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MundyC

[NEW - v1.2] Austrian Avian Association (AAA) - Eight Levels of 1800s Fun

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After a month or so of deliberation, a new update appears! v1.2 of AAA is an all-arounder with tougher end-game fights, enemy and map tweaks, new custom textures/GFX/sounds, and more.

 

Unless a horrifying game-breaking glitch is found, this should be the last update to the first nine maps AND before I start work on the Post-Mortem epilogue. So, your potential speed demos might be fine going forward?

 

Anyways, go get it.

 

Changelog:

Spoiler

General:

  • Added quite a few custom textures for paintings, flags, and banners seen throughout the levels, as well as finer Doomcute details. There's too many changes in this category to list here.
  • Added a couple more Boom features such as transparent midtextures and ice physics.
  • Added some graphics for (G)ZDoom such as cursors and console backgrounds.
  • Reduced Das Kinder HP to 40 (from 50).
  • The final boss' HP has been bumped up to 9500 (from 6000).
  • Tweaked the broom so it's affected by cocaine (though not as much as the scissors).
  • Made a new sound for the general explosion sound (used by barrels, the Flamethrower, etc).
  • Added an ENDOOM screen.
  • Made a new (comfy) pause graphic.
  • Various tweaks and fixes.

MAP01: 

  • Replaced most of the Hunter snipers in the forested valley with Town Watch.

MAP02:

  • Added extra ammo in the exterior and circus tent areas.
  • Fixed a softlock involving the two trees next to the photo stand by the circus tent.

MAP03:

  • Added small amounts of extra ammo around the map.

MAP04:

  • Added a third Leather Armor near the starting area.
  • Added extra ammo around the map.
  • Added slight delay before the Maxim Gun/yellow key ambushes go off.

MAP05: 

  • Moved the Leather Armor in the boat hire to outside, behind the building.

MAP06: 

  • Beefed up the final fight by increasing the teleporting foes to 53, from 29. Small ammo pickups near yellow symbols are now large versions to compensate for increased enemy count, as well as some new walls to block tracers/Krampus flames.
  • Finally got rid of the annoying teleport spam when hitting the blue key switch in the final fight.
  • Made the northeastern Acrochordon more obvious.

MAP07: 

  • Added a hint to the primary objective of the level, near the mural at the start.
  • Increased the enemy count to 206 from 163. Most of them are in the two teleport ambushes. Ammo amounts have been increased, too.

MAP08: 

  • Added six more teleporter foes during the boss fight. Ammo has been increased to deal with them and the stregthened final boss.

 

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Well, that is an unusual choice of protagonist! I did not even know this was even a thing. Who knew Doom mods could be educational? :P

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Five maps in, no issue so far.

 

That being said, I have to ask: why did you make the Mosin-Nagant automatic, especially if it shares the same ammo pool as the Maxim Gun? I would suggest making the former semi-automatic instead, so it would remain useful later on as a precision rifle and a way to save ammo.

Edited by Rudolph

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I'm really enjoying this but I am absolutely stuck on map 7. Can anyone give me a hint?

Screenshot_2023-07-28-10-15-45-543_com.opentouchgaming.deltatouch.jpg

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I just finished this wad.
It was surprisingly challenging, but I still had a great time with it! I liked the main character and the funny noises she made, it's not everyday that you get to play as an old medicine woman. I love the Maxim-gun, it basically became my main workhorse for this wad.
I can't wait to see what else you have in store for future versions of this wad!

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On 7/28/2023 at 12:20 PM, 573V0 said:

I'm really enjoying this but I am absolutely stuck on map 7. Can anyone give me a hint?

 

What do you mean? There is also a Blue Portal there. And the exit is where the Staircase of Candles is created.

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I passed a New Project from MundyC. TC Atmospheric, New Guns and Monsters pleased. Yes, it will be a little difficult to pass on UV, but not so much that you yell after every death. And the locations are full of small details, which only pleases my eyes.

 

During the passage, I was only annoyed by finding the Keys on MAP07. They are so inconveniently located that they can easily be overlooked. Even with Freelook. Seriously, in The Eye Sockets Of The Skull? In A Dark Cave? How could you guess? No, really, it was only because of them that I suffered at the Level of 30 Minutes.

 

And from the Secrets I didn't understand how to open a Door with a Bunch of Guns on MAP06.

 

Otherwise, I am TC pleased that I have highlighted a separate opinion HERE.

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Completed the WAD!

 

That was a fun experience! Both the art direction and the gameplay where extremely satisfying, and quite unusual. The enemies, the art, the weapon system everything felt both familiar but also very unexpected. The WAD reallu feels like an entirely separate retro-game from OG, despite cleverly reusing many Doom elements.

 

Sadly, I did encounter a critical glitch on map 07: one of the two big scroller conveyors was stuck, and the monsters failed to appear.

But everything else went smoothly! This WAD is a Cacoward material, IMO.

Edited by Azure_Horror

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Ok, so I just finished AAA.

 

The experience from MAP01 to MAP05 was very pleasant and fun! I played continuously, so no pistol-starts.

 

Now, I can't say the same for MAP06 and MAP07, since, as already mentioned in the thread, the progression is too cryptic. I had to watch a video walkthrough on YouTube to get to the end of MAP07. I highly suggest changing the way to raise the final staircase, because it's just not clear currently. For the people that are stuck in this level, here's what you need to do:

Spoiler

You have to kill that black flying enemy that is just standing there (right above that Cyberdemon corpse, inside the stone opening). It's a passive enemy, so it only targets you once you attack it.

 

Screenshot_Doom_20231217_162004.png.681ae842dd162f45f7900dddbdb9d0eb.png

 

Here is the location on the automap:

 

Screenshot_Doom_20231217_162007.png.7a3fa1db83abfc396ef8ec32452a99dc.png

 

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This is a great mod and I've been enjoying it, but I'm currently stuck on map07. Could you please tell me how to raise the candle staircase? Thanks.

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Yep this WAD is amazing, perfect for playing now as it is now very cold and snowy in my part of the world : )
I am filling up on Fine Wine and Sausages : )

Edited by Junglist : edit

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