David Does Doom - Belly of the Beast

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  • Опубликовано: 30 сен 2024
  • Belly of the Beast is another level from Makros the Black's "Do Demons Dream of Beheaded Bunnies"! www.moddb.com/...
    Patreon: / davidxnewton
    Join or view the request list: doom.teamouse.net
    Title artwork by / foxboy83arts
    My visual WADs are available at forum.zdoom.or...

Комментарии • 10

  • @makrostheblack4791
    @makrostheblack4791 4 месяца назад +6

    Thank you so much for playing this David! I'm glad you didn't have a hair pulling experience! XD
    I honestly wouldn't have minded if you had cheated to give yourself a super shottie / all weapons, given that pistol starts are not intended.
    Please feel free to do so for that last level if you like... a player potentially has all weapons after "Belly of the Beast" anyways. (If they find the yellow key and the secret that opens...)
    OOOH, I didn't realise you went down the elevator at the start on accident, before getting to take in that room. It's the location where you obtain the red skull key in the first level. ;D That elevator would have taken you back up, as well. Although once you make the choice of easy / hard, it's locked off.
    I'm going to post a video soon, that shows an example of the difference between easy and hard path options. It can be hard to tell the differences just playing through as they tend to be a subtle for the most part... extra monsters during key fights. Altough level 1 has an example of a nasty trap that springs when taking the hard route, but doesn't during the easy route. Level 11 has the first example of entirely different monsters appearing in an encounter, dependant on choice. (imps on easy path, chaingunners on hard). I might tag you in the comments when I do! :P
    @1:20 That's correct. Every level has 5 secrets. 3 normal, 1 Super Secret (require shooting Evil eye Sigils to access) and 1 Shout out easter egg (requires actually finding the small sliver of Fireblue somewhere in the level and shooting it... and I do mean 'small sliver of fireblue'... they are intentionally obscure and easy to miss... ).
    @1:53 Oh yes, that linedef affected things the moment you stepped over it. Had you gone the hard path, a number of Hell knights and a Baron would have spawned in the room below, making those imps and shotgunners a much tighter fight.
    @3:58 This area and a few others actually ended up getting some extra detailing and cover added just before V0.03 went live! :)
    Yep... hit scanners are ammo fodder! :D
    @6:21 Jumping is fine for the version you have, as I sent you a pre-release copy of V0.03... also, you're pistol starting so... it's only fair! But no jump and no crouch are hardcoded in the live copy of that version. That's carrying forward into V0.04, which is now close to being released.
    @7:50 You just unleashed hell! Love it!
    @9:17 Shoot the faces...
    @9:54 I think that's just about the best compliment I could hope to receive! I was absolutely trying to get that Classic Doom feel as I am creating this with the mindset of an expansion to the vanilla campaign.
    You're not wrong. There are a few areas throughout the WAD that I am going to go back to and add detailing as I continue to work on the overall megawad. This room is one of them. Gameplay and flow get the bigger share of my focus, particularly in levels like this one, where I have a concept in mind, but no real layout plan. This map grew entirely out of the level 'speaking' to me and telling me how it wanted to evole... iiiiiiiif that makes any kind of sense at all, hahahahaha. Others, like level 12, I have a very strong mental image of the layout already in mind from the start.
    @10:36 }8D Red teleport pads are always a trap in this megawad... although they sometimes grant access to secrets as well... or in this case, just offer a decent reward for the effort.
    @11:15 Nobody at all! Not even myself! I always make platforming gaps rather small for that reason... and platforming in general to a minimum. Level 6 is the only other level with any so far and those platforms are so close together, they may as well be stairs.
    @12:41 Now that was an heroic dash for safety! :D This room has more detail now. I honestly can't remember if those changes made it into the live version of V0.03 however.
    @14:56 It is a De'Lorean, yes! XD It's a photo I took at a convention a few years back. All four images on those monitors are photos I took. Next to the De'Lorean is a platform at Brisbane Train Station around midnight. The other side has a photo I took at a music concert and the final image is a photo I took of a ship wreck.
    @16:12 Shoot the skulls to reveal a switch that will lower the skull textured pillar in the secret back in the computer room... you'll find the yellow key, which opens a secret... (The yellow door is a secret area).
    @18:22 The Fireblue is up near that fountain, it opens the door near the chess game. ;)
    @22:06 There are just enough Shotgunners to be one final nuisance before the exit! hahaha.
    @22:23 That is the lead singer of Combichrist, it's a photo I took at a concert a few years back.
    @23:59 I've really wanted to take my time with the aesthetic detailing on this level as it's meant to be showing that this section of the temple is being overgrown by this weird fleshy growth that appears to be alive, possibly turning the temple itself into a living, breathing demon. I want it to look 'just right'! :D
    What a fantastic job of pistol starting the level! I genuinely haven't even tested pistol starts out as they aren't intended. (Mostly due to an interview I saw with Sandy Peterson where he said that was probably a regret with Doom... he tested everything with pistol starts and balanced it accordingly... the result being that the Spider Mastermind was a cakewalk by the time it was reached, because people had all the weapons from playing through).
    Great run! :D
    Thank you so much for playing through "Belly of the Beast"!
    I am so grateful for that assesment at the end! It's nice to know that constructive criticisms fell just where I expected them to... that being the visual details, as they are something I've always intended to 'flesh out' and refine over the course of working on the full 32 levels.
    FYI: Your Fireblue shoutout is now finally in the wad... and people will be able to find it in level 11, when Version 0.04 gets launched... probably within the week! (And yes... it involves a chainsaw directly behind the starting location! ;P )

    • @bjwaters
      @bjwaters 4 месяца назад +3

      For half a minute, I wondered if the player was expected to solve the chess puzzle somehow. (Not that there's any pushing things in Doom.)

    • @makrostheblack4791
      @makrostheblack4791 4 месяца назад +2

      @@bjwaters XD The chess set was merely decoration. I'm not that advanced yet and yeah, I'm using vanilla format, so no actor movers or conveyor belts available.
      The game laid out on the board is already actually well and truly over. The taller pieces are the Kings and one Queen, the shorter pieces with crown looking things on top are Bishops and the Rooks are probably the most recognisable pieces... being essentially short castle towers.
      The Queen has the opposing King in checkmate.

    • @Qoko88
      @Qoko88 4 месяца назад +2

      Maps are looking pretty cool, definitely agree with some of David's suggestions for polishing but that aside... I could never make this. One word of note from a relatively experienced player: not designing maps for pistolstart can be frustrating given players can die on a difficult fight blind and then end up not having the weapons to get anywhere. If it's ZDoom format you can force saves, but as I don't think this is, that might be something worth considering.

    • @makrostheblack4791
      @makrostheblack4791 4 месяца назад

      @@Qoko88 Thanks! I've actually been doing some detailing work on this level since submitting it. The visual polish was the one aspect of this level I never considered complete, so I was pretty happy to hear it be the bulk of David's commentary! :D
      I actually loved David's idea for a parapet overlooking the chess game so much, that I went and added that in just last night!
      With regards to pistol starting... That was a matter I weighed up very carefully before making my decision and in the end, it was something that Sandy Peterson once mentioned in an interview that swayed my decision to avoid pistol starts.
      He said something along the lines of that being a regretful decision, because whilst it did allow players to continue from a death, without reloading a save... it did result in the Spider Mastermind fight being extremely weak... because he had balanced it for a pistol start... which was a pretty decent challenge...
      However, most people played through consecutively, like a campaign, meaning they had all the weapons and ammo by the time they got there, making the fight trivial at best.
      "DDDOBB?" is very much intended to be a consecutive campaign experience, so I decided the "reload a save, if you die" route over the "pistol start if you die" route was the better fit, although I was aware that not everyone might like that. :D

  • @JediMB
    @JediMB 4 месяца назад +3

    Wow, the RUclips video compression did a lot of violence on the game's textures.

  • @makrostheblack4791
    @makrostheblack4791 4 месяца назад +1

    Just a follow up to say, I wasn't able to tag you in the comments, but I did post that easy / hard option comparison video, if you care to check it out. I've also run with your idea regarding the parapets near the chessboard and they really did make a nice addition to that area!
    Thanks, once again! Both this video and your video for level 1 have provided some very helpful feedback!

  • @lecoindugamer7644
    @lecoindugamer7644 4 месяца назад +1

    Sunlust one day? Just kidding this WAD is exhausting and extremely difficult

  • @NikoKozlowitz
    @NikoKozlowitz 4 месяца назад +1

    19:00 DOUBLE K.O.

  • @zasandfan1922
    @zasandfan1922 4 месяца назад +2

    I love all these different maps you play through.