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Dee Legit

STANLEY: A tribute map to 'The Stanley Parable'

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2 minutes ago, Biodegradable said:

Congratulations on the release, Dee! I'm delighted to see this out now. :^)

Heck yeah, Thanks for testing the map back in December <3

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This looks amazing, lots of cool attention to detail. The first screenshot kinda makes me wanna get a framed E1M1 on my wall.

I'm getting an error trying to run it though:

 

image.png.800109f01672b8b5e76b423ab8e25242.png

 

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23 minutes ago, BeachThunder said:

This looks amazing, lots of cool attention to detail. The first screenshot kinda makes me wanna get a framed E1M1 on my wall.

I'm getting an error trying to run it though:

 

image.png.800109f01672b8b5e76b423ab8e25242.png

I feel very silly right now. Made a last minute change after making this topic and forgot the closing bracket. Uploading a fixed version now

 

image.png.8e74aa7f296f5b24d27d24977bde31b0.png 

Edit: fixed version uploaded

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I never really played the game, but saw a full playthrough on YouTube at that time, what a good occasion to immerse myself into it :D

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How long in minutes/hours can the map take?


And what is the target port of the map and the map format itself? I assume it's UDMF for GZDoom, given the idea?

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19 minutes ago, DRON12261 said:

How long in minutes/hours can the map take?


And what is the target port of the map and the map format itself? I assume it's UDMF for GZDoom, given the idea?

 

Yeah it's UDMF for GZDoom. Should of mentioned that, I'll edit it in.

It's about an hour of gameplay, I'd say

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Very elegant Doomcute, it makes the map memorable and gives a desire to return there again and again! The level also has some atmosphere similar to Doom 3, which is definitely a good design sign to me. I like the idea of pictures of the original Doom levels being on walls as well. Well done and keep up the good work!

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2 hours ago, Dee Legit said:

It's about an hour of gameplay, I'd say

 

Yep! I did it at my own pace, getting about 90% everything and the secret level, and it took me 58 minutes.

 

Spoiler

At the start I decided to play it like I would've played The Stanley Parable, and so I entered the secret level immediately. I think it was the right way to go - the new theme wouldn't have impressed me as much otherwise, but the way it did was just awesome. I could enjoy all the redesigned areas without worrying about endings or doors closing behind me.

 

The main part was fun too, even if many of the endings were just replaced by demon battles. There were some great touches such as the berserk secret and the megasphere secret, that one was just amazing. There was even a little skull! Lots of fun with portals, very appropriately (They showed a whole bunch of errors in the console btw, but it had no effect on gameplay). And of course, the music! That was awesome too. It got a tad monotonous listening to it on repeat for the most of the 45 minutes I spent on the main map, but with a track this long and good it wasn't much of an issue.

 

I'm not sure what the courtyard area was about. It made me think of a combination of myhouse.pk3 and The Beginner's Guide, or maybe the original Stanley Parable freedom ending too. A fun sequence regardless.

 

Other things I enjoyed included... the replaced death and pickup messages. The BFG really caught me off guard. All the 3D GZDoom stuff with repurposed rescaled textures. Additional stuff getting added to the beginning section over time. The inclusion of Sigil eyes, one of which let me traverse the Adventure Line backwards. I always wanted to go off track in this particular area of Stanley Parable, and now I'm finally satisfied. Finally, the countdown ending, and how instead of implementing something more GZDoomish, you went with the classic voodoo doll crusher. (Another little issue over there - in the corridor before the freedom button, the light is darker than the surrounding area under the ceiling lights, and there's some Z-fighting on the side walls right before the entrance to said corridor)

 

All in all, you have truly succeeded at making Stanley Parable 2. Maybe some time in the future, you'll be able to make the Ultra Deluxe version of STANLEY and add all the stuff you wanted. I'd certainly like being able to rocket jump over that pit of lava behind the red door.

 

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I love The Stanley Parable, and Ultra Deluxe, so naturally I had to give this a spin.
 

Spoiler

It was really cool how well some of the routes in the original were recontextualized as mandatory sections here, with setpiece fights at the end, though I often found myself feeling like I didn't have the right weapons, or wasn't playing in the mapper's intended order. A couple of the routes ended in some variant of "I don't know what to put here," but most of them were just plain fun. I also found one or two secrets that I'm pretty sure anyone who hadn't played the original would never have found, but didn't find the secret level on that first runthrough; maybe I'll have to look. I think my favorite bit was how jumping off the walkway leads to a crate-filled version of the office, and I also enjoyed the Backrooms secret, but couldn't escape it. (Was I meant to?)

 

Took me a while to find all the switches in the last fight. My knowledge of the original game didn't help, because in the ending which this replicates, there's no way to turn off the bomb. Eventually I did, but that was the only bit I really save-scummed. The visible voodoo doll crusher was cool, reminds me of Eternal Doom as well as being in the spirit of The Stanley Parable.

 

I like the music too, a nice mashup of all the Incompetech songs used in the Stanley Parable in the form of metal.

 

 

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This was a very nice experience! A challenge on UV, and I didn't 100% it, but I really like the architecture and feel of it. It's also very well scripted. Many of the "puzzles" are ingenious but well balanced. I didn't get stuck for long on any of them, even if I had to resort to some trial and error here and there.

 

Thank you for your work on this! I can see that a lot of love went into it.

 

Spoiler

I got the "Freedom" ending. Let's see if I can get another one if I replay... ;)

 

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I've only read about the original game, but it seems you've captured its essence well. It took me quite a while to find the 3-keyed elevator, maybe you could highlight it somehow. I played in GZdoom 4.10.0 and there were some other problems:

 

Mastermind can become stuck on the "stairs" near the yellow key area. Also, it seems all teleporter linedefs in the lava around this area are facing the wrong way.

 

Fence on the roof (with the arachnotron/fatso trap) is blocking shots. Also, lost souls can become stuck behind it, with no way to kill them.

 

All narration text are displayed for too short time. I haven't had much trouble reading them, but many people will. However, simply to increase their time could be counter-productive, too. IMO the most elegant fix would be to configure the texts so they would get flushed to the console. That way, slow readers could take as long as they needed to read them.

 

GZdoom reports many instances of these errors in MAP01 and MAP03:

Unknown middle texture 'PHOTO_04' on first side of linedef 14740
Warning: z-offsetting not allowed for interactive portals. Changing line 7230 to teleport-portal!

 

And these warnings during startup:

Texture NUMBERS is left without any patches
Texture CREDITS  is left without any patches

Edited by Caleb13

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Amazing, excellent work! I did play Stanley Parable a few times in the past, and its perfectly recreated,

not that you need to play the original game before playing this wad, it holds on its own for sure.

Loved all the details and secrets, I found 5 in total. Also missed like 7 monsters but I guess they were linked to secrets I missed.

The only thing I found weird was the elevator before the big fight with imps and Hellknights, it kept going up like it was bugged,

had to spam the switch after a while to get it down again, that and the text being a lil bit too fast.

The bonus map/bad ending was cool too.

Thanks for creating this homage, It was glorious!

 

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THE BEST TRIBUTE recreated in DOOM! The project should at least be mentioned at "Cacowards 2023"Great Job, Dee Legit! Even HERE I briefly mentioned your work.

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I made an account here just to say I came across someone playing your WAD and the music is beyond incredible. You did an exceptional job, and to my knowledge it doesn't appear to be posted anywhere! Do you still intend to upload the music as a standalone at some point? If you already have and I just didn't find it my apologies 

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After seeing a video uploaded by RoastDoom on YT I saw the original game and, no offense to Stanley parable fans but compared to the wad the game seems boring. I mean, no fighting? Bri'ish guy narrating? No thanks. I forgot to download this wad, so I'll do it today.

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On 4/27/2023 at 8:15 AM, Dee Legit said:

 

Yeah it's UDMF for GZDoom. Should of mentioned that, I'll edit it in.

It's about an hour of gameplay, I'd say

Built for GZDoom, but is it compatible with ZDoom? 

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