Parody Paradise V2

Parody Paradise V2




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Parody Paradise V2

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25-map episode of various speedmaps and other rejects that I've created over the past several years. Some of them are short gameplay experiments, and others are more developed maps that were part of an abandoned project idea. I've included them here in this episode because they would mostly go otherwise unreleased and eventually lost to the sands of time


Higher quality maps come first in the episode


Fun intended, quality not guaranteed; proceed at your own risk!


Multiplayer might work fine in these maps, but is completely untested


 On 5/2/2019 at 6:16 PM, Gez said:
 On 5/3/2019 at 5:05 AM, Tango said:
 On 5/3/2019 at 5:05 AM, Tango said:
 On 5/3/2019 at 5:05 AM, Tango said:
 On 5/3/2019 at 5:05 AM, Tango said:
 On 5/3/2019 at 2:06 AM, Lorenz0 said:
 On 5/4/2019 at 1:39 PM, Gez said:
 On 5/4/2019 at 10:16 PM, Killer5 said:
 On 5/4/2019 at 10:17 PM, Tango said:
 On 5/4/2019 at 10:17 PM, Tango said:
 On 5/5/2019 at 3:27 PM, Gez said:
 On 5/5/2019 at 3:01 PM, Odorousbag87 said:
 On 5/5/2019 at 10:00 PM, Tango said:
 On 5/5/2019 at 11:17 PM, Odorousbag87 said:
 On 5/5/2019 at 11:21 PM, Tango said:
 On 5/6/2019 at 9:30 PM, koren said:
 On 5/6/2019 at 9:30 PM, koren said:
 On 5/5/2019 at 11:28 PM, Odorousbag87 said:
 On 5/6/2019 at 9:30 PM, koren said:


Normalized damage across the board! Each player and monster attack now does a set, non-random amount of damage. The non-random values are generally what the average random version would be. A projectile formerly dealing between 10 and 20 damage would now do 15, for example.


 On 5/21/2019 at 9:22 AM, AschTheConjurer said:
 On 5/22/2019 at 2:07 AM, Fatalis said:
 On 5/22/2019 at 2:07 AM, Fatalis said:
 On 5/22/2019 at 3:33 AM, chowbar said:
 On 5/22/2019 at 3:33 AM, chowbar said:
 On 5/22/2019 at 5:09 AM, Tango said:
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By
Tango , May 2, 2019 in WADs & Mods




(last updated 10/11/2020 || alt download here if the link above doesn't work)

Paradise is a 7-map (5 main + 2 secret maps) ZDoom episode, packaged together with a custom gameplay mod crafted specifically for these maps. You do not need to read the mountain of text below to play the mod, but if you’re interested in getting a primer on all the gameplay changes before playing, go right ahead!


Doom 2 IWAD and GZDoom 4.0+ or Zandronum 3.0+ required. Hardware-accelerated rendering mode strongly recommended, both for visual and performance reasons. Make sure you bind your reload key! LZDoom should also work, but is untested. ZDoom 2.8.1 will also work, but performance will suffer as it offers software rendering only.


If you're looking for the standalone version of the gameplay mod in Paradise, called Supercharge, you can get it here in its own thread .


The maps have been balanced for pistol starts. Continuous playthroughs won't break anything, but resource balance will be off a bit.


Make sure you bind your reload key!


Plus maybe a handful of other monster tweaks that I'm forgetting...


Any and all feedback is very much appreciated :D


The kerning between the P and the A of the logo hurts me. P   ARADISE.


Otherwise, looks cool. I want to finish my max playthrough of Hell Forged first but I'll take on this probably tomorrow.


Very excited to try this out! Screenshots look great, gameplay changes sound interesting, etc.! Will take a couple of days for me though.


I finished playing through the whole thing and I have to say that I'm very impressed. All maps are very well designed, and leave me scratching my head how it's possible to make levels that are complex and simple at the same time. I never felt like I know where I am in a map, but found my way every time anyway. I guess they are pretty linear, but don't feel like it at all.


Visually, they're also top notch. Wherever you look, there are some gorgeous views to behold. Though after a while it is noticeable that many textures repeat a lot. So some places may lack distinctness. Other than that, amazing job.


Despite the fact that the wad is made for GZDoom, all maps feel very much like Boom. That may be due to features such as dynamic lights or 3d floors being nowhere in sight.


Gameplay-wise I'd say that it's very enjoyable. Most encounters are superbly designed and the combat is fun. The addition of new weapons and enemies really enriches the whole experience. It adds a unique flavour and personality to the wad, which I greatly respect. I have no issue with the new enemies, but weapons are a different thing. Most of them are good, but the assault rifle is really unsatisfying to use and stands out as the worst weapon in the mod to me. I love the idea of the Scrap Gun, but with the quad shotgun sprite I was kind of expecting it to be a lot stronger. I got the hang of it quickly, and it was a lot of fun, but I still feel like it's a bit underpowered. It's probably my favorite weapon so I'd like for it to be more useful, but it may be just a stupid bias.


I have one thing to say about the archvile fight in map05 (I think). I love the idea of hiding below the ground and coming back up to shoot, but I don't think it's executed very well. Mainly due to the fact that the holes are too small to get in them quickly enough. It's really hard not to run over them mid-combat, and I got blasted by the archviles more than I can count in the process. I didn't want to bother with that fight anymore, so I just cheated my way through.


The very last fight in the wad shared the same fate. It was really annoying to be forced to run on acid while not having any rad suits for such a long time. I also felt like there wasn't enough BFG ammo. It had a pretty interesting gimmick though. Maybe I just wasn't in the mood for slaughter.


One last thing. After including so many custom features into the wad, for the love of god, why didn't you change the invulnerability effect? Being blinded by a literal white screen is not my idea of a fun powerup. It's just my personal opinion, but any fight that uses a vanilla invulnerability sphere is automatically ten times worse.


But that's it from me. Great job Tango! This is an amazing wad and I'm really curious to see the continuation of this project, especially after that cliffhanger ;)


The only thing that threw me was the Scrapgun, which from the graphic I assumed would an actual quad-shotgun, rather than a rapid fire weapon. So I don't know if it's worth replacing the graphic with some sort of rotary shotgun. Eriance did a Streetsweeper some years ago.


The kerning between the P and the A of the logo hurts me. P   ARADISE.


looool ok that's fair, how about n   ow?


@Lorenz0 cheers mate, thanks so much for giving it a go and for all the kind words and criticism :D


Though after a while it is noticeable that many textures repeat a lot. So some places may lack distinctness.


for sure. one of my biggest weaknesses as a mapper is definitely creating visual variety D: that's a skill I'll try to develop more after this mapset is finalized. I'm in awe of all the other mappers nowadays that are able to simultaneously keep their designs feeling neat and clean, while also making things hugely varied, as it seems like a really tough balance to handle.


Most of them are good, but the assault rifle is really unsatisfying to use and stands out as the worst weapon in the mod to me.


I feel that :( I really struggled coming up with a solution to make a rapid-fire hitscan weapon feel as satisfying as the punch of all the shotties. did you feel it was unsatisfying because of something more topical like its sprites or sounds, or was it the underlying mechanics that felt unsatisfying to you?


I love the idea of the Scrap Gun, but with the quad shotgun sprite I was kind of expecting it to be a lot stronger. I got the hang of it quickly, and it was a lot of fun, but I still feel like it's a bit underpowered. It's probably my favorite weapon so I'd like for it to be more useful, but it may be just a stupid bias.


haha not stupid at all! maybe the sprites do play a big part in making it seem less powerful than it is (or at least, I think it is). I haven't done an actual DPS calculation for the weapon vs the SSG for example, but I think 1 full shot of the scrap gun does 150 damage vs the SSG's 210 per shot, so that's 600 damage vs 210 for a single "clip," but that is obviously offset a lot by the slow reload of the scrap gun, and its spread.


I have one thing to say about the archvile fight in map05 (I think). I love the idea of hiding below the ground and coming back up to shoot, but I don't think it's executed very well. Mainly due to the fact that the holes are too small to get in them quickly enough. It's really hard not to run over them mid-combat, and I got blasted by the archviles more than I can count in the process.


I can definitely see how that would be frustrating, I'm not sure how best to adjust it though :( I added these little raised walls on each pit to give you a sort of backboard that you could run into to prevent overstepping, and I've adapted pretty well to those backboards, but it is another thing the player kind of needs to learn about the fight. if the holes were much bigger I think viles on the edge would be able to target you even when you're at the bottom, which is why they are their current size. maybe the half-walls should all be the full 128px wide instead of just 64px?


The very last fight in the wad shared the same fate. It was really annoying to be forced to run on acid while not having any rad suits for such a long time. I also felt like there wasn't enough BFG ammo. It had a pretty interesting gimmick though. Maybe I just wasn't in the mood for slaughter.


definitely noted. I'll consider adding another rad suit and some more BFG ammo on non-extreme difficulties for that fight.


One last thing. After including so many custom features into the wad, for the love of god, why didn't you change the invulnerability effect?


hahah good point, I'll change this in the next beta :D


@Urthar thanks so much :D when I was first making the scrap gun I spent a while browsing around for other sprites to use, but I didn't feel like anything I saw (including all the old Demon Eclipse sprites) fit my two criteria of 1) visually meshing well with the other weapon sprites and 2) having sufficiently dynamic reload frames that weren't just the weapon lowering out of sight for a second while an implied reload happened. I probably won't get to changing the sprites at this point in this set, but I'll definitely do some exploration for alternatives afterward, as I intend to release and maintain the gameplay mod separately soon. rotating barrels sound perfect though, that would really be ideal. if we had any top-notch sprite artists in the community that did commissions I would totally jump on that


one of my biggest weaknesses as a mapper is definitely creating visual variety


You did pretty well with the secret maps though


did you feel it was unsatisfying because of something more topical like its sprites or sounds, or was it the underlying mechanics that felt unsatisfying to you?


I'm not sure, it just felt weak as hell, like a peashooter. I guess it's all of the above. I'm not sure how to change that for the better without remaking the weapon completely. But on the other hand I don't think you have to, since it's the least used weapon in the wad anyway.


I added these little raised walls on each pit to give you a sort of backboard that you could run into to prevent overstepping


Played the first few levels, I've reached the yellow key of Emerald Babylon so far, and did go through the secret levels. Continuous, default skill (tough). Gameplay is very, very tight -- perhaps a bit too tight for my tastes, in most encounters there's very little margin for error and I'm quite often overwhelmed by the mobs. Lots of reloading to get through an encounter. It's not unfair, though, there's always a way to get out of a fight largely unscathed if you maneuver well and have a bit of luck.


looool ok that 's fair, how about n   ow?


Better but they could still be brought closer to each other. The A and the R practically touch, so the same thing should be done with the P and the A.


Same for the in-game font, I noticed a "FA" pair somewhere, I wonder if it's possible to address this, perhaps (since the font is all-caps) a lower-case A could have a kerning value allowing it to glue itself to the previous letter while the upper case wouldn't? Anyway it's very very minor.


Despite the fact that the wad is made for GZDoom, all maps feel very much like Boom. That may be due to features such as dynamic lights or 3d floors being nowhere in sight.


Haha, don't click this spoiler then:


thanks so much for the feedback @Gez , it is greatly appreciated :D if you plan on finishing things out and playing map05 too, I think you would probably have a much better time playing that map on Casual, since the margin for error should be a bit wider in general, and map05 isn't super forgiving in the first place haha.


yeah good points about the kerning, I'll revisit the title pic in this post and do the same for the in game graphics too, since most all of the bigfont graphics are actual images I could pretty easily edit


MAP04 end fight: my strategy ended up being to run to the start once the enemies start flooding in and hoping an archvile blast helps me back to the teleporter. Then I can escape and let the enemies work out their anger issues among themselves. And honestly, I needed this cheesing tactic because when some poison clouds appear in the dense crowd, my FPS drop enough to make the fight unmanageable otherwise. Yeah, my compy is getting old.


I'm handling MAP05 okay so far, skipped out on most of the fight for the yellow key in order to rush to the escape teleporter, then I can go back to the entrance to taunt the crowd with a game of peekaboo until only a few cybies remained. Then they could be disposed of by peekaboo SSG and the monsters stuck in alcoves moped up.


Currently at 300/523 kills, 83/91 items, 2/3 secrets, getting psyched to trigger the next big fight.


Update: arch-viles love to make me jump. My strategy for the penultimate fight ended up being running all the way to the end with BFG, get rid of archies and pyros ASAP, preferably before they can even hurt me, and then get a relatively safe place from which to bombard the caco horde with the rocket launcher. However, during one my attempts, an archie blasted me beyond the bars. Thanks for the sequence break buddy, but that wasn't what I wanted, so reload. Now on to the ultimate fight, however, a friendly neighborhood arch-vile just spawned very close to me after hitting the switch, and long story short I got sent back up to the previous location. My priority was then to hammer away the diabolists with the rocket launcher so that I could stay longer on the ledge to incite infighting and just get a sense of what's happening. The bulk of the last onslaught could then be safely cheesed, now I just need to jump back down and mop up the remaining turret mobs.


Thanks to these cheesing techniques, I felt MAP04 and MAP05 ended up being overall easier than MAP03/MAP31/MAP32.


Suggestion: tag your weapons and enemies. Weapon names are shown when cycling through them if you've enabled the feature; monster names are shown when they're in the crosshairs in some HUD mods.


Really sick wad. Hopefully more people get to play this one. Don't really have much negative stuff to say about it to be honest.. wish there was more. Really dig the red vile especially.


I wish there was a more traditional style hud. That is my one complaint. The hud which is included has really small numbers and doesn't show me the statistics for all of my weapons' ammo supplies.


Will be using this as a baseline for pretty much any zdoom stuff I play in the future. Definitely my favorite thing to come out so far since the last cacoward season.


hahah I really appreciate you detailing your escapades Gez, I'd say the cheese was well-earned in this case. glad you were able to finish it out!


And honestly, I needed this cheesing tactic because when some poison clouds appear in the dense crowd, my FPS drop enough to make the fight unmanageable otherwise.


I didn't realize until recently that it's the ripper property of the poison clouds that's causing the performance issues in this fight. I'm considering changing them from rippers into passthru projectiles with A_Explode calls every few frames to help with performance, but I'd have to test out whether that would change their balance drastically or anything.


Suggestion: tag your weapons and enemies. Weapon names are shown when cycling through them if you've enabled the feature; monster names are shown when they're in the crosshairs in some HUD mods.


aha great call, I will definitely do that. I really ought to do some testing with some HUD mods too to make sure nothing else is severely broken if it can be prevented. thanks again Gez :D


Really sick wad. Hopefully more people get to play this one. Don't really have much negative stuff to say about it to be honest.. wish there
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