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Bri

New Wad - Attack on IO

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[yt] 

 

 

Blind running this map was a great way to start the day. I love it, definitely going to play the rest.

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I'm really glad to see that you're continuing to work on this, as I had a blast playing the original maps. I've played the first three maps in the updated version so far. I remember getting beat down a bit in the final fight of what was formerly map 1, and I was ready for that cyber this time after finding the secret BFG! But alas, no more cyber in this version.  Still, I had fun playing through the map again, despite the final fight being less intense. I liked the new maps I've played so far (1 and 3). Map 1 looks amazing -- I love the color contrasts in it, and it had some nice little traps (my favorite was the ambush when you open the door to the yellow key). I also liked map 3, especially the fights in the large circular room.

 

I'm looking forward to playing the rest of the newer version. Really outstanding work, @Bri!

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Played the first 4 maps and this is one of the best things I've played this year. I'm a sucker for gothic architecture and you nailed it, these maps are absolutely stunning to look at. Plus the gameplay is fast and frantic without being too difficult. Loved this so much!

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1 hour ago, GarrettChan said:

createPatch: Unknown patch format TITLEPIC.

 

I guess it's not for DSDA-Doom then...

 

Yeah, I think all the TITLEPICs, INTERPICs etc are not prboom friendly and crash the game. But the actual levels do work though, at least on glboom+ cl9.

 

As for the maps, they are really fun! They look really good and play well, with UV giving a decent challenge. There are some nasty traps here but nothing really that wouldn't be manageable even for blind players. Although I think my secret hunting paid dividends in quite a few of the maps since they have pretty fat rewards and especially the BFGs often can completely change the dynamics of the "tougher" finale fights. The only part in the set that didn't quite resonate with me was the mountain climbing section in map04 which slowed the pace down a bit too much for my taste.

 

FDAs in the attachment, recorded on UV with glboom+ 2.5.1.3 and complevel 9. Didn't finish map04 since I died at the very end and didn't feel like going through the map again immediately. Like Fiendish I also had played the earlier version of map02 and was totally prepared to face the Cyber at the end that promptly slayed me last time. A little disappointed even that I didn't get to exact my revenge on him heh.

 

FDA_attackonio.zip

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[yt] 

 

 

Finally got to level 2. Not as proud of myself this time. I thought about quitting when I died right away but I decided to press through. Probably drank too much before I started. When I died the second time I could tell I needed to play with that room for a while before I got through. It was still really fun and very pretty. A+. At least now I can watch how the others got through it.

 

 

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5 hours ago, GarrettChan said:

createPatch: Unknown patch format TITLEPIC.

 

I guess it's not for DSDA-Doom then...

 

Bugger. Sorry about that. It's because they're png images, which I completely overlooked. I'll sort that out for next time.

 

2 hours ago, Veinen said:

Didn't finish map04 since I died at the very end and didn't feel like going through the map again immediately. Like Fiendish I also had played the earlier version of map02 and was totally prepared to face the Cyber at the end that promptly slayed me last time. A little disappointed even that I didn't get to exact my revenge on him heh.

 

There's a secret megasphere in that room to help out (hidden switch behind one of the pillars), but I'm thinking maybe I should place it up front. This is one of those things where it's hard to properly gauge, because I don't want to totally frustrate players but at the same time I want it to be tense at the end.

 

Anyway, thankyou to everyone for giving it a go and commenting. I really appreciate it.

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@Bri: Yeah I noticed the megasphere and certainly would have went looking for the secret had I not died. I think it's totally fine as is, my death was a very dumb one against the AV & Revs and perfectly avoidable so in this case I'd put zero blame on the map and 100% blame on the player. The mega is a good reward for secret hunting, there are a few medkits in the area for a health refill and finales are supposed to be tough climaxes anyway. I mean yeah, if you don't find the mega you can't afford to take a direct face rocket from the final foe but why would you be doing that in the first place.

 

 

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I just decide to randomly jump to Map03 to see what the maps look and feel like...

 

...and Holy God these maps are really awesome. You got talent bro.

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I've played on UV pistol start until the start of map06 and I have to say I'm really impressed. These maps look and play great, and the secrets are well hidden but not bullshit. The maps have a good length to them (usually pretty short) and the traps are really plutonia like, which I enjoy. The only nitpicks I have so far is with map04, in which the fleshy section feels kind of slow and awkward and the last secret is kind of impossible to get before killing all the enemies, though it can be useful if you do a continuous run (not really in pistol starts). Also, it's a real shame that this maps aren't playable in prboom plus if the only thing that doesn't work are the skyboxes, but oh well it isn't that big of an issue honestly.

 

I really have to thank the guy that runs the Doom Engine Aesthetics twitter page for posting it, or else I wouldn't have seen it and played it.

 

Can't wait to see more of your maps!

 

ps. these maps look pretty cool for uvmax speedruning. Might try to do some if this is the final release.

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watched the videos here a bit, and the wad seems really fun.

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[yt] 

 

I got a chance to play through level two. I hadn't had a chance to look at the other play throughs yet. I omitted a partial playthrough where I was doing amazing, I had like 90% health, didn't pick up any of the med packs or berserk and had cleared the first area even after I got the red key. Something hit me from behind and I died instantly on the platform where I got the red key. After that I came back and decided I needed to be saving often. Still lovely, still intuitive, still cool. Still pretty. 

 

This is a second A+ level in my opinion. It's hard enough to be interesting but I never think that you're being a dick. I chose UV but still, this is a good level of difficulty to go with. I always choose UV.

 

I'm wondering about the architecture of the first area because there are some places, like the top of the stairs, where there are protrusions that look good but are not super obvious when you're doing reactionary movements and I've been hung up in these places giving inputs to dodge where I just stood still because I'm caught on a protrusion. These things look great and its not unfair for them to be there but I wonder whether you meant for them to be there or if this is a happy accident, the price of beauty or a bad thing you need to look at. Only you can decide. The level rocks and I don't need an answer but I noticed it and its a subtle thing with a huge effect. 

 

I liked this level allot, I liked its compartmentalized parts and I liked that there were multiple encounters in all of the level areas. This level struck me as intuitive, pretty and economical. I'm excited for level 3.  

 

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I've updated the wad for prboom+. I converted some of the graphics to doom format (which I stupidly forgot to do before) to stop it crashing. The latest download is here as well as the original post.

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Wow, I was playing the original version the other day. Honestly, I'm grateful that the Cyberdemon was removed. That sort of transformed into something resembling the later map of as a Megawad. Granted, this is more of a Miniwad, but I was still thinking maybe HMP would be the best difficulty to play through. Maybe it still is. No matter.

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On 2/27/2021 at 8:16 AM, Biodegradable said:

This is very beautiful and very challenging so far. Your use of nasty, tight and surprising combat left me quite tense but in a good way. You know how to present a challenge without being sadistic about it, which I for one really appreciate. Your map layout, design and use of Ukiro's awesome textures are also phenomenal. Here's my playthrough of the first two maps. My brain's fried, my hands are sore and I'm left beaten, bloody, bruised and begging for more! ;^) Will post the other maps as I go.

 

 

 

It's a joy watching you play levels, so much skill!  I'd have been roasted in a second in here!

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I just played this and had a blast. It was a bit shorter than I'd hoped but that's really all I can criticize about it.

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On 5/6/2021 at 6:06 AM, xvertigox said:

 

Rather than making a 'sound pipe' you can instead join the sectors so they act as one. This means that if you fire in one sector it wakes up monsters in the tele closet because technically they're both the same sector. To join them select both and press 'J' in DB. To separate them press 'M' to enter 'create a sector' mode and click on whichever sector you want to separate. I apologize if you already knew this.

 

Cool!  I peaked in the map design as well and saw the sound pipe, thought it was clever.  This is great to know, going to try it out.  Thanks!

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Thanks for the great mapset!

I made a UMAPINFO file so it displays the correct skies in PrBoom+UM, DSDA-Doom, and Woof.

UMAPINFO.zip

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10 hours ago, Rex705 said:

This looks great and plays great.

 

Here is my run of the first map.

 

 

Your monster mods work really well in this map!  I'd love to hear what you're running, interesting sky haze effect too.

 

 

 

I love the music in this map, really cool.

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Very cool mapset! Especially love the tech bases.

 

Couldn't resist playing it with my upcoming mod.

 

 

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1 hour ago, Lobo said:

Very cool mapset! Especially love the tech bases.

 

Couldn't resist playing it with my upcoming mod.

 


 Very cool dude, it feels a lot like the AVP FPS' that I've played. I also get vibes of psychophobia (from the gloves) and Unreal Tournament (from the pistol). I'm curious about the mechanics of the turrets.

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They are assigned as a weapon in slot 5. Press fire to throw a turret down, Then if you want to pick it back up, go over to it and press USE(space) to deactivate, and then walk over it to pick it up. Maxed out to 6 at a time.

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On 5/8/2021 at 6:59 PM, Nihlith said:

I'm wondering about the architecture of the first area because there are some places, like the top of the stairs, where there are protrusions that look good but are not super obvious when you're doing reactionary movements and I've been hung up in these places giving inputs to dodge where I just stood still because I'm caught on a protrusion. These things look great and its not unfair for them to be there but I wonder whether you meant for them to be there or if this is a happy accident, the price of beauty or a bad thing you need to look at. Only you can decide. The level rocks and I don't need an answer but I noticed it and its a subtle thing with a huge effect. 

 

The protrusions are meant to be there. I can't help myself making the architecture pop out to break up the flat walls. I do understand it can be annoying to get stuck on, but I think you kinda adapt to it. Although, I became more aware about this issue the more maps I made and I think my later maps are a bit better for not getting stuck on geometry.

 

7 hours ago, rfomin said:

Thanks for the great mapset!

I made a UMAPINFO file so it displays the correct skies in PrBoom+UM, DSDA-Doom, and Woof.

UMAPINFO.zip

 

That's awesome! I must've been using an outdated version of prboom+, because I didn't know it supported it, haha. But I tested it with the latest pb and it works great. Thanks so much for that. I'll include it in the final release.

 

Thanks everyone for playing my wad. And all the videos have been great to watch and given me great insight.

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Ok as I promised earlier I made some uv-max runs. For now it's only maps 2, 3, 5 and 7. I hope they still work when the umapinfo version is released, but if they don't it's no problem, most of them can have a lower time so it's a good excuse to run them again :)

 

Spoiler

 

 

 

 

 

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I streamed whole of the wad today. That was well made maps and we enjoyed them!
I did casual play on HMP with Zan (and map07 on UV), and tried to kill all monster or find secrets as much as I possible.

 

I love the maps have story and expressive details.
Its scale was compact, and smooth to play. The direction of encountering was interesting. Especially pillar fight with SMM and around enemies was a nice idea.

 

I felt that ammo amount was plenty too much for enemy numbers on HMP. I don't bother to choose weapons in each area to fight and I didn't run out of ammo even using them rough.
I think I'll play it with any mods on UV next time and that will fit for me :)

 

And I found some trigger problems that can be fixed while streaming. I put that scene here.

First is when I pushed first area in MAP04, there was some possibility of locking enemies in spawn area and it seemed there was no way to kill them.
Second is I was stuck by S1 DOOR at a secret area in MAP06. It happened while I was roaming to find the other secret place.
You can watch full playthrough here.

https://www.twitch.tv/videos/1016794425

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i played this earlier today.  i am using prboom+ and complevel 9. my batch file has -warp to get around the titelpic crashing. 

 

i had a good time playing this.  chill combat with enough flexibility and ammo to play as loose and fast as one wishes.  look forward to seeing more sometime :))

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18 hours ago, BlipBlerp said:

Ok as I promised earlier I made some uv-max runs. For now it's only maps 2, 3, 5 and 7. I hope they still work when the umapinfo version is released, but if they don't it's no problem, most of them can have a lower time so it's a good excuse to run them again :)

 

  Reveal hidden contents

 

 

 

 

 

 

I love these videos. This is how you play it!

 

18 hours ago, Kurashiki said:

And I found some trigger problems that can be fixed while streaming. I put that scene here.

First is when I pushed first area in MAP04, there was some possibility of locking enemies in spawn area and it seemed there was no way to kill them.
Second is I was stuck by S1 DOOR at a secret area in MAP06. It happened while I was roaming to find the other secret place.
You can watch full playthrough here.

https://www.twitch.tv/videos/1016794425

 

Thanks for finding these issues. 

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