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Heelbain, Atmospheric UDMF project (with resources v6)


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Provide some screenshots, dude. Not only are they required when posting any mods of yours (that's not a CP), but they will also attract other people's interests in playing this immensely.

I've heard you saying on Discord that loneliness played a big role here, which is right up my alley. I'll try to provide some gameplay and feedbacks if possible.

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34 minutes ago, TheNoob_Gamer said:

Provide some screenshots, dude. Not only are they required when posting any mods of yours (that's not a CP), but they will also attract other people's interests in playing this immensely.

I've heard you saying on Discord that loneliness played a big role here, which is right up my alley. I'll try to provide some gameplay and feedbacks if possible.

Good idea.

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5 minutes ago, Biodegradable said:

I'm curious to see where this project goes. I had a go at testing out the prototype for you.

 

UV | GZDoom + Zagemod

Thanks for the playthrough!

 

As for the start, jumping is needed to get past the fence. My goal was to let players know three things about the wad: that jumping and crouching are needed (hence the fence, and the gap you have to squeeze through at the bottom of the cliff), and that fall damage is part of the mod.

 

I also agree that there is not much to talk about yet. I will add more detail to the map, especially in the last area. Again, thanks for playing and recording. It means a lot to me!

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2 minutes ago, obake said:

, and that fall damage is part of the mod.

Well, in that case, you should state in the OP that fall damage must be enabled to prevent players from sequence breaking future maps.

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1 minute ago, TheNoob_Gamer said:

Well, in that case, you should state in the OP that fall damage must be enabled to prevent players from sequence breaking future maps.

Fall damage will be automatically enabled via a GAMEINFO lump, so there should be no worries. Though I am curious how other mods will interact with this map set, and whether their values for fall damage will be the same (some mods might change the amount of damage the player takes from falling.)

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7 minutes ago, obake said:

Fall damage will be automatically enabled via a GAMEINFO lump, so there should be no worries. Though I am curious how other mods will interact with this map set, and whether their values for fall damage will be the same (some mods might change the amount of damage the player takes from falling.)

Yeah, particularly mods like Hideous Destructor or full-blown gameplay mods that ultilize (Strife) fall damage. Load order will matter in that case.

Edited by TheNoob_Gamer

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I'd like to join, but I will do something at September... Anyway a question: are new monsters allowed or they are already present in the demo wad?

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So I recorded a short footage of your map, on UV. Everything I need to say is presented in the video, so check it out when you have time. Enjoy!

 

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1 hour ago, Walter confetti said:

I'd like to join, but I will do something at September... Anyway a question: are new monsters allowed or they are already present in the demo wad?

The resource wad, which will be given in the Discord, has a few new enemies and decorations. Also, welcome aboard!

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1 hour ago, TheNoob_Gamer said:

So I recorded a short footage of your map, on UV. Everything I need to say is presented in the video, so check it out when you have time. Enjoy!

 

Thanks for the playthrough!

 

As for fall damage, it should register even if fall damage in the options menu is turned off, since (I believe) MAPINFO and GAMEINFO override regular options. The type of damage it is set to in MAPINFO is the old zdoom type, which should put you at 89-88 health from the fall.

 

I also agree with the extra need for detailing and restructuring the first encounter. Thank again for playing and giving feedback!

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The fence is a little odd because at first glance the way it's detached from the wall at the near end makes it look like you should be able to squeeze through the gap, and when you just barely can't, when the gap is at its narrowest about 39 units wide and the player could make it through if it were aligned differently, it's easy to feel as though jumping over it is the "wrong" solution even though the falling damage and the need to crouch a little later all confirm and efficiently communicate that this is a jumping-and-crouching experience.

 

I'd like to echo @Biodegradable's sentiment here: "I'm intrigued, I'd love to see more," especially with the themes of loneliness and dread that you're exploring here.

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Just a bit of constructive crit, don't take it too hard... but I don't really find the map to be all that atmospheric. It feels like a map that is trying to be atmospheric but is lacking in subtlety and nuance. Unloved is a perfect example of a wad that tries too hard to be atmospheric and ends up being tacky. Try to experiment with a more surreal style, a la A.L.T., use dissonant tones or try something similar to Lustmord. Music and color are the two most important sensory aspects in regards to Doom's atmosphere IMO.

 

As it stands I don't find the map to be evocative enough, or immersive enough to have a memorable atmosphere. But good luck to you, and I will be checking for further progress.

Edited by TheMagicMushroomMan

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6 hours ago, TheOrganGrinder said:

The fence is a little odd because at first glance the way it's detached from the wall at the near end makes it look like you should be able to squeeze through the gap, and when you just barely can't, when the gap is at its narrowest about 39 units wide and the player could make it through if it were aligned differently, it's easy to feel as though jumping over it is the "wrong" solution even though the falling damage and the need to crouch a little later all confirm and efficiently communicate that this is a jumping-and-crouching experience.

 

I'd like to echo @Biodegradable's sentiment here: "I'm intrigued, I'd love to see more," especially with the themes of loneliness and dread that you're exploring here.

 

6 hours ago, TheMagicMushroomMan said:

Just a bit of constructive crit, don't take it too hard... but I don't really find the map to be all that atmospheric. It feels like a map that is trying to be atmospheric but is lacking in subtlety and nuance. Unloved is a perfect example of a wad that tries too hard to be atmospheric and ends up being tacky. Try to experiment with a more surreal style, a la A.L.T., use dissonant tones or try something similar to Lustmord. Music and color are the two most important sensory aspects in regards to Doom's atmosphere IMO.

 

As it stands I don't find the map to be evocative enough, or immersive enough to have a memorable atmosphere. But good luck to you, and I will be checking for further progress.

Thank you both for your thoughts! I'll make the fence hug the wall, to better indicate to the player that they need to jump.

 

When I add more detail to the map, it'll hopefully flesh out the atmosphere more. I want the right amount, where it evokes a little bit of creepiness, but is still able to build more as the maps go on.

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Sorry if I'm breaking any rules for this, but the post I made (above) ended up getting me a warning for being rude, and I just wanted to apologize because I didn't mean it that way, I'm sorry ): I was just trying to help with some ideas about improving the atmosphere.

Edited by TheMagicMushroomMan

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ZDoom 2.8.1 is loading the WAD but not the map, returning a "Map has no vertices" error through the in-game console.

 

EDIT: This may be because there's a MAP01 entry present in both growth.wad and Heelopen2.wad, but the former doesn't appear to contain playable map data.  Also, should I be loading this with both growth.wad and OTEX_1.1.WAD?

 

EDIT 2: I used Slade to delete the errant entries from growth.wad and things loaded properly in ZDoom.  Can I infer from the presence of Thing type 9832 light sources that this is intended for GZDoom?

Edited by TheOrganGrinder

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my thoughts for now:

 

1) I like the ambience and i think i will enjoy the overall atmosphere, i've been to Nevada in the past and i am a lot into it (not a huge fan of those square structures that looked a bit weird in my opinion).

2) i don't like the required jumping and crouching, but that's just because i'm so freaking retro (also you should tell us in the description, cause i can't see it written anywhere

3) for a mapset like this to work well you will need tons of microdetails and to "invite" us players in focusing on exploration. If you are up the task then it will be very cool!

4) music fits pretty well

5) the resources you gave me weren't enough, i still needed the wad the resources and otex as well, don't know if that's normal, just saying :)

 

 

sorry for my english as usual

 

Edited by Zolgia108

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22 minutes ago, TheOrganGrinder said:

ZDoom 2.8.1 is loading the WAD but not the map, returning a "Map has no vertices" error through the in-game console.

 

EDIT: This may be because there's a MAP01 entry present in both growth.wad and Heelopen2.wad, but the former doesn't appear to contain playable map data.  Also, should I be loading this with both growth.wad and OTEX_1.1.WAD?

i used the wad, the resource and otex alltogether and it worked, i think, as it should have

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It's an improvement, though the changes are pretty subtle. Still feels a little bare-bones in some respect, but I'm not sure what you could do to push it forward. I'm sure you'll figure it out thought ;^)

 

UV | GZDoom + Zagemod

 

 

 

Edited by Biodegradable

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1 hour ago, TheOrganGrinder said:

Can I infer from the presence of Thing type 9832 light sources that this is intended for GZDoom?

 

This mapset will be UDMF, so it is my understanding that it is meant to be played in GZDoom. I don't know if @obake plans to have any guidelines about versions of GZDoom.

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8 hours ago, TheOrganGrinder said:

ZDoom 2.8.1 is loading the WAD but not the map, returning a "Map has no vertices" error through the in-game console.

 

EDIT: This may be because there's a MAP01 entry present in both growth.wad and Heelopen2.wad, but the former doesn't appear to contain playable map data.  Also, should I be loading this with both growth.wad and OTEX_1.1.WAD?

 

EDIT 2: I used Slade to delete the errant entries from growth.wad and things loaded properly in ZDoom.  Can I infer from the presence of Thing type 9832 light sources that this is intended for GZDoom?

Whoops, I'll have to fix those issues regarding the errant map data. It is meant for GZDoom. Thanks for pointing those things out.

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Thanks for the playthroughs, Bio and Zolgia! I should have been more clear about the resource wads inclusion, heh.

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So this next update changes only the beginning of the map, but I believe it is warranted given that it sets an entirely new tone (at least I hope.)

Heelbain Opener 3

 

This one starts with no music, by the way.

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1 hour ago, obake said:

Opener 3

Another footage. Like the last time, all commentaries are presented in the video. Enjoy!

Sorry for the abrupt cut at the end, just don't want to bother you with me trying to find the remaining secret.

 

(Things I forgot to add: The TITLEPIC track plays whenever I start up a new game, as evidenced at the beginning. There are definitely methods to actually add blank music to the mod.

Looking at @Biodegradable's playthrough, it seems I've messed up somehow.)

 

Edited by TheNoob_Gamer

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@Biodegradable  @TheNoob_Gamer

 

I apologize. Looks like I broke my map. :/ What's supposed to happen (and what happens for me at least), is that there is no music at the start. As you  venture out of the tunnel, you hear buzzing, and upon closer inspection, see a swarm of flies surrounding the two impaled corpses rotting on the ledge above. This is supposed to give an impression that what the player sees is an omen of what could happen to them. The PSX music only kicks in once you crawl into the hallway with the imps.

 

It's supposed to be a startling opening. I will do as you guys suggest, and fix it. Sorry again for wasting your time.

 

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Must say, that you made me curious about what you'll make with this project. Unfortunately, I didn't find this opener much atmospheric, rather thematically intriguing.

 

My thoughts:

1) Very simplistic building architecture

As this is still work in progress, I assume this will be changed. But making buildings into square-ish shapes are kind of meh.

2) Very loud fly sound

The sound of flies flying around the corpses at the beginning of the opener are very loud. Would be great, if you would mix the volume down of the sound file or put the sound origin further from the player.

3) Very well lit environment

Since this is based around atmosphere, I thought it could do some good if you would lower the brightness in well lit areas. Also, you could use point lights to your advantage.

4) Too short

I understand that this is supposed to be an intro of kind, but feels a tad bit bland for an opening level.

5) Main menu track issue

Main menu track just continues playing itself, when starting the map.

This is an issue with your MAPINFO lump, since you've written that MAP01 should look for a file called "none".

If you don't want to play any music as the map starts then just put 2 quotation marks with nothing in between them (i.e.: music = "").

 

Anyway, wish you good luck with your project.

Edited by EmptyCell

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