Simplicity Megawad Released

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AgentSpork
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Simplicity Megawad Released

Post by AgentSpork »

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.
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chronoteeth
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Post by chronoteeth »

Aww man... I sent you all that stuff too... you promised me that thing to map 20... :cry:

Still pwns though, I just wish my thing could of gone in. :(
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Vader
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Post by Vader »

Yay, can´t wait to play it :D
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TheDarkArchon
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Post by TheDarkArchon »

May Not Run With... : Any ZDoom-based engines (GZDoom, Skulltag,
ZDaemon)
GZDoom runs it fine :?

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.
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Cutmanmike
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Post by Cutmanmike »

Looks funky. *watches the clock at work*
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AgentSpork
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Post by AgentSpork »

TheDarkArchon wrote:
May Not Run With... : Any ZDoom-based engines (GZDoom, Skulltag,
ZDaemon)
GZDoom runs it fine :?

EDIT: The boss music sounds familiar. Where is it from?
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).

The boss music is from Rise of the Triad, as is probably about half of the music in the wad. :P
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TheDarkArchon
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Post by TheDarkArchon »

AgentSpork wrote: The boss music is from Rise of the Triad, as is probably about half of the music in the wad. :P
Not ot mention the fact that the *beep* is a ROTT rip-off :P
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Daniel
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Post by Daniel »

I played the first 2 levels, and I liked it very much! Good detailed levels, and quite hard (lots of traps). The final levels are very interesting, with an new hellish atmosphere. What I really appreciated is the fact of making Doom looking new without use lots of new textures.
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Belial
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Post by Belial »

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
Spoiler:
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Hirogen2
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Post by Hirogen2 »

This is not the same as Simp1 - 3?
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Graf Zahl
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Post by Graf Zahl »

AgentSpork wrote:
TheDarkArchon wrote:
May Not Run With... : Any ZDoom-based engines (GZDoom, Skulltag,
ZDaemon)
GZDoom runs it fine :?

EDIT: The boss music sounds familiar. Where is it from?
Well, I just didn't bother to test it in GZDoom to see if it'd work fine..

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.
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Tormentor667
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Post by Tormentor667 »

Masterpiece!
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AgentSpork
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Post by AgentSpork »

Hirogen2 wrote:This is not the same as Simp1 - 3?
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! :P
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.
Alright, I'll remove it. Thanks for letting me know about the one (minor) problem, though. :D
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solarsnowfall
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Post by solarsnowfall »

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!
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Bio Hazard
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Post by Bio Hazard »

Excellent. I did find a few bugs though:
  • Maps are deviod of any ambient sounds. (Maybe to keep with the simplicity?)
  • The "Finished" intermission graphic has a stray pixel in the middle.
  • MAP03: HAZZARD STORAGE; You misspelled "hazard" ;)
This wad would be excellent for co-op.

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