Bloody Saturn - 17 levels, my first map pack!

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Bloody Saturn - 17 levels, my first map pack!

Postby FoxPlays » Sun Jun 02, 2019 3:30 am



(Topic from Doomworld)

Hello all!
Today I completed my first wad :D
Bloody Saturn

Saturn, failed experiment, Hell!

Even added a small piece of the story :)
Made in two months :P

About:

My wad supports English and Русский (Russian) language!

Map #5 - There's exit to 1'st secret level
Map #13 - and there's exit to 2'nd secret level

Warning! In software mode - glass have one bug, noticed it only when I finished a map pack

Launch options:

Jumps - Not allowed
Crough - Not allowed
Freelook - I don't recommend

Ports - ZDoom, GZDoom, QZDoom and Zandronum

Screenshots:
Spoiler:


What's New?
Spoiler:


Version 1.3 (newest)
Spoiler:


Version 1.2
Spoiler:


Version 1.1
Spoiler:


Download: Doomworld /idgames

Good luck!

My map pack also available on sites...
DoomWorld and IDDQD Forum

Last edited by FoxPlays on Sun Jun 09, 2019 7:19 am, edited 4 times in total.
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby Squiddy » Sun Jun 02, 2019 3:35 am

Oh cool, a brand new pack!

I'll check it out tomorrow and let you know how I feel about it!
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby grouchbag » Sun Jun 02, 2019 4:22 am

Almost done playing this and am having a lot of fun so far. Great looking maps, nice gameplay. :D
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby FoxPlays » Sun Jun 02, 2019 4:41 am

grouchbag wrote:Almost done playing this and am having a lot of fun so far. Great looking maps, nice gameplay. :D

thx! :P
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby GripZ » Sun Jun 02, 2019 5:54 am

at map06 (final mission for episode 1)

the switches doesn't have any indication that they have been switched on, like theres no sound nor visual indication that it has been pressed) but fortunately they still do their job.

things has been looking pretty decent and good so far. (except for map05)

gonna go through episode 2 now.
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby FoxPlays » Sun Jun 02, 2019 6:15 am

GripZ wrote:at map06 (final mission for episode 1)

the switches doesn't have any indication that they have been switched on, like theres no sound nor visual indication that it has been pressed) but fortunately they still do their job.

things has been looking pretty decent and good so far. (except for map05)

gonna go through episode 2 now.


oh... thx for info about map06! While removing unnecessary textures accidentally removed texture of the switch :P
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby _mental_ » Sun Jun 02, 2019 6:22 am

While simple level design and randomization with colored monsters look appealing to me, I must point out a few things I dislike.

I didn't really get why you change slot numbers of weapons. A_Quake in fire states is really annoying as well.
Randomization may significantly affect difficulty of the first maps.
Even with different kinds of each monsters, it resembles Doom rather than Doom II.

There is not switch to open sector #119 of MAP03 making 100% kill impossible.
A "door" (sector #118) has a tag assigned, but a switch to trigger it seems to be missing.

As a side note, screenshots in PNG format occupy more space than WAD itself.
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby FoxPlays » Sun Jun 02, 2019 10:15 pm

Well, I fixed some bugs in my map pack and uploaded version 1.1!

What's New?
Spoiler:
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby GripZ » Tue Jun 04, 2019 12:50 am

at Map15:

the midi music started having a continous seizure after half or a minute into gameplay.

two maps away from finishing this megawad, and i can safely say this map is my least favorite.

Edit: whoops i think that was the last map, i wonder where the other 2 maps went lmao
My Opinion on this megawad:

if i could give this megawad a rating (actually why not ) i've give this a 7/10
its pretty good for a first megawad not gonna lie but there was some things you might want to consider:

-recoil is a nice little touch but it gets pretty old and annoying real quick especially when i use the chaingun. i know you were trying to add some extra oomph for the weapons but maybe you could have tone down the jitter little bit and enable it for only the shotguns next time.

-i don't understand why you have to touch the weapon slots, the default one is as fine as it is plus alot of people are used to it being that way which invites for some scenario that the player will be confused when he/she tries to change to a appropriate weapon midcombat only to switch to a wrong one and either retreat or die.

-/+ i don't know if this only happened to me or if this was intentional but in map 08 the ammo was a bit scarce so after i cleared out the spectre room i found myself running to the exit with nothing but me buck naked with 2 hp and my bare fists and unfortunately i came into the spider lair(map 09) and.... yeh, i could not get the ammo behind the arachnotrons without dying so i had no choice but to cheat in a soulsphere just to proceed

-map05 looked nice but it went from "cool" to "what?" after i switched on the switch in the blue kc room, the room had wasted space and could have housed the next objective or atleast have a secret but instead it was just there to house a single switch and one or two imps.

-/+ i don't understand why you change the plasma particles to become more white, im not saying its a bad thing but it felt kinda unnecessary (not gonna judge if you like it that way.)

nevertheless it was a cool wad and i look forward for your next one. 8-)
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby FoxPlays » Thu Jun 06, 2019 9:39 am

Version 1.2
Spoiler:
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby FoxPlays » Sun Jun 09, 2019 7:19 am

Version 1.3
Spoiler:
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby SouthernLion » Sat Jun 15, 2019 8:29 pm

I really enjoyed this, but I am NOT a fan of the chaingun recoil because I don't ever use Z-look in Doom. That's on me, though, because obviously most people do now (hence "z"doom...) lol
Which meant as soon as I shot the chaingun, I was stuck staring at the ceiling because I had no z-controls to center myself. So I had to load my quick save and spend the rest of the mod not using the chaingun. :/


But really fun, interesting level design.
Last edited by SouthernLion on Mon Jun 17, 2019 3:35 am, edited 1 time in total.
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby Rex705 » Sun Jun 16, 2019 11:22 pm

Should I be getting invisible shotgun guys or am I doing something wrong?
Last edited by Rex705 on Mon Jun 17, 2019 8:07 am, edited 1 time in total.
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby FoxPlays » Mon Jun 17, 2019 3:42 am

Rex705 wrote:Should I get getting invisible shotgun guys or am I doing something wrong?

Thx! :) While editing shotgun guys, some sprites were lost.
After a while fixed wad will appear on /idgames.
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Re: Bloody Saturn - 17 levels, my first map pack!

Postby SouthernLion » Mon Jun 17, 2019 10:36 am

FoxPlays wrote:
Rex705 wrote:Should I get getting invisible shotgun guys or am I doing something wrong?

Thx! :) While editing shotgun guys, some sprites were lost.
After a while fixed wad will appear on /idgames.


Oh, I thought that was part of the challenge. lmao. They seemed to have a lower firing frequency, which I thought was the balance for the invisibility. They were annoying but I adapted to the task, haha.
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