior installments officially idgames'd. (As long as I can resist adding to the couple of possible DBK04 maps I've already got in the works XD.) Edited May 5, 2023 by Big Ol Billy 5 Quote Share this post Link to post
Nockson Posted May 7, 2023 Could you share the list of mappers for all bonus levels? I need this to properly cover DBK03 on DoomWiki. 0 Quote Share this post Link to post
Big Ol Billy Posted May 7, 2023 15 minutes ago, Nockson said: Could you share the list of mappers for all bonus levels? I need this to properly cover DBK03 on DoomWiki. All the bonus maps are by me, I got a lil carried away lol 3 Quote Share this post Link to post
Soulless Posted May 10, 2023 Great return of the DBK, awesome stuff as expected. The bonus maps are short but challenging, great addition, and the credits map is crazy haha, loved it, my personal record was 695 with a couple of saves. 1 Quote Share this post Link to post
TJG1289 Posted May 10, 2023 (edited) Forgot to mention that I beat this a few days ago. Really great stuff! I enjoyed all the maps, but the first one might have been my favorite. It's big with a ton of stuff to do. The new boss was interesting and thankfully not as confusing to beat as DBK01's was. I did not expect all the bonus maps after the main campaign. I ended up dying more in 2 of them than in the entire normal playthrough! Super fun stuff all around! Edited May 10, 2023 by TJG1289 1 Quote Share this post Link to post
Big Ol Billy Posted May 10, 2023 1 hour ago, Soulless said: loved it, my personal record was 695 with a couple of saves. Wonderful, I’m hoping nothing breaks on the final infinite fight as people more skilled than me take it on (I think my highest so far is in the low 500s?). Glad you enjoyed the set! Also thanks @TJG1289 for the comments, very encouraging for us! 1 Quote Share this post Link to post
mancubian_candidate Posted May 16, 2023 Afternoon @Big Ol Billy, played Map 1 last night and had a blast! However, I have a question: Spoiler I couldn't find 2 secrets, I could see 7 on the automap, even after iddt'ing. I got all the Security Cameras as well. Am I missing something obvious here? My OCD will not allow me to continue until I find them 😂 0 Quote Share this post Link to post
Big Ol Billy Posted May 16, 2023 @mancubian_candidate Glad you enjoyed MAP01! Spoiler Off the top of my head, here are the MAP01 secrets since I don't have the WAD handy at the moment. Soulsphere in the control room at the beginning, accessible by smashing vases and going through the vent system (also nets chainsaw along the way) In the red skull key room on the ground level, there's another control room whose door is slightly obscured by vases, barrels, etc. Inside is another control room with a beating heart Also in the red skull key room, there's a hidden switch you can find by going on top of the bushes adjacent to the big ramp. This opens a compartment on the upper level of the room, which has a switch that makes the automap and other goodies available. In the blue skull key room, standing at the entrance to the gold temple will reveal a shootable switch, which reveals an early rocket launcher. After the narrow hallway with the fire jets and (on UV) a baron, there's a breakable fan that takes you outside for a blue armor. In the lava/catwalks room with the first archvile, there is a place where you can swim through the lava to a secret lift, which takes you by a couple of vending machines and ultimately to another soulsphere. In the fountain room after the yellow key door, there's a secret underwater chamber partially covered by leaves. Swimming down will get you an early plasma rifle In the big outdoor arena with the first risk blazer powerup, after you take the lift up there's a TNT box among the other boxes in a barred-off area. Shoot the TNT box with a rocket and it will blow open the box area. A secret vent then takes you to a control room. Once you have the red key card, you can activate the switch there, which gives you an invuln and opens another vent to an audience area. After you massacre the guards, there's another control room with two switches. One opens the viewing windows, the other activates a timed lift which lowers the backpack on the tall pillar near the red key card pipe. In the lava area opened with the yellow skull key, with the big hanging gong, there's a damaged wall that you can blow open with a rocket. This reveals a rad suit, which you can use to traverse a series of crushers to get to a control room with (on UV) a manc and some guards. Kill the baddies and grab the secret megasphere that was first visible in yellow skull key switch room. If I'd have to guess, I'd wager that 7 and 8 were the missing ones, since I believe these were cases where the items are tagged as secrets rather than the sector. I avoid that when possible, but in some cases it's the best way (i.e., when there's 3D floor or water trickery involved, or when the item is on a small pillar that could be easily not triggered when grabbing the item). In an editor, you can search for items with the "count as secret" flag to hunt these down yourself, though that's not as fun as finding them organically! FYI I did verify that 100% kills and secrets are possible on every map, at least in a very-close-to-final build, so definitely let me know if you find anything ungettable! A few other notes if you wanna get real completionist on the set: Security cameras are strictly related to revealing the mapper tag (which always appears on a long computer monitor somewhere close to the exit--you'll hear the announcer say "BINGO!" when you destroy them all). Some kills require you to break into audience areas and scare the audience. Normal, unarmed audience members will flee for the exit and do NOT count towards the kill count. Armed security in the audience boxes (usually temple guards or some kind of hitscan zombie) are thus a clue that there's some way to get into that audience area. 1 Quote Share this post Link to post
mancubian_candidate Posted May 16, 2023 1 minute ago, Big Ol Billy said: @mancubian_candidate Glad you enjoyed MAP01! Hide contents Off the top of my head, here are the MAP01 secrets since I don't have the WAD handy at the moment. Soulsphere in the control room at the beginning, accessible by smashing vases and going through the vent system (also nets chainsaw along the way) In the red skull key room on the ground level, there's another control room whose door is slightly obscured by vases, barrels, etc. Inside is another control room with a beating heart Also in the red skull key room, there's a hidden switch you can find by going on top of the bushes adjacent to the big ramp. This opens a compartment on the upper level of the room, which has a switch that makes the automap and other goodies available. In the blue skull key room, standing at the entrance to the gold temple will reveal a shootable switch, which reveals an early rocket launcher. After the narrow hallway with the fire jets and (on UV) a baron, there's a breakable fan that takes you outside for a blue armor. In the lava/catwalks room with the first archvile, there is a place where you can swim through the lava to a secret lift, which takes you by a couple of vending machines and ultimately to another soulsphere. In the fountain room after the yellow key door, there's a secret underwater chamber partially covered by leaves. Swimming down will get you an early plasma rifle In the big outdoor arena with the first risk blazer powerup, after you take the lift up there's a TNT box among the other boxes in a barred-off area. Shoot the TNT box with a rocket and it will blow open the box area. A secret vent then takes you to a control room. Once you have the red key card, you can activate the switch there, which gives you an invuln and opens another vent to an audience area. After you massacre the guards, there's another control room with two switches. One opens the viewing windows, the other activates a timed lift which lowers the backpack on the tall pillar near the red key card pipe. In the lava area opened with the yellow skull key, with the big hanging gong, there's a damaged wall that you can blow open with a rocket. This reveals a rad suit, which you can use to traverse a series of crushers to get to a control room with (on UV) a manc and some guards. Kill the baddies and grab the secret megasphere that was first visible in yellow skull key switch room. If I'd have to guess, I'd wager that 7 and 8 were the missing ones, since I believe these were cases where the items are tagged as secrets rather than the sector. I avoid that when possible, but in some cases it's the best way (i.e., when there's 3D floor or water trickery involved, or when the item is on a small pillar that could be easily not triggered when grabbing the item). In an editor, you can search for items with the "count as secret" flag to hunt these down yourself, though that's not as fun as finding them organically! FYI I did verify that 100% kills and secrets are possible on every map, at least in a very-close-to-final build, so definitely let me know if you find anything ungettable! A few other notes if you wanna get real completionist on the set: Security cameras are strictly related to revealing the mapper tag (which always appears on a long computer monitor somewhere close to the exit--you'll hear the announcer say "BINGO!" when you destroy them all). Some kills require you to break into audience areas and scare the audience. Normal, unarmed audience members will flee for the exit and do NOT count towards the kill count. Armed security in the audience boxes (usually temple guards or some kind of hitscan zombie) are thus a clue that there's some way to get into that audience area. Fantastic, thank you - that was so in-depth. Appreciate it :) 1 Quote Share this post Link to post
Big Ol Billy Posted May 16, 2023 18 hours ago, LadyMistDragon said: Nice playing! FYI what's your mod setup and GZ version? I'm happy to see that tweaked weapons and ammo pickups (which I think are visual changes only?) are playing well with the set. Also nice to see the Doomgirl HUDface and sfx, since I wanted to make sure the project would work narratively with non-Doomguy protagonists as well! I noticed a little bit of visual weirdness with the colored sectors in slightly older GZ versions, similar to what popped up a couple of times here in the blue skull key fight, but I thought I had ironed out the kinks for 4.10.0. Generally with these the aim is compatibility with ZDoom 2.8.1 and the latest GZ, but I don't know if I totally understand the range of visual config options in GZ people might have, so I want to try to support those as much as possible! 1 Quote Share this post Link to post
LadyMistDragon Posted May 16, 2023 (edited) Any changes from the doomgirl mod are only cosmetic and slight. Weapon balancing or speed aren't affected at all. Edited May 16, 2023 by LadyMistDragon 1 Quote Share this post Link to post
Biodegradable Posted May 17, 2023 Finally cracking into this and holy shit, what a magnificent start! I'm madly in love already, my god, what a powerful MAP01 that was! 8 Quote Share this post Link to post
Murdoch Posted May 18, 2023 Played some of the first map and absolutely loving it so far. A wacky and creative idea well executed. As an archaeology/history nut, loving the architecture. 2 Quote Share this post Link to post
Gez Posted May 18, 2023 22 hours ago, Biodegradable said: Finally cracking into this and holy shit, what a magnificent start! I'm madly in love already, my god, what a powerful MAP01 that was! Those giant wasp things are not from Hexen at all, and they look nothing like the old school Raven art style! Pretty sure they're those annoying guys from Exhumed. 3 Quote Share this post Link to post
Biodegradable Posted May 18, 2023 (edited) 12 minutes ago, Gez said: Those giant wasp things are not from Hexen at all, and they look nothing like the old school Raven art style! Pretty sure they're those annoying guys from Exhumed. Can always count on you to fill me in these things, can't I, Gez? ;^P Part 2! Edited May 18, 2023 by Biodegradable 3 Quote Share this post Link to post
LadyMistDragon Posted May 18, 2023 Here's the video I did of Map 03. Pretty tricky, I must say 3 Quote Share this post Link to post
Big Ol Billy Posted May 19, 2023 On 5/18/2023 at 9:00 AM, Biodegradable said: Part 2! I'm loving these playthroughs! I'm actually really digging the gore mod you've got going on here too—that extra bit of splattery-ness works really well with the whole "ultra-violent game show" concept of the set. Which mod is this? 1 Quote Share this post Link to post
Biodegradable Posted May 20, 2023 7 hours ago, Big Ol Billy said: I'm loving these playthroughs! I'm actually really digging the gore mod you've got going on here too—that extra bit of splattery-ness works really well with the whole "ultra-violent game show" concept of the set. Which mod is this? Nash's Gore, my friend. Glad you're digging the vids. ;^) 1 Quote Share this post Link to post
Terminus Posted May 22, 2023 This has been my favorite DBK installation as well as probably my favorite wad released in 2023. What an absolute treat! The world building was fantastic and professionally crafted, the attention to detail in each and every area was very much felt and the campaign itself (as well as the secret maps) was solid through and through. It was worth the wait, and I can't wait to play more! 1 Quote Share this post Link to post
Biodegradable Posted May 26, 2023 (edited) @Big Ol Billy After collecting the blue skullkey in MAP03 and returning to the main arena, the map kills my frame-rate quite severely and is unplayable. Not sure why it's happening, however I suspect it might be Nash's Gore. Might have to pistol-start MAP03 :^/ Edited May 26, 2023 by Biodegradable 1 Quote Share this post Link to post
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