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Outer Base (DOOM II)


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3 minutes ago, Zolgia108 said:

hey m8 i wanted to play it but the download is locked, check it out :)

Oops, everything should be all right now.

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played it on uv

very well detailed i really enjoyed it, the main difficulties were the cramped space fights, overall i think it's a pretty solid map. I think ammo and health balance is perfectly fine i ended the level with 8 shells and 100 clips. no rockets. I couldnt find the secret armor :(

 

An enjoyable map :)

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1 minute ago, Zolgia108 said:

played it on uv

very well detailed i really enjoyed it, the main difficulties were the cramped space fights, overall i think it's a pretty solid map. I think ammo and health balance is perfectly fine i ended the level with 8 shells and 100 clips. no rockets. I couldnt find the secret armor :(

 

An enjoyable map :)

Thanks man! :)

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I've also beaten the map. Looks really nice and the combat is fun.

I think there is a typo in the message "Ome more to go". I didn't have enough ammo to kill the last manc so I needed to backtrack to the caco trap to grab more rockets to kill him. Other than that - great map!

 

Spoiler

 

 

 

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16 minutes ago, el_inf said:

I've also beaten the map. Looks really nice and the combat is fun.

I think there is a typo in the message "Ome more to go". I didn't have enough ammo to kill the last manc so I needed to backtrack to the caco trap to grab more rockets to kill him. Other than that - great map!

 

  Reveal hidden contents

 

 

 

Great video, thanks! The problem of the person who makes the map and who plays it is that I know what will happen through each pixel, but I try to fill my creation in such a way that it would be interesting to play.

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cool, was waiting for this one. really like the sector and detail work. especially like those ceiling lights. really simple, yet so effective. my first impression: little too claustrophobic in some areas. some of the ambient sounds are a bit too prominent.

Edited by zzzornbringer

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The architecture in this is really great without being overly detailed. You get a lot of mileage out of just constructing clean forms with well-aligned stock textures. Good job!

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Really liked the liquid effects. All in all great usage of stock textures, and some very subtle use of sloped surfaces. Fights could be a little cramped, and a few too many cheap shots from hitscanners, but a fun map all in all!

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Really damn good wad mate! The starting are is pretty well done and calls a lot for attention. The whole layout is so simple is good, without the need to make roads on excess or just fucktons or rooms. The difficulty is probably medium, it seems doable in NM, but UV it's just perfect.

 

I quite enjoyed the architecture and design in the ''Quake'' style, as well as the incredible lighting and good use of detail without going overboard. It took you 6 months and I can see why, but if you improve your speed I think you could make an excellent quality wad episode.

 

Pretty fast and intense, very well done. Although, in the endes theres a little mistake, in the Intermission screen the name of the map doesn't appear but it's nothing serious I guess.

 

Skienvc.png

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Really solid map, fam, I really dig it. I love a good techbase map and this one is stellar. It kind of reminds me of Putrefier, a similar techbase WAD from 2012 that also feels like it took some inspiration from Quake, with the added bonus NOT having an excessive amount of backtracking and monster closets. The progression is straightforward, but fun and although the use of two alcoves with switches in them to open a larger door was used twice, I didn't mind it so much. This thing is just really solid and consistent and the enemy placement/ratio was pretty cool and reasonable. I did have a hard time with combat, trying to dodge projectiles because of the tight spaces, but also keep in mind that I'm not exactly a Pro Doomer at this point so don't worry about that one too much haha. Good stuff man, I love it.

 

Here's my gameplay:
HMP | Running on GZDoom + Brutal Doom

Spoiler

 

 

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1 hour ago, Biodegradable said:

Really solid map, fam, I really dig it. I love a good techbase map and this one is stellar. It kind of reminds me of Putrefier, a similar techbase WAD from 2012 that also feels like it took some inspiration from Quake, with the added bonus NOT having an excessive amount of backtracking and monster closets. The progression is straightforward, but fun and although the use of two alcoves with switches in them to open a larger door was used twice, I didn't mind it so much. This thing is just really solid and consistent and the enemy placement/ratio was pretty cool and reasonable. I did have a hard time with combat, trying to dodge projectiles because of the tight spaces, but also keep in mind that I'm not exactly a Pro Doomer at this point so don't worry about that one too much haha. Good stuff man, I love it.

 

Here's my gameplay:
HMP | Running on GZDoom + Brutal Doom

  Reveal hidden contents

 

 

Thanks for the video, it was interesting :)

Edited by Kuleshoff

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2 hours ago, Biodegradable said:

Really solid map, fam, I really dig it. I love a good techbase map and this one is stellar. It kind of reminds me of Putrefier, a similar techbase WAD from 2012 that also feels like it took some inspiration from Quake, with the added bonus NOT having an excessive amount of backtracking and monster closets. The progression is straightforward, but fun and although the use of two alcoves with switches in them to open a larger door was used twice, I didn't mind it so much. This thing is just really solid and consistent and the enemy placement/ratio was pretty cool and reasonable. I did have a hard time with combat, trying to dodge projectiles because of the tight spaces, but also keep in mind that I'm not exactly a Pro Doomer at this point so don't worry about that one too much haha. Good stuff man, I love it.

 

Here's my gameplay:
HMP | Running on GZDoom + Brutal Doom

  Hide contents

 

 

Haha I love that keyboard clicking clickity click. Also, dont know if you know this, but: Pro BD tip, with the shotgun, you can reload right after you shoot and actually increase the firing speed. Click and R right away. I'm a heretic, I know.

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That was certainly intense. It forced me to work through some of the problem areas that I have, mainly constrained spaces and limited ammo. I'm always down to barely anything, so I had to figure out how to get certain monsters away from others, especially the Archvile, which kept reviving some of the heavier ones. I had to run for the exit button at the end, since there was just nothing else I could do. Overall, I enjoyed it a lot. 

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  • 1 month later...

Just played the map and the only thing I can say is: outstanding job!

 

I love Quake style maps and this one nails the Quake vibe perfectly - and it's all with standard Doom2 textures! Very well done. 

 

Textures are carefully chosen and aligned perfectly. 

 

Ammo/health balance is also well established. 

 

Very, very solid map! 

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** edit **

Yeah that is really cool. Short and intense and ramps up beautifully. Archvile got me a few times.... Level design is supercool as well. Nice job.

 

Just played the start of this. Agree with all above comments - excellent job dude. Love the music too. Will definitely come back to this one to play the whole thing.

Edited by smeghammer
update after playing

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Very nice looking. It reminds me of Quake 2 in appearance and sound design. (And of course you lifted some sound effects from Quake or Quake 2).

 

I found the secret armor, but not the secret soul sphere: There was no tell to indicate jumping into the slime was survivable, never mind that there was a secret below. It doesn't even appear on the automap if you cheat to get the computer map. The other side is in fact lethal as well, so that just makes it even less likely that the secret could be found. The player has no reason to attempt entering the slime, without a clue or hint that there's something worth looking for there.

 

There wasn't much health, but it wasn't too difficult, so I survived... except to the splash damage from the Cyberdemon, but I only had 1% health left at that point anyway. That enemy just doesn't work for me. It can't get to the player, so it's just a matter of peeking out and shooting, and ducking back. It's not a challenge, its merely time-consuming. 2-4 Revenants would be better than the Cyberdemon there, they can move and threaten the player. I would lose the Cyberdemon and replace it with something else.

 

Perhaps add a shade more health, such as in that small room with the 2 Revenants, after which an Arch-Vile gets released. I was able to get to the end without dying, but just barely.

 

EDIT: Actually, now that I think of it, design-wise, it leans too heavily on the switch puzzles. First room, you need to open a switch to proceed. Second room, you need to enter two smaller rooms and hit two switches to proceed. Third room, a little variety, there's a lift to get out. Fourth room, find a switch to open the fifth room to find another switch to open the sixth room, the seventh room has two doors, one of which is opened by a switch in the eighth room, then the ninth room has yet another switch to open the exit. Switch after switch after switch. It's a little too repetitive, especially considering that all the rooms are small and fairly cramped.  More variety would be nice to avoid the whole thing feeling like the same thing again and again.

Edited by Stabbey
switch puzzles excessive

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