BluePineapple72 Posted May 29, 2020 (edited) Update 3: Hoo boy. A big one. Although there is quite a bit of work to do, some major progress has been made as of late. As always, let me know what you think. - MAJOR visual overhauls to multiple areas, including spawn, the soul factory, and the red key area. - Multiple levelution scripts have been added. - The right side of the soul factory castle is almost complete. A spider demon awaits you here - Renovations for the 'chasm' area have begun. - Lava falls! - Renovations for the chaingun room right by the red key have begun. - Modified thing placement. I'm in the process of removing forced pickups as well as changing the balancing in some areas. For example, I added a plasma gun to an area that I hadn't intended the player to get to before they got one. As always, my to do list grows. There are multiple issues and flaws with the map's design that I am aware of, and they will be tackled. But with school on the horizon and with multiple other mapping deadlines encroaching, I haven't been able to iron out all of the weird kinks this map has, but some polish is beginning to really show up. Try it out! Hopefully I'll get a December release out. Update 3 but in picture format!: Spoiler Update 2: While not as major as update 1 (I think at least), I thought it important to post update 2 anyways, get the ball rolling on hopefully releasing sometime in September. - Redone bloodfalls area. - Extended Hell Bridge. - New exit. - Multiple lifts changed to Support 3 to be more obvious - Minor balancing tweaks and whatnots - Lighting and texture changes in multiple areas. - Continued progress on 'Notravol' - it should be noted that this area is still unfinished, you will see missing textures, and may get stuck in areas. Just be careful, you'll know the unfinished area when you see it, so just don't fall off any edges. - Scripting changes/fixes - Spawn area revitalization Update 2 Visualization! Spoiler I don't even see the point of posting that snip, you can barely even see the darned map. And no, I won't make smaller snips of the map More here: https://imgur.com/a/XaEt4uO? Update 1: - Redone visuals and gamplay in multiple rooms. Namely the first outdoor section and the Hell Bridge. - The final area has been started, but it is not currently accessible. You can see it in the distance however. - Castle Wolfenstein is no more. It's replacement is now in the oven - Lighting improvements in 'Notravol' - Geometry tweaks in the platforming section to make it not suck. - Changed music to D_Tense. I'll look for a custom one once I'm closer to completion. - I've also added an actual waterfall texture this time! Ripped from Plutonia. Hopefully when you install it works out. Please let me know if it doesn't - A lot of shit I forgot. More Images! (Update 1 Visualization): Spoiler More here: https://imgur.com/a/bMBquMq -- Initial Post Hi there! Since quarantine began, I took up mapping as a hobby; the following map is what I've been working on since late March. Technically this is my second map, as I contributed to the Pandemonium Speedmapping Contest, but I'm considering this my first since I started working on this one well before I began Loathe Perfection. Although this file is here and all clickable like, it still isn't finished. Many areas are missing crucial pieces of their design, ranging from ambushes, ammo, and some geometry stuff. I would reckon 60% of the map is finished finished; the remaining 40% needs to be completed and then I will go through and polish the whole 100% to meet a greater standard. So once I finish some important areas, I'm going to go back into older ones and fix texturing, adjust geometry, add ammo and enemies as needed, etc. I've been itching to release this to the public and today I finally snapped. I've modified the map to be completable, this is not the final version. Expect many texture issues, especially on the final bridge. Any feedback is welcome. I will take a liking to any criticisms given. Enjoy! -- Map File: DM me for map file. I deleted it to save space - There are some placeholder textures in place in this version. Pardon my mess -Par time: 40 minutes -Doom in Hexen -Tested in GZDoom -Doom 2: Map01 -Music hasn't been added yet. D_Tense -Singleplayer -Map Started in early April -I've taken waterfall textures out of Plutonia and lava falls from cc4 -Jump and Crouch blocked. Built without freelook, but I won't discourage using it. Special thanks to @aletheos eberlain for helping me test this thing for the past few months. The map would not be what it is without their help. They are even working on an area of the map! (It too is a crucial area, I've gone ahead and opened the door the puzzle within will solve once completed) Screenshots: (some have been removed to preserve space) Spoiler Edited December 3, 2021 by BluePineapple72 Edit 1: removed an e Edit 2: First major update Edit 3: Update 2 19 Quote Share this post Link to post
Steve88 Posted May 29, 2020 Hey played the played your previous version, This is a fun and cool looking level, i can't wait to play the finished product. I really dig your cavernous style and the dynamic parts where the level changes before your eyes, its really really cool. 2 Quote Share this post Link to post
DRM-MAN Posted May 29, 2020 It's good, better then anything i could make. 1 Quote Share this post Link to post
Biodegradable Posted May 29, 2020 (edited) Just finished it, man. It's an incredible job, I must say. Really packed with detail and challenge. You're cruel, but fair. Managed to kill me a fair few times, but I feel you also taught me a fair amount about how to really navigate this map through your cruelty. Top notch stuff! I'd be more than happy to play it again when it's properly finished. Edited May 29, 2020 by Biodegradable 2 Quote Share this post Link to post
BluePineapple72 Posted May 29, 2020 (edited) 51 minutes ago, DRMman said: It's good, better then anything i could make. Hey man, don't put yourself down like that. A few months ago, all I could manage was to make a Startan box with a shotgun. Only after spending pretty much all of my freetime working with doom builder was I able to make this. Don't give up man! Just remember that the more you work at it, the better your work gets. Edit: @Biodegradable Thank you very much! I'm glad you enjoyed it, and I'm even more glad that you thought that I was cruel haha! Although, I am curious. Which parts did you think were the most cruel? Were there any that were too cruel? (and any that would be VERY cruel had you not found a certain secret I won't mention?) Edited May 29, 2020 by BluePineapple72 Mentioning a comment posted while I was writing my comment. 2 Quote Share this post Link to post
Biodegradable Posted May 29, 2020 You're very welcome, mate. I'd say the slowly rising poisoned blood platform arena trap was the stand out for me in terms of the most memorable moment of cruelty. I survived it though ;^) But no, nothing too cruel that I'd necessarily catergorise as unfair or straight-up bullshit. You have the makings of a great mapper, Mr Pineapple. Can't wait to see more 1 Quote Share this post Link to post
BluePineapple72 Posted May 29, 2020 3 minutes ago, Biodegradable said: You're very welcome, mate. I'd say the slowly rising poisoned blood platform arena trap was the stand out for me in terms of the most memorable moment of cruelty. I survived it though ;^) But no, nothing too cruel that I'd necessarily catergorise as unfair or straight-up bullshit. You have the makings of a great mapper, Mr Pineapple. Can't wait to see more Ah! Thank you very much. That means a lot! :D It's interesting you mentioned the blood elevator, as that was the area I was implying in my comment. As for that secret: Spoiler There is a way to spawn an invulnerability sphere into that arena. The way: Spoiler It is to the right of the plasma gun acquired after teleporting into the hallway that leads to the elevator. Backtrackers be warned though, you're weirdly unable to reenter the rising blood area. I'll have to find a fix for it. Later. 1 Quote Share this post Link to post
Horus Posted May 29, 2020 As you know, I've played Loathe Perfection, so I was expecting good things out of this - and I indeed got good things, nice work! Like you said, it's clear when playing through that there are certain areas that are unfinished be it with texture errors or emptiness (tbh not sure why you didn't finish this up before posting it here but oh well), but the vast majority of the level looks complete and plays very well. I echo Biodegradable's point about the rising blood arena - cruel but very fun. In summary - I hope you finish this up and continue making more maps, because this was enjoyable stuff! Video with more commentary below, complete with a !goodatdoom moment at 22:15 (the perils of using the mousewheel to change weapon and not paying attention! D: ). Hope it helps, it's only my second vid with commentary so hope the audio comes out okay. 6 Quote Share this post Link to post
happy_mac Posted May 29, 2020 Somehow I have SIGIL vibes by looking at it. Keep it up! 1 Quote Share this post Link to post
BluePineapple72 Posted May 29, 2020 1 hour ago, Horus said: As you know, I've played Loathe Perfection, so I was expecting good things out of this - and I indeed got good things, nice work! Like you said, it's clear when playing through that there are certain areas that are unfinished be it with texture errors or emptiness (tbh not sure why you didn't finish this up before posting it here but oh well), but the vast majority of the level looks complete and plays very well. I echo Biodegradable's point about the rising blood arena - cruel but very fun. In summary - I hope you finish this up and continue making more maps, because this was enjoyable stuff! Video with more commentary below, complete with a !goodatdoom moment at 22:15 (the perils of using the mousewheel to change weapon and not paying attention! D: ). Hope it helps, it's only my second vid with commentary so hope the audio comes out okay. 5 minutes ago, happy_mac said: Somehow I have SIGIL vibes by looking at it. Keep it up! Thank you both very much! @Horus As for you video, I really enjoyed it! Audio sounded damn near perfect if I do say so myself! I agree with what you said about the chasm. I have been planning on retouching the chasm area (and adding an ambush cough cough). But with regards to the inescapable pit: there is a lowering platform in the first platforming area; the one made of ash at the start lowers (hopefully). In the second area, the first rock has a step up to it. I will definitely fine tune that area closely. Something funny that I noticed that both you and @Steve88 did is how both of y’all jumped to get the soul sphere, instead of going through the secret walkway. Aletheos warned me that this would happen and I didn’t listen, haha! 1 Quote Share this post Link to post
happy_mac Posted May 29, 2020 I just Played it. And its pretty damn good. I like the details you have put. I have a feeling this is gonna be big. 1 Quote Share this post Link to post
aletheos eberlain Posted May 29, 2020 (edited) Work continues on my contribution to Metastasis... Spoiler ...the underwater laboratories. What (the hell) was the UAC doing down here? Spoiler This looks sinister... https://streamable.com/lau04f Spoiler Brrr... it's cold in here! https://streamable.com/pgnveq Spoiler How do I get this thing open? https://streamable.com/vfignx Spoiler Why is this in there? https://streamable.com/qnsi77 I expect these areas will be connected, and at least one encounter will be finished(or, at least, functional), by the end of next week. Edited May 29, 2020 by aletheos eberlain 1 Quote Share this post Link to post
vincent0s Posted May 30, 2020 Looked at the gameplay of Steve88. Cool wad! Vanilla textures are dope. 2 Quote Share this post Link to post
Steve88 Posted May 30, 2020 (edited) @Horus wow its exciting to hear your commentary! I am used to quiet videos from you, I think the commentary adds a lot to the play through! @BluePineapple72 The jumping thing can be fixed by disabling it in the final release if you care to do so. Also RNJesus was taking the wheel in the elevator fight XD Edited May 30, 2020 by Steve88 2 Quote Share this post Link to post
BluePineapple72 Posted June 3, 2020 After some careful consideration, I’ve decided that I am going to axe the Wolfenstein area. Those that have played have mentioned their feelings of it being too detached from the map, and I agree. I dissatisfied with how the map turned out aesthetically and gameplay-ically. The plan was for it to be another dimension the player travels to, where that can see another hell growth. This theme was not done well enough I think. The massive I fight I scripted was also not noticed by many players, and it only made the room too shitty of a room to fight in. The current plan is now to salvage any geometry, if any, from that arena and transform it into a new arena more fitting to the map’s theme and story. Update prerelease 0.1 will be coming shortly. It will include minor updates to multiple areas (many Ive done i can’t remember); the addition of the right side of the hell caslte, previously unfinished; geometry tunings to the chasm area; the change to a teleporter so players don’t think it’s an exit; some scripting additions; and other minor tweaks to visuals, ammo, etc. The completion of the castle’s right side is currently my main goal, I won’t release the first update until that area is more or less completed. Thank you to everyone who has play tested this. Your feedback is invaluable! 1 Quote Share this post Link to post
BluePineapple72 Posted June 11, 2020 https://www.doomworld.com/forum/post/2141514 There is an update screenshot in that link. I've spent a good bit improving the visuals in multiple areas, namely the first few rooms and the big bridge in hell. The hell castle is getting closer to completion. Wolfenstein is no more! I have replaced it with something new (and unfinished). I'll update the main file once either the right castle path is finished, or the replacement for Wolfenstein is finished. Some of the visual changes are quite extensive, so within the coming days I'll post an imgur album containing the bulk of the work I've done recently. 0 Quote Share this post Link to post
BluePineapple72 Posted June 17, 2020 First update posted. Check OP. Although none of the areas I would have liked to finish are, this update mainly just contains massive visual overhauls and some other gameplay tweaks. It looked so nice I thought "Fuck it, let's post this thang!" So, get it while it's hot! Let me know what changes you liked, and let me know what else needs changing. Thank you for the feedback! https://imgur.com/a/bMBquMq 1 Quote Share this post Link to post
BluePineapple72 Posted July 10, 2020 Short video of me showing an overhauled area as well as myself rambling for 13 minutes about the state and future of the map. 0 Quote Share this post Link to post
BluePineapple72 Posted July 18, 2020 (edited) Update 2 is out now! Although relatively minor, there are some pretty cool changes and additions in store for you curious ones out there. Want to see what was added? Play the map! Or you could just read the patch notes and watch this video, whichever you prefer really. As always, I took pictures of my vacation in Metastasis. If you prefer seeing the map in single frame format over a 40 minute 'stringing-together' of these pictures, then this link is for you! https://imgur.com/a/XaEt4uO? If you don't mind seeing 40 minutes of multiple pictures per second with sound, then click this thing below: Edited July 18, 2020 by BluePineapple72 dum joke 1 Quote Share this post Link to post
BluePineapple72 Posted August 14, 2020 (edited) Pre-release version 4 is out now! Check it out as well as the images posted with it! Some cool pictures for you to feast your eyes with https://imgur.com/a/y1bjnj3 Edited August 14, 2020 by BluePineapple72 0 Quote Share this post Link to post
BluePineapple72 Posted August 26, 2020 (edited) No file for today, but I wanted to begin to share more images onto this thread since I'm getting closer to the final version (which is still a ways away) This is copy pasted from the doom pictures thread: I took it upon myself to redo and older area of Metastasis that I made back in april. The plan behind the renovation was to increase the play area (going up from 64 unit hallways) and to increase the detail level significantly. Original shots are in spoilers, they are fullbright becuase I chose to light them with light level.... 46 Spoiler Spoiler Spoiler Spoiler Up next on my hitlist is to do some visual polish to this area's opposite (slime area with 2 mancubi), and redo the 'gore nest' area fight right above it. I think I will update the map file once that has been done Edited August 26, 2020 by BluePineapple72 1 Quote Share this post Link to post
BluePineapple72 Posted October 4, 2020 Remade the left blue key path a few weeks ago. Here are some shots: Spoiler Spoiler Spoiler Full album: https://imgur.com/a/RiXbkQU Here is also a remake of a hell area I did: Full album: https://imgur.com/a/inZt1mL Progress of this WAD is being trakced more intimately on my discord, I'm also posting files there more frequently, be sure to check it out if you're interested! https://discord.gg/jDQahc6 2 Quote Share this post Link to post
BluePineapple72 Posted December 12, 2020 Miscellaneous progress update: As for an update update. I'm shooting for a January release for this WAD. To speak on it shortly, I am unhappy with multiple areas of this map simple due to the fact that my mapping style/skill has evolved so much since I began working on this that the only thing I feel like doing is remaking/refurbishing old areas. I want to pump this map out so that I can begin work on something more indicative of my work; METASTASIS 2: DIGESTIVE BOOGALOO 5 Quote Share this post Link to post
Caleb13 Posted December 21, 2020 Very impressive architecture, it feels almost like shame there are so few monsters in the map. I noticed two bugs during my playthrough: -HOM at linedef 23744. -Things 782 etc. are stuck in wall. -And GZdoom 4.5.0 complains about some geometry issues: Spoiler Line 3306 has no first side. Line 3307 has no first side. Line 3308 has no first side. Line 3309 has no first side. Line 3310 has no first side. Line 3311 has no first side. Line 3312 has no first side. Line 3313 has no first side. Line 12227 has no first side. Line 16183 has no first side. Line 16342 has no first side. Line 22267 has no first side. Line 22289 has no first side. Line 31458 has no first side. Line 31479 has no first side. Line 31482 has no first side. Line 31483 has no first side. Line 31484 has no first side. Line 31486 has no first side. Line 31496 has no first side. Line 16183's right edge is unconnected 1 Quote Share this post Link to post
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