DragonsForLunch Posted August 28, 2020 (edited) I made a new map! This is the toughest map I've made yet and will see you in some nerve-wracking encounters where you'll be scrounging for cover and ammo. 266 monsters and 3 secrets. My focus for this map was: Creating a continous map flow where encounters can flow between multiple areas Getting familiar with OTEX textures Mapping on the edge of my own player skill level The story: ...It's a video game. Play time: 20 mins + deaths CREDIT:@ukiro for amazing OTEX textures, http://jamespaddockmusic.com/midis/ for awesome music I look forward to hearing your thoughts on this one and I'm hoping to see some playthroughs. Did you have enough ammo? Any fights that felt too grindy? Did you enjoy the map? More info Spoiler Name: Caluset - Fortress of the damned Map Format: Doom Ports Tested: GZDOOM IWAD: Doom II Map(s): MAP01 Music: Jimmi, Lufia & the Fortress of Doom Gameplay: Singleplayer Difficulty Settings: Only UV for now Multiplayer Placement: No Build Time: 2 weeks Textures: OTEX by Ukiro Requirements: Freelook or ability to look up/down required Screenshots Spoiler IMPORTANT! For now, this map requires OTEX v.1.1. Download here When I removed unused textures in Slade all switches and animated textures stopped working, so until I fix that problem, please load the OTEX texture pack separately. If anyone can help out with this I would greatly appreciate it! Updated to v.1.1 Spoiler - Better textures in a few places - Slight tweak to ammo - Slight tweak to enemy placement - More visual attention to the lava cave button area - Fixed some (most?) textures that needed alignment DOWNLOAD DOWNLOAD THE MAP HERE: CALUSET - FORTRESS OF THE DAMNED Edited August 31, 2020 by DragonsForLunch Updated to v.1.1 14 Quote Share this post Link to post
frankTzel Posted August 29, 2020 Played it with Supercharge on UV. I must say that you've done a really solid job. The design of the map is really nice and dynamic. Combat encounters are rough but fair. Resources are kind of plentiful, but not overly abundant. Yeah, pretty solid work. Enjoyed it. PS: I've found a door with wrong textures assigned. Pic included here & pic of location here. 2 Quote Share this post Link to post
Biodegradable Posted August 29, 2020 Really cool stuff, Man Who Eats Dragons For Lunch! You've outdone yourself with this one with its tight design, fun progression, dastardly traps and delicately-measured cruelty. Putting me right in the thick of it with only a pistol and a shotgun for a little while was pretty tough and you nailed my arse to the wall a couple of times, though admittedly, two of the deaths were that of my own making lol. It's all pretty fair though and really good fun. Definitely adding this one to my "Keepers" folder. ;^) 1 Quote Share this post Link to post
DragonsForLunch Posted August 29, 2020 6 hours ago, EmptyCell said: Played it with Supercharge on UV. I must say that you've done a really solid job. The design of the map is really nice and dynamic. Combat encounters are rough but fair. Resources are kind of plentiful, but not overly abundant. Yeah, pretty solid work. Enjoyed it. PS: I've found a door with wrong textures assigned. Pic included here & pic of location here. Great to hear and thanks for playing. I've fixed the texture and will push it in an update. Guess I ran through the window each time. 3 hours ago, Biodegradable said: Really cool stuff, Man Who Eats Dragons For Lunch! You've outdone yourself with this one with its tight design, fun progression, dastardly traps and delicately-measured cruelty. Putting me right in the thick of it with only a pistol and a shotgun for a little while was pretty tough and you nailed my arse to the wall a couple of times, though admittedly, two of the deaths were that of my own making lol. It's all pretty fair though and really good fun. Definitely adding this one to my "Keepers" folder. ;^) Lovely playthrough! Sounds like you had fun! I'm considering a couple of edits for map the based on your video, let's see if I get more feedback on it :) ALSO, can someone PLEASE make a Biodegradable sound wad with your hilarious cackle and fun comments! 1 Quote Share this post Link to post
Juka Posted August 29, 2020 (edited) Just played it through and it definitely played out well, map was overall pretty challenging, that storage area got me killed a few times and the lava spiral was memorable. Map geometry and flow is flawless and I never got lost for a long time. Also the starting bedroom was a nice touch! Some things could be improved, the texture choice was good, but alignment needs more attention, I found a lot of misaligned walls all around and it makes the map feel less polished. Here's some of the many examples thorough the map. Spoiler Besides that, it might take some time to figure out how to open the door out of the lava spiral section, I'd suggest adding some detail around the button sector or a glowing sector effect to draw the player's attention. Overall it was a very enjoyable and varied map, keep up the good work! Unrelated to the map itself, I think you can work around the Slade problem by creating a dummy sector to use the "active switch" textures on walls, so they won't be removed! Also, any way to check all unused textures when Slade asks which ones you want to remove? Mine has all checkboxes off lol. Edited August 29, 2020 by Juka 1 Quote Share this post Link to post
DragonsForLunch Posted August 30, 2020 19 hours ago, Juka said: Just played it through and it definitely played out well, map was overall pretty challenging, that storage area got me killed a few times and the lava spiral was memorable. Map geometry and flow is flawless and I never got lost for a long time. Also the starting bedroom was a nice touch! Some things could be improved, the texture choice was good, but alignment needs more attention, I found a lot of misaligned walls all around and it makes the map feel less polished. Here's some of the many examples thorough the map. Reveal hidden contents Besides that, it might take some time to figure out how to open the door out of the lava spiral section, I'd suggest adding some detail around the button sector or a glowing sector effect to draw the player's attention. Overall it was a very enjoyable and varied map, keep up the good work! Unrelated to the map itself, I think you can work around the Slade problem by creating a dummy sector to use the "active switch" textures on walls, so they won't be removed! Also, any way to check all unused textures when Slade asks which ones you want to remove? Mine has all checkboxes off lol. Thank you for checking out the map. Uh texture alignment isn't my preferred activity but I'm gonna give it another shot. Thx Yeah I was wondering if the lava button would keep players wondering how to get out. I'm gonna add something to grab the players attention. I tried the dummy sector. But the animation still doesn't change when using switches. Perhaps I'm somehow also deleting some other files :/ 0 Quote Share this post Link to post
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