Simplicity Megawad Released
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- AgentSpork
- Posts: 106
- Joined: Fri Aug 22, 2003 7:38 pm
Simplicity Megawad Released
Simplicity has been released. For those who might be unsure as to what Simplicity is, it is a megawad for Doom 2, using the ZDoom engine (requires at least version 2.0.96, although 2.0.97 is recommended). Head to the Simplicity site for the download, and general project information. Enjoy.
sp_simp.zip 7MB
sp_simp.txt
Hooray for cross-forum pimping.
sp_simp.zip 7MB
sp_simp.txt
Hooray for cross-forum pimping.
- chronoteeth
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- TheDarkArchon
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GZDoom runs it fineMay Not Run With... : Any ZDoom-based engines (GZDoom, Skulltag,
ZDaemon)
EDIT: The boss music sounds familiar. Where is it from?
Last edited by TheDarkArchon on Wed Oct 26, 2005 8:17 am, edited 1 time in total.
- Cutmanmike
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- AgentSpork
- Posts: 106
- Joined: Fri Aug 22, 2003 7:38 pm
Well, I just didn't bother to test it in GZDoom to see if it'd work fine.. although I know for a fact that it doesn't run properly in the current version of Skulltag (as it is based on 2.0.63a, and it uses some things in decorate (script execution) that wasn't supported until.. I dunno which version).TheDarkArchon wrote:GZDoom runs it fineMay Not Run With... : Any ZDoom-based engines (GZDoom, Skulltag,
ZDaemon)
EDIT: The boss music sounds familiar. Where is it from?
The boss music is from Rise of the Triad, as is probably about half of the music in the wad.
- TheDarkArchon
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Meh.
Having almost no height variation makes the maps boring.
Stealth/spawn monster and closing walls traps are not my idea of good gameplay.
Painfully linear. Almost all of my first exits in the first episode were better than the par times.
The final boss is easier than the first one.
The Descent style exit in map10 was a nice touch. Same for the puzzles in map19.
Even though the traps and lack of armor are annoying it's not really hard. Rather well balanced too.
3/5
Having almost no height variation makes the maps boring.
Stealth/spawn monster and closing walls traps are not my idea of good gameplay.
Painfully linear. Almost all of my first exits in the first episode were better than the par times.
The final boss is easier than the first one.
The Descent style exit in map10 was a nice touch. Same for the puzzles in map19.
Even though the traps and lack of armor are annoying it's not really hard. Rather well balanced too.
3/5
Spoiler:
- Graf Zahl
- Lead GZDoom+Raze Developer
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AgentSpork wrote:Well, I just didn't bother to test it in GZDoom to see if it'd work fine..TheDarkArchon wrote:GZDoom runs it fineMay Not Run With... : Any ZDoom-based engines (GZDoom, Skulltag,
ZDaemon)
EDIT: The boss music sounds familiar. Where is it from?
MAP20 has a visual bug. But that's a bug in the engine, not the WAD and will be fixed for the next version. So far I played through the first 6 maps and encountered no problems. It would be nice if you could remove GZDoom from 'may not run with'. There is really nothing in this WAD that breaks an OpenGL renderer.
- Tormentor667
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- AgentSpork
- Posts: 106
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Well, actually, two of the five maps in those wads were removed from the final product.. so no, not much is really the same.. and there's about 17 other maps as well!Hirogen2 wrote:This is not the same as Simp1 - 3?
Alright, I'll remove it. Thanks for letting me know about the one (minor) problem, though.Graf-Zahl wrote:MAP20 has a visual bug. But that's a bug in the engine, not the WAD and will be fixed for the next version. So far I played through the first 6 maps and encountered no problems. It would be nice if you could remove GZDoom from 'may not run with'. There is really nothing in this WAD that breaks an OpenGL renderer.
- solarsnowfall
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I like everything I've seen so far. Haven't played all the way through yet. Although I find dieing from traps, at least the ones that spawn groups of chaingunners, a bit annoying, it doesn't detract from the gameplay much. I am however, digging the detail and architecture very much. Fairly well ballanced all around.
Good work!
Good work!
- Bio Hazard
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