Welcome back.
The year is 198X. After chasing the fading sunset for what seems like a lifetime, you find yourself at the gates of Neon City:
A place for those who subconsciously yearn for the comfort of something long gone, where nostalgia and aesthetics collide into an array of pulsating lights.
Tired but hopeful, you enter these half-forgotten halls.
Sadly, the once sun-kissed city is overflowing with its citizens' corrupted desires.
Charged with a dark and twisted sense of alienation, these once rose-tinted memories now take the form of demons eating away at the fragile threshold of our
undeveloped futures.
Neon Overdrive is an MBF21 project featuring 15 meticulously crafted maps by a talented team of eight mappers.
Explore various challenges, ranging from "classic" to "slaughter" styles, all infused with Vapor/Synthwave and Cyberpunk aesthetics.
Misc Info:
- Tested in DSDA, Nugget Doom, and GZDOOM;
- The first playthrough should take around 5 hours;
- All skill levels implemented;
- Designed for pistol start;
- Not designed with jumping or freelook in mind;
- New custom Color Palette: "Synthaze" by Ashtralfiend;
- The project started in August 2024.
IMPORTANT:
- This wad makes extensive use of Dehacked: Play it with other mods at your own risk;
- This wad uses a custom COLORMAP: Enable "Doom Software Renderer" and "Classic Transparency Render Mode"
for a better visual experience when playing with GZDOOM.
New Enemies:
- Turbo Demon: A faster and meaner demon;
- Cybruiser: A cybernetically enhanced Hell Baron with superior firepower (immune to blast damage);
- Plasma Cyborg: More durable than your average fodder, these cyber soldiers will block your path with a barrage of plasma bolts.
Enemy changes:
- Lost Souls: Lower health. One good shotgun blast will send these back to hell.
- Spiderdemon: Smaller hitbox and no Blast immunity. Feel free to use rockets!
RC3change log:
Spoiler
Map03 - Underbelly Boogaloo:
-Fixed blue key elevator soft lock;
-Fixed mobs getting stuck in the final wave;
-Minor texture fixes.
Map04 - Tombstone arcade:
- Fixed bug where SSG wouldn't teleport in;
- Some events now happen faster.
Map07 - Paradise warfare:
- made arcade progression more evident
- Added more health and ammo to the beach section.
Map08 - Phasing frontiers:
- fixed sky bug occurring in OpenGL mode.
Map09 - Office Rage:
- Made lift to Plasma rifle more evident;
- A second plasma riffle was added in another location.
Map10 - Chromatic aberration :
- Made central area progression more evident;
- Fixed soft lock in the green lobby.
Map11 - Amethyst Waves:
- Minor lighting and texture alignment fixes.
Map12 - Titanium Daydream:
- fixed sky bug occurring in OpenGL mode.
Map13 - Anemoia:
- Added blocking walls for the flight of thought section and removed 2 cybruisers;
- Added switch automaps for the way back home section to make the search for them easier;
- Changed the sky in both sections to the purple star one;
- Added 2 monsters in the natural section and 158 in the final fight;
- Cell packs were added to the BFG column.
Map14 - Syndicated Slaughter:
- Removed some Rain Objects from the Final Arena.
General Fixes:
- Miscellaneous fixes on some textures;
- New Demos recorded.
General Balance:
- Changed Cybruisers' health to 1100;
- Changed Plasma Cyborgs' health to 80 (also corrected in GZdoom);
- Changed Bullets capacity back to 400;
- Chaingun now 100% accurate.
RC4 Change Log:
Spoiler
Map03 - Underbelly Bogaloo:
-Decreased the risk of death by running when exiting the blue Key fight;
-Lowered Revenant shooting platforms in the main arena to facilitate smoother auto-aim gameplay;
-Reduced amount of Lost Souls in main arena fight;
-Increased amount of Pinkies at the Yellow Key fight;
-Changed Yellow key position;
-Increased amount of Revenants in the final fight;
Map04 - Tombstone Arcade:
- Reworked "Item dispenser closets";
- Small rebalance to health and armor items;
- Small change to the "control room" switch;
Map07 - Paradise Warfare:
-Changed progression switches in the arcade;
-Added some more enemies in the arcade;
-Small changes to the shmup minigame;
-Added more ammo to the motel section;
-Added more progression triggers to the motel section;
-Added more ammo to the beach section;
-Changed last wave composition and trigger on the "Beach arena",
-Changed geometry of the red skull key fountain;
Map10 - Chromatic Aberration:
-Complete overhaul to weapon progression;
-Added more ammo in the red key section;
Map11 - Amethyst Waves:
-Added a soulsphere in the final arena;
-Moved progression switch in the final arena for easier access;
-Fixed some slime trails;
-Swapped a few textures in the greenish area for better consistency;
Map13 - Anemoia:
- Added more ammo in "way back home section";
Map14 - Syndicated Slaughter:
-Chaingun moved to the very start of the map so it can't be missed;
-Yellow Key moved to trigger trap;
-Ammo added in various areas;
-One Secret is now far more rewarding;
-Various rebalancing of enemies in most fights (some changed to a lower tier, some moved to multiplayer exclusively);
-Potential Softlock fixed due to Cyberdemons triggering Boss Action (it was possible to not wake up Cybers in 2 locations, soft locking final fight);
-Raising lift to the final area now done via switch in "Gun Shop" (to help with above soft lock);
-OpenGL visual glitch in "cyber tank" fixed (fake wall showed skybox in the floor);
-Some new decorations added;
-Fixed various texture misalignments;
-Fixed some Flat misalignments (cards) in the Bar area;
-Standardised number of Revenants on each Pillar in Arcade Fight;
RC5 Change Log:
Spoiler
Map08 - Phasing Frontiers:
- Fixed unintended overlapping lines and vertices;
Map11 - Amethyst Waves:
- Fixed a voodoo doll closet for lighting effects that would stop after a certain time.
Map12 - Titanium Daydream:
- Added monster blocking lines so cacos and PE don't escape the blue skull area;
- Extended some stairs in the end fight area, so revenantes don't get stuck as easily;
- Added more ammo to the overall map;
- Minor texture fixes;
- Added the chaingun and several ammo boxes throughout on all difficulties.
Map13 -Anemoia:
- Changes to "way back home" combat and geometry;
- Changes to final fight balance;
Map14 - Syndicated Slaughter:
- Fixed some overlapping enemies;
General Changes:
- Changed chaingun's accuracy back to vanilla values;
- Changes in the animation of the following weapons: Pistol, Shotgun, Super Shotgun, Chaingun, Plasma gun;
- Changes in the offsets of the following weapons: Shotgun, Super Shotgun, Chaingun, Rocket Launcher, BFG;
- New HUD for players using Nugget Doom.
Spoiler
Map01 - "Reservoir of Remembrance" - by Ashtralfiend;
Map02 - "Techno Theology" - by Ashtralfiend;
Map03 - "Underbelly Boogaloo" - by @Wo0p;
Map04 - "Tombstone Arcade" - by @dmh094;
Map05 - "Sunken Nexus" - by@Arrowhead;
Map06 - "Laminar Influx" - by Ashtralfiend;
Map07 - "Paradise Warfare" - by Ashtralfiend;
Map08 - "Phasing Frontiers" - by Ashtralfiend;
Map09 - "Office Rage" - by @Treehouseminis;
Map10 - "Chromatic Aberration" - by Ashtralfiend;
Map11 - "Amethyst Waves" - by @stochastic;
Map12 - "Titanium Daydream" - by Treehouseminis;
Map13 - "Anemoia" - by @Djoga;
Map14 - "Syndicated Slaughter" - by @mancubian_candidate;
Map15 - "End Credits" - by Ashtralfiend;
Map??? - "Deja Vu" - by Ashtralfiend;
Spoiler
Spoiler
Title screen - "Neon Overdrive" by Deadwing;
Intermission - "Crystalline" by Psyrus;
Intermission Text Screen - "Neptune's Aurora" by Deadwing;
Map01 - "Speleothem" by Deadwing;
Map02 - "Groovy" by Deadwing;
Map03 - "Fragments" by AD_79;
Map04 - "Phalanx" by Jimmy
Map05 - "Accelerator" by AD_79;
Map06 - "It's a Habit" by Korp;
Map07 - "Homesick" by Decino;
Map08 - "Static Plasma" by Deadwing;
Map09 - "Go Straight" From Streets of Rage2;
Map10 - "Radioisotope" by AD_79
Map11 - "Reve Lucide" by LUNE (Sequenced by Stochastic)
Map12 - "Back to Jupiter" by Deadwing;
Map13 - "Sex Type Thing" by Stone Temple Pilots (Midi by Bobby Prince), "Temple of Light" by Takara, "vs. Susie" by Toby Fox;
Map14 - "Lights, Camera, Action!" from Sonic Mania (Sequenced by !!!!!),
"Yell Dead Cell" from Metal Gear Solid 2 (Sequenced by Jeff[NZ]),
"Prime Time" from Sonic Mania(Sequenced by !!!!!),
"Never Return Alive" from Streets of Rage 2 (Sequenced by Mayumi);
Map15 - "Voyager" by Tristan Clark;
Map??? - "Valiant" by AD_79;
Spoiler
- Small plasma charge and Large plasma charge by Zrrion the Insect (Slightly edited by Ashtralfiend);
- Rocket Box by Zrrion the Insect (Slightly edited by Ashtralfiend)
- Medikits/stimpacks and berserk packs by Zrrion the Insect;
- Blue and green armor by Zrrion the Insect;
- Armor bonus by Tesefy;
- Assault gun (Chaingun and its pickup sprite) by Fletcher (Original base by Amuscaria);
- Pistol by Fletcher;
- BFG (and its pickup sprite) by Fletcher;
- Plasmagun (and its pickup sprite) by Tesefy;
- Super Shotgun (and its pickup sprite) by Tesefy;
- Shotgun by Da Werecat;
- Rocket Launcher by Amuscaria (pickup is a slightly edited version of the one from Rowdy Rudy 2);
- Cybruiser sprites by Amuscaria;
- Director (Spider Mastermind) by Amuscaria;
- Aracknight (Arachnatron) by Amuscaria;
- Plasma Cyborg (Nailborg) by Neoworm (recolor by Demonic Meatball);
- Turbo Demon (Super demon) From Valiant;
- Rain Sprite by Skelegant;
- Status Bar by Skelegant;
- Extra Plasma Bolt frames by Skelegant;
- Plasma gun and Pistol sound effects from Doom 3;
- Rain and Noise sound effects by Matt Eldrydge;
- Secret Activation sound effect by Proxy-MIDI
- Custom Skies by Mechadon;
- "DOOMMAN" textures by Djoga;
- Sky8_1 from "romerodoomdump";
- Custom Textures and Flats by Ashtralfiend;
- Decorative Trees, Plants, and Statues by Ashtralfiend;
- Title screen, Intermission screen, and M_DOOM by Ashtralfiend;
- New nugget exclusive hud by Matt Eldrydge (Based on Oplexitie's code and original hud);
Spoiler
- Elf_alchemist and Oxyde for helping with some GZdoom optimization;
- Deadwing for the amazing TITLEPIC music;
- Matt Eldrydge for all the help optimizing weapon offsets and animations;
- To everyone who helpedwith playtesting and feedback: DreadWanderer, Mancubian_Candidate,taviow, knifeworld, lunchlunch &DoomGappy.
Old Versions:
Spoiler
Edited by AshtralFiend: RC5 [Small update]