Woody World MegaWad released! [GZDoom 32 levels]
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The Projects forums are only for 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: Woody World MegaWad released! [GZDoom 32 levels]
run , get some infighting
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Re: Woody World MegaWad released! [GZDoom 32 levels]
Okay i beat it, im on return to aqua world and holy moly its insanely hard lmao xD Also devastating to die after u get 3 keys cus u just lose so much progress lmao. time for a break, i dont have another attempt in me atm
Re: Woody World MegaWad released! [GZDoom 32 levels]
Save as you go - will help a lot otherwise you will get frustrated having to redo so much
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- Posts: 10
- Joined: Sun Sep 07, 2025 9:19 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
Re: Woody World MegaWad released! [GZDoom 32 levels]
I recorded a video of map 26. Removed the music to avoid copyright tho.
Guys check the wad out its very good!
https://youtu.be/rMlg_r2KghA?si=YoKPyfjyKyHVO35c
Guys check the wad out its very good!
https://youtu.be/rMlg_r2KghA?si=YoKPyfjyKyHVO35c
Re: Woody World MegaWad released! [GZDoom 32 levels]
Over 800 views - any other doomers playing it?
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- Joined: Mon Oct 05, 2015 8:37 am
Re: Woody World MegaWad released! [GZDoom 32 levels]
I can check it out, but having to load custom texture packs separately is a bit of a hassle and I just do not understand why they are not all included in the same WAD file.
Anyway, I believe I have played the first episode already. I like the creative geometry, short play time and reliance on vanilla assets reminiscent of gems that one could find hidden in a shovelware compilation, like Chris Klie's BF_THUD! Not a fan of inventory restart, however. It is good that each map allows for pistol start, but why deny the player the fun of continuous play?
I would also remove the ability to play the Hell on Earth episode since that is what people who loaded the megawad are there for.
In NMAP03, when playing GZDoom, I am getting a HoM effect when I enter the Archvile room and I turn around to see the entrance close behind me. The same goes with the Cacodemon ambush that triggers upon running into the Baron of Hell; there is a thin vertical line that lets me see through the wall.
In NMAP05, the elevated passageway that leads back to the outer circle from the east does not have any texture on its sides.
Anyway, I believe I have played the first episode already. I like the creative geometry, short play time and reliance on vanilla assets reminiscent of gems that one could find hidden in a shovelware compilation, like Chris Klie's BF_THUD! Not a fan of inventory restart, however. It is good that each map allows for pistol start, but why deny the player the fun of continuous play?
I would also remove the ability to play the Hell on Earth episode since that is what people who loaded the megawad are there for.
In NMAP03, when playing GZDoom, I am getting a HoM effect when I enter the Archvile room and I turn around to see the entrance close behind me. The same goes with the Cacodemon ambush that triggers upon running into the Baron of Hell; there is a thin vertical line that lets me see through the wall.
In NMAP05, the elevated passageway that leads back to the outer circle from the east does not have any texture on its sides.