Paradise (3 maps + gameplay mod)

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT Q&A or troubleshooting forums! They are for active projects only! Please use the Editing or General or its subforums for such questions.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Paradise (3 maps + gameplay mod)

Postby vitriolicv » Tue Jun 25, 2019 4:51 am

great architecture, textures, and sounds -- particularly the recognizable Streets of Rage sounds
User avatar
vitriolicv
 
Joined: 08 Apr 2018

Re: Paradise (3 maps + gameplay mod)

Postby vitriolicv » Tue Jun 25, 2019 9:49 pm

...wow, Hyper Safari is HARD
User avatar
vitriolicv
 
Joined: 08 Apr 2018

Re: Paradise (3 maps + gameplay mod)

Postby Tango » Mon Jul 01, 2019 3:42 pm

vitriolicv wrote:...wow, Hyper Safari is HARD



cheers mate, thanks so much for the kind words! :D yeah, Hyper Safari is kind of nuts in this version. if you're playing the 2018 version, I'd definitely recommend checking out the 2019 update to Paradise - linked now in the OP of this thread - as its a lot more reasonable now (though still pretty tough). thank you CD-Roman for mentioning the updated version too!
User avatar
Tango
heh!
 
Joined: 31 Jul 2006

Re: Paradise (3 maps + gameplay mod)

Postby DavidN » Mon Jul 01, 2019 9:07 pm

Astonishing WAD - the amount of content is incredible! When I read the description I thought it might have a new monster or weapon or two, but this has the makings of a more or less complete sequel to Doom :) How many of the monsters/textures/weapons are original to this WAD? I loved how each one did new things to the Doom gameplay, like the new Archviles which set the ground on fire instead of attacking you directly, and the slow-moving projectiles of those nightmarish cacodemons that hang around and create problems for you even when you think you've dodged them. The maps are great as well, with a very distinctive combined jungle/grimy techbase look.

If it had a weakness, it might be that after a while all the jungle environments begin to look quite similar - I think that the style fit very well for the five levels across the map but that if it's continued (and I hope it will be!) I'd love to see more maps in completely different settings.

I streamed and recorded my playthrough, if seeing someone come at it for the first time is helpful! I really wasn't sure if I took the right route in MAP02 at all - I think I may have sequence broken it.

(If the video doesn't appear, it's currently processing - check back in half an hour!)



This video was sponsored by the Send Lawyers to Hell appeal! Playing Doom WADs to raise money for RAICES.

https://streamlabs.com/davidxn/v2
https://www.youtube.com/watch?v=S-R3_fVcWcE
User avatar
DavidN
Spotlight Team
 
Joined: 28 Dec 2015

Re: Paradise (3 maps + gameplay mod)

Postby Tango » Wed Jul 03, 2019 2:20 am

DavidN wrote:Astonishing WAD - the amount of content is incredible!


mate you are entirely too kind, thank you so much for the kind words and for recording your playthrough :D it was a total treat to watch, not only because it's fun to watch folks play through maps I made, but also because you yourself made everything so pleasant to watch. really glad to hear you enjoyed the monsters and maps! you were really pixels away from finding the secret exit in map03 ;D

How many of the monsters/textures/weapons are original to this WAD?


ah good question! a lot of stuff here is "original" to Paradise, but it's all based heavily on existing community resources. a rough list of the "original" stuff:

    * dark metal texture edits/recolors
    * basically all the new/altered monster behavior
    * a good chunk of the simpler alt death sprites for various monsters (all the Draugr alt deaths, the Pyro Demon alt deaths)
    * the scrap gun behavior
    * the rocket launcher behavior
    * the new caco sprites (based on the iwad sprites though obviously)
    * both HUDs (based on the dark metal texture edits)

still important to note though, whatever original work of mine was on the backs of all the awesome folks in the community that create and share their resources freely, so they deserve more credit than I do (and they are all noted in the CREDITS lump in the pk3). I should also note that all the resources (any sprites and code) contained in here are free to use without permission or credit to me. so if anyone wants to use anything contained in Paradise, feel free so long as you credit the original authors of the material (again, noted in the CREDITS lump).


If it had a weakness, it might be that after a while all the jungle environments begin to look quite similar - I think that the style fit very well for the five levels across the map but that if it's continued (and I hope it will be!) I'd love to see more maps in completely different settings.


for sure, definitely feel you there. I find it really difficult to create visual variety within the same general "theme," so I'll certainly be working on that quality in the future. I think in this case the secret maps, for those that find them, should help break things up a bit as they're quite different from the main maps thematically, but the point stands nonetheless. I _do_ intend to continue building maps upon this gameplay mod in the future, so whether it's a direct continuation from the theme in the ending teaser, or something else entirely, you can bet it won't be the same jungle theme haha

I really wasn't sure if I took the right route in MAP02 at all - I think I may have sequence broken it.


you sort of did, but it was entirely my fault haha. the intended path is to NOT take the nukage path at the start, but I made it possible to nab the yellow key early if you do, thinking that could be a neat speedrunning route. but your playthrough exposed the fact that I didn't even fully test how the map plays out if you take that route, as you're unable to get to the exit unless you use the secret half-switch that you eventually found and rode to get back to the main upper area. so... I think I'll make that secret path a little bit more difficult to do, and make the map less broken for those that do take that route. thanks for exposing all this :D

(also, I need to figure out how to prevent decals on switches. I remember poking around the wiki looking for a solution a while ago and not finding one, but I fear I missed something obvious)

again, thank you so very much for recording and for all the kind words - I really can't express how much I appreciate it. I had a blast watching the VOD :D
User avatar
Tango
heh!
 
Joined: 31 Jul 2006

Previous

Return to Levels

Who is online

Users browsing this forum: No registered users and 4 guests