Egg Boy Posted February 3, 2023 (edited) Hilarious Unofficial Trailer by @EduardoAndFriends Spoiler Edit: 7/18/2024 Tetanus is now featured as an official add-on for Doom (1993) and Doom 2: Hell on Earth. An updated version containing the new textures, music, and changes will be made available soon. Thank you, everyone, for playing. https://slayersclub.bethesda.net/en-US/article/new-add-on-tetanus?linkId=100000274371706 Happy birthday, @T.Will! Tetanus (thanks @Da Spadger for the title) is a vanilla compatible episode for Doom 2, centered around clean, easily readable level design, with visuals inspired by "orange-box" designs from various source engine games, as well as Super Mario Odyssey's "Steam Gardens." Tetanus also features an almost entirely bespoke soundtrack with midis by AD_79, and ZeMystic, among others. Mouselook, jumping, and crouching should be disabled if you're playing on a port with those features. If you are playing on Chocolate Doom, you can load the DeHacked normally, or use the "-dehlump" command to load it directly from inside the WAD. A full map list and more can be found in the readme. Maplist: Map01: Infiltrate by @Egg Boy Map02: Rush by @ZeMystic Map03: Rust by @myolden Map04: Asphyxiate by @T.Will Map05: Salvage by @AD_79 Map06: Dehydrate by @ZeMystic Map07: Corrode by @Yugiboy85 Map08: Desaturate by @uber Map09: Circulate by @Skronkidonk Map10: Engorge by @Bobby "J Featuring demos by @Maribo and graphics by @uber Download: https://www.doomworld.com/idgames/levels/doom2/s-u/ttns ----- OTHER SQUONKER JOINTS Spoiler 2021 Squonker 3 2022 Moonlit District Vigor Mayan Reynolds Pagodia What Remains 2023 Tetanus Edited July 18 by Egg Boy 155 Share this post Link to post
uber Posted February 3, 2023 (edited) fp! props to all logged in procrastinators Extended HUD assets for widescreen: tet_hud_wide.zip Edited February 3, 2023 by uber : added widescreen graphics 35 Share this post Link to post
Yugiboy85 Posted February 3, 2023 This was a blast to map for. Thank you @Egg Boy and the rest of the squonker team for welcoming me :D Cant wait for future projects ;) 12 Share this post Link to post
Egg Boy Posted February 3, 2023 hey, just to let y'all know, there's a quick hotfix I uploaded that adds in an external DeHacked and Skronk's map blurb. 3 Share this post Link to post
esselfortium Posted February 3, 2023 Looks great, congrats on the release! 6 Share this post Link to post
nickxcom Posted February 3, 2023 Awesome! I always enjoy a Squonker joint :) Will have to play through this one ASAP. 3 Share this post Link to post
Biodegradable Posted February 3, 2023 Oh fuck yes, it's time to get squonked once again! 3 Share this post Link to post
RonnieJamesDiner Posted February 3, 2023 Oh snap, this looks wonderful. Congrats on the release! 2 Share this post Link to post
mancubian_candidate Posted February 3, 2023 This looks awesome, will certainly give it a bash 😄 2 Share this post Link to post
Catpho Posted February 3, 2023 (edited) Oh boy, never played a Sqounker mapset fully before, aside from dipping into Pagodia to play Aurelius's map during an author-specific binge :P This texture pack for some reason is pulling me in hard, so here goes! Here are some quick thoughts for M1 and M2, along with playthrough vids. My thoughts are written in bullet points in a rather minimally-filtered form, though not like my longer, higher effort writings are less messy anyway :) but writing like this is fast and fun. Hope they are of use. M1: Adored all the tier hopping possibilities here. You can be a badass jump all over the place without actually jumping. Trap Heavy, but not in the per square meter way. Focuses on eliminating small hordes of high pressure targets while slow flunkies wander around, with light snipers. Underplayed/permissive enough for it to work. I screwed around a lot in my playthrough. Map feels impressively unified despite the segmentation, perhaps due to consistent aesthetic strategy and combat design. RL and Plasma in a M1 ftw, which combines well with the general forgiving but sharp skirmishes. Impressive height based visuals. My favorite moments visually are when I get a view of the greenery while standing on walkways. Aesthetic kinda like a combo of BTSX E1 base with BTSX E2 nature, with the cheery tone of Paradise. A love letter to a lot of design trends in the ‘10s, with a sort of pared down, Scythe-like efficiency to it. Vid: Spoiler M2: Easy on the eyes, but feels a bit less dynamic than the first map, especially coming from the playful height variation in the first level, along with some simpler, rougher geometry and texture work. The level feels more segmented somehow. There isn’t a natural flow between the outside “incidental” section and the big dark cave centerpiece brawl. It felt rather uneventful for the most part. The ambushes in the incidental segment are quick to let up and don’t compound on each other. The big brawl in the dark cave is great, but rather too brisk and simple to make a true lasting impression. Vid: Spoiler 8 Share this post Link to post
GarrettChan Posted February 3, 2023 Looks absolutely fantastic. Will definitely play it soon! 2 Share this post Link to post
E.M. Posted February 3, 2023 It looks like Perdition's Gate put in a jungle setting. 4 Share this post Link to post
Cacodemon187 Posted February 3, 2023 First thing I saw in the morning was the OP. Needless to say, I had to get Squonk'd. I love the aesthetic, the second half is where it really shines! The original MIDIs are awesome, they fit their respective maps and have catchy tunes. My favourite one is map10's by far! Solid gameplay all around too, lots of rocket action and gibbing :) Now, I have a couple things to report: Spoiler These lines in maps 01 and 09 don't have the 'secret wall' flag (It's really hard to see in 01) There's this single crate with a mistextured top in map07, right next to the exit. And there's a slime trail here in map09. I think there are more at the exit too, but I couldn't get a good look. That's about it. Fantastic work on this one, Squonkers! 6 Share this post Link to post
Yugiboy85 Posted February 3, 2023 "there's this single crate with a mistextured top in map07, right next to the exit." Haha oops 3 Share this post Link to post
TheShep Posted February 3, 2023 appreciate! thank you! i'll try playing this soon. 2 Share this post Link to post
ViolentBeetle Posted February 3, 2023 Do you mind if I maybe borrow some textures from this project for possible future use? 2 Share this post Link to post
uber Posted February 3, 2023 Just now, ViolentBeetle said: Do you mind if I maybe borrow some textures from this project for possible future use? The majority of the resource's textures come from Makkon's Quake texture sets - though the light and key door textures were made by me. Feel free to use them! 5 Share this post Link to post
Ravendesk Posted February 3, 2023 Finished it just now, very fun set! Map 05 is a highlight for me personally - amazing concept and atmosphere, it feels very unique. I was getting some strong Dino Crisis 2 underwater levels vibes from it :) 4 Share this post Link to post
galileo31dos01 Posted February 4, 2023 (edited) Just squonked through it. Some stuff: - Good squonker - Map 08, very very nothing to worry but the computer revealed a few extra lines to the southwest that probably could be not visible (not the coffee!). - Map 09, noticed a missing texture around the secret megasphere, it's line 4600 - Lovely squonker - Map 10, the secret annex includes two sectors flagged secret near each other, not sure if intentional, and you may also want to hand a big hyssop to this mancubus 'cause he can't hear a thing in that closet. - Squonker great Thanks for the squonkering! 4 Share this post Link to post
Breezeep Posted February 4, 2023 Incredible stuff as always, congrats on getting this out! 5 Share this post Link to post
OpenRift Posted February 4, 2023 (edited) gasp Who's this lil guy (or gal)?? :D Spoiler 3 Share this post Link to post
Egg Boy Posted February 4, 2023 4 hours ago, OpenRift said: gasp Who's this lil guy (or gal)?? :D Reveal hidden contents A mysterious creature of some sort 5 Share this post Link to post
EduardoAndFriends Posted February 5, 2023 (deep breath) IT'S SQUONKIN' TIME. 8 Share this post Link to post
Andrea Rovenski Posted February 5, 2023 Finished it just now. Another banger, very well done! Excited to do some demos when the final's ready. Keep going with the greatness! 5 Share this post Link to post
TJG1289 Posted February 5, 2023 Just finished this. A very nice set of levels! Actually starts off kind of tricky, which was surprising. New textures were pretty cool, and I liked how they indicated walls that would lower when crossing specific floor tiles. Good stuff all around 2 Share this post Link to post
Keyboard_Doomer Posted February 5, 2023 Wad looks great, as always. A quick report: - MAP07 has two player 2 starts and no player 3 starts - MAP03 (and well, also MAP11) have no coop starts - I don't want to be nitpicking but 1 thing I think could be mildly confusing is that MAP11 has an exit (line 16) if someone takes the time to look in the editor but there's actually no way to reach it 4 Share this post Link to post