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Quackjen

[MegaWAD] [FINAL] Astral Globetrot - Now on idgames AND Kex!

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Good wad.

 

MAP04, sector 375 is a secret sector with nothing in it.

MAP11, is secret sector 220 only available with arch-vile jump?

MAP15, I was able to jump into the yellow key area after pressing just one of the switches (the south one) to unlock the ice pillars and got stuck

MAP16, two entire teleport closets (sectors 182, 183, 249 and sectors 197, 198, 250), monsters never teleported, their sectors weren't linked to the main area sectors like the other two.

MAP19, one teleport closet (sectors 341, 347, 633) has the same thing.

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2 hours ago, NuMetalManiak said:

Good wad.

 

MAP04, sector 375 is a secret sector with nothing in it.

MAP11, is secret sector 220 only available with arch-vile jump?

MAP15, I was able to jump into the yellow key area after pressing just one of the switches (the south one) to unlock the ice pillars and got stuck

MAP16, two entire teleport closets (sectors 182, 183, 249 and sectors 197, 198, 250), monsters never teleported, their sectors weren't linked to the main area sectors like the other two.

MAP19, one teleport closet (sectors 341, 347, 633) has the same thing.

Thank you for playing! I've released a new version with those bugs fixed.

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Sooo many 1-person megawads have been released this year, it's a shame this'll get lost in the shuffle. Really, I can speak for all of your maps quality except for the ones that were going to be in that TNT related project but that's just because I didn't finish them due to lack of time, and were released at a time I was impressed by literally anything

 

 

 

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This is a really good map set!  I'm up to level 22 now.  Great combat design, a fun challenge to pistol start every level.

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FDAs for maps 1-11: noisy_AGLOBE_m1-11.zip

I had good impressions of the first map.  It felt good breezing through low tiers and kinda just taking in the linear mini journey.  Other maps started to drag a little playing them back-to-back; different in some ways, samey in others.  I did think of TNT when playing these maps, for better and for worse.

 

Note: There's a mandatory trigger on Map07 with a mega-armor on it.  I avoided it because I didn't want to waste my current armor.

I also "softlocked" on Map11, but it's an unescapable nukage "pit", and by pit, I mean nook.  It felt unintentional, or maybe it is.  There's also a secret switch (Map10 or 11?) that's not very vanilla compatible (might require a tight squeeze/speedrunning-glide to get to it).

 

Either way, vanilla maps are cool.  Always a good feat.  I peaked at Map12 onward and it does indeed look a bit more "open", at least aesthetically, which gives the chance that I might return to this eventually.

 

Kudos on the megawad.

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6 maps in and I like it so far! I think map05 The Rooved Gardens is my favorite at the moment. There's something tranquil yet eerie about the map, and it oozes atmosphere. It reminded me a lot of Bioshock's level Arcadia.

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I remember play testing this months ago and had a very good time with it, this is a great pack to experience!

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Played the first 8 continuous and had a blast. Smooth going so far but the sense of adventure is really there, just the right amount of abstracted chonkiness so we don't get lost in sector details, just a smooth run through of the first episode for me. I will certainly continue on through to the rest. Good music choices as well. Reminds me of Fragport, but it's a better version of such obviously. Well done and thank you for sharing your creativity with us!

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Played a little of this last evening togheter with A Hard Nut to Crack, Scattered Thoughts and Into Sandy Cities; pretty neat stuff here!

Got very strong mid 2000s vibes from this, loved the doomcute and attention to details...

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Thank you everyone for the reviews! I really appreciate the feedback I've been given. I've dropped RC3 just now, which primarily fixes a softlock and makes the Megaarmor on MAP11 easier to get.

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the best part of this megawad is design and layout of maps 

its always refreshing and novel 

although gameplay gets a bit predictable and felt constant after some maps

my fdas and first exit demos for first 20 maps as maps start getting bigger will try later hopefully

prboom cl2 uv iddt used in demos.zip

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Was a bit sceptical at first but I'm actually pretty fond of this wad right now (MAP11). It's got this very compelling and eclectic mix of textures and styles, a bit of Going Down and a bit of TNT too. Sometimes progression isn't very clear and I missed keys more than once, but the gameplay is very solid if a tad samey. I'm looking forward to experiencing more of it!

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Think I found a soft lock in MAP11 - I unlocked the lift, entered it, then went back to check some other stuff. When I came back to take it the door was closed. It's weird because I did another test run and the second time, the door remained opened.

doom02.png

doom03.png

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40 minutes ago, DreadWanderer said:

Think I found a soft lock in MAP11 - I unlocked the lift, entered it, then went back to check some other stuff. When I came back to take it the door was closed. It's weird because I did another test run and the second time, the door remained opened.

I don't know how I didn't catch this one in my own playtesting honestly. RC4 may just be this fix and a handful of other visual things, and then after this I'll start worrying about the final release.

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3 minutes ago, Quackjen said:

I don't know how I didn't catch this one in my own playtesting honestly. RC4 may just be this fix and a handful of other visual things, and then after this I'll start worrying about the final release.

 

I can't really repro it so it might just be a freak occurrence with an obscure trigger or sequence of actions, who knows. 

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MAP15:

 

- Falling between the wooden bridge and the fence to the right results in a soft lock. No problems with the left fence since the space is not wide enough;

- A prominent slime trail near the bridge to the secret exit;

 

Great map btw, love the icy mountain vibes!

 

doom00.png

doom01.png

doom02.png

doom03.png

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RC4 is released! Right about now is when I should think about what to do for that TITLEPIC.

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Btw I assume that one of the switches required to unlock the yellow key in MAP31 can only be reached via archvile jump(s)? Looked in UDB and couldn't find anything. I'm talking about the one near the metal pillars that can be traversed. Currently not on my PC but I can share a screenie later if necessary.

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It seems that I found a glitch in MAP 09. It is seen when player stands at sector 313 (where a rocket launcher is placed).

In general, I completed 9 levels till now, and I like it very much.

 

g1.png

g2.png

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9 hours ago, DreadWanderer said:

Btw I assume that one of the switches required to unlock the yellow key in MAP31 can only be reached via archvile jump(s)? Looked in UDB and couldn't find anything. I'm talking about the one near the metal pillars that can be traversed. Currently not on my PC but I can share a screenie later if necessary.

If it's the one I think you're talking about, there's an invisible ledge that extends around the wall which you can walk on and follow until you get to the switch. It's a bit of a tricky jump, but try running off of the middle pillar towards the perpendicular wall and I find that works better. Or you can use an Archvile Jump and launch yourself towards the wall, where you'll land on the ledge.

 image.png.78d27ec2781e9855dbb1384018399262.png

 

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9 hours ago, Quackjen said:

If it's the one I think you're talking about, there's an invisible ledge that extends around the wall which you can walk on and follow until you get to the switch. It's a bit of a tricky jump, but try running off of the middle pillar towards the perpendicular wall and I find that works better. Or you can use an Archvile Jump and launch yourself towards the wall, where you'll land on the ledge.

 image.png.78d27ec2781e9855dbb1384018399262.png

 


Yeah I managed to see the ledge how, damn, so sneaky! Thanks!

I'm currently on MAP22 and still enjoying it, though I must confess that the wind was took out of my sails a bit due to some elements which, while remaining consistent and thus predictable, still cause me trouble.

I noticed that you enjoy a combination of backtracking traps, cramped encounters, and moderate to severe ammo starvation relative to the opposition. The latter would be fine if your goal was to encourage infighting frequently but sometimes the layouts and the composition of the traps do not really allow for this, especially when high priority targets like pain elementals and arch-viles are involved. Another thing which kinda bothered me is how in almost every level, armor and big weapons come in much later than I'd want them to and are relatively well-hidden. As a result I often feel like I'm underpowered and at risk of dying even in smaller encounters. 'No Quarter Forest' is maybe a great example of this, where the much-needed plasma gun requires the player to suffer through a ton of exposure before going up that tree trunk to find it. This means that even when the levels are nominally open-ended, one can end up in a lot of trouble if they don't follow the most optimal path. I've somewhat adapted to your style by trying to play conservatively and defensively and camping the hell out of some sections, so we'll see how the last stretch goes.

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Posted (edited)
35 minutes ago, DreadWanderer said:

Another thing which kinda bothered me is how in almost every level, armor and big weapons come in much later than I'd want them to and are relatively well-hidden. As a result I often feel like I'm underpowered and at risk of dying even in smaller encounters. 'No Quarter Forest' is maybe a great example of this, where the much-needed plasma gun requires the player to suffer through a ton of exposure before going up that tree trunk to find it. This means that even when the levels are nominally open-ended, one can end up in a lot of trouble if they don't follow the most optimal path. I've somewhat adapted to your style by trying to play conservatively and defensively and camping the hell out of some sections, so we'll see how the last stretch goes.

I've been playing through this WAD myself and I've noticed that too. I think I'm quite partial to the "opening scramble and you need to find weapons" gimmick, because I can think of a lot of map starts where it's like that. And that gameplay style extended to making you really hunt for the weapons. I also like using the Berserk which is why most maps give you one either early or in an obvious secret, and pretty much all of the boss enemies you can either soften up with infighting or you can crush them.

 

I suppose for Forest of No Quarter, it would be good to add a second Plasma Gun near the Yellow Key or the treehouse with the Berserk in it. I could go back and add seconds of weapons in a handful of maps actually. I'm glad you're still having fun though!

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@Quackjen fair enough, regarding berserk I don't mind it since punching stuff is fun, the only place where it was overused was in MAP21. That's mostly on me because I missed the chaingun hidden in a bedroom so I had to punch my way through a lot of revs and HKs while scrounging for shells 😅

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Posted (edited)

I'm personally a fan of making players have to get by with lower tier weapons rather than give them the means to blow everything away from the get-go. I always find that it makes the combat a bit more tactical and engaging. Even in my own maps I like to hold back on the SSG as it tends to be the default weapon players fall back on to do most of their killing. 

 

Also a little bug report, I noticed some freakiness going on with these sectors on map13.Screenshot_Doom_20240928_194253.png.851f825e8b6d18846660d308b1364229.png

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I just finished this a few minutes ago and I wanted to say that I quite enjoyed it. I like how each episode seems to change things up, and the entire Holcovia set might rank among my current favorite urban maps.

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