Simplicity Megawad Released

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.

Simplicity Megawad Released

Postby AgentSpork » Tue Oct 25, 2005 8:16 pm

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.
User avatar
AgentSpork
Tyrian rawks
 
Joined: 22 Aug 2003

Postby chronoteeth » Tue Oct 25, 2005 11:08 pm

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. :(
User avatar
chronoteeth
abubub
 
Joined: 08 Sep 2004

Postby Vader » Wed Oct 26, 2005 3:08 am

Yay, can´t wait to play it :D
User avatar
Vader
Mandroid ginger Ninja
 
Joined: 30 Jul 2004
Location: Germany

Postby TheDarkArchon » Wed Oct 26, 2005 6:30 am

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.
User avatar
TheDarkArchon
OUT!
 
Joined: 07 Aug 2004
Location: Some cold place

Postby Cutmanmike » Wed Oct 26, 2005 6:58 am

Looks funky. *watches the clock at work*
User avatar
Cutmanmike
Is it hot in here or is it just ZScript
 
Joined: 06 Oct 2003
Location: United Kingdom
Discord: https://discord.gg/Whts7Bj
Operating System: Windows Vista/7/2008 64-bit

Postby AgentSpork » Wed Oct 26, 2005 8:31 am

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
User avatar
AgentSpork
Tyrian rawks
 
Joined: 22 Aug 2003

Postby TheDarkArchon » Wed Oct 26, 2005 8:54 am

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
User avatar
TheDarkArchon
OUT!
 
Joined: 07 Aug 2004
Location: Some cold place

Postby Daniel » Wed Oct 26, 2005 9:42 am

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.
User avatar
Daniel
 
Joined: 04 Jul 2004

Postby Belial » Wed Oct 26, 2005 10:06 am

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:
User avatar
Belial
MC™
 
Joined: 09 Feb 2005

Postby Hirogen2 » Wed Oct 26, 2005 3:16 pm

This is not the same as Simp1 - 3?
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel (Modern GZDoom)

Postby Graf Zahl » Wed Oct 26, 2005 3:22 pm

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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby Tormentor667 » Wed Oct 26, 2005 3:41 pm

Masterpiece!
User avatar
Tormentor667
needs more detail
 
Joined: 16 Jul 2003
Location: Germany

Postby AgentSpork » Wed Oct 26, 2005 4:57 pm

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
User avatar
AgentSpork
Tyrian rawks
 
Joined: 22 Aug 2003

Postby solarsnowfall » Wed Oct 26, 2005 4:58 pm

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!
User avatar
solarsnowfall
 
Joined: 30 Jun 2005

Postby Bio Hazard » Wed Oct 26, 2005 8:51 pm

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.
User avatar
Bio Hazard
Lord of the Lord of Nitpicking.
 
Joined: 15 Aug 2003
Location: ferret ~/C/ZDL $

Next

Return to Editing (Archive)

Who is online

Users browsing this forum: No registered users and 6 guests