Dreadopp Posted October 1, 2022 (edited) Huzzah! That name is a mouthful! Over the past year or so, @Lord_Z and I have been working on the next installment of the Intergalactic Xenology series. These maps are intended for Boom compatible, UMAPINFO enabled ports. This trilogy combines enhanced versions of the first two episodes of the series with some new maps that make up the third episode. We used UMAPINFO to create an episodic structure (with new story text at the end of each episode!), so a port that supports the format will need to be used to play. We used GZDoom, PrBoom+um, Woof!, and DSDA Doom for our own testing. As I mentioned, we made a lot of enhancements/changes/fixes to the original ten maps. For anyone interested those things, feel free to check out the list in the spoiler below. Spoiler MAP01 (MAP01 from IX) - Swapped out some decorative things to work with the new DeHackEd changes. - Brightened up a couple of the switches a little bit. - Increased size of secret areas. - Automap cleanup. MAP02 (MAP02 from IX) - Added difficulty settings and updated the overall balancing as a result. - Swapped out some decorative things to work with the new DeHackEd changes. - Some textures are now translucent. - Added teleport lines to some monster closets so they can retry teleporting into the level in case the destinations are blocked. - Added small platforms around the switches that bring down the keys so they aren't sitting on the ground. - Automap cleanup. MAP03 (MAP03 from IX) - Fixed a missing sky transfer. - Slightly increased how much time the light platforms are raised for so they are easier to cross. - Updated the blue light platforms to actually use the blue texture rather than the teal one. - Fixed a couple incorrectly textured skylight trims on the inside of the main structure. - Added some trims and updated some of the dark textures used in various areas. - Added small platforms around various switches across the map so they aren't sitting on the ground. - Updated/fixed the look of the key based switches. - Automap cleanup. MAP04 (MAP04 from IX) - Replaced the chainsaw with rockets. - Removed extraneous, unobtainable secrets. - Added various details, changed some textures, and swapped some things to improve/vary visuals. - Brightened some switches a little to make them easier to see. - Automap cleanup. MAP05 (MAP05 from IX) - Replaced the chainsaw with a berserk pack. - Tweaks to the ending sequence to work with the new DeHackEd changes. - Fixed some missing textures on the switch that starts the second arena battle. - Added monster blocking lines around the final arena so flying enemies don't vanish into the horizon. - Lit up the main switches so they are a little easier to see. - Added exit signs. - Fixed a HOM. - Some textures are now translucent. - Fixed some texture pegs in the last arena. MAP06 (MAP01 from IX2) - Moved the first switch to be inside the pillar behind it so it's not sitting on the ground. - Increased size of a secret area. - Added exit sign. - Some textures are now translucent. MAP07 (MAP02 from IX2) - Slightly raised the trim around the switch that brings up the light platforms. - Automap cleanup. MAP08 (MAP03 from IX2) - Added some caution strips in front of the switches in the core so they are a little easier to see. - Added exit sign. - Some textures are now translucent. - Automap cleanup. MAP09 (MAP04 from IX2) - Replaced the second Spider Mastermind. - Minor texture fixes in the black hallway. - Minor structural changes and automap line fixes to the first base area. - Moved some monsters into traps. - Added minor decorations to secret areas. - Added exit sign. MAP10 (MAP05 from IX2) - New and improved teleport hub for fast travel. - Tweaks to the ending sequence to work with the new DeHackEd changes. - Fixed an incorrectly assigned skybox transfer. - Added a trigger to re-open the door leading into the last area before the boss arena. - Updated a couple multiplayer focused teleporters to only be opened while they are relevant. - Raised a few switches so they aren't sitting on the ground. - Fixed a whole bunch of visual glitches inside the cloud area. - Adjusted lighting on one of the cloud area's platforms. - Added exit sign. - Automap cleanup. Please do let us know if there are any issues that need addressing. Don't forget to save often! As always, feedback is greatly appreciated. :) Screenshots Spoiler Screenshots of the original versions of the first two episodes can be seen in their respective release threads: Spoiler Intergalactic XenologyIntergalactic Xenology 2 Download Some info/warnings: - The new maps start on MAP11, but you can get there quickly by selecting the third episode in the New Game menu. - This wad contains a DeHackEd patch that may affect gameplay mods. The barrel and chainsaw weapon slot are likely places issues may arise. - The wad was also made with UMAPINFO in mind, so you will need to play in a port that supports the format. Intergalactic Xenology Trilogy Enjoy! Edited December 31, 2023 by Dreadopp 55 Share this post Link to post
Lord_Z Posted October 1, 2022 It's here at last! The culmination of what we have been working on for almost 3 years in total. It's hard to believe it has been that long. The conception of this third part took place near the beginning of our work on IX2. Originally we were just tossing around ideas about making the series into a trilogy but it wasn't until further into IX2's development that we talked more about what to do with the overarching story. At that point we figured out exactly how a third part could fit in. IX3's development started not long after IX2's release. Originally IX3 was going to be a standalone release much like the previous two sets. However, we eventually took a look at what could be done with UMAPINFO and saw there was a way to define episodes. This made me wonder if we could combine all of the sets into one and, with a few more dehacked changes, that's what we did. That and the text screens allowed us to supplement the story we were trying to tell as well as add a bit more polish to the whole thing. IX3 was not an easy thing to finish and I have renewed respect for people who can put together full megawads. We actually struggled quite a bit with level concepts and designs, moreso than either of the previous two parts and, for myself anyway, more than anything else I have worked on so far. We kept going back and forth on most of the maps trying to figure out whether what we had built really fit with the direction this series had ultimately gone. It is certainly in a different place now than where we started with IX1. We probably have enough scraped concepts and chunks of levels to make up 2 or 3 additional levels. On top of all that were the technical challenges. Most of the new levels get fairly close to Boom's hard limits and one of my levels started to implode quite spectacularly (I'm guessing due to some sort of nodes bug or limit). I also find myself more worried than usual about other aspects of the maps such as difficulty and potentially confusing layouts. Some of the levels also have gameplay that's a bit experimental. However, it's hard to know whether or not we have succeeded with only the two of us as play testers. Despite the challenges of putting this project together, I am happy about how it has all turned out and I'm excited to see the project get released. As usual I look forward to hearing your thoughts and I hope you enjoy the journey! 11 Share this post Link to post
Firedust Posted October 1, 2022 (edited) The first two installments were superb! Does IX III start at map 11? EDIT: Never mind, gonna replay this baby right from the start. Edited October 1, 2022 by Firedust 3 Share this post Link to post
Kyka Posted October 1, 2022 Hello Dreadopp and Lord Z... wonderful to see you guys. When I get a chance I am gonna have a look at this. Screens look superb. :) 2 Share this post Link to post
nobleflame Posted October 1, 2022 Sorry if I'm being dim, but does this release contain the previous two episodes too? As in, it's a complete release of 15 maps? Also, Prboom+UMAPINFO should work? Or would you recommend GZDoom? Cheers and thanks for all of you hard work! 2 Share this post Link to post
Death Bear Posted October 1, 2022 VERY VERY VERY Excited to see this! I will be playing again from start to finish, and look forward to the new maps, as well!!! 2 Share this post Link to post
Dreadopp Posted October 1, 2022 (edited) Thanks for the comments, everyone. :) 1 hour ago, nobleflame said: Sorry if I'm being dim, but does this release contain the previous two episodes too? As in, it's a complete release of 15 maps? It does indeed include the first two episodes. There is an episode selection menu with this release that will allow you to start whichever episode you want. If you start a new game with episode three (or go to MAP11), that is where the new maps begin. 1 hour ago, nobleflame said: Also, Prboom+UMAPINFO should work? Correct. That port is the main one we made the set for, but as long as the port you're playing in fully supports UMAPINFO, it should be fine. Edit: There is a MAPINFO lump that is also included for ports that can use it. 2 Share this post Link to post
nobleflame Posted October 1, 2022 7 minutes ago, Dreadopp said: Spoiler Thanks for the comments, everyone. :) It does indeed include the first two episodes. There is an episode selection menu with this release that will allow you to start whichever episode you want. If you start a new game with episode three (or go to MAP11), that is where the new maps begin. Correct. That port is the main one we made the set for, but as long as the port you're playing in fully supports UMAPINFO, it should be fine. Edit: There is a MAPINFO lump that is also included for ports that can use it. Thanks, mate :) 2 Share this post Link to post
Yugiboy85 Posted October 1, 2022 (edited) Tried to run it with dsda-doom and got this: Spoiler NVM, It's my own stupidity. I'm not using the right IWAD lmao 4 Share this post Link to post
RataUnderground Posted October 1, 2022 Sorry, that screenshot gave me an insane curiosity about how do you achieve the "slope" on the metal beams in boom format, so I had to download the wad and open it xD. I had hope you did some trickery I am not aware of. You got me with the simplest solution. Spoiler 5 Share this post Link to post
sincity2100 Posted October 1, 2022 Great, This game is giving me Ancient Aliens Vibes already.. 4 Share this post Link to post
Major Arlene Posted October 1, 2022 can't wait to dig into this, this has been one of my favorite Doom series! congrats on the new release. 2 Share this post Link to post
Firedust Posted October 1, 2022 (edited) Does the last secret in map 11 require an archvile jump? There doesn't seem to be any path to climb on normally. Whoa, map 12 was really cool. It was like Wormhole but with a twist! Edited October 1, 2022 by Firedust 2 Share this post Link to post
Lord_Z Posted October 1, 2022 1 hour ago, Firedust said: Does the last secret in map 11 require an archvile jump? There doesn't seem to be any path to climb on normally. Spoiler Look closely at the toe edge of the south shoe ;) 3 Share this post Link to post
Daytime Waitress Posted October 1, 2022 A bit over a year ago I started playing more Doom than I ever have before, and the original IX was absolutely integral to making me say, "Holy shit! Why haven't I been doing this my entire life?!". Cannot wait to crack this one open! 4 Share this post Link to post
LadyMistDragon Posted October 2, 2022 i might check this out, but I don't want doom to consume my whole life, lol. but i don't necessarily have much on the docket for the next day or two. 3 Share this post Link to post
Yugiboy85 Posted October 2, 2022 Map 13 is effin fantastic. The concept is executed really well. Holy shit. Great job guys :D Spoiler the upside down one i mean. I think it's 13? 3 Share this post Link to post
TJG1289 Posted October 2, 2022 Oh, Hell yes! Loved the first 2, so I will definitely be checking this out soon. I'll replay the first 2 eps to check out the new changes too. 2 Share this post Link to post
Firedust Posted October 2, 2022 (edited) Beat this over two evenings, stunning set of maps. The third episode was definitely the highlight, loads of cool ideas and visual setpieces across the board. Couldn't figure out how to access the secret exit though so had to idclev. Edited October 2, 2022 by Firedust 2 Share this post Link to post
LadyMistDragon Posted October 3, 2022 Just took a break from the fairly exhausting uncut Map 29 of Hellbound to try out the first map of E3 and I think I get the hype! Cool little scattered detail and a seriously unpredictable initial Arch-vile encounter! 2 Share this post Link to post
Lord_Z Posted October 3, 2022 16 hours ago, Firedust said: Couldn't figure out how to access the secret exit though so had to idclev. Spoiler That is actually how you are supposed to access it. This is because of a limitation of UMAPINFO, at least as far as I could tell. There didn't seem to be a way to have a nice transition from MAP15 to both MAP31 and the normal end of the episode. When finishing MAP15 normally, it would show the level entry screen for MAP16 before showing the text screen which looked like a glitch. Rather than trying to hack around that, we decided to incorporate cheating into the story. MAP11 actually has a hint about what you are supposed to do ;) 4 Share this post Link to post
TJG1289 Posted October 10, 2022 Just finished it. It was a nice trip down memory lane for the first 2 eps. Still as solid as I remembered. Though this newest ep is for sure you guys' best work so far. Fantastic scenery, really cool map concepts, great design. I absolutely love the visuals in this. Fantastic AA-tex usage all throughout. This may even be more visually appealing than AA itself! Maps 13 and 14 were my favs in pretty much everything from combat to visual design. I think I may have been looking for a harder final fight in map 31, since it appears to complete the story of these WADs, but that's not that big a deal. I did really love the opening to that map though; that was a really cool sequence. Fantastic stuff! 2 Share this post Link to post
Dreadopp Posted October 12, 2022 Thanks a lot for the feedback. And thanks to everyone else for playing/checking it out as well! We're happy people are enjoying the journey. :) 2 Share this post Link to post
Cacodemon Posted October 14, 2022 Just finished it. (+brutal DooM mod, it seems I can't do without it ;-) ) Awesome. This is some very, very high quality mapping. Blame myself for troubling me too much with brutal doom (on UV), so some EvilMarines were so ultra-hard I had so save and load at some locations often - and twice even cheat myself through it. Even without BrutalDooM it would have been pretty challenging, the tower top super-challenging, but the ride... marvellous! The landscapes, the atmosphere, the graphics, ancient styles and futuristic elements well mixed, otherworldly, the music... pretty much everything fits here. And you wonder if you're in some scifi movie, some LSD trip or... whatever. But a good trip, no matter what. I'm really happy we have quality WADs this good, this made my past weeks. 5 out of 5 stars. 2 Share this post Link to post
nobleflame Posted October 24, 2022 Can't for the life of me figure out the third (?) secret in map 11 (01 of the third part). See spoiler below for the ones I do have... Spoiler I've got the green armour, the soul sphere, and the mouse house secrets - can't find the last. Any tips? 2 Share this post Link to post
Lord_Z Posted November 1, 2022 On 10/23/2022 at 8:36 PM, nobleflame said: Can't for the life of me figure out the third (?) secret in map 11 (01 of the third part). Sorry for the delay! Spoiler It's inside the computer with the blue key where the Hell Knight is, overlooking the key itself. Look at the map and you should see a line that isn't solid. 2 Share this post Link to post
nobleflame Posted November 2, 2022 12 hours ago, Lord_Z said: Sorry for the delay! Hide contents It's inside the computer with the blue key where the Hell Knight is, overlooking the key itself. Look at the map and you should see a line that isn't solid. Thanks so much! 2 Share this post Link to post
SCF Posted November 2, 2022 Congrats on the release! I've played through the first 11 maps so far, and it's a fun set with great use of the AA textures (I'd already played episode 2 when it came out, but it's been a while). I did run into a softlock at the end of map 11: Spoiler During the "growing back to normal size" section, you can get stuck in one of the transition rooms if you try to move backwards. It happened to me by accident (I got disoriented and didn't realize what was happening), and it was pretty easy to reproduce. Not a big deal, but figured I'd let you know. 2 Share this post Link to post
Lord_Z Posted November 3, 2022 12 hours ago, SCF said: I did run into a softlock at the end of map 11 Thanks for letting us know. That sequence is finicky but I'll see if there is a way to adjust it. Which port were you using by the way? 1 Share this post Link to post
SCF Posted November 3, 2022 1 hour ago, Lord_Z said: Thanks for letting us know. That sequence is finicky but I'll see if there is a way to adjust it. Which port were you using by the way? Originally happened in GZDoom on Boom (strict), but I tried it in dsda-doom afterwards to make sure it wasn't an engine quirk and it worked the same there. 2 Share this post Link to post