Dominus Diabolicus - 33-map megawad - RELEASED (3/8/2024)
Posted: Thu Sep 23, 2021 10:57 pm
by Bofubutt
When I first started this thread two and a half years ago, it was for just a handful of levels that I hoped to turn into a megawad. And now, pending any game-breaking bugs, it's finally complete: 33 levels (split into three episodes, though you can of course play continuously).
Dominus Diabolicus is my first project (aside from a couple maps and MIDIs for a community project) and is a Doom 2 megawad that takes advantage of MBF21 to add some new gameplay features while striving to keep everything that's great and simple and memorable about classic Doom. Lovers of Doomcute rejoice — but also beware, as particularly later on, things will get very difficult on UV, giving even the most grizzled marines one hell of a fight.
Features:
33 levels, split among three optional episodes that can be played continuously. Each map has been tested and balanced around pistol starts, but it's rare that you'll leave a level with enough resources to coast through the next even without that.
Completely bespoke and original soundtrack, with a special guest track provided by Lee Jackson.
Three new enemy types that fit within the existing roster, as well as a custom new boss.
Tasteful interactive elements, such as office chairs that spin when shot, toilets that make a sound when used, and more, without being excessive or intrusive.
Comes preconfigured for use with recent versions of GZDoom and other MBF21-friendly source ports - no messing with compflags or complevels here.
Full multiplayer support, as well as optional co-op spawns for enemies.
Custom cast call that includes the new enemies (just for GZDoom)
Two ball-busting super-secret levels that present the ultimate challenge.
New Enemies:
In addition to all of your old friends, there are some new threats. I won't spoil all the surprises here, but here's some of what you can expect:
Spoiler:
Former Human Vanguard: Armed with a super shotgun, these former elite troops are particularly dangerous in close quarters, but at least they're polite enough to drop their weapons for you when they die.
Cybermancubus: An unholy fusion of cybernetic technology and bloated, monstrous flesh, these guys are tougher than normal Mancubi, though their projectiles focus more on area denial than on pure damage. Their acidic bile won't hurt other Mancubi, and they won't get hurt by their little brothers' fireballs, either.
Summoner: And you thought Arch-Viles were bad? At least they don't bring new demons into the fight. These vile (no pun intended) diabolists (pun totally intended, the sprite was just perfect for it) alternate between summoning storms of fire and bringing in fresh reinforcements. Even worse, they're usually guarding important areas, so there's no getting around them unless you go through them first.
Screenshots:
Spoiler:
Disclaimers:
May not work with gameplay mods due to conflicts. There is some limited Corruption Cards support baked into the WAD, and ZioMcCall has begun work on Brutal Doom compatibility, but everything else is currently unsupported. If you have a favorite gameplay mod that you'd like to provide a compatibility fix for, I'd be thrilled, but otherwise, what you see is what you get.
A recent version of GZDoom (or other source port that supports MBF21) is required.
In addition, to maximize compatibility, jumping and crouching are disabled. It's recommended not to play with Freelook, but I don't force it off. Just know that you might see some visual glitches if you look up or down too far (though nothing too bad, I assure you)!
Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)
Posted: Tue Sep 28, 2021 10:24 pm
by Bofubutt
Updated with the following:
Added MAP03 - Rage
Additional textures from Doom 1, courtesy of SargeBaldy
Each map now has original MIDI music
Fixed important items not spawning on easy/medium difficulties (o o p s)
Let me know if you think MAP03 is too mean. Sometimes when I play through it on UV, I scrape by with almost no health or ammo, but other times, it feels like nothing even scratches me.
Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)
Posted: Thu Sep 30, 2021 2:42 am
by kalensar
I just played it through on HMP for a quick test drive. That was pretty good! The music was good too. Your monster placements are really good quality. I basically fell for every trap and did die a few times. The one that got me the hardest was actually right at opening the yellow door on map03. excellent use of Pinkys all around. The SSG secret in map03 was hilarious too. I couldn't tell ff that open box was deliberate or not, but suffice it to say that I'm glad that I always play as limit removing style.
Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)
Posted: Thu Sep 30, 2021 6:32 am
by Bofubutt
kalensar wrote:I just played it through on HMP for a quick test drive. That was pretty good! The music was good too. Your monster placements are really good quality. I basically fell for every trap and did die a few times. The one that got me the hardest was actually right at opening the yellow door on map03. excellent use of Pinkys all around. The SSG secret in map03 was hilarious too. I couldn't tell ff that open box was deliberate or not, but suffice it to say that I'm glad that I always play as limit removing style.
Thank you for your kind words! That trap is pretty nasty, though I didn't want it to feel unfair or be easily cheesed. Sometimes, RNG is kind and lets you run by the enemies and activate the lift without getting trapped, but that's pretty rare.
I'm glad you like the music, too. I plan on having a variety of styles in there, and right now, I'm making the levels and the music alongside one another. I find it helps me iron down the theme of the level, too.
In other news, I'm probably going to be requiring at least PrBoom+/Crispy Doom going forward since there are some things I want to do with textures that aren't completely supported in pure vanilla Doom, but I do plan on sticking 100% with vanilla-compatible linedef specials/sector types.
Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)
Posted: Mon Oct 04, 2021 2:18 pm
by Bofubutt
Map04, "Demolition Zone," is done! A building nestled in the mountains has been claimed by Hellish corruption, and the UAC forces there died before they could destroy it. You'll need to make it go up in flames if you're going to get out alive. Check out the updated download link above.
Spoiler: Screenshots
Other changes:
Imported Doom1 textures and added some new animated textures.
Adjusted a secret in MAP02 to be slightly less frustrating.
Added a demo lump for MAP03 (recorded using Crispy Doom).
Re: Dominus - In-Progress mapset for Doom II (Updated 10/12)
Posted: Tue Oct 12, 2021 1:44 pm
by Bofubutt
Added Map05: The Depths. A UAC mining and refinement facility needs to be cleared out. In addition, I've made some adjustments to previous levels, added new tracks, and replaced some graphics.
Re: Dominus - In-Progress mapset for Doom II (Updated 10/12)
Posted: Wed Oct 13, 2021 12:07 pm
by kalensar
Thank you for keeping on working on this. You are a treasure of a map maker.
Re: Dominus - In-Progress mapset for Doom II (Updated 10/12)
Posted: Fri Oct 15, 2021 4:45 pm
by Bofubutt
Thanks a ton! I'm going to end up renaming the project because someone else already has a WAD with the same name.
Also, if you warp to MAP31, you'll see some super shotgun zombies in place of Wolfenstein SS, but I don't like how the Dehacked doesn't cooperate with gameplay mods, so consider that a trashed gameplay idea.
Added MAP06: Gun 'N Run. Let me know what you think. Also rebalanced a few other maps and redid the title screen since I found out someone else had released a map with the same name this year, whoops.
Now up to MAP07, and also added some miscellaneous fixes to other maps!
MAP07: Simplicity is the most challenging level in the mapset by far, clocking in at over 330 enemies on UV, though true to its name, it can be beaten via a relatively straightforward path.
Spoiler: MAP07 Hint
you don't need to go into any buildings with a red light by the door to beat the level, but you will need to clear out these areas if you want to 100% it.
Spoiler: Screenshots
A building burns in the distance as the player fights demons on the street.
The player fights their way through the entrance to a hydroelectric facility.
Killing Mancubi is necessary to progress, but this is far from a Dead Simple clone.
What's this gothic, hellish building doing in the middle of sprawling downtown?
The demonic corruption has spread through some of the buildings here.
I haven't been keeping up with this thread, but I'm all the way up to MAP10 now.
This changelog only reflects the most recent changes, but suffice it to say there has been significant progress on this project.
Spoiler:
Maps
MAP01: Removed the switch from the blue key area and just made the other side of the door blue key locked; various cosmetic improvements; made changes to the automap.
MAP02: Various cosmetic improvements; added a few more enemies; made changes to the automap.
MAP03: Made some secrets a little more obvious; various cosmetic improvements; increased ammunition supply; added a few more enemies; made changes to the automap.
MAP04: Various cosmetic improvements; increased ammunition supply; added a few more enemies; moved SSG out of a secret area and made secrets slightly more apparent; made changes to the automap.
MAP05: Removed a potential softlock in the bathroom; added a few more enemies; made changes to the automap.
MAP06: Various cosmetic improvements; simplified the armor/backpack secret; made the rockets secret easier to trigger; made changes to the automap.
MAP07: Made changes to the automap.
MAP08: Made changes to the automap; adjusted the positioning of some pillars in the final area to fix it; fixed a bug that could cause a softlock on complevel 2.
MAP09: Various cosmetic improvements; made changes to the automap; removed cheese from the final encounter; removed the invulnerability sphere since it trivialized certain combat encounters; removed some potential cheese from the courtyard fight; did not remove some opportunities for timeskips because they're cool; tweaked the cavern puzzle to allow the player to leave the first room and try to figure out the pattern again; made changes to the automap.
MAP10: Added map "Tunnel Vision." The UAC teleportation research facility where the demonic invasion is coming from is now well within reach, but if you think the demons are going to make it easy, you're in for a rude awakening.
Graphics
Added a modified sky texture courtesy of Mek.
Brand new title pic, intermission background, and menu pic.
Added a subtle black outline to the menu text and font so that the text wouldn't blend in so much with the title pic.
Miscellaneous
Changed the par times to my personal UV-Any% pistol start best times. Good luck.
JohnnyTheWolf wrote:Interesting project! But could you update the download link in the OP, as well?
Anyway, how do I get the final secret in MAP01? I got the Armor and the Backpack, but what about the last secret?
Should be updated (I think it already was updated in the OP, actually, when I added the new screenshots, but I made sure)
Thanks for the feedback! As for the secret you're missing in MAP01:
Spoiler:
In the brick room to the southwest with the zombiemen that contains lamps built into the wall, open the small door to the area where the switch to open the tall door is located. Activate the lamp nook (it's a different lamp from the other similar nooks nearby, and the sector is glowing), and a nearby wall will temporarily lower containing some resources.
In MAP03, I was able to get the Soulsphere inside the tube-shaped hole in the starting area by just hugging the wall. I have no idea how to get it legitimately.
Also, I am not sure how to access the secret staircase that leads to the two caged windows.
Finally, the secret Berserk Pack does not seem to register as a secret.
In MAP03, I was able to get the Soulsphere inside the tube-shaped hole in the starting area by just hugging the wall. I have no idea how to get it legitimately.
Also, I am not sure how to access the secret staircase that leads to the two caged windows.
Finally, the secret Berserk Pack does not seem to register as a secret.
That is how you get the Soulsphere, completely intended.
The berserk pack indeed is not marked as a secret - good catch, I'll fix that in the next release. Thankfully, it still counts as an item for 100% completion.
Spoiler:
To get the secret staircase, after grabbing the keycard that reveals a trap, look along the hexagonal wall patterns near the lift for a mismatched texture. Activate it to open a switch.