elend Posted April 14, 2019 (edited) The nitty gritty: Big Singleplayer map set in Hell using 99,9 % vanilla assets (except the sky and a hanging victim texture) You'll need GzDoom and doom2.wad (replaces Map01) Features custom R667 monsters Jumping / crouching disabled Mouselook yes please Best played with the following companion WADs: Smooth Doom, Highressounds, Fuzzball's Wibbly palette or Playpal plus, Tilt+ Download Now on Idgames Screenshots: Spoiler Well, this is my second map. It was mainly an exercise in getting used to GzDoomBuilder and Doom mapping in general. It is rather big and may take you up to 1 hour to complete, but hopefully you'll have some fun doing so, even though it's arguably not the greatest map ever made. The layout is quite open and you can complete the map without entering two optional areas, so explore as you wish. And make sure you turn on mouselook. I worked on this around 6 months, almost 3 hours every day, which is kind of crazy. Yet, with this map I also learned quite a few things and imroved my basic mapping skills a lot. Especially thanks to the people listed below, please see "credits / thanks" for more details. Since I started this map without a plan whatsoever it might be a bit random and not well layout. This is a thing I definitely want to improve with my next map. Well, have fun and please do tell me if you find things that need improvement and of course the odd texture misalignment here and there, which I will probably see right after I press "submit" here. Quote CREDITS: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Music - Immorpher ("Athiýozúá Ejuky Üd" from the Album "Thy Flesh Recycled", and Gestation.mid for the title screen) Titlepic goat skull - Unsplash stock photography (Blake Weyland, 1151070) Titlepic background clouds based on - Pexels stock photography (Oleg Magni, 1077536) Hanging and Crucified Victim Wallpatches - Jaguar Version of Doom / Alpha Sprites (?) Fiery Sky - Made by me DoomDoll - Realm 667 Melee Revenant - Realm 667 ZombieFodder - Realm 667 BabyCaco - Realm 667 EnhancedCaco - Realm 667 Crimson Banner - Realm 667 Overlord - Realm 667 Ingame Credits written with Bitmap Font writer by Stefan Pettersson BIG THANKS: ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Bridgeburner, LeoDoom, Simpletonium, TheMr.Cat - Thanks for playtesting my buggy map BridgeBurner, Dragonfly and Aquila Crysatheos - Thank you guys for your endless encouragement and enthusiasm about my maps! Aquila Crysatheos - Fixing my shitty ACS scripts all the time Zanieon - Fixing my stupid scripts The Mister Cat - Help with scripts and having infinite patience! Empyre - Help with linking sectors Gez - Fixing my stupid lifts Darkstar Archangel - For his YouTube tutorial explaining sector portals Realm667 - For offering all this great custom stuff Cockodemon - Daily inspiration Spoiler Idgames text file =========================================================================== Archive Maintainer : - Update to : - Advanced engine needed : GzDoom Primary purpose : Single play =========================================================================== Title : Hurt Filename : Hurt.wad Release date : 15.04.2019 Author : elend Email Address : elend@gmx.de Other Files By Author : "The Incident" (2018) Misc. Author Info : Fell in love with Doom all over again around 2018 and mapped daily since, which is kind of crazy. Yes, it's crazy. Description : Hurt is my second map and a rather big singleplayer map. It was mainly an exercise in building and getting used to GzDoom Builder thus please don't expect too much in terms of pre-planned design. It is quite open, features two optional areas and will probably take you around 1 hour to complete. It is heavy on the mood and features a great track by "Immorpher". Additional Credits to : Music - Immorpher ("Athi�oz�� Ejuky �d" from the Album "Thy Flesh Recycled", and Gestation.mid for the title screen) Titlepic goat skull - Unsplash stock photography (Blake Weyland, 1151070) Titlepic background clouds based on - Pexels stock photography (Oleg Magni, 1077536) Hanging and Crucified Victim Wallpatches - Jaguar Version of Doom / Alpha Sprites (?) Fiery Sky - Made by me DoomDoll - Realm 667 Melee Revenant - Realm 667 ZombieFodder - Realm 667 BabyCaco - Realm 667 EnhancedCaco - Realm 667 Crimson Banner - Realm 667 Overlord - Realm 667 Ingame Credits written with Bitmap Font writer by Stefan Pettersson =========================================================================== * What is included * New levels : 1 Sounds : Yes Music : Yes Graphics : No Dehacked/BEX Patch : No Demos : No Other : Custom Monsters by Realm 667 Other files required : None * Play Information * Game : Doom 2 Map # : 1 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : About 6 months Editor(s) used : GzDoom Builder Bugfix Known Bugs : None known at the moment. If you find some, please do tell me, so that I can improve it. May Not Run With : Vanilla, lul Tested With : Tested with GzDoom 3.7.2 * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visithttp://creativecommons.org/licenses/by-nc/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: http://www.vidgames.de/images/temp/doom_wad/hurt/Hurt.wad FTP sites: - Edited July 2, 2019 by elend Added idgames link 99 Quote Share this post Link to post
Misty Posted April 14, 2019 Congrats with second release! Screenshots look so cool, I'll be sure to check out this soon. 1 Quote Share this post Link to post
Archanhell Posted April 15, 2019 I see this and can't believe this is a "second map" from someone, too incredible to be true. (I'll have to use this so-called GZBuilder or DBX to start then and do something for the community someday, huh.) I'm going to play this one for sure. But I have one question. I see you have placed custom R667 monsters, thus my question is if I can use Project Brutality with this? Do you think it can affect the custom monsters you added? (Didn't happen with Zaero's custom Cacodemon but yeah It's a doubt) 0 Quote Share this post Link to post
elend Posted April 15, 2019 Well, I am actually not sure about this. They are additional monsters and don't replace old ones, so theoretically it should be fine. It also works with Smooth Doom. 0 Quote Share this post Link to post
Archanhell Posted April 15, 2019 18 minutes ago, elend said: Well, I am actually not sure about this. They are additional monsters and don't replace old ones, so theoretically it should be fine. It also works with Smooth Doom. Alright then I will give it out a try once I'm done testing two more WADs/Mods and then I'll come back with some feedback. Also I don't have Smooth Doom, I do have Beautiful Doom 6.1, Hard Doom and Complex Doom tho. 1 Quote Share this post Link to post
Egg Boy Posted April 15, 2019 All righty. Beat it, took around an hour and 5 minutes. This map is fighting an up hill battle with me, it requires free look (which makes me feel queasy), is really large, and requires me to play in GZDoom. Despite this, I had a really good time with the map. First of all, the visuals are gorgeous, the architecture and the extremely immersive lighting give the map a very eerie feel, which is a definite plus. Though, I got lost a few times because some of the darker areas look similar. I also like how the map starts you with nothing but a fist, I love punching out weaker demons, and there was no shortage of this in the beginning. The set piece fights were pretty fun, besides the large amount of barons in the red key fight. Barons are never fun to fight, would have rather fought revenants or hell knights. One of my main gripes with the map is looking for where the keys go, after collecting the key, you aren't really pointed towards the right direction, but rather have to look around this big ass map for one switch, definitely something to look out for next time. Overall, though, the map was very nice, and despite the aforementioned up hill battle, I was won over by the end. 4 Quote Share this post Link to post
Doomkid Posted April 15, 2019 I haven’t played this yet but holy balls those screenshots are spectacular! Definitely putting this one on my to-play list. 3 Quote Share this post Link to post
Archanhell Posted April 15, 2019 Ok just started the playthrough for this with Project Brutality and uh... It somehow runs laggy. Freeze Mode makes it go slightly faster, so it's not the animations itselves, any suggestions? (I will not use Freeze obviously, but it cleans lag sometimes idk why lol.) 0 Quote Share this post Link to post
Gaia74 Posted April 15, 2019 (edited) ahhh elend.... Edited April 15, 2019 by Gaia74 9 Quote Share this post Link to post
Bridgeburner56 Posted April 15, 2019 This is one of the best looking maps I have ever seen and is definitely the best using only vanilla textures. Looking forward to the next one my friend 6 Quote Share this post Link to post
elend Posted April 15, 2019 @Archanhell I think you definitely need a beefy computer for this map, but most probably only during the endfight, I think. Lots of 3D floors. 0 Quote Share this post Link to post
DooM_RO Posted April 15, 2019 Second map??? How long did it take you to make this? 2 Quote Share this post Link to post
elend Posted April 15, 2019 (edited) Around 6 months with an average of 2 - 3 hours (I think?) per day spent on it. I was mostly still learning when builsing this map and maybe the fact, that there is barely a straight line in it, also contributed to this long building time. Edited April 15, 2019 by elend 3 Quote Share this post Link to post
DooM_RO Posted April 15, 2019 How did you make the rounded hallway with gothic arches in the first screen? I have always had trouble making those. Probably because I make everything by hand. 0 Quote Share this post Link to post
elend Posted April 15, 2019 That‘s also basically done by hand. I think I used vertex slopes there. Open the map in GzDB and have a look. 2 Quote Share this post Link to post
StormCatcher.77 Posted April 15, 2019 (edited) @elend VladGuardian, after seeing screenshots of your map under my small review on Doom Power, said: "This is the 'Doom' from our dreams." And this is 100% true. Making big maps means taking some risk, because players have different tastes and may react negatively to the most characteristic features of such map: linearity, entanglement, excessive or uneven difficult, etc. But here I see a map where there are no such flaws and I am sure it will be liked by many. The map is designed so that nothing interferes with the classic gameplay. All its locations are voluminous and roomy, allow player to move as quickly as possible, competently use space and heights. Here is perfectly conveys the feeling of monumentality and volume, both through the rich architecture and the detailed layout. Moving through the level, the player's gaze almost always rushes into some kind of bottomless space, inviting to explore itself. I liked the local arena battles with scripted waves. They are very solidly made, without the excesses of difficulty, giving the player freedom of choice of tactics. At first, the player’s disarmlessness makes one expect big problems, but everything turns out to be simple. In general, if player do not do stupid things, then the map is not quite complicated, except for the last boss. I didn’t observe any problems with balance, in any case. Despite the amazing scale of the map, the objects associated with the keys are highlighted, and their location is bumped into memory due to the almost complete uniqueness of the architectural techniques encountered. I found an indicator of excellence that all this is done only with standard textures that look completely new here, thanks to how Elend works with lighting. This is the real magic of saturated dynamic and sector light. The only significant drawback of the map is the noticeable FPS subsidence towards the end, but this does not spoil the overall impression. At the very finale, approaching the bridge, which ends in the abyss, there is a feeling of some incompleteness. Having spent on fights inside the grand hellish den for almost an hour, I looked back, checked the automap and was surprised at how much I missed. I did not find a single secret on the first try ... they are perfectly hidden. After the fall of the last beast in the final battle, finding yourself in the middle of a field from demon corpses and the bits of their leader, comes the feeling that this place was conquered by you and now is too early ro leave until it gave to you everything it can. This is some forgotten feeling of excitement. Elend, you gave us a great example of how to make big and great maps. You are a true master. I am sure this map has all the chances to get Cacoward this year! Looking forward to your next projects!! First Demo Attempt - about 1 hour, UV, GZDoom 4.0.0 Edited April 15, 2019 by StormCatcher.77 6 Quote Share this post Link to post
Gaia74 Posted April 15, 2019 (edited) well im going to play this map so in some time maybe i post a review EDIT: umm i cant open the rar, seems like the file is damaged Edited April 15, 2019 by Gaia74 1 Quote Share this post Link to post
DooM_RO Posted April 15, 2019 Man, what can I say. I am really jealous of your skills! You did a great job. 1 Quote Share this post Link to post
elend Posted April 15, 2019 @StormCatcher.77 Oh my, that is quite a ton of praise. I thank you whole heartedly but can't shake the feeling that it's not entirely deserved. But thanks! :D 0 Quote Share this post Link to post
boatboat Posted April 16, 2019 this map is a blast! i'm having a lot of fun with it, the geometry is beautiful yet doesnt get in the way and the new monsters feel like they fit well. my only complaint is that the baby cacos are almost too cute to kill, haha 2 Quote Share this post Link to post
AL-97 Posted April 16, 2019 I just started playing this, and it is just plain amazing how incredibly good looking this map is. That's one hell of an achievement for a second release! Maybe personally I would've preferred a little bit more direction on where to go next, but that is just a small nitpick really. Have one small hiccup to report. Green armour secret defined twice with sectors 11669 and 11670. 1 Quote Share this post Link to post
elend Posted April 16, 2019 @Gaia74 Did you try again? If not I'll upload another one, it seemed to work for everyone else, though. @AL-97 Good find, thank you really much! 0 Quote Share this post Link to post
Insane_Gazebo Posted April 16, 2019 Got through this in one sitting (the map was certainly too easy for me), and I must say, this is one hell of a map. I laughed at the cute little baby cacos and marveled at the map design. As usual, I was a bit sad some of the lighting effects wouldn't work in software mode, but I'm not sure a map of this scope would run terribly well otherwise. I only managed to find a single secret, which was the invul secret at the end which helped me clear out that final area. Also, if this is only your second map, then your understanding of texture and architecture on this old game engine is way ahead of where I was when I started mapping! Keep it up, pretty keen to see what you make next. 11 Quote Share this post Link to post
Bridgeburner56 Posted April 16, 2019 Elend should be tried for war crimes for making those poor baby cacos fight 2 Quote Share this post Link to post
elend Posted April 16, 2019 I was thinking purely about gameplay and what kind of weaponry the player has! I didn't know that they are that beloved in the community. My next map will feature a shrine dedicated to the Baby Cacos to make up for it. Also: Thanks so far to everyone for the praise. I am humbled. 7 Quote Share this post Link to post
DooM_RO Posted April 16, 2019 4 hours ago, elend said: I was thinking purely about gameplay and what kind of weaponry the player has! I didn't know that they are that beloved in the community. My next map will feature a shrine dedicated to the Baby Cacos to make up for it. Also: Thanks so far to everyone for the praise. I am humbled. Make a Pain Elemental version that spawns baby cacos. 0 Quote Share this post Link to post
elend Posted April 16, 2019 Well, now I was wondering how a Baby PE would look like... 0 Quote Share this post Link to post
Insane_Gazebo Posted April 16, 2019 7 minutes ago, elend said: Well, now I was wondering how a Baby PE would look like... If a daddy PE shoots out, well, skulls, what bone from the human body does a baby one shoot out? Teeth, maybe? 0 Quote Share this post Link to post
TheLoneliness Posted April 16, 2019 6 minutes ago, Insane_Gazebo said: If a daddy PE shoots out, well, skulls, what bone from the human body does a baby one shoot out? Teeth, maybe? Maybe normal PE shoots out baby PEs, whom will start shooting out the skulls 0 Quote Share this post Link to post
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