Try to play it in UV next time and that BFG secret is a nice homage to our friend, the archie
[Release] Waterlab GZD
Forum rules
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.
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.
-
- Posts: 684
- Joined: Sun Sep 14, 2014 6:40 pm
- Location: Earth-shaking Chile
Re: [Release] Waterlab GZD
-
- Posts: 28
- Joined: Fri Aug 12, 2016 12:51 am
Re: [Release] Waterlab GZD
loved the map extremely atmospheric decided to restart sometime after getting the red card made it even better IMO just had the typical TC/PC issue of when new enemies are added
-
- Admin
- Posts: 6190
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
Re: [Release] Waterlab GZD
Is there any way to get a no-custom-monsters version of this? I'd love to try it with some other gameplay mods.
-
- Posts: 3489
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
Re: [Release] Waterlab GZD
Try Trailblazer. XD
I should add these custom monsters to my Monster Randomizer. Combined with some ZScript Major Cooke is drumming up, for what is basically a format for universal compatibility, we could make all of these monsters compatible with certain other mods...
I should add these custom monsters to my Monster Randomizer. Combined with some ZScript Major Cooke is drumming up, for what is basically a format for universal compatibility, we could make all of these monsters compatible with certain other mods...
-
- Admin
- Posts: 6190
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
Re: [Release] Waterlab GZD
Mostly I want to play it in Hideous Destructor, without dealing with weird meta from monsters not designed for it.
EDIT: Well, actually trying it isn't too bad as long as I play with lower-difficulty spawn filters. The different AI and horrible accuracy of the non-HD monsters is quite apparent though.
EDIT: Well, actually trying it isn't too bad as long as I play with lower-difficulty spawn filters. The different AI and horrible accuracy of the non-HD monsters is quite apparent though.
-
- Posts: 2816
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: [Release] Waterlab GZD
I loved this map, but i can't disassociate it from Disruptor's mission 5:
Excellent map!
Spoiler:The beggining is very similar.
Excellent map!
-
-
- Posts: 26571
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [Release] Waterlab GZD
Thanks for all the positive comments. Nice to see that people are still having fun with this.
@Cali, I didn't make it with gameplay mods in mind so it probably won't play to well with them. In saying that, I didn't touch the stock weapons so it might be OK-ish (as it seems you found it). As far as the custom monsters go, I can't think of an easy way to deal with that. However, I'd say that many of them have pretty clear "if it wasn't this monster, which vanilla one would it be" alternatives so if anyone was desperate enough, they could spend a bit of time doing a find/replace in a map editor.
@GAA1992 I see what you mean about the start of the map. I've never played (or even seen) Disruptor before but there is certainly a similarity. All I was doing was trying to make the start area a bit like the one from the original Doom Legacy "Waterlab" but more interesting. That Disruptor game looks pretty interesting BTW. Looks like it's only on PS1 so I can't easily check it (although my original PS is somewhere and, as far as I know, still in working order).
@Cali, I didn't make it with gameplay mods in mind so it probably won't play to well with them. In saying that, I didn't touch the stock weapons so it might be OK-ish (as it seems you found it). As far as the custom monsters go, I can't think of an easy way to deal with that. However, I'd say that many of them have pretty clear "if it wasn't this monster, which vanilla one would it be" alternatives so if anyone was desperate enough, they could spend a bit of time doing a find/replace in a map editor.
@GAA1992 I see what you mean about the start of the map. I've never played (or even seen) Disruptor before but there is certainly a similarity. All I was doing was trying to make the start area a bit like the one from the original Doom Legacy "Waterlab" but more interesting. That Disruptor game looks pretty interesting BTW. Looks like it's only on PS1 so I can't easily check it (although my original PS is somewhere and, as far as I know, still in working order).
-
- Posts: 2816
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: [Release] Waterlab GZD
I really recommend it, then. Even Romero praised it on it's release.
It is a doom clone with some cheesy cinematics, cool powerups and good "3d model ripped" sprites.
Good to see your is fine. Mine is broken.
It is a doom clone with some cheesy cinematics, cool powerups and good "3d model ripped" sprites.
Good to see your is fine. Mine is broken.
-
- Posts: 389
- Joined: Mon May 09, 2016 1:38 am
- Location: Anywhere but here
Re: [Release] Waterlab GZD
can confirm weapons of saturn works and fits Waterlab very well.Enjay wrote:Thanks for all the positive comments. Nice to see that people are still having fun with this.
@Cali, I didn't make it with gameplay mods in mind so it probably won't play to well with them. In saying that, I didn't touch the stock weapons so it might be OK-ish (as it seems you found it). As far as the custom monsters go, I can't think of an easy way to deal with that. However, I'd say that many of them have pretty clear "if it wasn't this monster, which vanilla one would it be" alternatives so if anyone was desperate enough, they could spend a bit of time doing a find/replace in a map editor.
@GAA1992 I see what you mean about the start of the map. I've never played (or even seen) Disruptor before but there is certainly a similarity. All I was doing was trying to make the start area a bit like the one from the original Doom Legacy "Waterlab" but more interesting. That Disruptor game looks pretty interesting BTW. Looks like it's only on PS1 so I can't easily check it (although my original PS is somewhere and, as far as I know, still in working order).
-
- Posts: 691
- Joined: Wed Jan 12, 2005 1:09 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Your forum thread
Re: [Release] Waterlab GZD
Finally got around to playing this after weeks of procrasturbating. You haven't lost your touch at all, Enjay. You made a damn good and challenging level. Hopefully we'll get to see more releases from you in the future. I'm a huge fan of your work. <3
-
- Posts: 201
- Joined: Wed Jul 11, 2012 5:34 am
- Location: Finland
Re: [Release] Waterlab GZD
This map pack look very good. I have couple problem when i try play this map with Brutal Doom 20b. I cant reaload weapon and kick doesn't work. Does somebody else have this problem?
-
- Posts: 2856
- Joined: Tue Jun 21, 2005 1:16 pm
- Location: Ireland
Re: [Release] Waterlab GZD
It's not meant for BD. Slapping any gameplay mod over a ZDoom-specific map is going to have unforseen side effects.
-
- Posts: 3489
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
Re: [Release] Waterlab GZD
I'm guessing it's because the Reload and Kick functions of Brutal Doom are (STILL) triggered by numbered ACS scripts. Numbered scripts should be restricted to map scripting, and named scripts should be used for external gameplay mods.
-
- Posts: 201
- Joined: Wed Jul 11, 2012 5:34 am
- Location: Finland
Re: [Release] Waterlab GZD
I know there can some problems when add gameplay mod to map pack. Is there easy way fix reload and kick problem?
-
- Posts: 11
- Joined: Sun Aug 06, 2017 9:03 pm
Re: [Release] Waterlab GZD
The really strong work. Lighting and background sounds create a startling atmosphere! The number of secrets is just off scale! The first time I was able to find only 10 (or 11, I do not remember). Apparently, these were the most elementary. It seemed to me that the secret with the megasphere (terminal with WinXP) did not count as a secret (maybe I just did not notice something ...). From the very beginning, the gameplay resembles a shooting range - we smoothly clean every next room, but, already to the middle of the map, the difficulty makes one nervous. The abundance of new enemies introduces diversity in tactics. The last fight I could overcome only thanks to the secret BFG. If I did not pick it up, I would just not survive there. Flying mines are the only enemies at all map that managed to kill me, and more than once ...
First Demo Attempt GZDoom 2.4.0, ~50 min
In the end: positive by its detalils, a moderately difficult map with a deep atmosphere. I hope that other similar works will appear in the future!
In my collection:
- Visuals (5 / 5)
- Detailing (4 / 5)
- Gameplay (4 / 5)
- Atmosphere (5 / 5)
- Difficulty (4 / 5)
- Overall Rating (5 / 5)
First Demo Attempt GZDoom 2.4.0, ~50 min
In the end: positive by its detalils, a moderately difficult map with a deep atmosphere. I hope that other similar works will appear in the future!
In my collection:
- Visuals (5 / 5)
- Detailing (4 / 5)
- Gameplay (4 / 5)
- Atmosphere (5 / 5)
- Difficulty (4 / 5)
- Overall Rating (5 / 5)