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WG KNEE DEEP 1 (NEW RELEASE)  "NEW RELEASE"

#1

WG KNEE DEEP 1 (RELEASE)
wgkd1.map

Requires eduke32

Ultimate DooM e1l1 and e1l2 combined into one level using True room over room, with Lunar Apocalypse style theme.
SP DM and COOP.

Posted Image
Posted Image

Attached File(s)

  • Attached File  wgkd1.zip (4.08MB)
    Number of downloads: 138

17

User is offline   Mike Norvak 

  • Music Producer

#2

Congrats on the release!
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#3

It Is a straight remake of that addon minisode for WGREALMS 2 old version or It Is a WG series own thing? They got the same title.

This post has been edited by Fantinaikos: 07 November 2024 - 09:06 AM

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#4

This is a WG own thing. :P I already explained what the map is.

Quote

Ultimate DooM e1l1 and e1l2 combined into one level using True room over room, with Lunar Apocalypse style theme.

1

User is offline   Seb Luca 

#5

Impressive work, GG :)
1

User is offline   LakiSoft 

#6

Looks great judging from screenshots. keep up good work WG
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#7

Starting in 7 hours.



This post has been edited by William Gee: 09 November 2024 - 01:54 AM

2

User is online   DNSkill 

  • Honored Donor

#8


This was a lot of fun! Despite being remakes of E1M1 and E1M2, this map stands on its own with a unique way of combining the Doom layouts together and making it more fitting for Duke's Lunar Apocalypse environment. Most other maps done like this play it far too close to the source which never really offers a new experience. This time, it has familiar areas but still feels like a whole new adventure for Duke to explore. The reactor room was a cool feature having to time the shrinker just right. Tense battlelord placements that I luckily was able to defend myself with the shrinker with. Overall, this was really cool!<br>
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#9

View PostDNSKILL5, on 09 November 2024 - 08:08 PM, said:


This was a lot of fun! Despite being remakes of E1M1 and E1M2, this map stands on its own with a unique way of combining the Doom layouts together and making it more fitting for Duke's Lunar Apocalypse environment. Most other maps done like this play it far too close to the source which never really offers a new experience. This time, it has familiar areas but still feels like a whole new adventure for Duke to explore. The reactor room was a cool feature having to time the shrinker just right. Tense battlelord placements that I luckily was able to defend myself with the shrinker with. Overall, this was really cool!<br>


Thanks! I enjoyed watching you in the reactor room. :D And its great also to watch you on the hardest as I made that specifically for you, fun to see how you use slimmers to suck enemies up too!
Trying to make something Dukeish out of the levels was a real challenge, at first wanting to use ALL doom maps then changing down to 4 maps then down to just 2 of the maps. :D

View PostMike Norvak, on 07 November 2024 - 08:11 AM, said:

Congrats on the release!


Thanks! hope you enjoy.

View PostSeb Luca, on 07 November 2024 - 11:32 PM, said:

Impressive work, GG :)


GG Thanks! :D

View PostLakiSoft, on 08 November 2024 - 11:49 AM, said:

Looks great judging from screenshots. keep up good work WG


Thanks! hope you enjoy.
3

User is offline   Paul B 

#10

Lots of creativity poured into this map. I haven't played Doom in over 26 years so my memory wasn't fresh. However certain areas of this map definitely brought back the memories of the originals. The map for me was a real mind bender but I played it on Come Get Some and it was a real challenge but thankfully there were amble supplies to keep me going. Great map, and for anyone whose interested I've uploaded it on my site here: WG Knee Deep 1 and welcome anyone to write a review of this map so I can publish the review on my site. (I only found 9 out of 18 secrets). I found the map to be glitchy in Polymost, and I didn't bother using Polymer but it played just fine in Classic for me. I spent a good 3 1/2 - 4 hours in this map if not more as it took me two days to find my way to the end. But I was on the edge of my seat the entire time. One small thing I noticed was wall aligned sprites would flicker for me as I suspect they were placed directly against the wall causing them to glitch, but not a show stopper. This may also have been brought on because I was using the Classic renderer and not the Polymer one. No recommended renderer was mentioned in the readme.txt file so I just stuck with classic.

P.S
I wish I had more time to play maps and I know there's probably a lot of William Gee maps I haven't had a chance to get to. I'm looking forward to adding more of them as time permits.

This post has been edited by Paul B: 09 November 2024 - 10:46 PM

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#11

MSDN review https://msdn.duke4.net/hotwgkd1.php
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#12

View PostPaul B, on 09 November 2024 - 10:27 PM, said:

Lots of creativity poured into this map. I haven't played Doom in over 26 years so my memory wasn't fresh. However certain areas of this map definitely brought back the memories of the originals. The map for me was a real mind bender but I played it on Come Get Some and it was a real challenge but thankfully there were amble supplies to keep me going. Great map, and for anyone whose interested I've uploaded it on my site here: WG Knee Deep 1 and welcome anyone to write a review of this map so I can publish the review on my site. (I only found 9 out of 18 secrets). I found the map to be glitchy in Polymost, and I didn't bother using Polymer but it played just fine in Classic for me. I spent a good 3 1/2 - 4 hours in this map if not more as it took me two days to find my way to the end. But I was on the edge of my seat the entire time. One small thing I noticed was wall aligned sprites would flicker for me as I suspect they were placed directly against the wall causing them to glitch, but not a show stopper. This may also have been brought on because I was using the Classic renderer and not the Polymer one. No recommended renderer was mentioned in the readme.txt file so I just stuck with classic.

P.S
I wish I had more time to play maps and I know there's probably a lot of William Gee maps I haven't had a chance to get to. I'm looking forward to adding more of them as time permits.


Thanks Paul, Yes I didnt recommend a renderer cause I presumed it would work on all of them including classic, also I never use polymer.
Interesting that you found the map glitchy in polymost though. I do know there are some bugs around the rotating mirror room TROR bits, I think I had pressed t on the floor or something like that. One day I will fix that bug but for now I don't feel like touching the map. :D

I am surprised it took you 4 hours, I guess that was mainly searching or trying to work puzzles out? Glad you enjoyed it non the less.
1

User is offline   jkas789 

#13

Yoooooo this looks really good! How did I miss this?!
Congrats on the release William. I'm definitely playing this ASAP!
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#14

Running this in DukePlus without grief. Challenging and super fun. Thanks for yet another awesome release, @William Gee!
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#15

View PostformerlyTodd, on 13 November 2024 - 04:24 PM, said:

Running this in DukePlus without grief. Challenging and super fun. Thanks for yet another awesome release, @William Gee!



Great to hear it works on Duke Plus! :) Thanks!

View Postjkas789, on 12 November 2024 - 05:25 PM, said:

Yoooooo this looks really good! How did I miss this?!
Congrats on the release William. I'm definitely playing this ASAP!



Thanks, hope you enjoy!
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#16

Finished, I didn't have any glitching in the reactor room, or elsewhere really. I spent some extra time trying to find all secrets, but came up short by two.

This map calls out for a "secrets" list, imho!

Thanks again, WG, great looking and fun map :)
0

User is offline   Merlijn 

#17

Great map! I did encounter glitches with the reactor room (maybe this only happens with older Eduke versions?) but in the end I managed to complete the map :)

It was a very inspired choice to use TROR to stack E1M1 on top of E1M2, it's a cool twist on the familiar Doom remake concept.
Visually, the reactor room is the obvious standout, but I also enjoyed the overall look and the heavy lightning effects.

It's cool that we recently got another remake of E1M2, yet it's so different that both still feel fresh. Just goes to show you can still get creative with the same base material.
Thanks for the release ^_^

This post has been edited by Merlijn: 15 November 2024 - 08:18 AM

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#18

I used the stock DukePlus 251 (latest on ModDB) r9063-d498eaac9 in my playthrough. Loaded up the map just now and looked at the reactor carefully, and looks great to these eyes. 1920x1080 OpenGL, fullscreen, Polymer unchecked.

This post has been edited by formerlyTodd: 15 November 2024 - 12:46 PM

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#19

View PostformerlyTodd, on 14 November 2024 - 10:30 PM, said:

This map calls out for a "secrets" list, imho!


https://youtu.be/0NT...ZOxGq-GubJvPFmW

I am working my way through the time stamps.

This post has been edited by William Gee: 16 November 2024 - 07:48 PM

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#20

Found the two I had missed. The one after exiting the room with the transport shrinker secret was great. I need to get some headphones to hear those audio cues :)

Thanks again for this, and your whole body of work, WG.
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#21

Forgot to say thank you for posting the timestamps for the secrets B)

This post has been edited by formerlyTodd: 20 November 2024 - 05:57 PM

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User is online   MrFlibble 

#22

This is definitely an interesting take on the classic Doom levels. I expected it to be much darker though, in terms of suspense and atmosphere. In Lunar Apocalypse, there are some really creepy parts towards the end of the episode, but here I felt the general mood was rather neutral. The dead astronaut texture is used in several places, but seemingly never in such a context that would really evoke an unsettling, disturbing feeling.

I liked how you made an emphasis on the Freezethrower as the primary tool against higher-tier enemies, that's a refreshing gameplay change compared to the vanilla game.
1

#23

Thanks, perhaps if I made part2 it will be more like darkside.
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