Ok... TUC is done and due to that I am leaving duke3d for a while to concentrate on New Doom Stuff I want to do... So I decided to return to Doom for a while and work on a new Project... Masochistic Death...
Masochistic Death is a reimaging of an older project with the same name.Unlike the older project this is a different theme entirely... The older project was a randomly generated tribute to a wad I made that no one liked. This new Reimaging is a completely different style....
This new Masochistic death is a tribute wad but this time It is a tribute to Hell Revealed. I was working on a massive Tribute to Hell Revealed called the Ultimate Hell Revealed Pack. Unfortunately that was cancelled and instead I am now working on this tribute instead, a single 32 map mapset made as the tribute, rather than 7 32 map map sets that the ultimate hell revealed pack would have had. This mapset like the Ultimate hell revealed pack is a randomly generated tribute but it uses the newest Randoom 10.1 version to generate maps, with zdoom features such as slopes, dynamic lights and ambient sounds placed in all maps. That means this is the best tribute wad ever made by me.... Now that I have officially cancelled the hell revealed pack wads, I decided to redo a tribute with masochistic death...
This tribute wad has new textures and music. The music is all music from metal bands I like. The textures are based on open source stuff for doom made with an open source license that I happen to like.
I have tested the early and later maps. The early ones are very easy, just like the first 10 or so Hell Revealed maps. Tbe maps after map12 get much harder, with hordes of tough enemies thrown in... It gets even worse after map16 when you start running into hordes of revenants and archviles. By map21 archviles get used in insane concentrations and it becomes brutally hard....
Screenshots are below:
I am doing a run on my dailymotion doom channel of these mapsets in Doom RPG/Doom RLA with some other mods included... A download link to these mods can be found here... There is a random map generator, random 10.1 included.... Play the maps it makes in the doom rpg mods at your own risk... I suggest watching my latest video on my channel before attempting to play maps in these mods... Especially ones made with normal/normal difficulty or higher!
A Blog focusing on Doom Modding, Doom Editing and Random Map Generation of Brutal Slaughtermaps.
Showing posts with label Challenge Wads. Show all posts
Showing posts with label Challenge Wads. Show all posts
Tuesday, April 24, 2018
Saturday, November 18, 2017
Masochistic Death Doom 2 megawad trilogy Remade....
Last December and earlier this year, I constructed the Masochistic Death Doom 2 Megawad trilogy : A set of 3 modified randomly generated Doom 2 megawads that were tributes to 3 megawads I made by hand that I no longer have on my computer due to A) People trashing the first one in youtube videos and twitch streams and B) Me deleting them in a fit of guilt.
Masochistic Death 1 was originally made last december. It was a tribute to my second made megawad (the one that got trashed). It came out ok. I used a tweaked oblige 7.37 to make it, then retextured it. The original wad was a tribute to my 3 favorite doom megawads, and so was this. Masochostic Death 1 came out ok... Some levels were good, some were not.
I made part 2 and 3, tributes to the sequels of that failed megawad (Torture and Insane doom), earlier this year. They were both INSANELY hard, so hard that I had to scrap them... I didn't want them to be THIS Hard... Level 1 of the second one for instance had you fight a partially invisible super fast archvile in the first room with nothing but an automatic shotgun. It was too hard.... And since the first part was too badly done I decided to remake the trilogy recently.
I put together masochistic death 2.0 5 days ago, using a tweaked version of oblige 7.70, that was tweaked to change textures to make them look better mostly. It came out a lot better than expected. maps 1-12 were easy, like the original failed megawad, but once I did map13-20 I amped up the difficulty greatly, making them hell revealed difficulty. By the time Map21-30 came the difficulty became totally insane for the end of the wad, starting to put in tons of archviles.
I made sure I retextured the levels in Masochistic Death 2.0 with the same textures the failed megawad had... That was important. CageTextures for Episode 1, EternalDoom/Retres for Episode 2 and Epsode 3 had textures from a tweaked oblige I found on the Oblige Forums...
That difficulty would be dwarfed by masochistic death 2 and 3, which I remade last night... I used the same oblige 7.70 version I used to make Masochistic death 2.0. This time I amped up the difficulty to rediculous extents. The first map of each was easy but anything beyond that.... hardly.. Maps 2-11 of masochistic Death 2 were hard as hell, with tons of arch viles in map 2 especially. masochistic Death 3 had 50+ archviles per level in maps 2-11! By the time map12-20 came, the difficulty would be increased even more, to have shit tons of hard enemies, and masochistic Death 3 had tons of cyberdemons too in these maps. Episode 3 was insane in both wads... I made sure Masochistic Death 3 would have the most insane finale possible, so I made sure all monsters in monster control were set to INSANE!
Masochistic Death 2 had different textures than the original torture.wad. Instead of IKbase, then Fear Textures then CageTextures, It had NMNCorp textures for episode 1, Modded Oblige textures (mentioned above) for Episode2, and CageTextures For Episode3. Masochistic Death 3 Had CageTextures in Episode 1, Just Like Insane Doom, But had different textures for episode 2 and 3, the original had tons of new textures for episode 2 and 3, this remake used Doom64 textures for episode 2 and modded oblige textures for episode 3.
Overall I think these came out great. Whether I release these levels or the hell revealed pack ones is up in the air now. I will let you know about that later, maybe around November 31'st or so...
Screenshots:
Masochistic Death 2.0
Masochistic Death 2
Masochistic Death 3
Over the next few Days I will be testing these wads in DoomRPG and DoomRLA, my favorite mods to test such wads in, due to how easy they make wads like this. I already have half of Masochistic death 2.0 tested, I will get up to map20 tonight.... Then I start Masochistic Death 2 and 3 testing after that...
Masochistic Death 1 was originally made last december. It was a tribute to my second made megawad (the one that got trashed). It came out ok. I used a tweaked oblige 7.37 to make it, then retextured it. The original wad was a tribute to my 3 favorite doom megawads, and so was this. Masochostic Death 1 came out ok... Some levels were good, some were not.
I made part 2 and 3, tributes to the sequels of that failed megawad (Torture and Insane doom), earlier this year. They were both INSANELY hard, so hard that I had to scrap them... I didn't want them to be THIS Hard... Level 1 of the second one for instance had you fight a partially invisible super fast archvile in the first room with nothing but an automatic shotgun. It was too hard.... And since the first part was too badly done I decided to remake the trilogy recently.
I put together masochistic death 2.0 5 days ago, using a tweaked version of oblige 7.70, that was tweaked to change textures to make them look better mostly. It came out a lot better than expected. maps 1-12 were easy, like the original failed megawad, but once I did map13-20 I amped up the difficulty greatly, making them hell revealed difficulty. By the time Map21-30 came the difficulty became totally insane for the end of the wad, starting to put in tons of archviles.
I made sure I retextured the levels in Masochistic Death 2.0 with the same textures the failed megawad had... That was important. CageTextures for Episode 1, EternalDoom/Retres for Episode 2 and Epsode 3 had textures from a tweaked oblige I found on the Oblige Forums...
That difficulty would be dwarfed by masochistic death 2 and 3, which I remade last night... I used the same oblige 7.70 version I used to make Masochistic death 2.0. This time I amped up the difficulty to rediculous extents. The first map of each was easy but anything beyond that.... hardly.. Maps 2-11 of masochistic Death 2 were hard as hell, with tons of arch viles in map 2 especially. masochistic Death 3 had 50+ archviles per level in maps 2-11! By the time map12-20 came, the difficulty would be increased even more, to have shit tons of hard enemies, and masochistic Death 3 had tons of cyberdemons too in these maps. Episode 3 was insane in both wads... I made sure Masochistic Death 3 would have the most insane finale possible, so I made sure all monsters in monster control were set to INSANE!
Masochistic Death 2 had different textures than the original torture.wad. Instead of IKbase, then Fear Textures then CageTextures, It had NMNCorp textures for episode 1, Modded Oblige textures (mentioned above) for Episode2, and CageTextures For Episode3. Masochistic Death 3 Had CageTextures in Episode 1, Just Like Insane Doom, But had different textures for episode 2 and 3, the original had tons of new textures for episode 2 and 3, this remake used Doom64 textures for episode 2 and modded oblige textures for episode 3.
Overall I think these came out great. Whether I release these levels or the hell revealed pack ones is up in the air now. I will let you know about that later, maybe around November 31'st or so...
Screenshots:
Masochistic Death 2.0
Masochistic Death 2
Masochistic Death 3
Over the next few Days I will be testing these wads in DoomRPG and DoomRLA, my favorite mods to test such wads in, due to how easy they make wads like this. I already have half of Masochistic death 2.0 tested, I will get up to map20 tonight.... Then I start Masochistic Death 2 and 3 testing after that...
Labels:
Challenge Wads,
Doom2,
DoomRLA,
DoomRPG,
Games,
Gaming,
Random Map Generators,
Randoom
Friday, November 17, 2017
Masochistic Death Doom2 Mapset Maps 1-12 completed with ZERO DEATHS! That's right people! ZERO DEATHS!
So I decided to do another playthrough today. I chose Masochistic Death, a Modified Randomly Generated mapset to play. It was designed to be a tribute to a wad that everyone in the damn community trashed that I made. It had a similar texture theme in episode 1 and 2, similar gameplay, but this time the randomly generated maps made it much better looking than the original wad It is a tribute to..
So I decided to play maps 1-12 in a playthrough on youtube. I got up and no one was home so I jumped all over the chance to do maps 1-12. Pretty good run I had. As usual I was playing it in the mods DoomRPG and DoomRLA, which are RPG mods for Doom 2. I built a pretty damn strong character in it, a demolitionist with a lot of Vitality, Strength and Defense. I had leveled him up to level 29 or so by map12 which is quite good. Spent lots of skill points to get skills I needed. Got good armor and a good arsenal of powerful weapons, some assemblies, some not, to help me clear the levels.
Maps 1-4 were easy. I had absolutely no issues with them. By map 4 all I had for weapons were a super shotgun, Tactical rocket launcher, and a Starting Mirv Launcher I decided to save for later. By the time I got to map 5 however, the maps got way harder. I got a thompson, and it saved my rear end in map05, when I had to fight 15 revenants in one room, Twice. I got a BFG soon after and in one hilarious member, I ran into a narrow hallway filled with enemies to BFG a nightmare Archvile that was behid them, that had to be killed Right then. I ran out and took very little damage, which was great. Then I got to map06-07 and they were harder than map01-04 but much easier than map05. I survived them only to stumble into map08, 09 and 10. The first of these was no harder than map07. 09 and 10 were much tougher though..
Map09 had lots of hard enemies in it. I survived it because I used the MIRV Launcher I had saved up a lot. By this point I also had a High Powered plasma gun I assembled and a good Auto Shotgun as well. That all helped a ton on map10, which was the toughest map I played on the run, overall. I ran into tons of barons of nightmares in map10, because I was doing a mission to kill 6 of them to get a weapon in DoomRPG. But the real challenge when I had to fight a cyberdemon that got replaced by 2 bruiser brothers. These guys were like the bruiser demons on the beastiary but harder, faster and meaner. I managed to autoshotgun them to death because the MIRV launcher did nothing against them, they just ignored the damage from it!
Map11 and 12 were quite easy in comparison. That ended my run, which to my surprise at the end, had no deaths in it at all! Overall there were a lot of places where I could have died, the Bruiser Brothers Fight, the Nightmare Archvile in Map05, the Revenant horde in the earlier portion of that level, and more. But I didn't die once, which was insane... I finally equalled my feat I did in Complex Doom last winter where I beat 32 slaughtermap levels without dying once in Complex Doom + LCA.
So I decided to play maps 1-12 in a playthrough on youtube. I got up and no one was home so I jumped all over the chance to do maps 1-12. Pretty good run I had. As usual I was playing it in the mods DoomRPG and DoomRLA, which are RPG mods for Doom 2. I built a pretty damn strong character in it, a demolitionist with a lot of Vitality, Strength and Defense. I had leveled him up to level 29 or so by map12 which is quite good. Spent lots of skill points to get skills I needed. Got good armor and a good arsenal of powerful weapons, some assemblies, some not, to help me clear the levels.
Maps 1-4 were easy. I had absolutely no issues with them. By map 4 all I had for weapons were a super shotgun, Tactical rocket launcher, and a Starting Mirv Launcher I decided to save for later. By the time I got to map 5 however, the maps got way harder. I got a thompson, and it saved my rear end in map05, when I had to fight 15 revenants in one room, Twice. I got a BFG soon after and in one hilarious member, I ran into a narrow hallway filled with enemies to BFG a nightmare Archvile that was behid them, that had to be killed Right then. I ran out and took very little damage, which was great. Then I got to map06-07 and they were harder than map01-04 but much easier than map05. I survived them only to stumble into map08, 09 and 10. The first of these was no harder than map07. 09 and 10 were much tougher though..
Map09 had lots of hard enemies in it. I survived it because I used the MIRV Launcher I had saved up a lot. By this point I also had a High Powered plasma gun I assembled and a good Auto Shotgun as well. That all helped a ton on map10, which was the toughest map I played on the run, overall. I ran into tons of barons of nightmares in map10, because I was doing a mission to kill 6 of them to get a weapon in DoomRPG. But the real challenge when I had to fight a cyberdemon that got replaced by 2 bruiser brothers. These guys were like the bruiser demons on the beastiary but harder, faster and meaner. I managed to autoshotgun them to death because the MIRV launcher did nothing against them, they just ignored the damage from it!
Map11 and 12 were quite easy in comparison. That ended my run, which to my surprise at the end, had no deaths in it at all! Overall there were a lot of places where I could have died, the Bruiser Brothers Fight, the Nightmare Archvile in Map05, the Revenant horde in the earlier portion of that level, and more. But I didn't die once, which was insane... I finally equalled my feat I did in Complex Doom last winter where I beat 32 slaughtermap levels without dying once in Complex Doom + LCA.
Monday, September 25, 2017
Nuclear Meltdown TC for Duke3d is being worked on... First Slaughtermap TC for the game ever!
Well, while working on an update last night for my youtube channel, I decided that I would end up making a TC for Duke3d based on maps my Map Generator for Duke3d (Randuke) produces. I had already made one years ago but it came out bad. So I decided to redo it with new maps.... I posted a TC trailer on youtube 15 minutes ago, for this TC, which is entitled "Nuclear Meltdown".
Nuclear meltdown is a Duke3d/Shadow Warrior/Blood TC for eduke32. It uses maps made by randuke, and has 11 new maps. The 1st 4 are lameduke/duke3d themed, the next 4 are shadow warrior themed, and the last 3 are blood themed. There are no secret levels in it. It's just normal linear progression from map to map.
In the story of the tc, Lo Wang, Caleb and Duke get together in a bar in some city. Aliens, Ninjas and Cultists attack and bomb the bar to eliminate the threat of all three heroes being together. One survives the others die. You get to choose the one that survives to fight the united horde of Duke3d Aliens, Blood Cultists and Ninjas from Shadow Warrior.
Nuclear Meltdown is the first Addon for Duke3d that contains more than 1 level and has slaughtermap gameplay. Slaughtermaps for duke3d do exist but they are very rare. This is the first levelset to embrace Hell Revealed type enemy placement for duke3d...
Here are some screenshots:
Nuclear meltdown will be released next month. I am releasing the map generator and mod now but the levelset will have to wait. I have to test it. It does have 11 maps and I don't know if they are beatable yet... More info on that will be posted here on updates and on my channel...
Here is the release Trailer:
Nuclear meltdown is a Duke3d/Shadow Warrior/Blood TC for eduke32. It uses maps made by randuke, and has 11 new maps. The 1st 4 are lameduke/duke3d themed, the next 4 are shadow warrior themed, and the last 3 are blood themed. There are no secret levels in it. It's just normal linear progression from map to map.
In the story of the tc, Lo Wang, Caleb and Duke get together in a bar in some city. Aliens, Ninjas and Cultists attack and bomb the bar to eliminate the threat of all three heroes being together. One survives the others die. You get to choose the one that survives to fight the united horde of Duke3d Aliens, Blood Cultists and Ninjas from Shadow Warrior.
Nuclear Meltdown is the first Addon for Duke3d that contains more than 1 level and has slaughtermap gameplay. Slaughtermaps for duke3d do exist but they are very rare. This is the first levelset to embrace Hell Revealed type enemy placement for duke3d...
Here are some screenshots:
Nuclear meltdown will be released next month. I am releasing the map generator and mod now but the levelset will have to wait. I have to test it. It does have 11 maps and I don't know if they are beatable yet... More info on that will be posted here on updates and on my channel...
Here is the release Trailer:
Tuesday, July 18, 2017
The Ultimate Hell Revealed Pack gets totally Revamped...
I've been working hard over the last 2 days, working on revamped versions of the hell revealed pack wads.... Due to this, the originals were scrapped and never released. I had issues running the hell revealed pack wads in scoredoom, and due to this the new ones were created using a batch file system to generate megawads from randomly generated mapsets... The old ones were built from scratch using zip files containing new enemies and textures, and were renamed to .wad files after the randomly generated mapsets were loaded into the zips...
The ultimate hell revealed pack is a randomly generated set of Hell Revealed Tribute wads I have been working on for a few months.... I am a huge fan of slaughtermaps for doom 2 and I play tandomly genned ones in Scoredoom quite often.... I made these because hell revealed to me is the first true slaughtermap megawad made for doom games and a pioneer of the gameplay style that so far has only been seen in doom games...
The new system has some advantages. The big one is scoredoom compatibility. Other advantages is that the wads are no longer zdoom only.... The disadvantages are minor, only 1 theme per wad rather than 3 now... That's a minor issue at best...
The new wads are made and I am working on testing them to see if they are hard enough for me... That's all I care about. Don't want these to be easy... In map1-11 tests of the new hr4,5 and hr666 that I did today, they were quite difficult, with me dying quite often in them, even on easy. That's more of a sign of my lack of competence at doom than a sign they are too hard (I suck at maps like these, I just like to play them, don't ask why)...
Here are some screenshots I took during my tests...
HR4 Revamp:
Hr5 Revamp:
Hr666 Revamp:
More info will come later people...
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