lilith.pk3 - /idgames released!

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lilith.pk3 - /idgames released!

Postby anotak » Sun May 28, 2017 10:06 am

Image
doomworld /idgames download page

direct dl link
/idgames legacy download page
note: requires actual literal zdoom (2.8.1 or newer) or zdoomle. the gzdoom/qzdoom/zandronum software/hardware renderers are all incompatible.

fÍle read lilith.pk3
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index entry lilith.pk3 in index $I74 of file 637 is incorrect.
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rebuilding lilith.pk3 for zdóom 2.8.1. processing
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who am i
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errors ƒound. cannot continue¿
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more screenshots cbvx

doomworld /idgames download page
/idgames legacy download page
Last edited by anotak on Mon Aug 28, 2017 5:48 pm, edited 8 times in total.
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Re: lilith.pk3 - coming soon

Postby ZZYZX » Sun May 28, 2017 11:13 am

anotak wrote:Image

The best archvile I've seen :lol:
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Re: lilith.pk3 - coming soon

Postby Tapwave » Mon May 29, 2017 3:11 am

My hype levels are off the charts and it ain't even October!
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Re: lilith.pk3 - coming soon

Postby anotak » Mon May 29, 2017 10:32 am

ty to the both of you. another screenshot for yall
Image
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Re: lilith.pk3 - coming soon

Postby Ribo Zurai » Mon May 29, 2017 12:24 pm

"Whoops, spilled my coffee all over my motherboard again. Naaaah it's must be fine."
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Re: lilith.pk3 - coming soon

Postby Projectionist » Mon May 29, 2017 7:33 pm

Are you sure you just don't need a new GPU?

You could make that the audio is all screwed up too. And random ear piercing screams of terror / horrible unbearable pain could also be a nice touch.
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Re: lilith.pk3 - release candidate 1

Postby anotak » Sat Jul 22, 2017 9:21 pm

some more screenshots and a bump for release candidate 1 (edit: link removed, as RC2 is out)

Image

Image
Last edited by anotak on Tue Aug 15, 2017 1:28 am, edited 1 time in total.
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Re: lilith.pk3 - release candidate 1

Postby Hellser » Tue Jul 25, 2017 11:01 pm

The thread for this mod has been reinstated. Any unpleasantness like before will be split off. It is clear that there are people who wish to discuss about the mod -- to give reviews or friendly critics. So let's make that happen!

Further more, enjoy the glitchy mess that is lilith. :)
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Re: lilith.pk3 - release candidate 1

Postby Kotti » Wed Jul 26, 2017 3:59 am

Hellser wrote:Further more, enjoy the glitchy mess that is lilith. :)


"Glitchy mess" it is.
This thing really stressed my tolerance level beyond all limits. What's the point of creating something this visually unpleasant?
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Re: lilith.pk3 - release candidate 1

Postby ZZYZX » Wed Jul 26, 2017 4:46 am

Kotti wrote:What's the point of creating something this visually unpleasant?

I liked >_>
Aside from that one point that was split (honestly didn't know my post would spawn 3 pages of shitstorm).
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Re: lilith.pk3 - release candidate 1

Postby Jimmy » Wed Jul 26, 2017 5:01 am

I like this. Had to take a few breaks every 2 or so levels, but it's perfectly playable, a lot of fun and a little bit delightfully creepy, which I think is helped in no small part by the music and sound editing. Artful and immersive - the glitchy look was clearly achieved very precisely so as to keep the crucial graphics like the weapons and monsters looking mostly recognisable. You can navigate the levels pretty easily if you know roughly what the textures are supposed to look like. :P Feels like a real cartridge-tilt of a game experience. MAP08: Fatal Exception was full-on though and I'm glad I survived that, heh. :stuppor:

It's full of humor too. The player dying causes a lot of wacky shit to happen including all the floors turning into scrollers, which is a nice touch. The intermission texts, pickup messages and cast call ending were pretty funny, too. :D

Thank you for not having any ridiculous jump puzzles (although MAP08 came close with some of its platforming) or places were navigating glitched-out slopes was mandatory (though... maybe that could be cool for what you're going for here?). I found platforms rising and lowering super quickly to be a little bit frustrating, and certain monsters having more health than they should made them a tad annoying to deal with (like a zombieman with like 500 health is basically Door With Health territory), but those were telegraphed by way of being colored differently. I think. There was one "regular" chaingunner in a cage who seemed to take an SSG to the face, and a hell knight I ran into died in the expected number of shots. Maybe it's a little inconsistent? Or do all those specific monsters have 500 HP?

Either way good work here, anotak. :thumb: Now to readjust to the real world. :trippy:
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Re: lilith.pk3 - release candidate 1

Postby Ichor » Wed Jul 26, 2017 5:53 am

Jimmy wrote:Thank you for not having any ridiculous jump puzzles (although MAP08 came close with some of its platforming) or places were navigating glitched-out slopes was mandatory (though... maybe that could be cool for what you're going for here?). I found platforms rising and lowering super quickly to be a little bit frustrating, and certain monsters having more health than they should made them a tad annoying to deal with (like a zombieman with like 500 health is basically Door With Health territory), but those were telegraphed by way of being colored differently. I think. There was one "regular" chaingunner in a cage who seemed to take an SSG to the face, and a hell knight I ran into died in the expected number of shots. Maybe it's a little inconsistent? Or do all those specific monsters have 500 HP?


On the other hand, the cyberdemon and spider mastermind have less health than usual. First time I killed one, it seemed to die rather quickly, like it was involved in infighting. But nope, that was just their reduced health.
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Re: lilith.pk3 - release candidate 1

Postby Xaser » Wed Jul 26, 2017 8:55 am

All the blue enemies in Guru Meditation indeed seem to have the same number of hitpoints -- the zombies are beefy, the cybie ain't. Interesting touch, along with the infinite-melee-range purple guys in the previous map. :P

Anyhow, I've commented on the mod over on DW, but for the sake of mental copypasta, the thing that really sells the mod for me is how the levels largely aren't just "lolrandom", but feel like things that were once regular ol' maps that got run through the glitch grinder, much like the graphics/sounds. Makes it all mesh well in its own nutzo sort of way.
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Re: lilith.pk3 - release candidate 1

Postby leodoom85 » Wed Jul 26, 2017 3:26 pm

I enjoyed this mapset until the last map. For some reason, I didn't like it at all :(
The monsters in the middle, the spiders and the couple of cybies were annoying to me because of the freaking projectiles and the nature of the mod itself. It's a relief that it only has 8 maps instead of 32 because if it was long enough, it would lost its touch and it can turn quickly into an annoying and repetitive experience, I tell you that.
Overall, I give this mapset a 8 out of 10.
And....I recorded the whole thing, in the meantime...this

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Re: lilith.pk3 - release candidate 1

Postby anotak » Thu Jul 27, 2017 4:45 am

oh, this was unexpected. thank y'all for playing, and thanks for the compliments.

Jimmy wrote:Thank you for not having any ridiculous jump puzzles (although MAP08 came close with some of its platforming) or places were navigating glitched-out slopes was mandatory (though... maybe that could be cool for what you're going for here?). I found platforms rising and lowering super quickly to be a little bit frustrating, and certain monsters having more health than they should made them a tad annoying to deal with (like a zombieman with like 500 health is basically Door With Health territory), but those were telegraphed by way of being colored differently. I think. There was one "regular" chaingunner in a cage who seemed to take an SSG to the face, and a hell knight I ran into died in the expected number of shots. Maybe it's a little inconsistent? Or do all those specific monsters have 500 HP?

yes, they all have the same. maybe it was 500, don't remember anymore.
The zombieman was to introduce the idea that something strange is going on with the health, in a non-threatening environment.

Kotti wrote:"Glitchy mess" it is.
This thing really stressed my tolerance level beyond all limits. What's the point of creating something this visually unpleasant?

sorry you didn't enjoy it.

to answer your question, if you're actually curious:
i really enjoy glitchy music and art, and doom itself always felt kind of glitchy to me. i grew up playing 90s wads and running into homs and tutti-frutti glitches and all sorts of nonsense all over.
i like stuff like moire patterns, the colors that happens when you put a magnet by a CRT, and anything that's well, broken. i wanted to all bring that together, and maybe make something cool.

i also just wanted to bring back that sense of discomfort, fear, but also wonder i felt as a small child playing map01 of doom 2. before that i had only played wolf3d on a black and white monitor. but here were these menacing pixelated creatures in the darkness. playing on that dodgy color crt with the gamma way too low used to give me motion sickness, and scared the shit out of me. but i was hooked anyway?

i also just drew from some really unpleasant personal feelings/issues i've had in my life. i tried to create a doom wad that expressed that. just to vent my emotions. it helped some.

i dont know if i achieved any of that, but that's just what i went for.

leodoom85 wrote:I enjoyed this mapset until the last map. For some reason, I didn't like it at all :(

the last map was the hardest to make, and took the longest, and i agree that it's the weakest. glad you enjoyed the maps leading up to it though! and i look forward to watching your playthrough!
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