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Nefelibeta

[Boom/Final]Disorder - A Challenging 10-Map Episode

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Currently on MAP03 and having a blast. MAP01 almost tricked me into thinking you devoted yourself to 'normal' maps - reminded me a bit of your Solar Struggle contribution... for like five minutes, then it was 100% good ol' Nef maps :) Secrets are not excessively esoteric, the sprite replacements are damn cool, action is fun even on HNTR. Proof of quality is that, so far, the only 'defect' I found is this microscopic misalignments and some architectural / linedef thingy that blocks a few monsters: 

 

Spoiler

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Quality release, will report more once I wrap up. Also TITLEPIC of the year. 

Edited by Thelokk

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33 minutes ago, Thelokk said:

stuff

Oh glad you enjoyed it. Truth be told those maps might be older than you expected, some of them are almost 2 years old now. Guess I haven't changed much heh.

 

I'm not even sure if those walls in map03 can be aligned properly, but I will try. Good luck with the later maps!

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Really good set, each of the maps are very distinct on feel and gameplay, while also having a big chunk of variety in terms of themes and combat-design. Im still going through it but i enjoyed a lot what i've already played ty :).

Spoiler

(Also i really liked the implementation of scythe x monsters, the valiant chaingun on cl9 <3)

 

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Wrapped up the set on HNTR, easily one of the best things I have played this year. It conjugates really well your mapping cruelty with a more 'down to earth', classic approach, especially in the early maps, which I felt were the strongest. MAP04 is one of the most fun experiences I ever had in Doom, the narrative focus made me feel as if I was really playing an adventure game, rather than just shooting stuff.

 

Loved the doomcute (weird, huh?) and the nods to other maps aside from Mucus Flow (particularly loved techno Python Python's Bite, but you gave me an SSG instead of a SG, getting soft aren't we?). I did feel the wad lost its focus a bit from map07 onward, but not enough to really tarnish the experience - later maps just felt a tad bit too much like your regular Sunlust-style difficult maps, if that makes any sense. Still great, of course.

 

Nitpicks: I think MAP04 and MAP05 have their end of map screen switched around. For some reason the Slime Elemental summoned spirits often have some really strange behavior - they seem to get stuck and do nothing more often than usual Lost Souls. Not sure if that's just my impression, or there is something else going on. Finally, personally I'd give the flying octopi a smidge more hp, they go down real easy and they're more often than not hard to even notice.

Edited by Thelokk

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12 minutes ago, Thelokk said:

review

Oh glad you enjoyed it, the reason behind the harsh transitions in terms of gameplay is quite simple.

1)This is meant to be a megawad project, so Map06 is supposed to be Map15, Map07 => Map31, Map10 => Map28 etc

2)The stuff I made basically reflect what kind of stuff I'm into, so Map04 is made when I just watched Touchdown's sdx7 Map02 commentary(maybe you should, who knows) Map05 and Map06 are mostly based on my love-hate relationships with magnum opuses. So it makes perfect sense when you know I was playing wormwoods when I made the later maps, uhh just you know.

 

Honestly not surprising that Map04 is your favourite map, considering the maps that you like lol

But yeah I put a fair amount of weird stuff in that map, maybe you can try to figure out the super optional stuff. Although my fav is Map06 (Assuming getting the automap and finding all the secrets)

 

The problems about map titles are fixed, I'm not sure about the souls though, never noticed it during replays. Hold on... how the hell do you find out that they're called Slime Elementals?

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5 minutes ago, Nefelibeta said:

. Hold on... how the hell do you find out that they're called Slime Elementals?

 

That eldritch instrument of black magic called UDB. I now know all of your mapping tricks.

 

5 minutes ago, Nefelibeta said:

maybe you can try to figure out the super optional stuff.

 

Think I maxed that map iirc. Really liked

Spoiler

the three skull keys optional fight.

 

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1 minute ago, Thelokk said:

That eldritch instrument of black magic called UDB. I now know all of your mapping tricks.

Good, but did you know that the spirits are called "Mucus Soul" and afrits are called "annoying af demon"

 

Spoiler

You probably already did though

 

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2 minutes ago, Nefelibeta said:

afrits are called "annoying af demon"

 

Yup, but I actually did remember this one from that one Discord I'm no longer a part of. Found it rather amusing, especially considering how easy your afrits go down compared to Scythe's.

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The maps are really nicely done, each felt unique. The "forest maze" one was rather tedious to navigate through, though. Gameplay was a mixed bag, there were nasty difficulty peaks, but at least you didn't go overboard with the custom monsters. Do you plan to do "proper" release to /idgames when you fix the bugs?

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Playing MAP06 now. This map is just crazy and epic. Its style reminds me of The Mucus Flow and SoD's MAP04(the map's name already indicated that). I have to say that this one really deserve this year's cacoward.

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Demos for the first three maps: https://drive.google.com/file/d/1pVxagAEDW0uCkT_HIcFshh1pxPRe8QL6/view?usp=sharing

 

I uv-maxed the first two. For map03 I only got 3/5 secrets because I couldn't figure out (even after finding the automap, and even looking in the editor) how to get the plasma secret, which also unlocks the final secret. I also missed a kill somewhere, not sure if something didn't teleport in?

 

 

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On 10/23/2022 at 10:33 PM, Caleb13 said:

Do you plan to do "proper" release to /idgames when you fix the bugs?

Perhaps.

 

On 10/24/2022 at 5:57 PM, ryiron said:

For map03 I only got 3/5 secrets because I couldn't figure out (even after finding the automap, and even looking in the editor) how to get the plasma secret, which also unlocks the final secret. I also missed a kill somewhere, not sure if something didn't teleport in?

Go around the railings when you first get out of the blue doors, and hop on one of the rocks where the armor bonuses are, quite obscure I will have to say.

The final monster is in the final secret.

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I'm not a Doom God by any means, so I played on HNTR. Maps 1-5 were challenging but doable and fun.  Map 6 was a little long and a little hard.  But gotta be honest -- maps 7-10 were simply way too hard for me, I IDDQD'ed through them.  I'd suggest reducing the HNTR difficulty, especially for those later maps.  It's just not much fun playing a map you have zero chance of surviving, and I think HNTR implies that even players of modest skill can still have a go at it with a reasonable chance of success.

 

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@CrueCut that's probably on me then, I don't happen to remember a huge jump in difficulty on those maps but it may have been something I missed. Nef was very intent on making this accessible and made multiple changes based on my feedback. If you have specific examples of overly hard fights i'm sure Nefelibeta would like to know

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17 hours ago, CrueCut said:

I'm not a Doom God by any means, so I played on HNTR. Maps 1-5 were challenging but doable and fun.  Map 6 was a little long and a little hard.  But gotta be honest -- maps 7-10 were simply way too hard for me, I IDDQD'ed through them.  I'd suggest reducing the HNTR difficulty, especially for those later maps.  It's just not much fun playing a map you have zero chance of surviving, and I think HNTR implies that even players of modest skill can still have a go at it with a reasonable chance of success.

 

Sorry, back when this was in development I didn't really have the time and patience to playtest all three difficulties myself. So most balances are based on playtesters' feedbacks. I will definitly nerf the later maps on HNTR, but I'd personally see what other HNTR players think about them first.

Keep in mind that ITYTD is always an option.

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Just dropping by to say that Map 06 is an especially wonderful map - I'm still trying to actually beat it (I really need to start using saves for these larger maps) but from what I've seen so far it's a brilliant pastiche of that Mucus Flow/Disturbia/Darkwave0000 style of toxic base crawler. A really mischievous and enjoyable piece of work, with a perfectly fitting midi.

 

EDIT: In my most recent attempt I was able to grab the BFG through the bars in its room besides the Armory.

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Playing these on UV with saves whenever I get the chance and just finished MAP8. I should have stepped down to HMP for a few maps but just decided to start sprinkling in 1 or 2 mid saves at calm moments in the hardest fights.

Spoiler

(especially the damn ice area I just crawled through bleeding and burning with half my limbs blown off XD)


I can't quite decide between 4, 6, or 8 for my fav so far... I will save my full thoughts on each map for when I finish the wad. But safe to say every map has been solid and I love the nods to wads like The mucus flow, sunder, miasma (I think?), some darkwave stuff, and more.

Also, this guy just wandering past from the sides was hilarious and adorable:

Spoiler

doom3435.png.9f43415ff70cf8cc430d4ce73ef85db5.png

 

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RC2 because why not

 

Changelog

  • Random Glitches like the stuck rev in Map02
  • Mandatory lone zombieman in the big reveal of Map05
  • Stuff I fixed 20 years ago
  • shit i forgot to fix the misalignments

 

[[Download RC2]]

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I played the first 3 maps and so far I like them. Been playing on UV and the challenge is just right for me. Great set of maps so far. Will report again when I'm finished with all of them.

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Fantastic wad. Difficulty on all 10 maps was right up my valley and every level felt distinct from one another.

 

Just one question. How do you get to the secret platform in map 10? I tried looking for secret switches and the like from everywhere before leaving the first area but just couldn't find a way to get to the secret legitimately.

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Just finished Castledemonia Emerge and it absolutely kicked my ass, but I never felt like it was overly difficult since at least with saves and loads it wasn't too hard to save ammo, savescummed a little bit in the final arena but that's because I was being impatient and playing poorly after managing to nearly beat it in the first few attempts and then... not doing that like 15 times. Coolest fight in the map imo!

Played with the RC1 since I was still playing thru map9 when the update was posted, so not sure if there's anything different about the map.


Not sure if extra

Spoiler

megas and cell ammo appeared in the final area, after doing the secret fight

or if I'm just blind as hell.

Btw you can easily grab the

Spoiler

BFG without triggering this encounter:doom3589.png.0d7f951d8425e671aac67b2ccccb9d49.png


Cyber rockets can also

Spoiler

damage the Romero head early inside the exit fireplace thing, it's pretty amusing and not a big deal if not going for uv max I guess.
doom3596.png.c78f977a7cd566575742ccd21fdb98f8.png


Loved the library area and it reminded me of Sunder a bit. Was considering posting a pic here but it's best seen for yourself.

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On 11/10/2022 at 12:21 AM, DoomPlayer00 said:

 

Just one question. How do you get to the secret platform in map 10?

There is a secret teleporter in the central hub.

 

On 11/10/2022 at 5:05 AM, knifeworld said:

megas and cell ammo appeared in the final area, after doing the secret fight

yep, they only get lowered after doing the secret fight, which also make the finale harder.

 

probably won't fix the grab, extra monsters will remain unkillable after the finale is over, anyway.

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On Map 07 tonight on UV, some really cool maps, really fun combat puzzles.

 

Aside from the forest maze, I’m throughly enjoying every part of the WAD, I dig your mapping style, thank you for the release! :) 

 

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