Chex Quest Fan Forums

Chex Quest => Modding => Topic started by: zeldavxa on May 02, 2020, 04:40:33 PM

Title: Flemmed to The Core: a new Chex Quest 3 Episode [0.9.1. OUT NOW!]
Post by: zeldavxa on May 02, 2020, 04:40:33 PM
a.k.a. Thy Flem Consumed

I love Chex Quest. It's adorable, quirky, short and literally Doom. So what's not to love? Sadly the mod scene for the .iwad is... lacking to say the least. So I started working on a 5 level expansion for it, out of love.

The story is quite simple: The dastardly muccus species have taken things one step too far and have kidnapped the Chexian heads of state and taken them to their home galaxy. It's Chexguy's task to locate the portal Lord Snotfolus used, rescue the governors, and rice heck.

Level list
E4M1: Emergency Call
E4M2: Alien Cliffside
E4M3: Ruins of Mukabog
E4M4: Dash for the Finish
E4M5: In The Hall of the Muccus King


(Images hosted on Doomworld: Follow the link (
Download link: Mediafire (

Title: Re: Flemmed to The Core: a new Chex Quest 3 Episode [0.9 OUT NOW!]
Post by: Replica on May 07, 2020, 01:47:56 AM
Looks pretty neat! I'll have to try it when I find the time. Unfortunately the forum isn't as active as it once was, so don't get discouraged from the lack of a response up till now. Hopefully With HD coming soon, it might pick back up.
Title: Re: Flemmed to The Core: a new Chex Quest 3 Episode [0.9 OUT NOW!]
Post by: 75 on May 07, 2020, 06:41:16 PM
Looks cool! I'll have to give this a try.
Title: Re: Flemmed to The Core: a new Chex Quest 3 Episode [0.9.1. OUT NOW!]
Post by: ChelonianEgghead on May 26, 2020, 01:15:38 AM
Oh wow, looks like I missed this. Definitely checking it out!
Title: Re: Flemmed to The Core: a new Chex Quest 3 Episode [0.9.1. OUT NOW!]
Post by: Felix on October 16, 2020, 10:25:18 AM
I'm really enjoying this expansion so far! I'm only on E4M3 so far, a little stuck on these danged Flembominations, but I'm having a lot of fun, even dying as often as I do. That was a really creative use of those enemies to change the strategy entirely from "shoot everything that moves" to run, dodge, hide. Really like that. So far, I think your level designs are well done and really add a unique flavor that makes this expansion stand out from others I have played. And custom music! I'll give some more feedback after I finish the whole thing, but well done so far.
Title: Re: Flemmed to The Core: a new Chex Quest 3 Episode [0.9.1. OUT NOW!]
Post by: Felix on October 22, 2020, 11:01:15 AM
I found a bug in E4M4. If you complete the "red door" section of the level with the large elevator that ascends from the Bazoikish cave area, and if you *don't* trigger the button at the top but then use the vent to get back to the main central area of the level, you get stuck with no way to return to that button and trigger it. If you go through the red door again at that point, that whole part of the level is graphically whacked out (presumably from whatever you did to make the elevator work). This shouldn't happen to most people, but I was dumb and missed the button, so I got stuck. Would there be a way to add a teleporter or passage back to the button if you re-enter the red door area of the level after going up the large elevator?
Title: Re: Flemmed to The Core: a new Chex Quest 3 Episode [0.9.1. OUT NOW!]
Post by: Felix on October 22, 2020, 05:14:32 PM
I just finished this level pack, and I have to say, I really like it. I do have a little bit of feedback to consider, however. Just a few things I found confusing or frustrating.

In E4M4, it was a little confusing for me to realize that flipping the switch in each area would unlock the colored doors in the central "hub" area. I'm just so used to using keys to open those doors, and I wasn't observant enough to notice that there were originally barriers in front of the door that opened up after flipping a switch. The first time I played the level, I wandered around, quite confused for a while, wondering what the switch in the crate maze had done. I didn't even think to try the blue door, because I knew I didn't have a blue key. Once I realized how it worked, the rest of the level was no problem, but it wasn't particularly intuitive for me at first. While I like the idea of the switches and the barriers, perhaps it would be more intuitive to just use the classic key approach. Put the blue key at the end of the crate maze. That way there's an immediate connection between it and the door seen previously. Granted, there are blue lights around the switch in the crate maze, but you still may need to account for dummies like me :) Another option would be to keep the barrier design (which IS clever) but just put regular doors behind the barrier, and maybe color code the barriers themselves.

On E5M5, I found it so difficult to get through the first hallway full of enemies that I ended up charging through it with my spork as fast as possible, only to stumble on a teleporter that took me right to the boss. I'm assuming this is intentional, but maybe making the first few hallways slightly easier will encourage someone to move through it a bit slower and be able to enjoy the level as designed. I ended up assuming it was intended to be charged through like the sections on E4M3 with the Flembominations. I'm all about discovering secrets, but it actually took me a while to realize that there was another intended path.

Once I was on the right path, I enjoyed the design of the level immensely. The only part that was confusing is that it took me a while to realize that I needed to go back to the start of the level to find that the main Mucus King gate was now open. After I zorched the Flembomination, I was pretty confused for a little while on where to go next and what the switch had done. Maybe the large teleporter-looking platform where the flembomination appears could teleport the player back to the front gate?

All in all, really nice work. The whole thing did feel a little claustrophobic, but that's not necessarily a bad thing. I think it is quite difficult overall, perhaps just a tiny bit too difficult, especially on the higher difficulty settings (I could only finish it on the standard difficulty) but I really like some of the ideas you came up with, and the overall design.