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Egg Boy

Moonlit District | Now on idgames!

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Fantastic set. I especially appreciate such wads with custom textures. There's something nostalgic about the mello music included. Level 3 probably starts with visplane overflows.

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30 minutes ago, game said:

Level 3 probably starts with visplane overflows.

 

Looking at it in the editor, it doesn't have any VPOs, however it does have a shit ton of Drawseg Overflows 

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39 minutes ago, game said:

Fantastic set. I especially appreciate such wads with custom textures. There's something nostalgic about the mello music included. Level 3 probably starts with visplane overflows.

I believe it has drawseg overflows as noted in the readme, but no visplane overflows 

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Great set all around! Really dug the visual themes and gameplay. Short mapsets like these are right up my alley!

Also, I found a hom on map06:

 

lIgwml7.png

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I saw some screenshots of this in the Doom Pictures Thread, but didn't expect to be able to play it so soon! I enjoyed playing through this. The brown against the dark blue sky, as well as the soundtrack choices, gives this a nice comfy feeling, but the gameplay has got plenty of kick to it, especially when arch-viles show up (which is quite often). The title screen/intermission graphic is great, too. Very impressive for a speedmap project, I wouldn't have guessed it was one.

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made a quick lil hotfix, fixed the texture error noted by @Breezeep and added "CWILV07" so that it no longer says "Tricks and Traps." Download's in the OP :)

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just as with squonker 3, wicked set of maps yall!!! played on UV and really enjoyed all of them. will def be playing everything you guys put out, it's just really solid fun.

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Great stuff, here's a couple observations:

 

- This monster in m04 missed its opportunity to shine. It happened that I always skipped the berserk and also never shot in the start room, which is what would have alerted said monster. Not sure if this a concern since nothing is broken, though I think the closet could use more, umm, cat ears? is that the term? you know what I'm saying...

- At the start of m07, I noticed some strange pathing around the RL square, the monsters would sometimes turn their backs on me or carefully walk in circles as if there were block lines, it became evident when I wanted to move to opposite ends and there'd be a lot of shit blocking my way when theoretically shouldn't be. I made a short proof, although now that I checked in the editor I see the cause is in the sunken sectors, presumably for shadow-casting, though I'm not so sure if the effect is worth considering the way they affect the fight, although again nothing breaks so, take it as you will. Anyways, still funny though: mnltdst_07thing.zip

 

Looking forward the next 6-map gigawad!

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Here's a UV-Max Pack:

 

MAP01 in 1:56

MAP02 in 1:50

MAP03 in 1:59

MAP04 in 2:06

MAP05 in 3:12

MAP06 in 3:54

MAP07 in 3:42

 

Summary (from readme):
Solid Short Vanilla Mapset.  Nothing bad, nothing crazy, nothing difficult, nothing too easy.
Everything is solid here for a quick hour or 2.  Sorry I'm not the best reviewer, but I randomly

came across this and just downloaded it so why not give some feedback in the best way I know

how which is UV-Max.

Moonlit District_RC2 (UV-Max Pack).zip

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Great to see Perdition's Gate textures being used like this! I always liked that wad's texture set. Will hopefully give this a play over the weekend.

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This was a fun set and even got me to replay Perdition's Gate afterwards. :)

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Very dastardly but also very fun. I smashed through the set last night and had a good time with it. Fucking hell, took all damn day to upload this sucker because my internet is garbage. All the Revs, Chaingunners and Archies naturally gave me Plutonia vibes, but the traps felt a fair bit more unique. That last map though? Oooooh.. rotten, rotten Egg Boy. That nasty young man. That map frustrated the hell out of me! Hehe ;^P

 

 

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1 hour ago, Biodegradable said:

Very dastardly but also very fun. I smashed through the set last night and had a good time with it. Fucking hell, took all damn day to upload this sucker because my internet is garbage. All the Revs, Chaingunners and Archies naturally gave me Plutonia vibes, but the traps felt a fair bit more unique. That last map though? Oooooh.. rotten, rotten Egg Boy. That nasty young man. That map frustrated the hell out of me! Hehe ;^P

 

 

We’ve got a saying where I’m from, if Biodegrable is raging, you’re doing something right. Cheers! And thank you!

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Just played through this after watching a glimpse of it through Doomkid's stream. I have to say this was a really fun mapset with combat and length just the way I like it. Also Nice use of Perdition's Gate textures.

 

I did discover a softlock on Map06 (I was playing RC2 of the wad). After going through the blue key door and doing all the fights, a teleport appears that allow us to get out of blue key door. However, if we go back, we are softlocked as the blue door does not reopen.

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Fun wad. I experienced the same map06 softlock mentioned above. Also on map07, there's a softlock if you fall behind the crates near the yellow key, where I thought I might find a secret. I also accidentally skipped the linedef that triggers the final fight. It usually doesn't happen, but I was able to replicate it a couple of times.

 

 

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RC3 is out, I fixed the softlocks in map06 and map07 respectively (thanks @Pseudonaut). Download can be found in the OP. Thank y'all for playing.

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Whoah that's...way, way more gorgeous than I thought from title and description, and especially more gorgeous than what I would have expected from Perdition's Gate resources!

Definitely going to play it as soon as I can!

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This was a wacky adventure  - that last map especially mean as hell lol - lots of fun - wait longer if you want it in HD

 

 

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Hey so, just thought I'd mention, the demos you have in the title rotation seem to desync in vanilla, you might wanna record some new ones.

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2 hours ago, OpenRift said:

Hey so, just thought I'd mention, the demos you have in the title rotation seem to desync in vanilla, you might wanna record some new ones.

Almost entirely to do with revenant rockets I'm pretty sure, they were recorded in chocolate doom. In DSDA-Doom on complevel 2, they are perfectly synced. 

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7 hours ago, Egg Boy said:

Almost entirely to do with revenant rockets I'm pretty sure, they were recorded in chocolate doom. In DSDA-Doom on complevel 2, they are perfectly synced. 

I see. Yeah, probably don't use those as your title demos just I'd say. Or just die before you reach the revenants lol. Gotta make it look professional :P

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15 minutes ago, OpenRift said:

I see. Yeah, probably don't use those as your title demos just I'd say. Or just die before you reach the revenants lol. Gotta make it look professional :P

Nah.

 

Professionalism is for suckers. 

Edited by ZeMystic

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55 minutes ago, OpenRift said:

I see. Yeah, probably don't use those as your title demos just I'd say. Or just die before you reach the revenants lol. Gotta make it look professional :P

every map is practically filled with revenants.

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