xScavengerWolfx Posted October 9, 2022 (edited) Well i decided to release it now instead of waiting until the new year to do it. So here it is, the third installment of my solo wad know as Abandon: Shadows of darkness: Dark Abyss. This third episode took so so goddamn long to finish i was about ready to release it in a poor state but i push through and got it finished, so now i am happy to present the third episode of the solo ultimate doom wad. I also want to mention that there is a E4M1 but it's more of a teaser map to what i have planned for E4. I also plan on redoing the rest of E1 when i have the time to get back to it. I am doing a map for a community project since i need a break from Doom 1 mapping anyways, i need to get back into doom 2 mapping so doing a CP will help me get out of the rut and the burnout i had to deal with. I am going to include the midi composers in the next section which i left blanked for a reason until now. I am including screenshots along with the wad in the same folder so in case someone asks "Where's the screen shots at?" There in the same file with the wad. Finally i want to say thank you all for waiting for Episode 3 to be finished, i thank the people who made videos on my wad as well Sandwedge, the lamp, beserker and others i am missing but i will give them credit anyways. Now with that said please enjoy the third installment of Abandon: Shadows of darkness: Dark Abyss. ====================================================================================================================================================================================================================== Here are the midi's and the composers for the ultimate doom mega wad. The midi's and composers are as follow: Episode 1: E1M1 Midi - Deimos by Ofisil E1M2 Midi - Whipped and chained by Doomkid E1M3 Midi - Lullaby for the lost by Xulgonoth E1M4 Midi - Communion by Ofisil E1M5 Midi - Cyberhellish by Ofisil E1M6 Midi - Lair of the bitchmaker by Bucket (No not bucket head) E1M7 Midi - Seven Plagues by Ofisil E1M8 Midi - Escaping the Darkness by Myrgharok E1M9 Midi - Run and chainsaw by Ofisil Episode 2: E2M1 Midi - In her cold dead embrace by Varis Alpha E2M2 Midi - Echos by Zemystic E2M3 Midi - Darkest Halls by Ofisil E2M4 Midi - Trigger by Mr. Freeze & Bucket (not bucket head) E2M5 Midi - Behold! A god who bleeds by Lippeth E2M6 Midi - Stomping Grounds by Lee Jackson E2M7 Midi - Underlord by Jimmy paddock (jimmy) E2M8 Midi - Dethrone the tyrant by Manniacc E2M9 Midi - This is my boomstick by malestorm Episode 3: E3M1 - Chess from Hexen midi pack E3M2 - Anxiety by Ofisil E3M3 - In Utero by Ofisil E3M4 - Hell Beneath by Arsinikk (from the unused section of his midi collection) E3M5 - Fallen Monuments by Sanxalot (snax) E3M6 - Tribulation by Snaxalot (snax) E3M7 - Oblivion Eclipse by Varis Alpha E3M8 - Wretched Harangue by Dragonfly & Lippeth E3M9 - Awaken by Ofisil Title / intermission / end text midis: Title song - The demons from Adrian's pen by Robert Prince from doom 1 End game Midi - Heosphoros Intermission Midi - We are Hardcore! both Midis made by Ofisil ====================================================================================================================================================================================================================== Name: Abandon: Shadows of darkness Ep. 1 - Ep. 3 Wad: Ultimate Doom Source port(s) recommended: GZDoom & DSDA Doom Build time: Don't remember New textures: None New Music: Yes. A Mix tape of community midis Source ports tested in: GZDoom & DSDADoom map(s): E1M1 - E3M9 Bugs: Shouldn't be any bugs, if so please use the Raid X in the closet lol. Misc. Info: There will be an episode 4 when i get done with a community project. ====================================================================================================================================================================================================================== If you enjoy my Doom 1 wad, here is other works i've done as both solo and been apart of a community project. Solo work: I was only involved in two but i don't know what happened to Booked: A GZDoom community project so the only one i know that is out is Theme GAWAD #1. I did maps map 03 and map31. Please check it out, it was a great experience to work with a lot of mappers and get better at mapping as a whole. ====================================================================================================================================================================================================================== Here is the link to the wad: https://drive.google.com/file/d/15fdixt7mL_XE0SrX6EO2mbeW1vCMSNsf/view?usp=drive_link (The screen shots are included with the wad file) With that i am thankful for doing this and making a wad i feel like i put heart and soul in to make for entertainment and show that you don't need to be tied down to just doom 2 mapping, have fun with the limited stuff you have in doom 1, play around with it and see what kind of stuff you can do with just doom 1 resources. Enough ranting go play this and have fun with episode 1 2 and now 3 of my Ultimate doom wad. Edited December 28, 2023 by xScavengerWolfx : Decided to release early 10 Share this post Link to post
Kan3 Posted October 9, 2022 I tested in UV. It started great, in my opinion, nice e1m1, with a sort of e2 vibe that I always like (we need more inferno), but I have a couple of doubts about texturing and progression. It's all grey, like literally all grey textures, except for some red rock wall in the 3rd map, the rest is all grey bricks everywhere. aesthetically It becomes boring fast unfortunately. The sky helps, but you almost never see it except from the nice decorations on the ceiling. I said that the red rocks help a bit in map 3, but it's only a bit, cause the overall feeling is the same: bland The various lights spice the visuals up, but not that much, cause you didn't play with them a lot. The greyness and the base lighting always at the same level don't help at all. Doors: there's a lot of inconsistency about these, cause some of them are openable, some not, some are just walls, but they sometimes share the same texture making progression a slightly confusing. Basically I played half of the time with the automap opened to check where I could go. The same goes for the secrets: the secret walls textures are used on normal walls, making the search for the secrets a "press every wall around here" (luckily I have a automap). Also, half of the time I didn't even know what I did to open up a secret and some of them are not secret at all. Still on progression, I believe you've abused the "switch mechanic": I had to press so many of switches in a single map just to progress and open doors that it became tedious fast. Furthermore, sometimes I couldn't figure out what a switch did. Linedef trigger: you've quite abused of this trick too. Everywhere you go you trigger something, and that's usually not a bad thing, but if used too many times and especially for progression instead of traps, is not great. Talking about encounters instead: they're pretty flat. Basically all of the encounters are composed by a bunch or a single monster at your same height. There's no fight variation, not in height and not really even in environment, cause or it was in a corridor, or in a larger room. There are no tickling traps or challenging fights. So, if you put all of this together, a player would not get a very enjoyable run unfortunately, and that's a shame, cause I think there's a lot of potential in here to bring out great episodes, you just need to spice things up, to set free more creativity in both detailing (like simply adding support textures on walls, changing textures from a room to another, changing the floor, add liquids, windows etc.) and encounters (I perfectly understand these are meant to be a replace to e1, so I'm asking you to make hard and evil stuff, but to better exploit the few monsters strenghts with the environments) I know this may sound a lot harsh, but I specifically only listed the flaws (in my opinion of course) that could make this wad to appear "unappetizing" to most players. I'm still really curious what you'll come up with for the other episodes! 1 Share this post Link to post
xScavengerWolfx Posted October 9, 2022 1 hour ago, Kan3 said: I tested in UV. It started great, in my opinion, nice e1m1, with a sort of e2 vibe that I always like (we need more inferno), but I have a couple of doubts about texturing and progression. It's all grey, like literally all grey textures, except for some red rock wall in the 3rd map, the rest is all grey bricks everywhere. aesthetically It becomes boring fast unfortunately. The sky helps, but you almost never see it except from the nice decorations on the ceiling. I said that the red rocks help a bit in map 3, but it's only a bit, cause the overall feeling is the same: bland The various lights spice the visuals up, but not that much, cause you didn't play with them a lot. The greyness and the base lighting always at the same level don't help at all. Doors: there's a lot of inconsistency about these, cause some of them are openable, some not, some are just walls, but they sometimes share the same texture making progression a slightly confusing. Basically I played half of the time with the automap opened to check where I could go. The same goes for the secrets: the secret walls textures are used on normal walls, making the search for the secrets a "press every wall around here" (luckily I have a automap). Also, half of the time I didn't even know what I did to open up a secret and some of them are not secret at all. Still on progression, I believe you've abused the "switch mechanic": I had to press so many of switches in a single map just to progress and open doors that it became tedious fast. Furthermore, sometimes I couldn't figure out what a switch did. Linedef trigger: you've quite abused of this trick too. Everywhere you go you trigger something, and that's usually not a bad thing, but if used too many times and especially for progression instead of traps, is not great. Talking about encounters instead: they're pretty flat. Basically all of the encounters are composed by a bunch or a single monster at your same height. There's no fight variation, not in height and not really even in environment, cause or it was in a corridor, or in a larger room. There are no tickling traps or challenging fights. So, if you put all of this together, a player would not get a very enjoyable run unfortunately, and that's a shame, cause I think there's a lot of potential in here to bring out great episodes, you just need to spice things up, to set free more creativity in both detailing (like simply adding support textures on walls, changing textures from a room to another, changing the floor, add liquids, windows etc.) and encounters (I perfectly understand these are meant to be a replace to e1, so I'm asking you to make hard and evil stuff, but to better exploit the few monsters strenghts with the environments) I know this may sound a lot harsh, but I specifically only listed the flaws (in my opinion of course) that could make this wad to appear "unappetizing" to most players. I'm still really curious what you'll come up with for the other episodes! I want to start by saying thanks for the feedback. now after reading this i will admit that, i was expecting issues but i didn't realize that it was going to be a major issue with the switches and linedefs. I'm not saying i did it just to be an ass i figure at the time "oh maybe if i did this as a line def...then this door will open somewhere else". I mean i want to show off that i can be evil but at this time i'm taking a short break since i pumped like 4 maps in two months and i got the mappers burnout at the moment. The textures: since it's doom 1 i don't really have much to choose from, E1M3 for example was rough because all i had was white and red rocks to work with, but i didn't want to use the grey gravel textures for the walls because it don't look right to start with. The doors: I just place them there as temps since again this is doom 1, i don't really have much textures to work with like i do with doom 2. The lighting: I tried to make it where the lights were the brightest and non lights we're the darkest. I will play around with that some more when i get back into it. The secrets: I got no excuse for this one, i just suck at making secrets Progression: I just went back through the maps that are switch heavy and yeah i tend to get a little over board with the switches and trip wires. I know for the next update as soon i make more maps for it. i will rework some of the switches/linedef stuff so it's not so "abusive". Overall: I am a little upset and dis hearten to read that but honestly it's my first attempt at doom 1 mapping and getting feed back like this helps a lot. I say it helps a lot is because i can learn from it and be like "ok they didn't like this, but they loved this" or "this area was bad, but the monster placement was good and i got whooped quite a bit", now as far as harshness no it wasn't harsh but it did kinda damper my mood a bit but in the end that's what's criticism is all about, i mean if it was something super harsh or dickish then i would really pissed about it....but i thrive off of criticism and feed back to get better. "I'm still really curious what you'll come up with for the other episodes!" - I'm only doing ep. 1 at this time. If i was going to do ep. 2 i would have guess mappers involved that can do it better then i can lol. Again thanks for the feed back and when i get the map bug again, i will try and rework a lot of things and make sure it's harder and more evil. 1 Share this post Link to post
NiGHTMARE Posted October 10, 2022 (edited) Is not using custom textures a strict rule for the project? If not, obviously there's not much in the way of Doom 1 texture packs but you could compile your own - Jimmy-tex and the Community Chest 4 texture pack might be good sources for this, as they both include numerous modified Doom 1 textures. If you do want original textures only, maybe make use of BROWN96 and BROWNGRN to add some colour? 1 Share this post Link to post
xScavengerWolfx Posted October 10, 2022 57 minutes ago, NiGHTMARE said: Is not using custom textures a strict rule for the project? If not, obviously there's not much in the way of Doom 1 texture packs but you could compile your own - Jimmy-tex and the Community Chest 4 texture pack might be good sources for this, as they both include numerous modified Doom 1 textures. If you do want original textures only, maybe make use of BROWN96 and BROWNGRN to add some colour? As we speak i am re texturing the maps. And i want to keep it vanilla textures only because it forces me to get creative. As far as brown96 and browngrn i want to use it but i feel like they would drown out the map too hard and make it look "blah". I mean like i said before this is my first attempt at doom 1 mapping. I do more doom 2 then OG but hey i want to prove i can do it regardless of what it may turn out looking like. Just want to have fun mapping you know. 0 Share this post Link to post
NiGHTMARE Posted October 10, 2022 (edited) The BROWNx textures do look a bit bland when used on their own in large areas, but if you break them up & contrast them with other textures it can look great :) Here are a couple of examples - they do include a few custom textures & flats, but most of these are very similar to what can be found in OG Doom 1 (the nukage fall being the obvious exception). I've also found the BROWNx textures go well with COMPBLUE and REDWALL1. For that matter STONE2 can also look good when used with those: Edited October 10, 2022 by NiGHTMARE 4 Share this post Link to post
xScavengerWolfx Posted November 9, 2022 So a quick update about this wad. I am still working on this but taking a break since i'm starting to get burned out again. I did however finished my shovel ware wad i finally got back to doing. It is available through the post link and it took me three days to make 5 new maps for it. Anyways back to this topic: The next update will be when i get map E1M5 done and add more to E1M6 and E1M7. 2 Share this post Link to post
xScavengerWolfx Posted November 26, 2022 (edited) Update: 11/26/22 I finally got E1M5 finished and tossed into the pile, now all is left is E1M6 and E1M7 to finish. I'm still commanded to this no matter what. I started this solo project, i am finishing it even if it takes months of silence and no updating on the progress i will finish it. Now i want to point out that i made some changes in the midis that are in the map set. I changed the midi out from E1M5 and E1M8. I had for E1M5 Echoes by Zemystic and E1M8 Doom 1 Damnation E3M9 by Ofisil. I changed them out for system of a down Ego Brain and Something i can never have by Nine Inch Nails (NIN) which the midis we're remastered and redone by doomkid. Please go check out doomkid over on his YouTube channel and show him some support. Another point i wanted to make was this is the map set is meant for pistol starters since each level has weapons you find through out the levels. Now you can go through the entire wad with all weapons in hand...but that would beat the purpose of pistol starting each level. So please keep that in mind if you we're going to ask me why there this weapon in map E1M3 and such and such. So i decided to make a possible tease map for E2M1 called "thou shall not enter thy kingdom" I don't know if i want to do an Ep 2 map set since it's taking me this long to finish E1M5. If i ever do i will ask for help and maybe get some guess mappers in to make maps for ep. 2 which the ep. 2 is called Red lunar Eclipse...i know dumb name but i though it was cool. Final thing i want to touch on is if you are a youtuber or a streamer and you want to check this out for content, all i ask is send me a video of you playing it and your thoughts on it and a shoutout, it's not much but it dose help me get out there as a mapper to prove i can do doom 1 mapping and i can retain from putting a super shotty in and a massive pile of enemies in one room. I don't know when the next update will be so this threat might be really quite for a long while since i need to take a break from mapping and i'm starting to get really burnt out as well. But for now, please enjoy E1M5 and as mt. pain 27 always said "By the end of the day, it's about spreading the joy of doom". Also mt. pain if you ever find this thread and review it, i will accept any grade you hit me with. I give this update a grade C+, writing skills a D- lol. Please don't sue me. Edit: I finally figure out how to change the sky box. So now i can finally say that i used a custom sky box for my wad. I will give the person a shout out when i am finished with the last two maps. Edited November 29, 2022 by xScavengerWolfx 0 Share this post Link to post
xScavengerWolfx Posted December 6, 2022 Update 12/05/22: So the good news is i only have two more maps to finish before i make the full release announcement...the bad news is i don't know when i will finish the last two maps. Now i want to say that yes i'm still working on them both....but i'm starting to get mapper burnout from it though. I have updated the link to the wad since i've found out that i forgot to switch a line def number for the lift, my bad. Also i wanted to give a shout to Mechadon and there box o' skies texture packs. I always wanted to use custom sky boxes for my levels and so i found mek's sky texture boxes and i used them for all the levels, the title screen and credit screen. As promised Mek i'm giving you a shout out and if you want to use there sky box textures here's the link to it: http://mekworx.the-powerhouse.net/meks-box-o-skies/ So with that said i want to thank everyone who has played it even if you don't do videos or stream it and gave feed back on it. This is the last update i will give for now. The next one is when both E1M6 and E1M7 are completed and ready. I might add another level to E2 since i made a intro to E2 (that's if i ever do E2), but if i ever do it i will ask for help / get guess mappers in to do E2M2, E2M3, E2M4, E2M5, E2M6, E2M7 and E2M9, with E2M1 and E2M8 done by me. Again if i want to do an E2 for this project. Once again thank you for playing this if you don't even do youtube or stream, really helps me out as a map maker and it gets my name out there. I may not be a super badass talented mapper, but i like to do it in my own way and my own style. As dean of doom would say *"At the end of the day, it's about spearing the joy of doom". *Note: I still like that quote from Mt. Pain27 1 Share this post Link to post
BerserkerNoir Posted December 6, 2022 30 minutes ago, xScavengerWolfx said: Update 12/05/22: So the good news is i only have two more maps to finish before i make the full release announcement...the bad news is i don't know when i will finish the last two maps. Now i want to say that yes i'm still working on them both....but i'm starting to get mapper burnout from it though. I have updated the link to the wad since i've found out that i forgot to switch a line def number for the lift, my bad. Also i wanted to give a shout to Mechadon and there box o' skies texture packs. I always wanted to use custom sky boxes for my levels and so i found mek's sky texture boxes and i used them for all the levels, the title screen and credit screen. As promised Mek i'm giving you a shout out and if you want to use there sky box textures here's the link to it: http://mekworx.the-powerhouse.net/meks-box-o-skies/ So with that said i want to thank everyone who has played it even if you don't do videos or stream it and gave feed back on it. This is the last update i will give for now. The next one is when both E1M6 and E1M7 are completed and ready. I might add another level to E2 since i made a intro to E2 (that's if i ever do E2), but if i ever do it i will ask for help / get guess mappers in to do E2M2, E2M3, E2M4, E2M5, E2M6, E2M7 and E2M9, with E2M1 and E2M8 done by me. Again if i want to do an E2 for this project. Once again thank you for playing this if you don't even do youtube or stream, really helps me out as a map maker and it gets my name out there. I may not be a super badass talented mapper, but i like to do it in my own way and my own style. As dean of doom would say *"At the end of the day, it's about spearing the joy of doom". *Note: I still like that quote from Mt. Pain27 Glad to hear this is still getting completed, take your time. 0 Share this post Link to post
xScavengerWolfx Posted December 6, 2022 20 minutes ago, BerserkerNoir said: Glad to hear this is still getting completed, take your time. Oh i am, i don't really have a deadline nor do i want a deadline for this. But hey you know what they say "i'm in it for the long haul" 1 Share this post Link to post
xScavengerWolfx Posted December 22, 2022 I release it early because i finished it way ahead of time so it is up and ready to be played for all. Think of it as a early Xmas present from me. 1 Share this post Link to post
LadyMistDragon Posted December 23, 2022 Played about 4 maps or so. Very nice and atmospheric effort. Although personally, I would probably make the blue key in Vile a little more obvious or come up with something else because there are no cues to tell you that it's there. Some of the key placements were just flat-out bad, but that's something you're probably aware of. 1 Share this post Link to post
xScavengerWolfx Posted December 23, 2022 2 hours ago, LadyMistDragon said: Played about 4 maps or so. Very nice and atmospheric effort. Although personally, I would probably make the blue key in Vile a little more obvious or come up with something else because there are no cues to tell you that it's there. Some of the key placements were just flat-out bad, but that's something you're probably aware of. One: thanks, like i said in the read me i was going for like what snax did with stickeny, make it more like dark and gloomy. second: Yeah some of the key placements are bad especially E1M7 (trust me in a future update i am going to change that map a lot), but i made the blue key card room like a guessing game. Guess which panel lowers the lift to reveal the key card. When i get around to the first update i'll fix it where there is a clue or a hint to the blue key card. Overall i'm glade you're liking it. 0 Share this post Link to post
xScavengerWolfx Posted January 1, 2023 Here's another trailer for my wad. This will be the last one until i do ep. 2 2 Share this post Link to post
xScavengerWolfx Posted January 16, 2023 Sorry i've been quite about this update for a while since i didn't want to give false hope in case it didn't happen, but i want to give an update real quick that i am still doing reworks, bug fixes and remaking rooms for all levels, i am remaking E1M7 since i hated how rushed it was to make it. i am going to take a long while working on this because i need to iron out the kinks and fix the shitty key placements and redo rooms that need to be fixed from the old version, if you still have the first official release of Ep. 1 of this wad please keep it for review when the new update version comes out to make comparisons of before and after of the changes i've made. I do have a date set for the newer version or update 1.1 of this wad. I have settled on April i don't know when in April but sometimes in April is when it will be coming out. One last thing i want to say is i am going to be asking around if anyone want to help me with mapping for E2 of this wad. I will make a new post about it when the time comes but for right now i am not looking until i finish reworking E1. With that said as always if you have any feed back to give or videos you've made please let me know so i can apply fixes and rework issues anyone is having with the maps. 2 Share this post Link to post
xScavengerWolfx Posted January 28, 2023 Sorry for the long silence on this i want give a super quick update that yes i am still working on it but slowly because i'm getting mapper burnout again but it is getting done. I am also writing the story for ep. 2 where ep. 1 ended off at through text screen. I also made a updated version of the second read me file for the changes i made to the maps. the only maps i made changes on for the update are: E1M1 E1M2 E1M3 E1M4 E1M7 - Undergoing major changes E1M8 - major changes to map E1M9 Those are the maps that got the changes so far in the update. I have also changed out E1M7's midi because it wasn't sitting right with the theme of the map. One last thing i want to mention is i will be making a post for needing help with ep. 2 when that comes around, i do want to have guess mappers for ep. 2 and ep. 3 in the future, same goes with dehacked stuff as well. But that is for a later date for now the update for ep. 1 is going to get done first then i can think about doing all that other stuff. Once again thanks for reading and waiting on my slow a$$ on this, I didn't know doing solo projects was this mentally drain but i'm getting it done. 2 Share this post Link to post
xScavengerWolfx Posted January 30, 2023 (edited) . Edited March 21, 2023 by xScavengerWolfx 1 Share this post Link to post
xScavengerWolfx Posted February 21, 2023 (edited) I took the video down Edited April 3, 2023 by xScavengerWolfx 0 Share this post Link to post
xScavengerWolfx Posted May 29, 2023 (edited) Update: 05/29-30/23 I made an update on the page so please read that. Here is the trailer i made for episode 2: Edited May 30, 2023 by xScavengerWolfx 2 Share this post Link to post
xScavengerWolfx Posted August 23, 2023 Update: I am going to start doing the updates here instead of editing the entire post so for now on i will be doing the updates here and not rewriting the main post. So i want to say that i finished the redux / remix of E1M1 or i like to call it a Reduxmix of E1M1. I took some parts from the og map and made some changes to it and made new area's as well. The next one i am going to finish is E1M5, that is going to be done soon as well. As soon as there finished i will re upload the link so you guys can check them out. Think of it as a mini update not a full blown episode 3 is out up date. Speaking of episode 3 it's still in the works....but i've been kinda lazy and burnt out doing it. IT will be done don't worry, i just need to get some spark back in me in order to work on it. But when i re upload the link episode 3 is on there with the following maps done: E3M1, E3M2 (no monsters, weapons, health and ammo), E3M9, and E3M8. I am saying this now because i don't want to give a false sense of hope that i am finished with it and everything. You are more then welcome to check them out but if your going to do a video or stream it please do not show off episode 3, things might be changed around before release. So that is all i have for right now. I will try and keep up with updates on how things are going. 1 Share this post Link to post
xScavengerWolfx Posted August 28, 2023 Update 08/28/23: I just want to give a quick update on what's happening. I am almost done with E1M5 and once i have it finished i will be uploading the newer version of E1M1 and E1M5 along with the maps from E3. Like i said in my last update that i had E3M1, E3M2 (no monsters, weapons, health and ammo), E3M9, and E3M8 done and currently finishing E3M3. It is taking longer then normal to do because i'm getting mappers block and burnout at the same time. But i am hanging in there since i have put so much effort into this i do not want to stop now. I am also going to be doing some rewriting for credits of the midi composers since i don't remember where i found most of the midis i used so i am sorry if i didn't use your midi or remember the name of the midi. Speaking of writing i am going to be writing out the story of episode 3 and the ending of episode 3 as well, since yes this has a story to it. One last thing i want to mention that i am looking for feedback and it will help me out to fix any issues the maps have and what not. With that i want to thank you for reading this and everything. Release date is still unknown since i don't want to rush things but i will give more details on that when the time comes. 0 Share this post Link to post
xScavengerWolfx Posted August 30, 2023 Update 08/30/23: Ok, E1M1 & E1M5 remakes / redux is officially finished! I reuploaded the link to the wad so if you had plans on making a video on the wad please play the newer version of the wad. I am going to take a bit of a break so i can get irl stuff done before winter hits for me. But i am still going to be working on finishing episode 3 on and off at times. But if there is any issues or any bugs with the maps please let me know so i can fix them during my next session of updating stuff to this. Another thing i want to mention that once episode 3 is out i will not be doing episode 4 right after since i want to get feedback on all three episodes first then do episode 4 right after. I might ask around if anyone wants to do at least one map for episode 4 if not, then i can finish this on my own. Anyways enjoy the new versions of E1M1 and E1M5 of Abandon: Shadows of darkness. 0 Share this post Link to post
xScavengerWolfx Posted September 25, 2023 Update: 09/25/23: Almost an entire month with no update on the progress of my wad. Well i am changing that right now. First off i am really sorry for being very very quite about the progress of my Ultimate Doom Mega Wad, the reason for my absents is because i've been pushing myself into getting the final three maps finished so i can get them out the door in time for the deadline i set for myself. I will not reveal the deadline only because i don't know if i will make the deadline or not so for now i am keeping it to myself. Second: I am sorry in advance if episode 3 feels like it was lazy or feels like i copy and pasted stuff....well i did. I rip off my own work and change things around. I set a rule for myself that if i'm going to be copy and pasting something i rather copy and paste my own work then someone else, sounds dumb? Yes, yes it but at least it's my own stuff and not someone's else's work. Third: There is going to be another map that i am reworking as well, i will not say which one at this time since i am trying to get the last three maps in episode 3 finished and also i want to leave it as a surprise as well, speaking of reworking maps i might in the future before uploading it to Id games i might rework some maps that feel either too noobish or just lazy made, but for now i have no plans on uploading it to Id games right now, because it's not finished. Fourth: There is going to be an episode 4 but that will come later after i get some feed back on the first three episodes and fix some stuff / changes to the maps. I also took the time to write up episode 3 story in the read me so that will be updated and once i get episode 3 done i will be rewriting the entire post, giving new stuff and making a credits section as well for the midis and the composers of the midis. Always credit the composers when using there midis. Fifth: I am still looking for feed back on the first two episodes, if your a content creator on Youtube or Twitch, feel free to drop your videos or stream Vod here or tag me in it so i can watch it, give some story behind it and leave a comment for you. I really need the feedback because it helps me out a lot and helps me makes the maps better. I am not begging i am simply asking if you can, thank you in advance. So that is the update on what's going on. This maybe the last one for a while since i still have work to do so expect another month long silence from me, until then i hope you enjoy Abandon: Shadows of darkness: A Ultimate Doom MegaWad. 0 Share this post Link to post
xScavengerWolfx Posted October 18, 2023 Update 10/18/23 I will make this short since i am still in a bleh mood. I will be finishing E3 soon, i just have one more map to make then i can get started to the placements and what not. The reason why i have not been working on it now is because i am in a massive burnout phase of mapping at this time, i just needed to walk away from mapping for a bit i will say in advance that E3M4 is going to be bad only because it was a result of burn out hitting hard but also creativity burnout as well. E3 is still happening but i will qoute Id games from the late 90's when someone ask when will it be done... Id: "When it's done". I do also want to mention that since this solo project hit it's 1 year milestone i am planning on reworking some maps that really need it after i finish making E3M5 and doing the placements for the entire third episode. I am not giving up on this, not by a long shot. I am dedicated to this and i will see this through the end. And before you ask will there be an episode 4 for this, yes when episode 3 is finished. I always say it but i do thank everyone that has played this even if you didn't leave feedback or let me know of bugs that need fixing, i wanted to prove that even a doom 2 mapper like myself can make doom 1 maps that are fun but hard as hell. 1 Share this post Link to post
xScavengerWolfx Posted October 30, 2023 Update 10/30/23: I am still on my break from being burned out from mapping but i will be coming back to finish making the last map for episode 3. I have not forgot about this project, i've been getting over the burn out so i will make an update once i got E3M5 finished and the enemy placement as well. Happy Halloween everyone! 1 Share this post Link to post
discpaul Posted October 30, 2023 30 minutes ago, xScavengerWolfx said: Update 10/30/23: I am still on my break from being burned out from mapping but i will be coming back to finish making the last map for episode 3. I have not forgot about this project, i've been getting over the burn out so i will make an update once i got E3M5 finished and the enemy placement as well. Happy Halloween everyone! The most important thing is that you take your time without stress and with rest if necessary! ,) 1 Share this post Link to post
xScavengerWolfx Posted October 30, 2023 2 hours ago, discpaul said: The most important thing is that you take your time without stress and with rest if necessary! ,) I totally understand that, i just had to stop before i ended up doing what i did to E1M7 and E1M8. Boring, bland and rushed to met a deadline. But i am taking care of myself both physically and mentally 0 Share this post Link to post
xScavengerWolfx Posted October 31, 2023 Halloween Update: Real quick i want to say Happy Halloween everyone! I have slowly started to get back into finishing up E3M5, i still have burnout from hell but it will get finished. I am also going through some of the other maps from Episode 1 and Episode 2 map set to see what need to be reworked or remade (there are some that need it bad in my option). I am looking for feedback for the first two episodes thought because it will help me out on what i need to do to make it / fix any issues it has. With that said have a good halloween everyone and stay safe on this spooky night and remember, if you see an Arch-Vile in a grave yard summoning, give them the good ol' super shotty. 0 Share this post Link to post
xScavengerWolfx Posted November 7, 2023 Update: 11/07/23 I got back into working on E3M5 to finish it off so i can move on to doing placements of enemies, weapons and health in the maps. I am still taking it slow because i don't want to over do it and get burnt out again so i will say this, once i get it done i will rewrite the post and say that Episode 3 is finish and i am going to say sorry in advance if some of the levels feel rushed and crappy, that is because i was getting burnt out and i wanted to get them done as soon as i could. But with that i will return to getting episode 3 finished and sent off so i can rework some maps that need it (some of Episode 2 maps are going to needed them badly). I know i sound like a broken record but i do thank people for playing my ultimate doom mega wad. I do not know when i will make an update on this but i don't want this thread dying or being dormant for long period of time either, so this is the last update for a while. 0 Share this post Link to post