Spectre01 Posted January 31, 2020 (edited) I am excited to share something new I've been working on! Moonfire is planned to be a short (~6 map + secret), Boom-format, Lunar-themed episode of medium to large maps. Rather than making a traditional techbase + Moon set, like E2 of Duke3D, I am aiming to explore a variety of hellish and other surreal themes as well. Continuous balance is also something I'm interested in supporting more thoroughly. I currently have one map to share, with the rest at various stages of development. Difficulty settings are implemented and any feedback on HMP or HNTR would be appreciated. My goal is to design around HMP and then tune encounters for other difficulties. UV is where I have fun trying to challenge myself and may require some degree of familiarity and meta-knowledge of the map and its mechanics. Some sections are inherently difficult, so HNTR is no walk in the park. Berserk punching proficiency required at the start. Enjoy! Tested mostly in PRBoom+, GLBoom+, and GZDoom. Special thanks to @rdwpa for detailed feedback and @Saint_Guy for brief but humorous comments. map01 demo: Download More screenshots (all from map01): Spoiler Bonus: While designed around classic Doom gameplay and mechanics, I also tested all difficulties with @Tango's Supercharge! Just make sure to change the Fusionite's attack origin to vanilla in the options. Spoiler Resource credits: Spoiler Texture Source : Nova 3 Texture Pack (n3txv1.6), Valiant (blue/red Earth sky), Resurgence (palette) TITLEPIC: Fire on the Moon (1986) by Aleph INTERPIC: Stock Image Music : Title - Satellite One by Purple Motion Intermission - Gundam F-91 map01 - Tempter by Mark Klem Edited January 31, 2020 by Spectre01 49 Quote Share this post Link to post
tamara mochaccina Posted January 31, 2020 Oh hecc boi, dis look gud 2 Quote Share this post Link to post
Firedust Posted January 31, 2020 Man, these screenies look awesome! 2 Quote Share this post Link to post
tamara mochaccina Posted January 31, 2020 (edited) i didn't want to play anymore after the first area, tried it on hmp first and then went onto hntr. i'm pretty sure i broke my mouse and my head hurts 10/10 people who are good at games will enjoy it i didn't because i'm bad at videogames Edited January 31, 2020 by tam 0 Quote Share this post Link to post
Tango Posted January 31, 2020 (edited) well shit this looks incredible edit: should also say that I really love the way everyone uses shadow casting when mapping for this theme, I think that's a great trend. I wish it was more widespread for other map themes too :D Edited January 31, 2020 by Tango 6 Quote Share this post Link to post
galileo31dos01 Posted January 31, 2020 I hope lava tastes like cheese there. 4 Quote Share this post Link to post
Egg Boy Posted January 31, 2020 This looks great, I'll give it a shot tomorrow. 1 Quote Share this post Link to post
Devastator_ Posted January 31, 2020 Amazing, gotta give it a try. 1 Quote Share this post Link to post
Arbys550 Posted January 31, 2020 Woah this looks insane! I'll wait for the full version to come out before playing though 1 Quote Share this post Link to post
Spectre01 Posted January 31, 2020 (edited) 2 hours ago, Arbys550 said: Woah this looks insane! I'll wait for the full version to come out before playing though Thanks guys! Hopefully I'll finish by the end of this year. Been an on and off project for a while now, with several scrapped maps starting in a crashed ship. 3 hours ago, Tango said: edit: should also say that I really love the way everyone uses shadow casting when mapping for this theme, I think that's a great trend. I wish it was more widespread for other map themes too :D It's the first time I've tried directional shadows. Normally I adjust sector lighting based on indoor/outdoor and elevation levels. The side effect is that it's a rather massive increase in linedefs to apply consistently to a large area, and end up tanking the FPS, (not to mention the extra time involved :P). One of the reasons I kept most of the main geometry to the 32 grid and tried to limit excessive curves and micro-detailing. Edited January 31, 2020 by Spectre01 1 Quote Share this post Link to post
6DB Posted January 31, 2020 I just gave it a quick go, sure is pretty but damn it's hard on HMP. Monsters in front of you teleporting suddenly behind you, felt kinda cheap. Awesome stuff though and early days of course, hope the final version will have new midi music. 1 Quote Share this post Link to post
i suck at nicknames Posted May 12, 2023 hey, sorry for bumping this thread after so long, but I just wanted to ask what the progress for this mapset was. big fan of your stuff, so am pretty excited to play this when its finally done....so yeah, an update would be appreciated :> 3 Quote Share this post Link to post
Spectre01 Posted May 14, 2023 On 5/13/2023 at 9:04 AM, i suck at nicknames said: hey, sorry for bumping this thread after so long, but I just wanted to ask what the progress for this mapset was. big fan of your stuff, so am pretty excited to play this when its finally done....so yeah, an update would be appreciated :> Hey, thanks for the kind words! I haven't been much of a gamer lately, besides the occasional Hearthstone. I've done a bit of mapping but nothing too serious, so there hasn't been major progress on this project or the other stuff I've wanted to make. It will happen eventually but right now the passion isn't really there. 2 Quote Share this post Link to post
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