My thoughts on the Cacowards recognition
DOWNLOAD: >>>download from idgames<<<
Bitter Dream is a set of 10 MBF21 maps with all original music composed by me, intended to take you on a dark, cosmic journey with a variety of gameplay and a loose narrative thread. Maps start off easy and escalate to fairly challenging by the end by most reasonable measures. I expect Bitter Dream to take most players between 5-6 hours to complete, as there are a few longer maps in the set. As such, it has been divided into 3 distinct Episodes via UMAPINFO and ZMAPINFO support, which represent good stopping points for your play session. Difficulties are fully implemented, but coop is not: Bitter Dream is a fully solo adventure.
Targeted ports are DSDA and GZDoom. No Jumping or Crouching. Maps are balanced for pistol start.
CHANGELOG
Spoiler
RC6.1
Fixed missing player blocking lines in Map 5 (how the hell did I miss those??)
Fixed an incorrect flat in Map 6 that I kept forgetting to fix :)
Changed a couple monster closets in Map 7 that got jammed up on Vortale's stream so they are no longer conveyor belts
More automap cleanup in Map 8
RC6
Map 1
- Fixed a small texture misalignment
Map 3
- Added a few shells to the "surprise dimension"
- Added the ability to backtrack to the "surprise dimension" after the final battle
Map 4
- Fixed being able to bump the RL and red key before lowering their pedestals
Map 6
- Fixed the long plaguing non-blocking bars :)
- Fixed a broken sky transfer I never noticed somehow
- Increased the time limit to leave the fight where you get the PG
Map 8
- Fixed various texture misalignments
- Fixed softlock in the RL area
- Deleted a misplaced stimpack in the ruined map 1 area
- Fixed some bars that weren't blocking in "myolden world"
- Fixed a gap where you can fall thru the floor at the end
RC5.1
- Fixed the HOM and misaligned textures in Map 1
- Added Peccatum's revised ENDOOM
RC5
Several maps have had adjustments made.
- Map 1 - Notably altered some progression to hopefully make it easier to understand. There's now more immediately obvious causality between an early switch and the path it unlocks. Same thing with the switches in the chaingun area - these should now hopefully be more obvious. Fixed a soft lock that escaped notice for forever.
- Map 2 - Turned an out of bounds jump into an unmarked secret. Good luck!
- Map 3 - Fixed a few odds and ends
- Map 8 - Fixed the doubled up secret so there should now only be 5 total. Changed the speed that the platforms at the end raise, hopefully preventing the rocket boost exploit...hopefully. Additionally cleaned up some midtexture oddities I had missed. The ruined Map 1 found in one of the "side worlds" still reflects the pre-RC5 version of that map. A nice tongue in cheek detail for anyone who might notice ;)
RC4
- Addressed a few softlocks
- Fixed texture issues in several maps
- Mitigated the cheese strategy in Map 3's final fight
- Fixed the problem with monsters getting stuck in Map 9 that I introduced in the previous update
- Other random odds and ends
RC3
- Removed several redundant switches in Map 6
- Fixed some broken monster closets in Map 8
- Retooled Map 9 so that it's hopefully way less susceptible to cheese
RC2
- Added a new modified Pump Shotgun sound courtesy of @numsOic. Should sound much punchier now!
- Tweaked Map 8 midi
- Map 1 soft lock addressed
- Map 3 soft lock addressed (not actually a soft lock but a very obtuse way to backtrack is now much more clear)
- Map 8 ammo balance in one area substantially bolstered. Sorry again @TheShep:D
- Fixed some broken sky transfers in Map 8
Spoiler
Spoiler
Episode 1: The Annihilating Light
01 - Paradoxica / MIDI: "The Hierophant"
02 - The Surrender / MIDI: "Home"
03 - Voidhome / MIDI: "Catastrophizing"
Episode 2: Call of the Void
04 - Ashes of the Stars / MIDI: "The Tower"
05 - The Pariah / MIDI: "Your Reflection"
06 - Terminus Est / MIDI: "Carbon Copy"
Episode 3: Dream Fragments
07 - Impresence / MIDI: "The Auger in Our Past Life"
08 - Starforge / MIDI: "The Emptiness Staring Back"
09 - Pillar of the Caged God / MIDI: "The Deep Below"
10 - Bitter Dream / MIDI: "The Urge to Hold Onto This Moment Forever"
Title MIDI: "A Deepness in the Sky"
Intermission MIDI: "Subsume"
Story Screen MIDI: "The Mirror"
Spoiler
Spoiler
Playtesters: @sandwedge, @MAN_WITH_GUN, @knifeworld,
@Doomkid, Raiva, @Maribo, @EduardoAndFriends, @Peccatum Mihzamiz, @myolden
This was playtested across roughly 20ish months so if I forgot to tag you please let me know so I can give you proper credit!
Assets:
Textures: 32in24-15
Pump Shotgun Sound: DUSK + modifications by numsoic
Chaingun/Pistol Sound: DUSK
Plasma Gun Sound: Doom 3
Green Tree Sprite - @lilpastasalad
Green Lost Soul - Realm667
Shotgun Pickup Sprite - Realm667
Chaingun Weapon Sprite - Bourgeoisie Deathmatch
ENDOOM - Peccatum Mihzamiz
TITLEPIC - Modified from wallup.net
INTERPIC - Modified from pixabay.com
Various text assets created via @Eevee's Doom Text Generator
A note about gameplay: If you find you are taking damage and you can't figure out why, pay attention to the presence of the red sky. It is the avatar of a deep hunger, and anything exposed to it is sure to dissolve into nothingness, given enough time :)
There are probably some bugs and softlocks and the like I overlooked, so please let me know if you find any.
Additionally, Map 8 is very large and I suspect it may struggle on less powerful computers. I don't have much remedy for you, but at least now you know.
You can also check out the development thread here: https://www.doomworld.com/forum/topic/138547-update-101523-episode-2-release-bitter-dream-a-dark-cosmic-mapset-wip-cl9/
Edited by LVENdead: Updated to idgames link