Godzialox666 Posted April 28 (edited) Gnome Hunters is a Boom-Format 6 maps wad divided in two episodes. Inspired by memes about Gnomes and B.P.R.D levels. This Wad was made in cl9 (boom bormat). It was made by 2 mappers that are Me and the magnificent @OceanMadman. It features music by @Hunted11, as well as the special support of my friend @DevilMyEyes And at the last minute, @ZaidRune helped me modify the sprites of chaingunner and shotgun guy, as well as the mapinfo for the ports of zdoom and gzdoom. Thanks to all these people and to the Hunted11 comunity on Discord that has supported us. The project started in December 2023, and we finished the first chapter today, April 28, 2024, since the Gnome memes started this same day 1 year ago, so as an anniversary I started this wad! BUGS FIXED! >>>DOWNLOAD HERE<<< Spoiler The maps have been tested with: Woof, DSDA-Doom, Zdoom and Gzdoom. (I recomend play the wad in DSDA or Woof) -No jumping/crouching allowed, mandatory to deactivate them before playing -Freelook is optional (preferably not) -This wad is designed to be played without pistol start, but each level can be finished by pistol start, play however you want (I recommend playing with weapons from previous levels, since this one tells a linear story) -Super Shotgun, Chainsaw and enemies behavior modified Spoiler MAP01: Beware the Pointy Hats by @Godzialox666 MAP02: Schizophrenic Branches by @OceanMadman MAP03: Mushroom Grotto by @OceanMadman MAP04: Pill Factory by @Godzialox666 MAP05: Gnome Hunters Hub by @Godzialox666 MAP06: Gnome Dens by @Godzialox666 B-) Funny Thing: in DSDA or WOOF, if IDDQD doesn´t Work... millionwearthehats on cheat code... UPLOAD: We are working for the chapter 2, more levels, sprites, more work, more quality, and it will be in another post. It works as a sequel of the events that you can see in this chapter1! Edited September 27 by Godzialox666 : Bug Edit 40 Share this post Link to post
OceanMadman Posted April 28 Very nice. It was fun to make two maps for a wad about hunting people of my species :)) 4 Share this post Link to post
Pancrasio Posted April 28 They are real. Otherwise, how could it be that I only have one half of each pair of socks? They keep disappearing... It is the gnomes, the damn gnomes... 3 Share this post Link to post
Yisue Posted April 28 Congrats for the release, it was fun testing the maps! 2 Share this post Link to post
Venezolano Hambreado Posted April 28 Nice wad, now I will to wait for the final release 3 Share this post Link to post
Cutman 999 Posted April 29 This shit is cracked, congrats for the release 3 Share this post Link to post
DevilMyEyes Posted April 29 Congrats on the release! I hope everyone enjoys these schizophrenic adventures 3 Share this post Link to post
Cacodemon187 Posted April 30 Casual playthrough of the first two maps on HMP, dsdademo recorded in DSDA Doom 0.27.5 (make sure to load the demo with this DSDA version) 00FDA_GnomoHunters1.zip You'll see it in my demo but it was a lot of fun to play along with the suspenful nature of the maps, it's done really well even if the dead air gets a bit boring after a while. I like the weird amateurish design style and the 90's asset mix in Map02 specially. The scrolling houses and empty structures sometimes made me feel like I was a gnome myself, or that I really was in their domain. I caught a glimpse of @OceanMadman's Map19 in HCP and it seems that BPRD turned to 11 is his thing, and I'm all for it :) Didn't find any bugs and the gameplay isn't much to talk about, although I understand that that's not what the mapset wanted to focus on mostly. The little adventure I had hunting the little shits was fun. Thank you both for making this :D 6 Share this post Link to post
Godzialox666 Posted April 30 (edited) 1 hour ago, Cacodemon187 said: Casual playthrough of the first two maps on HMP, dsdademo recorded in DSDA Doom 0.27.5 (make sure to load the demo with this DSDA version) 00FDA_GnomoHunters1.zip You'll see it in my demo but it was a lot of fun to play along with the suspenful nature of the maps, it's done really well even if the dead air gets a bit boring after a while. I like the weird amateurish design style and the 90's asset mix in Map02 specially. The scrolling houses and empty structures sometimes made me feel like I was a gnome myself, or that I really was in their domain. I caught a glimpse of @OceanMadman's Map19 in HCP and it seems that BPRD turned to 11 is his thing, and I'm all for it :) Didn't find any bugs and the gameplay isn't much to talk about, although I understand that that's not what the mapset wanted to focus on mostly. The little adventure I had hunting the little shits was fun. Thank you both for making this :D nah, thank you very much brother, the review is appreciated, I don't know if you played the 6 maps, tomorrow I will see the demo, but yes, I'm glad you like it, we changed something like the more broken chainsaw and the super shotgun and I also changed the behavior of some enemies, but come on, the important thing in the wad is the environment, the visuals and the experience, the combat matters, but it is not what matters the most. Thank you so much! Dfe Duud 2 Share this post Link to post
Hunted11 Posted April 30 This is a pretty original of dark atmosphere experiencie. One of the most attractive aspects of this wad is the transition of levels and the care of the mappers about keeping a rational use of the environment. If you like the idea of starting in a cofy cabin and then starting a dark, harmful fantastic and somehow funny experience into caves then this is your wad. I've never seen anything like this before and if you have experience with BPRD you may enjoy some of the refferences in it. keywords: dark, atmospheric, rustic, wood, forest, exploration, fantasy I'm excited for the second chapter release. It took me like 2 hours and half to complete the first one but believe me, it deserves the time. Enjoy it <3 3 Share this post Link to post
Godzialox666 Posted April 30 1 minute ago, Hunted11 said: This is a pretty original of dark atmosphere experiencie. One of the most attractive aspects of this wad is the transition of levels and the care of the mappers about keeping a rational use of the environment. If you like the idea of starting in a cofy cabin and then starting a dark, harmful fantastic and somehow funny experience into caves then this is your wad. I've never seen anything like this before and if you have experience with BPRD you may enjoy some of the refferences in it. keywords: dark, atmospheric, rustic, wood, forest, exploration, fantasy I'm excited for the second chapter release. It took me like 2 hours and half to complete the first one but believe me, it deserves the time. Enjoy it <3 Thanks for the support and for your music, we'll try to do our best to the episode 2, more schizofrenic, longer, better atmosphere or one more worked on, and with new things like @OceanMadman music, maps in intermission screens, and more sprites 0_0 1 Share this post Link to post
Claire Posted April 30 This is the year of hispanic projects, it seems. Durango, Anathema 2, HCP, and now this. Keep it up guys! I wish y'all the best. 5 Share this post Link to post
Downcologo one Posted May 1 felicitaciones por el lanzamiento wacho la verdad godzialox mejoraste un montón mapeando 3 Share this post Link to post
Downcologo one Posted May 1 14 hours ago, DankMetal said: This is the year of hispanic projects, it seems. Durango, Anathema 2, HCP, and now this. Keep it up guys! I wish y'all the best. and very more 3 Share this post Link to post
OceanMadman Posted May 1 I finished playing @Godzialox666 maps some minutes ago and I really liked them. Good job sir. Now I'm even more glad I mapped for this 👽👽👽 2 Share this post Link to post
LadyMistDragon Posted May 1 This is not something I'm really in the modd for but decided I had to give it a short anyway :) 6 Share this post Link to post
plums Posted May 2 Like @Cutman 999 said, this was definitely cracked. I think I liked it overall, though I found the last map frustrating more than anything. FDAs with -dsdademo for dsda-doom 0.27.5 https://user.fm/files/v2-a5eb17125daaf8eb21094395024637e7/gnome-plumsfdas.zip If you don't watch them, two bugs for MAP03: -you can grab the yellow key early by wobbling against the fence, it's not a huge deal since the path to the key is not too long. -you can straferun over the ledge to get into sector 31, and get softlocked. 4 Share this post Link to post
Godzialox666 Posted May 2 4 hours ago, plums said: Like @Cutman 999 said, this was definitely cracked. I think I liked it overall, though I found the last map frustrating more than anything. FDAs with -dsdademo for dsda-doom 0.27.5 https://user.fm/files/v2-a5eb17125daaf8eb21094395024637e7/gnome-plumsfdas.zip If you don't watch them, two bugs for MAP03: -you can grab the yellow key early by wobbling against the fence, it's not a huge deal since the path to the key is not too long. -you can straferun over the ledge to get into sector 31, and get softlocked. We will try to fix that bugs in the next update, thanks! also we will put more ammo in map04 or things like that. And I don´t know what u mean with "cracked"? 1 Share this post Link to post
Pancrasio Posted May 2 3 hours ago, Godzialox666 said: And I don´t know what u mean with "cracked"? Que es re falopa (en eso coincidimos todos) 2 Share this post Link to post
DevilMyEyes Posted May 2 3 hours ago, Pancrasio said: Que es re falopa (en eso coincidimos todos) si 1 Share this post Link to post
Cutman 999 Posted May 2 8 hours ago, Godzialox666 said: And I don´t know what u mean with "cracked"? Drogada 2 Share this post Link to post
Godzialox666 Posted May 2 1 hour ago, Cutman 999 said: Drogada ah, literalmete, de crack XD 1 Share this post Link to post
Kan3 Posted June 23 I finished my playthrough of this first episode... what a trip x) The entire wad is pretty funny and enjoyable to get through! Yeah, there a bunch of things that could be adjusted in the map progression or layout, but I loved the trippy gnomy theme, it is "well portrayed" I guess ahahah I found a couple of softlocks and a possible bug in map 6 where I couldn't get the wall hiding the teleport for the yellow key to lower. Here are the videos: The only disappointment is maybe due to the un-replaced demons, I wished there were more gnomes :D Waiting for the 2nd episode! 3 Share this post Link to post
Godzialox666 Posted June 24 On 6/23/2024 at 2:56 PM, Kan3 said: I finished my playthrough of this first episode... what a trip x) The entire wad is pretty funny and enjoyable to get through! Yeah, there a bunch of things that could be adjusted in the map progression or layout, but I loved the trippy gnomy theme, it is "well portrayed" I guess ahahah I found a couple of softlocks and a possible bug in map 6 where I couldn't get the wall hiding the teleport for the yellow key to lower. Here are the videos: The only disappointment is maybe due to the un-replaced demons, I wished there were more gnomes :D Waiting for the 2nd episode! I just already viewed all videos and commented on them all the things i would like to say, the thing in the map06 was, that in dsda or woof or other boom ports, it works, because i writted the umapinfo and it works, but at last moment before the upload, a friend did the mapinfo for gzdoom ports and similars, and i think that was a mistake of that, sorry! Well, thanks to you for upload all the series, and i hope you like the trip to the gnome hunting universe 🧙♂️ As i said to you in dm, we will relacionados more sprites for episode2, maybye 6 or 7 more maps and more trippy (they are in the gnome world) and with more content and more schizofrenic and more New stuff in general! 2 Share this post Link to post
Perfect Bear Posted June 25 They can't be any worse than Warcraft gnomes, right...? 2 Share this post Link to post
GibblyJones Posted June 25 (edited) Ok, so this is amazing so far but I found a bug. There is that one secret wall in the cave that opens, it can close you inside and you get stuck with no way to get out. Also, the secrets are insanely hard to find. I'm stuck at 7/9, i've searched for hours. I don't know if the red hats have something to do with it but i'm out of ideas. The writing on the wall with the green eye leads to believe it has something to do with the hats and the floor with the green eyes? I saw somebody say it was just an inside joke, so i'm just on a wild goose chase if that's the case. I really want to play the rest of this, but after finding the secret levels in Ad mortem I don't want to finish any stage without all the secrets for fear of missing out on content. I don't mind hunting for secrets, but I feel like there are no hints, and some things like the wall give false hints making it even more frustrating. I'm to the point where i'm thinking a bug is preventing me from finding the remaining secrets. So my critique so far, is make the secrets a little less vague. The enemies randomly spawning behind (especially the mancubus) seemed cheesy to, when the enemies spawned in I looked behind and there was nothing only to die a few moments later when a mancubus randomly spawns in the spot I just looked, that's not a skill issue, that's either pure luck or memorization. I feel like you should theoretically be able to beat the map on your first try if you play perfectly, but that moment makes it feel as though I have to savestate every few seconds to avoid a cheap death because I really don't want to go find all those secrets again. Don't get me wrong, I love this, it's exactly the type of stuff I like, but I feel like it could be a 10/10 with a few tweaks. Beautiful work. But can someone tell me if it's really necessary to find every secret so i can finish my playthrough? Am I missing a secret stage? Special ending? 3 Share this post Link to post
Godzialox666 Posted June 25 2 hours ago, GibblyJones said: Ok, so this is amazing so far but I found a bug. There is that one secret wall in the cave that opens, it can close you inside and you get stuck with no way to get out. Also, the secrets are insanely hard to find. I'm stuck at 7/9, i've searched for hours. I don't know if the red hats have something to do with it but i'm out of ideas. The writing on the wall with the green eye leads to believe it has something to do with the hats and the floor with the green eyes? I saw somebody say it was just an inside joke, so i'm just on a wild goose chase if that's the case. I really want to play the rest of this, but after finding the secret levels in Ad mortem I don't want to finish any stage without all the secrets for fear of missing out on content. I don't mind hunting for secrets, but I feel like there are no hints, and some things like the wall give false hints making it even more frustrating. I'm to the point where i'm thinking a bug is preventing me from finding the remaining secrets. So my critique so far, is make the secrets a little less vague. The enemies randomly spawning behind (especially the mancubus) seemed cheesy to, when the enemies spawned in I looked behind and there was nothing only to die a few moments later when a mancubus randomly spawns in the spot I just looked, that's not a skill issue, that's either pure luck or memorization. I feel like you should theoretically be able to beat the map on your first try if you play perfectly, but that moment makes it feel as though I have to savestate every few seconds to avoid a cheap death because I really don't want to go find all those secrets again. Don't get me wrong, I love this, it's exactly the type of stuff I like, but I feel like it could be a 10/10 with a few tweaks. Beautiful work. But can someone tell me if it's really necessary to find every secret so i can finish my playthrough? Am I missing a secret stage? Special ending? I'm proud that you liked it. Honestly, I'm fed up with the zdoom ports, the wad was designed for boom ports, such as dsda or woof, in the end I wanted to also make it compatible with zdoom ports by making the mapinfo for them, not just a umapinfo, and the bossactions in zdoom and gzdoom, they are super corrupt, some don't go, others do go but if the action is to lower the floor, it goes much slower, I don't know. I'm going to try to solve that zdoom ports error and if not, I'll make it incompatible and that's it. Regarding the secrets, I'm going to try to make them a little more obvious or not so cryptic, and I'll resolve some errors and add some things for a 2.0 of the first episode before I start making the episode. Thank you very much! 0 Share this post Link to post
Godzialox666 Posted June 25 5 hours ago, GibblyJones said: Ok, so this is amazing so far but I found a bug. There is that one secret wall in the cave that opens, it can close you inside and you get stuck with no way to get out. Also, the secrets are insanely hard to find. I'm stuck at 7/9, i've searched for hours. I don't know if the red hats have something to do with it but i'm out of ideas. The writing on the wall with the green eye leads to believe it has something to do with the hats and the floor with the green eyes? I saw somebody say it was just an inside joke, so i'm just on a wild goose chase if that's the case. I really want to play the rest of this, but after finding the secret levels in Ad mortem I don't want to finish any stage without all the secrets for fear of missing out on content. I don't mind hunting for secrets, but I feel like there are no hints, and some things like the wall give false hints making it even more frustrating. I'm to the point where i'm thinking a bug is preventing me from finding the remaining secrets. So my critique so far, is make the secrets a little less vague. The enemies randomly spawning behind (especially the mancubus) seemed cheesy to, when the enemies spawned in I looked behind and there was nothing only to die a few moments later when a mancubus randomly spawns in the spot I just looked, that's not a skill issue, that's either pure luck or memorization. I feel like you should theoretically be able to beat the map on your first try if you play perfectly, but that moment makes it feel as though I have to savestate every few seconds to avoid a cheap death because I really don't want to go find all those secrets again. Don't get me wrong, I love this, it's exactly the type of stuff I like, but I feel like it could be a 10/10 with a few tweaks. Beautiful work. But can someone tell me if it's really necessary to find every secret so i can finish my playthrough? Am I missing a secret stage? Special ending? Ok, i did the fixed version, with some new content, bugs fixed, and secrets some easier 0 Share this post Link to post
Godzialox666 Posted June 25 UPDATE, the wad had been updated, with new more sprites and decoration by @ZaidRune, all the zdoom versions bugs fixed, new titlepic (photo taked by my own hehe) and some changes in the maps! 0 Share this post Link to post