Jaska Posted March 29, 2019 (edited) [Update 2.1.2020: Download link to idgames (joi_lstcv15.zip).] https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/joi_lstcv15 Another mirrors for download: https://www.mediafire.com/file/fupwsvflfteybx6/joi_lstcv15.zip/file https://files.fm/u/wyvqqqec Lost civilization 2, The desolation: Lost Civ 2 part 1 release thread! Changes: Spoiler [Update 16.12: Download link! Hopefully the final version! Pending to idgames! joi_lstcv15.zip] -Some maps couldn't be maxed, fixed. -Made few battles a bit harder, removed some imps. -Fixed some texture misalignments [Update 29.10: joi_lstcv14.zip] Fixed bugs / glitches including -missing textures -player could go out of bounds -skip keycard -double secret -impassable line that shouldn't -misaligned textures -a lot of mid-textures that should be clipped -lava that didn't do damage -mirror scene -duplicated flats removed -changed all sounds to doom format. -shotgun is a bit quieter now. -8khz click removed from pistol sound. -navigation made slightly easier on map "division" -map order, division is now at map19 -made division a bit easier. changed one CD to multiplayer only, platforming eased. -fixed many sky cutouts -fixed some slimetrails -got rid of some texture errors -there was very bad silent teleporter transition error -music added to maps missing it [Update 18.10: Download link! Minor updates to some maps] [Update 14.10: Download link] [Update 24.9: map order and map states.] [Update 6.9: map order and map states.][typos] [Update 17.8: New map order and map states.] [Update: minor updates, added a lot of screenshots!] This is a thread for my project "lost civilization". Hopefully I've achieved something unique and memorable what has never been seen before. [Update 13.2.2021 @PNEY fixed as map names weren't displayed correctly, ambient sounds for GZDoom players etc]: https://www.doomworld.com/forum/topic/119714-the-minor-facelift-project/ Spoiler Gameplay is my interpretation of fun and that is where I need maybe the most feedback. I'm quite sure mapset is too easy for doom veterans. So any feedback is welcome. But I'd like to hear it especially from..: -map04, map20, map09, map10: So these are the four new maps which are the best in my thoughts. -map04, map20: I hope they feel like an adventure on their own: -map04, map13 and map20, for their nonlinearity, is it good, confusing or "you don't even see it". 04 and 20 are so nonlinear they surprise me sometimes when replaying them. Some routes are quite hidden though. -Some "older maps" feels a bit out of place in this now... -map20, is the redkey trap just completely futile or/and annoying? It was a struggle to get the whole map working at all. Hope It's not just a big mess. -gameplay, if it's boring, predictable, too easy, too repetitive, too anything(?) MORE SCREENSHOTS, A LOT! Spoiler View to the last map Last map, power core Entrance to a lower level Crew quarters A collapsed hallway View from outside Imposing facades Natural environments Urban environments One of the bars in the wad Overdetailed interiors Wanna have a snack with revs? "Pro" light effects Maybe the most advanced kitchen in doom Some tech machinery Crate conveyor Laboratory Layouts: Spoiler This is the most nonlinear map I've made. Also the last map is quite sandboxy. There are optional paths even for teleporting enemies. So if you take path x enemies will teleport to destination y, otherwise destination z. Spoiler Some maps are massive. Also small and medium maps are included so the experience doesn't drag. Spoiler Including a cat for no reason. I like cats. Maplist: Spoiler I've released some of the maps earlier[marked with x] for feedback and testing. Some have been modified after latest release so they should feel fresh even for who have played them. map01: Mountain pass [ok][x] map02: Oceanside [ok][x] map03: The farmlands [ok][x] map04: River valley [ok] map05: Mountain village [ok][x] map06: The secret city [ok][x] map07: Lost in the forest [ok][x] map08: Castle [ok][x] map09: Courtyard [ok] map10: Nightmare [ok] map11: Division [ok] map12: Nightfall [ok] map13: Suburb [ok] map14: City centre [ok] map15: Downtown [ok][x] map16: Fort [ok][x] map17: Prison [ok][x] map18: Mansion [ok][x] map19: Laboratory [ok][x] map20: Ending [ok] map21: Thanks for playing! [ok] map31: Spiderweb arena [ok] Goals for my mapping: -Fun -Nonlinear (can be 2 of the same keycard, key only for a secret, etc.) -Lots of secrets -Lifelike environments -Good flow, lots of room to move -Small puzzles -Easy platforming Boom-compatible. Tested in GZDoom, prBoom+. Freelook allowed. Multiplayer, only player starts (not tested). Mapinfo support (crouching and jumping disabled) Mapslots map01 - map21 + map31 Story: A civilization was collapsed as people got into religion of "ignorant egoistic idiotism". Genetically modified cattle and food turned the people and animals to agressive zombies. But there were few survivors. How they weren't affected? Credits (textures): Spoiler galileo31dos01, statusbar Mechadon, STKEYS0-8 "Reakuthecrate" the green big numbers (hud). https://www.doomworld.com/idgames/graphics/rtp tenebrae.wad -Realm667 Texture Stock -Textures.wad -Blood -Duke Nukem 3D -Shadow Warrior Stonghold.pk3 Valve.wad, valiant vaccinated edition (skillsaw) DoomPotpourri.wad Community chest 4: cc4-tex.wad, Resource Wad Doom3 textures: https://www.doomworld.com/vb/wads-mods/92309-doom-3-textures-for-doom/ http://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/doom-style-mainmenu-153-87237 www.realm667.com/index.php/en/downloads/texture-stock/987-soldier-of-fortune/file NiGHTMARE Ghostbusters Doom Tex's Cage's Texture Pack, cage_tex.wad Captain Toenail for urn Omegalore for doomsky Mechadon (skies etc.) Hellcore 2.0 https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hc20 Eardrop (skies) Viggles http://thief.washboardabs.net/textures/ Cybermage textures http://realm667.com/index.php/en/forum-board/texture-stock/536-submission-cybermage-textures Killing Time: https://forum.zdoom.org/viewtopic.php?f=37&t=52113 Epic 2 https://www.doomworld.com/idgames/levels/doom2/megawads/epic2 http://www.teamhellspawn.com/stalungcraeft2.0.0wad.zip chainworm kommando avp https://www.doomworld.com/idgames/graphics/nmncorp2 SGGeroy and Hell_Pike Kingpin.pk3 an_mutt support tex retronova10 crusher panel LoneAlpha2401 exitsign misctec.wad from doomworld's texture thread https://www.doomworld.com/forum/topic/90900-post-your-doom-textures/?page=40 +Some own textures. They start with ji_. Don't tile (yet). Also some modifications which I can't remember. At least some of those bridge textures. Titlepic etc. Credits (music): Jimmy (From Jimmys jukebox) & Björn Lynne (http://www.lynnemusic.com/midi.html) Edited August 20, 2023 by Jaska Download link, other small edits. 130 Quote Share this post Link to post
Jaska Posted March 29, 2019 (edited) [edit 12.12.19: When I read this afterwards it seems overly critical. I'm very happy with the end result! So I hid not so uplifting thoughts behind spoiler. ] Spoiler Random thoughts & feelings: Everytime I play these levels I feel there is room for development. But there has to be time for release and I think these are finished enough. I've spent massive amount of time to this, anyone who has mapped should see this :) [There is no end to useless detailing] Visions of areas in my head took over so many times. Sometimes gameplay vision shaped the areas. After all I ended up modifying many areas to serve gameplay. Sometimes it was very difficult. For example those vast open areas. I wonder if there is players who check out for details, different routes and silent teleporters to make fake 3d and appreciates that kind of stuff. map01: Mountain pass There was a vision in my mind where would be abadoned place in a mountain with waterfalls and bridges. Got the idea when I was drawing with my brother's kids. I think the map quite succesfully represents my vision. Map has many paths and secrets while they serve a little to the experience. Gameplay is ok for a opener I guess. This map started the overdetailing trend to me. I started to spend unlimited amount of time to areas. I stop when I'm satisfied or get bored/exhausted on it. I like still playing this even it's "old" map because there is many routes and it's a small map. map02: Oceanside Idea was to have fun experience with path on a higher level where you can shoot and blow enemies down from. I should have pushed the idea a bit further. I had leftover parts like the house at the start and the area with two houses and fences which I kind of forced to the map. map03: The farmlands Valley with fields. Plain area with a field. I liked this at first. Now there is something.. I don't know. Too linear, too big open spaces. Was difficult to get gameplay decent. I like the red key area. map04: River valley Farm theme continues. One of my favourites. The map just got expanding while I mapped. Got ideas for new paths.. Very nonlinear and lots of secrets. I had part of the ending building as a leftover and thought it might fit here. Also dam was a leftoever part. I've noticed a slight lack of variation in rock formations now later on. It would be time consuming to break the patterns and shapes. And in nature, rock formations are uniform, aren't they. There are still a lot of texture misalignments on rock formations. map05: Mountain village I built the basic layout and idea in a day. A lot of modifications and tuning since then. I really have liked the idea and visuals. Gameplay was a headache. Too big open areas. Still feels gameplay isn't good enough. map06: The secret city Idea of having a nice partly underground cave where you don't expect to have a that kind of transformation. map07: Lost in the forest Idea for first open area was from my trip to Mestia (Georgia). What a beautiful place. Well, ingame experience is far away from the real one but as an inspiration, close enough. Got the forest idea (and textures) from "chainworm kommando". Map was a big mess for a long time. Took very much time overall. Idea was to have very nonlinear explorative experience. It didn't work out as intended. Spent a lot of time trying to get some sense to it. I still have mixed feelings about it. It's better now. I'm not pleased with it overall. Progression can be a bit confusing. After the forest part I think the map is ok. I hope the transition from cramped and quite dark forest to open outdoors is relieving. Detailing doesn't feel consistent enough. map08: Castle Built a facade which i liked. Then I just built whatever came to my mind. map09: Courtyard. Basic idea of many paths and levels is old here. Tower structure opened the creativity and theme linked to the castle at last. Creation was quite fast. Ending is a joke. You start to drink and fall asleep. map10: Idea of a dreamlike map. Nightmare. You don't know what to expect. Random things happen. Things are thrown at you. A map where I put "leftover" ideas which were out of context and had no connection to each other. Three barons trap was old idea and I like the area now a lot. It has nice dark and cramped feel. Wasn't sure what to do with the last area with the pillars. At some point there was a cyberdemon on each of them and like thousand imps roamed to the place.. But I think it didn't work too good. map11: Division. There was an idea of a division. Hellish type of environment where buildings were sunk into lava and other post-apocalyptic things.. Rich and poor. Castles and ruins. Which I couldn't get together as I wanted. "Dream" continues, I had quite much "leftover" ideas. First, the tower idea.. A vision of plain open area with high towers. People had to build towers to keep away from demon hordes. Obviously that would have been lame so I added cyberdemons and arcviles and at last, lava. But then I hadn't anymore ideas and I'm not too sure of the current state of the execution as well. Second, the pyramid theme. I wanted to flip the pyramid, who wouldn't heh? map12: Nightfall. You wake up. It's night. Which turns into dawn. Copied some areas again from leftover map and It wouldn't want to fit in nicely and didn't have ideas to continue so it may feel like it's infinished.. because it actually is. map13: Suburb For very long I couldn't figure out how to put this together. "Leftover" ideas saved me again and I copy/pasted the hotel and buildings near it form my "ideas" map. map14: City centre Idea was to have a big fight. Then I just left it, got back it, left it, got back it, left it... Very long process to have it done. A lot of different ideas forced together. Some textures doesn't seem to fit.. Had to add sector toilet at the very end. Nice secret paths and locations. Some are even not marked as secrets. map15: Downtown Idea of a sandboxy city map. Just built it as I got new ideas. First time I did fake 3d tricks (silent teleporters) this big. map16: Mansion Just built as I got new ideas. It has quite nice nonlinear feel. Multiple red keys. map17: Fort Built a facade and it set the mood for the rest of the map. Simple short map. First time I did fake 3d tricks (silent teleporters) at all. How far I could go? map18: Prison Got idea from some map from doomworld thread. Quite basic doom map? map19: Laboratory Tried to do a techbase. Some interactivity as the item teleporters. One idea was to blast and/or chaingun low tier enemies. Not so succesfull, too linear, I think. map20: Ending The the most epic, greatest, biggest, and the most nonlinear map of the set. Had very serious problems to get this together. Very difficult to think how the map progression should be. Still not convinced if it's good enough. There surely can be point when you don't know where to go next. If anyone figures out how to improve maps progression I'm open for changes. I think this is a very good map overall. map31: Spiderweb arena. Couldn't figure out what to do with spiderweb inspired arena. [added 12.12.19: I haven't ideas and/or the energy to implement the secret map. So I just put it there to who wants to check its architecture etc. with codes. I kinda want all my ideas out. This was so big effort I just can't even do the last playtrest run, heh(huh?). ] I think this is like 32 wad megawad. For example, Division is like 3 maps. Map04 is like 2-4 maps, map20 is like 3-5 maps. Overall, it was a bit of burden to get maps connected and feel like cohesive experience. You can see at some points that I wasn't too succesful. I think some maps would have translated better to a "role playing game" -like gameplay. I thought to have death-exits on two points but left the idea then. Edited December 12, 2019 by Jaska 1st comment. 6 Quote Share this post Link to post
elend Posted March 29, 2019 Wow, just... wow. Screenshots look amazing. 6 Months for „only 3 - 5 maps“? It took me 6 months for one! Very nice, I‘ll keep an eye out for this one. Keep up the good work. 1 Quote Share this post Link to post
XLightningStormL Posted March 29, 2019 DUSK? in my DooM?It's more likely than you think. 4 Quote Share this post Link to post
AL-97 Posted March 29, 2019 I played and enjoyed two of your previous demos for this project. Looking forward to this! 1 Quote Share this post Link to post
Kepehn Posted March 29, 2019 I'm so excited for this to come out! LOVE the screenshots! I want so badly to play it 1 Quote Share this post Link to post
Benjogami Posted March 29, 2019 The beta that I played is one of my favorite wads, greatly looking forward to the new stuff! 2 Quote Share this post Link to post
Noiser Posted March 29, 2019 (edited) Geez, it looks amazing! I'm certainly hyped Edited March 29, 2019 by Noiser 1 Quote Share this post Link to post
Mk7_Centipede Posted March 30, 2019 multiple paths for teleporting enemies?! gosh you are nice to demons. Looks great btw. 1 Quote Share this post Link to post
wolfmcbeard Posted March 30, 2019 looks very good, can't wait to play it. 1 Quote Share this post Link to post
Jaska Posted March 31, 2019 On 3/29/2019 at 1:30 PM, XLightningStormL said: DUSK? in my DooM?It's more likely than you think. I don't get it. 1 Quote Share this post Link to post
Dynamo Posted April 5, 2019 Amazing as always! Hope to see a new download link soon :) 1 Quote Share this post Link to post
Doomguy-1993 Posted April 7, 2019 It looks amazing, i'm always a huge fan of realistic outdoor maps. Any sort of eta for when it will be don? 1 Quote Share this post Link to post
Jaska Posted April 8, 2019 On 4/7/2019 at 6:25 AM, Doomguy-1993 said: It looks amazing, i'm always a huge fan of realistic outdoor maps. Any sort of eta for when it will be don? Thanks! Hopefully in 6 months. 1 Quote Share this post Link to post
Dark Pulse Posted April 8, 2019 4 hours ago, Jaska said: Thanks! Hopefully in 6 months. The secondary unit should be online within six months. It is currently undergoing preparation and should be operational within six months. My people will continue to report on its progress within six months. 1 Quote Share this post Link to post
FearTheReaper Posted April 8, 2019 These screenshots scream DUSK indeed especially urban/farmland/rocky ones. 0 Quote Share this post Link to post
hedgehog Posted April 9, 2019 On 3/29/2019 at 8:03 PM, Benjogami said: The beta that I played is one of my favorite wads, greatly looking forward to the new stuff! My sentiments exactly. The screenshots look fantastic. A minor point of criticism, in case you're interested: the sky texture in the map08 screenshots looks a little weird to me. It seems strange to have these enormous trees towering over everything else, including the significantly smaller player-scale trees that form part of the actual map. Then again, maybe it looks less jarring in-game. In any case, the level geometry looks great (as I've come to expect based on the excellent beta). 0 Quote Share this post Link to post
Jaska Posted April 9, 2019 1 hour ago, hedgehog said: My sentiments exactly. The screenshots look fantastic. A minor point of criticism, in case you're interested: the sky texture in the map08 screenshots looks a little weird to me. It seems strange to have these enormous trees towering over everything else, including the significantly smaller player-scale trees that form part of the actual map. Then again, maybe it looks less jarring in-game. In any case, the level geometry looks great (as I've come to expect based on the excellent beta). Well, map08 was changed significantly after I chose that sky and I've also noticed that. So I have to change the sky at some point. 0 Quote Share this post Link to post
Jaska Posted April 9, 2019 At the city centre Something gone wrong at the hotel City 16 Quote Share this post Link to post
Jaska Posted April 29, 2019 Some progress on the last map: Still quite a mess: 15 Quote Share this post Link to post
kb1 Posted May 21, 2019 Wow! WOW! You've accomplished things that I always wanted to know IF they were possible. Apparently, yes, they are! You have some really unique themes that are rarely, if ever, seen in Doom maps. I wanted to pick one of my favorite screenshots, and comment about it, but I couldn't figure out which is my favorite: they *all* look fantastic! And, Boom-compatible? I am utterly amazed! 1 Quote Share this post Link to post
Jaska Posted May 21, 2019 6 hours ago, kb1 said: Wow! WOW! You've accomplished things that I always wanted to know IF they were possible. Apparently, yes, they are! You have some really unique themes that are rarely, if ever, seen in Doom maps. I wanted to pick one of my favorite screenshots, and comment about it, but I couldn't figure out which is my favorite: they *all* look fantastic! And, Boom-compatible? I am utterly amazed! Thanks a lot! 0 Quote Share this post Link to post
kb1 Posted May 22, 2019 16 hours ago, Jaska said: Thanks a lot! You are most welcome. I want that hotel map something fierce! You have real talent, hands down. 2 Quote Share this post Link to post
OniriA Posted June 8, 2019 On 4/9/2019 at 4:42 PM, Jaska said: At the city centre Something gone wrong at the hotel City Damn this looks gorgeous, you got me hyped for this wad. 2 Quote Share this post Link to post
Jaska Posted July 18, 2019 Had a surgery about a week ago so I'm no feeling too good atm. But soon I should have good time for mapping, huh. 7 Quote Share this post Link to post
Firedust Posted July 18, 2019 Don't push yourself too hard, friend. 3 Quote Share this post Link to post
kb1 Posted July 18, 2019 Yes, please heal thy self first. Hearing that you're healthy will be the news I most want to hear. 4 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.