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IlyaPashchenko

Warrior (megawad for Doom 2)

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Oh HELL yeah! A Doom95 compat megawad clean out of nowhere? What an awesome day!

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Wow, that one came out of nowhere. A full megawad is quite ambitious for a first project!

 

I shall play this with one with the .MID the way id did replacement soundrack!

 

EDIT: In MAP01, to the east of the Spider Mastermind, there is a fake wall that I can go through, but there is nothing there except Demons waiting to get teleported in.

Edited by Rudolph

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Played the first level with Chocolate Doom - seemed appropriate to do so. 

What the hell was that? Quite daring for an entry map, to say the least.

I can already sense some strong '90s vibe (the "playable" ones) in this pack, intriguing. 

If I had to guess, this is something you had sitting in your PC and working on and off for the last, like, 20 years. That's what it feels like : )

Cool!

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Awesome to see a new megawad come out of nowhere from a new member. I've only played the first map so far, and it was a very interesting start. I don't think I've played anything quite like it, and it's got me excited to see the rest of the wad. The only real issue I had was the cyberdemon guarding the red key. Unless I was missing something, the fight involved a ton of waiting. It was difficult to get the other monsters to infight with the cyberdemon, and I could only hit it with the plasma for brief periods of time while the platform was going down. So after I cleared out all of the other monsters, I spent a lot of time just standing around waiting for chances to shoot at it. 

 

That said, I was surprised by how much fun I had dealing with the archvile and its squadron of zombies. The encounter was tricky but didn't feel frustrating, and made for a pretty wild start to the wad.

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21 hours ago, Rudolph said:

Wow, that one came out of nowhere. A full megawad is quite ambitious for a first project!

 

EDIT: In MAP01, to the east of the Spider Mastermind, there is a fake wall that I can go through, but there is nothing there except Demons waiting to get teleported in.

 

Thanks, this is my 3rd project, but 1st I've decided to publish ))

 

MAP01 - did you mean the fake wall after the lava river? When you pass it, you'll return back to the poison lake near the first building.
Or what?

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Fake wall.jpg

 

Passing through it did not teleport me, I just find myself hitting an invisible wall. Only the demons were teleported away.

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On 10/25/2023 at 11:25 PM, RataUnderground said:

It's a pretty weird 01 map, I have to admit.

 

Great battle, cool video!

 

It's so nice when a player understands the author's ideas and implements them in gameplay. ))

 

As for the fight with the Cyberdemon, you've been messing around with him for quite some time. )) There are at least three different tactics in this dungeon to make it faster. ))

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On 10/26/2023 at 3:05 AM, s4f3s3x said:

Played the first level with Chocolate Doom - seemed appropriate to do so. 

What the hell was that? Quite daring for an entry map, to say the least.

I can already sense some strong '90s vibe (the "playable" ones) in this pack, intriguing. 

If I had to guess, this is something you had sitting in your PC and working on and off for the last, like, 20 years. That's what it feels like : )

Cool!

 

Thanks! Not 20 years, but some years )) It's not my business and even not my main hobby, so I took my time ))

But I like it and now working with next wad.

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13 hours ago, Rudolph said:

Fake wall.jpg

 

Passing through it did not teleport me, I just find myself hitting an invisible wall. Only the demons were teleported away.

 

Understood you.

 

You're right, nothing to do there )) It's just demon's home. Beacuse of the difference between floors is 24 units, you can pass there, but it's just small cave. It has teleport for monsters only. You can go into and out by legs ))

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On 10/25/2023 at 11:25 PM, RataUnderground said:

It's a pretty weird 01 map, I have to admit.

 

 

By the way, you've missed some pretty secrets ))
If you had found it, you would have more powerful weapons sooner.

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On 10/26/2023 at 5:59 AM, jmac said:

Awesome to see a new megawad come out of nowhere from a new member. I've only played the first map so far, and it was a very interesting start. I don't think I've played anything quite like it, and it's got me excited to see the rest of the wad. The only real issue I had was the cyberdemon guarding the red key. Unless I was missing something, the fight involved a ton of waiting. It was difficult to get the other monsters to infight with the cyberdemon, and I could only hit it with the plasma for brief periods of time while the platform was going down. So after I cleared out all of the other monsters, I spent a lot of time just standing around waiting for chances to shoot at it. 

 

That said, I was surprised by how much fun I had dealing with the archvile and its squadron of zombies. The encounter was tricky but didn't feel frustrating, and made for a pretty wild start to the wad.

 

Thank you very much!

As I said before, it’s very nice when the author’s ideas are appreciated and understood by the player.

 

As for Archvile - yes, it's a trick to create tension in the game from the very beginning. ))
It seems that your enemies are simple - only people, but you kill them, and they are respawn again and again until you get tired of killing. )) On the other hand, the more you kill them, the more weapons and ammunition you can then collect on these stairs.

 

As for the fight with the Cyberdemon, I wrote above that there are at least three different tactics. I will not reveal them here so that other players don't lose interest too. I will only note, that here (and in many other places of this and other levels of this megawad also), you should actively use “friendly fire” (or monster infighting). Or pay attention to the 4 Invulnerability powerups ))

 

Thank you, I hope you enjoy the next levels too, and this whole story.

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13 hours ago, galileo31dos01 said:

For some reason the shotgunner's small angry face in the last picture made me chuckle. How mad he looks that he can't start the train anymore.


)))

I like the "Subway" level too ))
Using the standard Doom-2 textures I was able to create some interesting stuff on this map ))

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i played first 9 maps nice visuls but layout is rather similar and combats too didnt like so much slow lifting platforms 

there are inescapeable pits too in map 2 and 5 i guess

here is my demos for first 8,9 maps

prboom cl2 uv skill used

  3.4.zip

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Dude! For your first publicly-released megawad, this is ambitious and creative. I was a little underwhelmed when I saw all the vanilla sprites and textures, I thought it was going to be a straightforward by-the-numbers debut that was testing the waters. But it's what you did with these resources that's impressing me so far (can't remember which map i'm up to but it's in the teens). There are some kinks to iron out but so far, it's pleasantly surprising and i'm having a great time.

 

(P.S. In case it's a spoiler - your use of a particular thing at the end of MAP10 was devilishly crafty and well hidden, the best i've personally seen a mapper use it.)

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Well, this wad caught my attention when it was released and I decided to play the 5 first maps , and I what I can say is :

 

I love it. I play it on DOOM2.EXE and I'm addicted.

 

Warrior is probably one of the strangest release of that year. I've seen classic megawads but that one looks like it was supposed to be released in the 90's. There is no custom music, nor custom texture, nor custom anything. It's Doom, plain and simple. This wad is a time machine.

 

However, I want to warn you that Warrior is tough and is way harder than the Iwads both in terms of progression and combats. This mysterious author notably does a copious usage of Bosses. You meet at least one cyberdemon in each level. Map 01 is long and particularly rich in combat. It gives a pretty good idea of what's in store .

 

IlyaPashchenko went wild and gave a big middle finger to conventional mapping. It's definitely not a wad made for everyone. Personally, I get a kick out of playing with saves and not trying to max it out.

 

Now here is a brief review of the 5 first maps . I didn't finish map 02 because it's broken.

 

Map 01 : A particularly long map set in various battlefields. A particularly controversial opening which shows that Warrior is aimed at a niche audience.

 

Map 02 Well, that one has imposing remparts. I like this pseudo-medieval theme. Unfortunately, the gameplay is disastrous here. The progression is too wacky and annoying. Climbing the remparts require some tedious switch-hunting and above all, this map is extremly broken : You can be stuck in some pits and you can easily get a VPO once you reached the top of the castle. Moreover, I used noclip because I didn't understand I had to shoot on a far switch. This map needs a lot of revisions.

 

Map 03 : This quick map shows how oddly polished this wad can be in terms of combats. There are several monsters on pillars and you have to be methodical in order to create infighting. However, the slow elevator at the beginning is painfully long.

 

Map 04 This a cruel map but the hellish subterrean caverns are beautiful to look at.  This map includes: a bit of platforming, arch-viles and mancubus placed behind false walls, groups of monsters on moving pillars. Difficult map which required several saves.

 

Map 05 : My favourite one. At some point, you end up in a large canyon full of monsters and it becomes a big infighting mess. It looks like old-fashioned slaughter, with groups of barons to be eliminated at SSG. 

 

NB : The author like to write the map's name somewhere in the level. Pretty amusing.

 

Here are my videos

 

 

 

 

 

 

 

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Taking a break because i'm stuck on MAP21 - I just cannot figure out how to cross the lake (?) and get over that bridge thing in order to progress.

 

The game does start to lose momentum once the player reaches the Your Own City episode, to be honest. The constant switch-hitting becomes tedious and I had to idclip my way though more than one map just to figure out how to get to the next encounter.

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And my adventure continues , and my love towards this wad as well. I can't say I like all the design presented but I admire your ability to deliver a unique experience without using custom resource. This wad shows a lot of creativity and passion from its author.

 

Now I found some critical bugs which you must rectify if you aim for vanilla compatibility :

 

- Map 10 doesn't run on DOOM2.EXE nor Chocolate Doom. It has too much scrolling linedefs. The original exe tolerates a maximum of 64. I had to launch with Crispy Doom instead.

 

- There is hard-to-miss VPO in the fleshy room in which the map's name is written in Map 08. (Check at 4:15 of Map 08's video for an exemple)

 

- Another VPOs in map 09 which occurs at one of the extremities of the arena, if too many sectors is lowered. (Check at 5:05 of Map 09's video for exemple)

 

- In Map 08 , pits you can see in 22:37 for instance seem inescapable if you fall in.

 

- Less critical but lot of HOMS appear in map 08, in the Spider Mastermind's courtyard. By the way I found a missing texture under the yellow key (check at 16:27 of map 08's video)

 

- Same for the maps with gigantic outdoors : Map 07 and Map 09

 

 

Now here is a brief review of each map :

 

- Map 06 : That was a nasty one, between the unusual highly damaging floor, the slow lifts and the uncomfortable movements. Those make backtracking particularly difficult. I have mixed feelings about this map but it's clearly inspired.

 

- Map 07 : I really like this odd Map 07. The central zone becomes a big slaughterfest once you lowered all the walls hiding the wave of ennemies.

 

- Map 08 : Really beautiful castle out there ! I appreciate how the high architecture makes me feel compressed, as if I were one of the prisoners who had to escape. Progress is very chaotic near the SMM.

 

- Map 09 : Boring quirky map. Could be more engaging if they were more enemies and maybe less power-ups.

 

- Map 10 :  A large underground tech-base which was a pleasure to unfold ! The room with the arch-vile infinite turrets was the only part I disliked.

 

 

Here are my videos for map 06 to 10 , really excited to play the next ones !

 

 

 

 

 

 

 

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On 10/28/2023 at 10:06 PM, Zahid said:

i played first 9 maps nice visuls but layout is rather similar and combats too didnt like so much slow lifting platforms 

there are inescapeable pits too in map 2 and 5 i guess

here is my demos for first 8,9 maps

prboom cl2 uv skill used

  3.4.zip

 

Thanks! 

I'll take a closer look at your demos later. But for now I will only note that:
- there are no inescapeable pits on maps 02 and 05 (I will check ypur gameplay in demos later):
- judging by the part of your demo that I have already seen, I could recommend more carefully exploring the area where you find yourself in order to use the features of this area in your battle tactics. I try to make sure that in my levels you not only need to run, but also think and explore the area.

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On 10/29/2023 at 1:29 AM, Goldar said:

Dude! For your first publicly-released megawad, this is ambitious and creative. I was a little underwhelmed when I saw all the vanilla sprites and textures, I thought it was going to be a straightforward by-the-numbers debut that was testing the waters. But it's what you did with these resources that's impressing me so far (can't remember which map i'm up to but it's in the teens). There are some kinks to iron out but so far, it's pleasantly surprising and i'm having a great time.

 

(P.S. In case it's a spoiler - your use of a particular thing at the end of MAP10 was devilishly crafty and well hidden, the best i've personally seen a mapper use it.)

 

Thank you very much for your feedback!
1. If you write me a list of mistakes, I will see how to correct them.
2. Using standard Doom-2 graphics is exactly my goal. I wanted to implement all my ideas on standard graphics. By the way, pay attention to the bus wheels on map 32. ))
3. I’m glad that you appreciated the idea at the end of map 10. I’ll tell you, you can deal with this thing yourself, but the Cyberdemon’s shots can also help.

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20 hours ago, Roofi said:

Well, this wad caught my attention when it was released and I decided to play the 5 first maps , and I what I can say is :

 

I love it. I play it on DOOM2.EXE and I'm addicted.

 

Warrior is probably one of the strangest release of that year. I've seen classic megawads but that one looks like it was supposed to be released in the 90's. There is no custom music, nor custom texture, nor custom anything. It's Doom, plain and simple. This wad is a time machine.

 

However, I want to warn you that Warrior is tough and is way harder than the Iwads both in terms of progression and combats. This mysterious author notably does a copious usage of Bosses. You meet at least one cyberdemon in each level. Map 01 is long and particularly rich in combat. It gives a pretty good idea of what's in store .

 

IlyaPashchenko went wild and gave a big middle finger to conventional mapping. It's definitely not a wad made for everyone. Personally, I get a kick out of playing with saves and not trying to max it out.

 

Now here is a brief review of the 5 first maps . I didn't finish map 02 because it's broken.

 

Map 01 : A particularly long map set in various battlefields. A particularly controversial opening which shows that Warrior is aimed at a niche audience.

 

Map 02 Well, that one has imposing remparts. I like this pseudo-medieval theme. Unfortunately, the gameplay is disastrous here. The progression is too wacky and annoying. Climbing the remparts require some tedious switch-hunting and above all, this map is extremly broken : You can be stuck in some pits and you can easily get a VPO once you reached the top of the castle. Moreover, I used noclip because I didn't understand I had to shoot on a far switch. This map needs a lot of revisions.

 

Map 03 : This quick map shows how oddly polished this wad can be in terms of combats. There are several monsters on pillars and you have to be methodical in order to create infighting. However, the slow elevator at the beginning is painfully long.

 

Map 04 This a cruel map but the hellish subterrean caverns are beautiful to look at.  This map includes: a bit of platforming, arch-viles and mancubus placed behind false walls, groups of monsters on moving pillars. Difficult map which required several saves.

 

Map 05 : My favourite one. At some point, you end up in a large canyon full of monsters and it becomes a big infighting mess. It looks like old-fashioned slaughter, with groups of barons to be eliminated at SSG. 

 

NB : The author like to write the map's name somewhere in the level. Pretty amusing.

 

Thank you! This is not even a simple feedback, but a real review. ))
I'll watch your videos later.


On map 02, indeed, I see that there are gameplay errors that I did not notice. I think I'll fix it.

PS. You're right about map's titles inside maps. )) I noticed that in warrior.txt too.

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19 hours ago, Goldar said:

Taking a break because i'm stuck on MAP21 - I just cannot figure out how to cross the lake (?) and get over that bridge thing in order to progress.

 

The game does start to lose momentum once the player reaches the Your Own City episode, to be honest. The constant switch-hitting becomes tedious and I had to idclip my way though more than one map just to figure out how to get to the next encounter.

 

Thanks!
Please, show me the point on map 21 where you stuck, and I'll try to help.

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