Sparktimus Posted August 14, 2018 (edited) SchismMirror Howdy! Today is my birthday, and I cannot think of a more fitting way to celebrate than with than with the release of my second map, Schism. This'll be a limit-removing Doom 2 map01 replacement. The ramp up in difficulty is pretty steep near the end, so be prepared. Otherwise, this a pretty standard vanilla gameplay map with a tech/ancient ruins theme going on. Two drastically different themes clashing, but with the ever-present Doomguy being the constant as always. Was mainly tested on Crispy Doom, with a few helpers testing it on PRBoom+. All known issues have been corrected as of this date, so if you see anything off about this, shoot it my way so I can properly deal with it before it goes up on /idgames. Tools used were GZDoom Builder for the map editing and Slade. Mainly tested on UV, but difficulty flags are in effect. Co-op starts are in as well. Build time was about a month. None of that three years BS this time around :P Credits to: Eradrop for the Skybox resources Mark Klem for the music replacement ("Damage Assessment") Rdwpa for the name suggestion Playtesters for doing their thing. You know who you are ;) Edited September 21, 2018 by Sparktimus 28 Quote Share this post Link to post
Aquila Chrysaetos Posted August 14, 2018 It's a good map. I gave it a run through in GZDoom 1.8.2 and everything ran just fine. I ran around a lot longer than necessary to figure out how to get the blue skull, but that's not an issue. The combat was easy, but fun, and the end was certainly a surprise. I liked it. 1 Quote Share this post Link to post
DMPhobos Posted August 14, 2018 Happy birthday! here's a blind demo run, died near the end since i was low on health and i was dodging the cyber on damagin floor hehe It leans a bit into the easy side of things (ironic for me to say this, since i died on my demo run) but overall really fun stuff, really liked ammo balance for most of the map, since i had to conserve most of it. Only issue i found was a stuck sargent near the beginning dmp_schism.zip 1 Quote Share this post Link to post
Catpho Posted August 14, 2018 (edited) Happy Bday! This was good stuff, very much has the spirit of the playful, abstract 90s (Mark Klem track helped). There is some decent architecture and texturing work, liked it how you make the brown look nice and cohesive while still maintaining variation. The gameplay was mostly a laid back shotgunfest, but was engaging enough for me to plow through. Minor bugs with the sergant at the crate area and the vile in another crate area are prone to getting stuck in one place. Rockin for a second map. This style of yours has great potential. Edited August 14, 2018 by Catpho 3 Quote Share this post Link to post
HAK3180 Posted August 14, 2018 (edited) Glad to see you mapping again. Some random mid-play observations from Ultra-Violence: "windows" at beginning are misaligned I really like the starting area with the different rocky textures and the structure built into it I like the key switches near the skull gate toward the beginning showing me in advance some of the flow of the map minor misalignments on the brick below the scrolling crackle I appreciate that there are a lot of no traps in standard trap spots I rather enjoyed the berserk secret showing me some of what to expect later on Seems like too much plasma and not enough shells early on - makes it a bit easy I like the subtle non-linearity. There's enough to explore but you never really get sidetracked I liked the rocket launcher section and how it appeared to be optional. I thought a supplementary texture to the SP_ROCK there would have been appropriate. Perhaps a bit too much backtracking after getting the red key I liked the arch-vile placement. It can be hard to walk the fine line between unfair and trivial. significant SP_ROCK misalignments in final section. It's also too monotonous again, in my opinion. there's a lot of brown in this map. They are different browns, but I think just a few of them could maybe swapped out. Spoiler The cyberdemon ending was somewhat unique, given his placement, but it was pretty easily skippable. Overall, I rather enjoyed it. Thanks and happy birthday. Edited August 14, 2018 by HAK3180 1 Quote Share this post Link to post
Degree23 Posted August 14, 2018 I played on UV and enjoyed it quite a lot. I wasn't looking out for textures or anything like that, and the only real comment I have is that it might be worth locking the player in the final room so they can't run back too far and just wait for the exit to open. 1 Quote Share this post Link to post
Sparktimus Posted August 14, 2018 (edited) Updated it a bit. Moved some enemies around they won't get stuck and fixed the difficulty flags for the blue key vile and HK so they aren't stuck together. Keep the feedback comin'! Edited August 14, 2018 by Sparktimus 0 Quote Share this post Link to post
Breezeep Posted August 14, 2018 Happy birthday, Sparks! this map is good btw 1 Quote Share this post Link to post
Memfis Posted August 15, 2018 Fun map. I had troubles getting the red key because initially I didn't get close enough to the switch that opens it and was actually pressing the trigger line in front of it (you can't press "through" trigger lines). So I figured there must be some other way. Then I finally looked in the editor after running around for a while. I also didn't like the final area since it's completely disjointed from the rest of the map and clashes stylistically. I understand the desire to have a boss battle but it just seems tacked on. The rest was cool and unique at times, I'm curious to see more from you. Here is a demo: schism_mem_FDA.zip 2 Quote Share this post Link to post
Sparktimus Posted August 19, 2018 /idgames link is now up! Final encounter has also been updated to make it just a touch harder than usual. 0 Quote Share this post Link to post
Medenutcracka Posted August 28, 2018 Just finished the map. Those archviles in the final arena were harder than the cyberdemon haha. Great map. 1 Quote Share this post Link to post
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