mouldy Posted November 6 (edited) To celebrate the 10th anniversary of Going Down I've put together a special edition of the megawad, and here it is! Download RC1-4 (updated 15/11/24) Bethesda.net version This is Going Down: Turbo. I've gone through every map, tweaking, adjusting and in some cases completely overhauling the gameplay to improve the flow and generally make it faster and more fun (hopefully). Difficulty has been rebalanced to make it more forgiving for new players, while old players can go a bit more rambo if they feel like it. This isn't intended to replace the original, I just wanted a version of the megawad I could play through in a single afternoon. Some maps didn't need much work, but others have undergone major surgery. Featuring: More explosions More organised chaos More toilets Less bullshit Less switch hunting Improved navigation Even more toilets Something something Too many toilets maybe? Enjoy! Screenshots: Spoiler What's different? Spoiler You might enjoy discovering some of this stuff yourself, but I can't be arsed to go into massive detail about changes anyway, so this probably won't spoil much. In general the monster population has been thinned out a bit and certain problem enemies have been nerfed or removed. I did my best to stop monsters teleporting in front of you while you are firing rockets, they mostly come out of closets or from marked teleport pads now. map 1: Completely redid the rooftop combat and moved the blue key. Also made some minor changes to the roof layout and added earlier shotguns. Pistol is faster too. map 2: Refurbished the bathroom. Simplified the route and added more office equipment and barrels. You can now stand on tables. map 3: The map now has a single circular route and you can choose which way round to go. Added a new bathroom and made the chainsaw a bit faster, though you wont need to use it as much. map 4: Completing either side of the map will now trigger the final battle, and the monsters from the opposite side will join in. The stairs and balcony have been widened and I installed a lift. I also made the east wing a bit simpler to navigate and added a video arcade. map 5: Mainly small quality of life changes. The armour pillar no longer crushes you. There's also a toilet if you need one, and some extra steps in the central area. The final onslaught is a bit more organised and I tidied up a couple of the secrets. map 6: Totally redid the combat on the upper level and got rid of both the switches and their rooms. Instead there is a bridge to the centre. There's also a couple of panic buttons for blowing up monsters and the virtual reality has been given a makeover. map7: The two dead-simple triggers now activate one consolidated enemy wave and the mastermind has reduced health. There's also a monster lift for your inconvenience, and the stair bannisters no longer block projectiles. map 8: The path to yellow key has been slightly changed and 2 alternative routes to it have been added. Not much else, most of the work on this one was behind the scenes making the archviles behave. map 9: The battle is now triggered by either by making a noise or by opening the big door. All the standalone bookshelves are now lifts with obvious switches, and there are fewer of them to give the player more space. map 10: Redid the combat in the first part of the map and adjusted the layout in the final section to make it a bit simpler and more roomy. The baron snipers are now crushed instead of telefragged, and the final onslaught is a bit more organised. map 11: Some rooms and corridors have been enlarged to make them less cramped. All rockets have been replaced with plasma, and there's no more invul, soz. The "cyber crusher" can now be stopped and started, though I think you'd have to be lucky to catch the cyber with it. map 12: Redid most of the combat and re-engineered the random spawning mechanism to make it more random. Progression has been streamlined into basically one big battle, and the layout has been slightly improved. Also, toilet. map 13: Redid (and mostly got rid of) the combat on the first descent of the stairs. The second descent is largely the same, but I moved the secret to the ground floor so you can't miss it. The final battle a bit more survivable now. map 14: Made the progression more speedy and a lot less obscure. I also added 2 new routes to the final battle and got rid of those weird monster spawners. The mastermind has had its health reduced. map 15: Combat is largely unchanged, other than slightly less monsters in the attack waves. The main difference is the new path to the secret exit. I'll say no more about that. map 16: The upper floors have been widened and their gameplay has mostly been redone. I also added side lifts to the upper floors so there is more choice for where to go. The switches have gone, and instead the final battle is triggered by killing all the arachnotrons in the magic circles. map 17: This map has had extensive layout and combat changes. The central area and northern corridor are largely redone, the circular room has been replaced by the archvile tomb, and anything that hasnt been changed has been widened to improve navigation. The final battle is now more organised and less random. map 18: Not much different, except the enemy waves can now be triggered manually (they will still activate themselves on a timer). The central area has been slightly modified to make it less awkward, and revenant snipers have been culled. map 19: RIP pain elemental section. This is now 100 mega hurts, and the PEs have been bannished to easy mode. Most of the secret areas are no longer secret, and I added a comedy archvile crusher, just for fun. map 20: The layout has been slightly adjusted and both cybers are now auto triggered at once. The caco/arachnotron enemy waves have been rearranged to create a bit more chaos, and there are extra imps to make things extra confusing. map 21: All crushers are now slow crushers, and the progression has been simplified. I added a new room for the red key, and whats this? A rocket launcher? In a tyson map? Well its up to you if you want to use it. I would. map 22: This map has had a lot of work done to it, pretty much every enemy encounter has been changed in some way, and the layout has been extensively altered. map 23: I removed 2 of the skull keys and streamlined the layout in places, adding more connectivity and removing a couple of annoying corridors. The mastermind health has been lowered somewhat. Also, a super secret "turbo mode" has been added, if you can find it. Its not for the faint-hearted, though. map 24: There were some minor accessibility adjustments made in the starting room, and the mastermind is now a bit more friendly. The cyber onslaught has been tweaked to hopefully make it a bit more consistent, and the final wave of enemies that appears as you exit is no more. It was only there to prevent players leaving early, there's an alternative deterent in place for that now. map 25: Big improvements to navigation in this map, with less awkward geometry and generally more elbow room everywhere. Combat has been streamlined and some of the "forbidden fruits" have been removed. The final battle is now less archvile nonsense and more caco cloud. map 26: Combat for the pre-transformation section has been reduced to mostly imps to help speed it up. The mid section is largely the same but with less annoying snipers, and the pillars don't get in the way any more. The yellow key caco wave has been replaced with a ground based assault. The edges of the map now wrap around pacman style, allowing for more creative pathing, perhaps. You might find a toilet, if you look hard enough. map 27: This map is pretty different now. The layout and combat have been greatly altered to make navigation more fluid and encourage a more aggressive style of play. Also I got rid of the invul and added some windows with a nice view outside. map 28: The barons at the start have disappeared. I also removed the bfg ambush, it was duplicated later anyway. The blue key switch is gone as well, instead the final enemy wave is triggered on a timer after lowering the key. It can also be triggered manually by approaching the exit. There are secret escape teleporters in the two bunkers which might come in handy. map 29: The boss now starts in its final form. I added new entrances for spawning mobs and got rid of the archviles. map 30: Triggering the appearance of the key has been simplified, and the front door opens a bit earlier now. There might also be some other stuff... map 31: Some of the stairs have been widened and made less steep. I got rid of the cacodemons on the final section so you can now see where you are going. The final fight is a little more organised with less archvile nonsense to deal with. map 32: Ok, this one is pretty different. First there is no BFG. Yeah, you heard that right. The tomatoes have been pre-squashed though, so you'll be ok. The combat has been more or less completely redone, and you can now teleport from roof to roof in both directions. Oh and there's no secret invul either. Co-op: I've added an escape button in the elevator for each map, so hopefully that will stop co-op players getting trapped by hoards of monsters blocking the door (all elevator doors are monster blocking now). The escape button will appear after a certain point in the map has been reached. Edited Friday at 05:43 PM by mouldy 198 Share this post Link to post
Jayextee Posted November 6 Oh nice! I've tried to play the original and it's a little rough for me in places, perhaps this time it'll stick? 2 Share this post Link to post
mouldy Posted November 6 5 minutes ago, Jayextee said: Oh nice! I've tried to play the original and it's a little rough for me in places, perhaps this time it'll stick? I'd say its on a par with overboard's difficulty now. 5 Share this post Link to post
Auron Posted November 6 Thank you for this @mouldy. Going Down is one of the first megawads I played after almost 10 years break from Doom. Gonna check this one out as soon I get some free time. 1 Share this post Link to post
Firedust Posted November 6 (edited) Finally some magazines to read while on the toilet. 2 Share this post Link to post
MoiraHeart Posted November 6 Going Down is legendary and this is a great surprise release! Rock on! 4 Share this post Link to post
S3M_XM Posted November 6 Congratulations on the 10 year wad anniversary, I've remembered how chaotic and fun as the original. 2 Share this post Link to post
DGrey Posted November 6 1 hour ago, mouldy said: I'd say its on a par with overboard's difficulty now. NG Overboard or NG+ Overboard? 0 Share this post Link to post
mouldy Posted November 6 16 minutes ago, DGrey said: NG Overboard or NG+ Overboard? NG overboard. 3 Share this post Link to post
HiMyNameIsChair Posted November 6 an update to one of the greatest Megawads ever made?! hell yeah! GOD I needed this today...! thank you Cyriak <3. 1 Share this post Link to post
S3M_XM Posted November 6 (edited) MAP12 is broken, it doesn't open the elevator door from the outside, it passes through linedef tag 35, but the door remains closed. Both reproduce this issue on Eternity 4.04.01 & DSDA-Doom v0.28.2. Edit: The red keycard is stuck in Eternity. Spoiler Eternity gives the same anrachnotron, but in DSDA-Doom gives out different enemies once the fight starts. Edited November 6 by S3M_XM : key stuck 0 Share this post Link to post
mouldy Posted November 6 (edited) 25 minutes ago, S3M_XM said: MAP12 is broken, it doesn't open the elevator door from the outside, it passes through linedef tag 35, but the door remains closed. Both reproduce this issue on Eternity 4.04.01 & DSDA-Doom v0.28.2. Seems to work ok for me. That door opens and closes automatically using a scrolling floor outside the map, are you definitely playing in complevel 9? 29 minutes ago, myolden said: Missing texture in map 03 Well spotted, ta 3 Share this post Link to post
S3M_XM Posted November 6 (edited) I did played with DSDA-Doom in -complevel 9 (boom), and Eternity with these settings. Edit: I replayed the map again and turned off "Actors get stuck over dropoffs" and the red keycard does drop off now. I'm not used to how certain boom compatibilities are on Eternity, but it doesn't work with the elevator doors not working. 0 Share this post Link to post
mouldy Posted November 6 4 minutes ago, S3M_XM said: I did played with DSDA-Doom in -complevel 9 (boom), and Eternity with these settings. I don't use eternity, but it should work in dsda. Did you try restarting the map and it does the same thing? 0 Share this post Link to post
Angry Posted November 6 Great timing on my end, since I just finished the original last month. Can't wait to play it all over again! 1 Share this post Link to post
S3M_XM Posted November 6 4 minutes ago, mouldy said: I don't use eternity, but it should work in dsda. Did you try restarting the map and it does the same thing? I've actually found out that HNTR and HMP doesn't work correctly, but in UV is does as it's intended to. Both source ports do the same outcome with those difficulties. 1 Share this post Link to post
mouldy Posted November 6 (edited) 6 minutes ago, S3M_XM said: I've actually found out that HNTR and HMP doesn't work correctly, but in UV is does as it's intended to. Both source ports do the same outcome with those difficulties. Ahhh, brilliant find mate. That serves me right for not testing the lower difficulties on that map. I've fixed that and updated the file. I better double check the rest of the maps Edited November 6 by mouldy 3 Share this post Link to post
myolden Posted November 6 Some weirdness going on with this exit sign in map 15. So far this has been fantastic. All of the changes made to the maps are great and gel really well with the original aesthetic while being a welcome improvement. 1 Share this post Link to post
Demonologist Posted November 6 I take this turn of events as a sign of destiny. For what it's worth - I'd like to use this opportunity to publicly confess that while I was rather unkind about Going Down back in the day - at some point in time I actually decided to get back to it with as much open mindedness as I could muster and ended up realising it's not actually half bad. It may very well be heavily hit or miss at times but there's definitely enough fun to be had to warrant a playthrough at the very least. Apologies for being that kind of person back in the day, @mouldy. So... as it turns out I do appreciate your maps, heh. Keep up the good work! 1 Share this post Link to post
Kinsie Posted November 6 10 minutes ago, myolden said: Some weirdness going on with this exit sign in map 15. So far this has been fantastic. All of the changes made to the maps are great and gel really well with the original aesthetic while being a welcome improvement. That looks intentional to me. 7 Share this post Link to post
myolden Posted November 6 16 minutes ago, Kinsie said: That looks intentional to me. Oh, right, they're arrows. Duh. Brain's a little fried today I guess lol. 5 Share this post Link to post
AntiquarianManedRat Posted November 6 Heh, I was working on Going Down single segments. Will have to play this in parallel. 0 Share this post Link to post
Redead-ITA Posted November 6 (edited) I played it, god a lot of these changes (in HMP) really make the maps work better but really good. It's like you got a new machine to replace the old one and it feels a lot more smoother than the old one. the mapping optimizations really helps on smoothing it. Now i wonder if you are going to remake that music video based on one of the midis from the megawad. 4 Share this post Link to post