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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:
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)!

Credits:
Spoiler:
Download (Updated March 8, 2024):

LINK

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.

Re: Dominus Diabolus - In-Progress mapset (Updated 10/22)

Posted: Wed Oct 27, 2021 11:18 am
by Bofubutt
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.

Re: Dominus Diabolus - In-Progress mapset (Updated 11/28)

Posted: Sun Nov 28, 2021 10:28 pm
by Bofubutt
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
Spoiler: Screenshots

Re: Dominus Diabolus - In-Progress mapset (Updated 3/6)

Posted: Sun Mar 06, 2022 11:51 pm
by Bofubutt
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:
Latest download is HERE.

Re: Dominus Diabolus - In-Progress mapset (Updated 3/6)

Posted: Mon Mar 07, 2022 9:00 am
by JohnnyTheWolf
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?

Re: Dominus Diabolus - In-Progress mapset (Updated 3/6)

Posted: Mon Mar 07, 2022 10:08 am
by Bofubutt
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:

Re: Dominus Diabolus - In-Progress mapset (Updated 3/6)

Posted: Mon Mar 07, 2022 10:21 am
by JohnnyTheWolf
Thanks!

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.

Re: Dominus Diabolus - In-Progress mapset (Updated 3/6)

Posted: Mon Mar 07, 2022 10:23 am
by Bofubutt
JohnnyTheWolf wrote:Thanks!

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: