Shovelware Adventure!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Doomkid
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Shovelware Adventure!

#1

Post by Doomkid » Fri Dec 16, 2016 8:20 am

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Hello everyone, and welcome to Shovelware Adventure!

> CLICK HERE TO DOWNLOAD <

This is a sprawling 100% vanilla compatible map originally designed for the Vinesauce mapping contest. It features a few heavily modified enemies, many areas inspired by the classics and should take the average Doomer about an hour to complete.

Difficulty settings are thoroughly implemented here (as usual) to ensure anyone can have a fun, fair craic at this. The very end of the map is difficult even for me on UV, though I'm sure some of you out there with a sixth sense for Doom will have no trouble beating this!

There are several different paths to the end. Speedy Doomers may find themselves in the final room in a matter of minutes, but you'll also be missing quite a few secret areas. It all depends which way you prefer to conquer this abandoned base.

"What the hell is with that name?" I chose the name Shovelware Adventure because the idea from square one was to make a map that felt like a mini-episode all on it's own which simultaneously serves as a nostalgic reminder of those 'best of the bunch' maps you'd find on Shovelware discs - the little nuggets of gold in the middle of the poo!

A quick run-down of custom enemies present in this wad, many of which come from my 2008 project UAC Rebellion, but there are also a few new guys mixed in:
  • Plasma Zombies are walking around the map sporting Duke's classic shades. They're dressed in blue so they stand out easily and attack like a slower Arachnotron. They are as weak as any undead enemy, but don't let two of these guys corner you - it takes only a few plasma balls to drain your HP.
  • RPG Zombies equipped with Revenant rockets are scattered throughout the map. Be careful, they look similar to Zombiemen, but are covered in blood and sometimes take 2 SSG shots to kill!
  • Cacodemons are now Toxicacodemons - Almost the same, but they now have a Baron's fireball which moves faster and stings much worse.
  • Cloaked Imps are found in many corners of the map - Basically the Imp version of a Spectre.
  • Psycho Imps, which are a shiny silver colour, are also scattered about. These are basically Imps on roids - Twice as fast, twice as strong, and shoot two faster fireballs. Their claws are also far more deadly. Don't let these guys near you!

SCREENSHOTS:

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Finally, a few technical notes:
  • This map is 100% vanilla compatible, tested in Chocolate Doom and run through Visplane Explorer. Everything seemed to come up fine, so if you find HOMs or crash spots, please report them to me. (This will obviously be the version Joel gets for the contest, but he uses ZDoom so it doesn't really matter.)
  • It is absolutely necessary that you use the included shovelad.deh patch in Chocolate Doom, Boom and other ports, however it is not necessary to load it in ZDoom and ZDoom-based ports as it reads the enemy modifications from within the wadfile itself.
I hope you all like what you see and have fun with this wad. I put a lot of effort in but am aware it isn't without flaw, so please leave feedback be it positive or negative - It all helps and makes for an interesting read.

Enjoy! :biggrin:
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Combinebobnt
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Re: Shovelware Adventure!

#2

Post by Combinebobnt » Fri Dec 16, 2016 8:42 am

Nice more earwax hellknights (I think I have a wad with enemies that look like that...)

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so is everybody just going to dump their vinesauce stuff now that they all lost faith in its completion?

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Ivan
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Re: Shovelware Adventure!

#3

Post by Ivan » Fri Dec 16, 2016 10:35 am

Yes because it's a terrible competition.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Doomkid
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Re: Shovelware Adventure!

#4

Post by Doomkid » Fri Dec 16, 2016 1:25 pm

I'll still be glad when he plays it, but yeah I'm not gonna wait however many months the contest will take to release this, probably won't be over til March at this rate and screw waiting that long

Also that Rev looks much better than the normal one Bob 5.5/55
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ARGENTVM
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Re: Shovelware Adventure!

#5

Post by ARGENTVM » Fri Dec 16, 2016 7:26 pm

Doomkid wrote:I'll still be glad when he plays it
That might depend on when that is exactly.........

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Re: Shovelware Adventure!

#6

Post by Combinebobnt » Sat Dec 17, 2016 12:57 am

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marco75
 
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Re: Shovelware Adventure!

#7

Post by marco75 » Tue Dec 20, 2016 11:32 am

Thank You for making Shovelware Adventure.

I didn't think I would enjoy a vanilla map this much, it played like a mod from the nineties, so exactly the 'feel' you were going for.

I didn't understand the ending though -- ??? SPOILER
[spoiler]After you make the Cyber and the Brain fight each other, and they both die, you can teleport to the middle of a circle of candles that lift you up into the air... and nothing happens. I thought you'd jump onto the glowing cross from there to finish the map, but that doesn't seem to work. How am I meant to end the stage?[/spoiler]

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Re: Shovelware Adventure!

#8

Post by Doomkid » Sat Jan 07, 2017 10:08 pm

Sorry for the late reply - the cross is like the IOS, fire rockets into it to beat the map. If you got to that stage, you saw everything there is to see most likely. Thanks for the feedback!

This is on idgames now, id appreciate it if any of you want to vote/comment: https://www.doomworld.com/idgames/level ... u/shovelad
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