[Release] Waterlab GZD

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Re: [Release] Waterlab GZD

Postby leodoom85 » Sat Jun 10, 2017 9:16 pm

Blue Shadow wrote:This was enjoyable. I very much like the atmosphere and the ambient sounds and music - they kept me on edge*.

I played and finished it on HMP difficulty:

Image

It's nice to play some Doom map without being scalded by unforgiving ambushes and traps around every corner.

Spoiler: *


Try to play it in UV next time and that BFG secret is a nice homage to our friend, the archie :)
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Re: [Release] Waterlab GZD

Postby ghostboy1225 » Sun Jul 02, 2017 2:39 am

Image loved the map extremely atmospheric decided to restart sometime after getting the red card made it even better IMO just had the typical TC/PC issue of when new enemies are added
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Re: [Release] Waterlab GZD

Postby Caligari87 » Sun Jul 02, 2017 1:35 pm

Is there any way to get a no-custom-monsters version of this? I'd love to try it with some other gameplay mods.

8-)
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Re: [Release] Waterlab GZD

Postby DoomKrakken » Sun Jul 02, 2017 9:15 pm

Try Trailblazer. XD

I should add these custom monsters to my Monster Randomizer. Combined with some ZScript Major Cooke is drumming up, for what is basically a format for universal compatibility, we could make all of these monsters compatible with certain other mods... :D
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Re: [Release] Waterlab GZD

Postby Caligari87 » Sun Jul 02, 2017 10:04 pm

Mostly I want to play it in Hideous Destructor, without dealing with weird meta from monsters not designed for it.

EDIT: Well, actually trying it isn't too bad as long as I play with lower-difficulty spawn filters. The different AI and horrible accuracy of the non-HD monsters is quite apparent though.

8-)
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Re: [Release] Waterlab GZD

Postby GAA1992 » Mon Jul 03, 2017 2:49 pm

I loved this map, but i can't disassociate it from Disruptor's mission 5:

Spoiler:


The beggining is very similar.

Excellent map!
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Re: [Release] Waterlab GZD

Postby Enjay » Mon Jul 03, 2017 3:45 pm

Thanks for all the positive comments. :) Nice to see that people are still having fun with this.

@Cali, I didn't make it with gameplay mods in mind so it probably won't play to well with them. In saying that, I didn't touch the stock weapons so it might be OK-ish (as it seems you found it). As far as the custom monsters go, I can't think of an easy way to deal with that. However, I'd say that many of them have pretty clear "if it wasn't this monster, which vanilla one would it be" alternatives so if anyone was desperate enough, they could spend a bit of time doing a find/replace in a map editor.

@GAA1992 I see what you mean about the start of the map. I've never played (or even seen) Disruptor before but there is certainly a similarity. All I was doing was trying to make the start area a bit like the one from the original Doom Legacy "Waterlab" but more interesting. That Disruptor game looks pretty interesting BTW. Looks like it's only on PS1 so I can't easily check it (although my original PS is somewhere and, as far as I know, still in working order).
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Re: [Release] Waterlab GZD

Postby GAA1992 » Mon Jul 03, 2017 4:02 pm

I really recommend it, then. Even Romero praised it on it's release.

It is a doom clone with some cheesy cinematics, cool powerups and good "3d model ripped" sprites.

Good to see your is fine. Mine is broken.
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Re: [Release] Waterlab GZD

Postby XLightningStormL » Tue Jul 04, 2017 6:13 pm

Enjay wrote:Thanks for all the positive comments. :) Nice to see that people are still having fun with this.

@Cali, I didn't make it with gameplay mods in mind so it probably won't play to well with them. In saying that, I didn't touch the stock weapons so it might be OK-ish (as it seems you found it). As far as the custom monsters go, I can't think of an easy way to deal with that. However, I'd say that many of them have pretty clear "if it wasn't this monster, which vanilla one would it be" alternatives so if anyone was desperate enough, they could spend a bit of time doing a find/replace in a map editor.

@GAA1992 I see what you mean about the start of the map. I've never played (or even seen) Disruptor before but there is certainly a similarity. All I was doing was trying to make the start area a bit like the one from the original Doom Legacy "Waterlab" but more interesting. That Disruptor game looks pretty interesting BTW. Looks like it's only on PS1 so I can't easily check it (although my original PS is somewhere and, as far as I know, still in working order).


can confirm weapons of saturn works and fits Waterlab very well.
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Re: [Release] Waterlab GZD

Postby Nems » Wed Jul 05, 2017 6:38 am

Finally got around to playing this after weeks of procrasturbating. :P You haven't lost your touch at all, Enjay. You made a damn good and challenging level. Hopefully we'll get to see more releases from you in the future. I'm a huge fan of your work. <3
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Re: [Release] Waterlab GZD

Postby PaskaTykki » Thu Jul 20, 2017 11:54 am

This map pack look very good. I have couple problem when i try play this map with Brutal Doom 20b. I cant reaload weapon and kick doesn't work. Does somebody else have this problem?
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Re: [Release] Waterlab GZD

Postby scalliano » Fri Jul 21, 2017 7:02 pm

It's not meant for BD. Slapping any gameplay mod over a ZDoom-specific map is going to have unforseen side effects.
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Re: [Release] Waterlab GZD

Postby DoomKrakken » Fri Jul 21, 2017 11:31 pm

I'm guessing it's because the Reload and Kick functions of Brutal Doom are (STILL) triggered by numbered ACS scripts. Numbered scripts should be restricted to map scripting, and named scripts should be used for external gameplay mods.
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Re: [Release] Waterlab GZD

Postby PaskaTykki » Sun Jul 23, 2017 5:38 am

I know there can some problems when add gameplay mod to map pack. Is there easy way fix reload and kick problem?
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Re: [Release] Waterlab GZD

Postby StormCatcher.77 » Sun Aug 06, 2017 10:20 pm

The really strong work. Lighting and background sounds create a startling atmosphere! The number of secrets is just off scale! :D The first time I was able to find only 10 (or 11, I do not remember). Apparently, these were the most elementary. It seemed to me that the secret with the megasphere (terminal with WinXP) did not count as a secret (maybe I just did not notice something ...). From the very beginning, the gameplay resembles a shooting range - we smoothly clean every next room, but, already to the middle of the map, the difficulty makes one nervous. The abundance of new enemies introduces diversity in tactics. The last fight I could overcome only thanks to the secret BFG. If I did not pick it up, I would just not survive there. Flying mines are the only enemies at all map that managed to kill me, and more than once ...

Image First Demo Attempt GZDoom 2.4.0, ~50 min

In the end: positive by its detalils, a moderately difficult map with a deep atmosphere. I hope that other similar works will appear in the future!

In my collection:

Image - Visuals (5 / 5)
Image - Detailing (4 / 5)
Image - Gameplay (4 / 5)
Image - Atmosphere (5 / 5)
Image - Difficulty (4 / 5)

Image - Overall Rating (5 / 5)
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