*If you don't enjoy the original Windows soundfont for MIDI's or play with higher quality sound or you just want a higher quality music, I'd definetly recommend downloading this too. Remember to load it into your sourceport (which should support mp3) after loading "exomoon.wad" to listen to the mp3 in-game. I don't think the mp3 version is better than the MIDI, just different, since I've put a lot of effort in making both sound good.
Exomoon (aka Moonblood X) is a megawad for Doom 2. The levels are a somewhat mix of the original Moonblood with some early BTSX levels twist on them, focusing in a mix of the ruins/temple theme with some exotic natural landscapes. Scythe and Mano Laikas also have a strong influence on this. It has been tested on zdoom 2.8 and prboom 2.5.1.3. The mapset is on Stable Release status, which means it's the final version ready to go for /idgames. A new version will now only be released if any serious bug gets found. Par times still remains to be implemented, though!
Its main design focus:
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-> Simple and clean visuals: The level of detailing is minimum, restricted to trees and wall panels. You might find it even more basic than IWADS.
-> Low monster count: Each level has usually around 200 monsters. Some might classify the later fights as slaughter, especially the ones that complained about Moonblood going slaughter in the later levels, but, IMO, it's not even close lol
-> Non-linearity: Not as much as Moonblood though, due to larger maps, and some levels are actually linear.
-> In a difficult scale of 0 to 5, I would rate Exomoon as 2.7 (Plutonia would be 2.5 and Valiant 3). Relating to Moonblood, I'd say that the exomoon's map 1 is as hard as Moonblood's map 16. It definetly gets harder towards to end, though!
-> There's little difference between the skills levels (like 15 monsters for each difficult), so don't be afraid to select an easier difficult. I had a blast playtesting this on HNTR, since it felt more relaxing but still a challenging experience! Playing on a lower difficult won't give an inferior experience at all.
-> Strict to safe ammo management. Hopefully you won't feel overstuffed if you play the whole thing continuous.
-> Gameplay focused on chaingun (for the low tier folks), rocket launcher (a lot) and BFG (for the hardest setpieces).
-> Not-so obvious progression with some light plataforming, although I worked hard to make keypoints easy to find, so you know always where you need to go.
-> This plays very differently from Moonblood, but it's not necessarily better. Some people might find the former better, although I don't think that people who hated Moonblood will enjoy this at all lol
Something very strange happened in map01, but I struggled to recreate it afterward. After taking the teleporter on the right near the start, I fired the super shotgun at an aracnorb while falling from the platform I got the SSG from, and I heard the Icon of Sin death sound, complete with the level ending. I was using the Eternity Engine and vsmooth, which should only affect the weapons. When trying to recreate this the aracnorbs died normally, and when I looked at the full map with sprites in GZDoom I couldn't see a Romero head anywhere, so I'm quite confused.
hmmm weird. It might be something related to dehacked. There's no romero's head in this wad, although one of the new enemies shares his scream >.< I also haven't tested in Eternity Engine, so it could've been something related to it (instead of the mod).
There's seems to be a problem with the wad archives, both current and older releases. I can't open them in either WinRAR or 7-Zip.
The warning in WinRAR reads that the archives are either damaged or an unknown format. This problem might be specific to me, but I'll come back to it later.
Congrats on the release! I liked Moonblood and I'm looking to forward to playing this.
I'm not a big fan of custom monsters, but I really like the atmosphere, so I'll definitely continue playing the whole set. Thanks for the effort. I'll put more stuff here as I'm playing through the set.
Most of monsters replacements are just slighty status changes (usually less hp) from the original besteriary, with the exception of bosses and one replacement which appears later on. Hopefully they won't distract from being a Doom experience, though!
I know what you mean by "-cl 11", but someone new to the Doom modding scene wouldn't. I would recommend changing it to "-complevel 11", or just "CL11" to make it clear that "-cl" is not a valid command line parameter.
Two issues here. The first one I mentioned before, PrBoom should be PrBoom+. The second is a formatting inconsistency. You use a space to separate ZDoom from its version number, but then use a hyphen to separate PrBoom from its version number. I recommend replacing the hyphen with a space, but, no matter how you do it, the most important part is that you stay consistent.
Finished the first 2 maps. This WAD triggers my "ruins fetish", so I must play this! Overall, the difficulty is very enjoyable to me with some spicy situations. For example, the starting area and the Red Skull trap of Map02. I really enjoy the scenes and like to wander around in the ruins while I'm playing.
The arachnorbs have 250 HP. They actually are just a replacement for the Cacodemon, with less HP and faster firing projectile. As for the Lost Soul, I do know what you're saying, although I've thought the original was like this too. I'll take a look and see what's happening haha.
In Map01, you can access both secrets from any moment in the level. You can access the initial area by accessing one of the closets in the fight where you get the key (I guess it's blue key). About map 02, you say being more obvious the entrance to the exit?
Loved it, well the first map, on SP aka UV after a couple deaths, glorious shotgunners are back! Seems like difficulty is going to be relatively high, considering the monster placement is up to optimal conditions (what I mean is they all hurt as hell). Second map wrecked me, after running away from everything without control, still caught all the hitscan and manc's fireballs, that's where I stopped because this was just testing.
Seems awesome so far even though no cacos is very sad. The flow is phenomenal: I can just run around without thinking much and keep finding new monsters and ammo, never getting too confused and always eventually returning to the old locations in natural ways. It just feels very good to progress through these maps because everything is so organic and it simply works. I think Map03 had some inconsistent nukage (only sometimes damaging), didn't notice any problems otherwise. Also the music is fantastic, very funky and motivating. Here is a few demos, I'll probably record more later:
Initially I just wanted to select some different Cacodemon skin, but then I've found that the arachnob would do the same and not just be some cacodemon with different color D: Sorry for their absence! haha
Nice! The statusbar is the same as the original, I haven't changed it :D (I've imported it from XWE, so this might explain a bit? I'll investigate a bit)
I'll also look into the lost soul behavior!
Thanks for providing this! I still couldn't get the v1.5 RAR archive to open but I think I'm the only one in the thread affected by this. Maybe I need to find another archive opening program.
I've been having a blast with this megawad on UV Difficulty! I just finished map10 and it's probably my favorite map so far along with the soundtrack. It blends so well with the pacing of the map.
Fast paced mapset with a plentiful amount of ammunition. I highly recommend this megawad for anyone who likes run and gun combat. Great OST too!