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The Infernal Upper Decker (single-level Boom WAD)


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Well, that was hard as balls, but also really interesting and clever. I enjoyed the central toilet gimmick where you had to flush yourself into different areas as part of the progression, very DoomCute and fun. Combat was balls-to-the-wall and pretty challenging and I had to make a daring escape at the last part, so I tip my hat off to anyone who tries to stick it out and kill all of them but no doubt I would've died a million times and never have finished if I tried personally. Anyways, this is a rather entertaining romp of a map, man. Certainly one of the more unique maps I've played this month. Good stuff.

 

 

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This was really pretty great.  I loved the challenge although I sucked at finding the secrets.  I assume I missed a BFG  somewhere (probably my fault!) because that final arena was a hell of a fight without it.  When the archviles came out I had to flush myself back to the start and wait for them to teleport through to kill them one by one before circling back to finish everything off.

 

Other thoughts:

-- I actually thought you could up the intensity of the final floor of the lowering slime pit arena (when the barons and specters come out) but I also sniped the revenants before I dropped down.

-- The pinkie trap in the winding intestine stair area didn't work right for me because two of them got stuck in the doorway.  Maybe make the opening of the closet a little wider?

 

Nice work.  I'll keep an eye out for your stuff in the future.

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First of all I wanna thank you all for your feedback. The main reason for this level's difficulty is that it was meant to be a submission for decino's 2nd viewer submission round. Unfortunately I couldn't make itinto the final list, so I decided to share it anyway for posterity. What I definitely forgot to consider is how to beat this level without getting all the secrets, considering how cryptic they turned out to be for other players.

 

3 hours ago, Salmon said:

This was really pretty great.  I loved the challenge although I sucked at finding the secrets.  I assume I missed a BFG  somewhere (probably my fault!) because that final arena was a hell of a fight without it.  When the archviles came out I had to flush myself back to the start and wait for them to teleport through to kill them one by one before circling back to finish everything off.

 

Other thoughts:

-- I actually thought you could up the intensity of the final floor of the lowering slime pit arena (when the barons and specters come out) but I also sniped the revenants before I dropped down.

-- The pinkie trap in the winding intestine stair area didn't work right for me because two of them got stuck in the doorway.  Maybe make the opening of the closet a little wider?

 

Nice work.  I'll keep an eye out for your stuff in the future.

 

Spoilers in case someone wants to play it blind:

Spoiler

- Now that you mention it, I should have placed a BFG in the final arena. The idea behind the weapon placement was that you would upgrade your arsenal with one easy to grab weapon in each area with another premature upgrade as a secret.

- I thought the yellow key area was already hard as is, even if you killed all monsters in the room before draining the sewage.

- The pinkie trap will also be fixed in the next revision.

- Oh, I definitely want to further pursue mapping as long as time allows it. Tough to find a balance between uni and two part-timers, though.

 

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^ Yeah, will keep that in mind as well. Being mostly DOORTRAK textures didn't make it look that awful at first glance, so I didn't mind.

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My final stats:

Spoiler

image.png.ec7a4ea0efde68feb6d50fddeff5d34f.png

 

It was really fun haha, I really liked your use of boom effects, specially for teletransporting from one place to another via sanitaries, that was hilarious.

My favorite part was the last battle, I didn't struggle too much because I saved the soulsphere that was in a warehouse-like area, plus the megasphere you placed in the battle, it was fun.

I did suffer at the beginning because I was short in ammo, specially in those areas with the mancubus and slime.

Overall, it was a fun map and I liked it!

(Also I don't know why I got 101% kills, it even showed 240/240 kills in the automap)

 

 

Edited by ShofiShofty

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This Wad was really interesting to try, really entertaining from the beginning to almost the end, since, really the fun was lost when in the end it turned out to be a slaughter where too many demons present had to be killed, I mean, there were so many that really It was not enough to use a Megasphere, so, if it was quite difficult to clean the area of so many damn demons that crossed your path, but hey, in the end, I ended up having fun, as well as stress in the final part, I think 5 or 8 times I ended up dying only in the final part, since in all the progress before I got there, I did quite well, and without dying anywhere but only in the end. In conclusion, it is an entertaining Wad, but at the same time it is also annoying in certain areas including the ending.

Screenshot_Doom_20200927_152950.png.6e279d0339eaa44c1585e9f4e2389dbf.png

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I just have to say that was so god damn fun. This was a really intense well executed level with cohesive level progression and an outstanding slaughter fight at the end, definetly one of the most fun and replayable levels I have finished this month so far. Well done.

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  • 2 weeks later...

This is a really fun map. Felt a bit like a polished Hell Revealed map with regards to gameplay (sans the slogginess) and overall style, which I definitely enjoy. The gimmick is pretty funny and well executed with sound effects and all. Combat is mostly set-pieces but they're very well crafted; each one has a different theme and requires a different approach, and each can be a little bit tricky in their way. I ended up finding 7/9 secrets, and most importantly the BFG, so I got through every encounter relatively comfortably (finished with 200/200 AND skipped the megasphere...). I can imagine the finale being very different and much harder if you don't find the BFG so I would agree with giving the player a non-secret BFG in the finale, not necessarily right away but at some point, e.g. it could be tucked away in the Cyber's alcove.

 

Attached is my FDA, recorded with glboom+. Technically the first 30-ish seconds are not FDA as I started recording once before but forgot to add a complevel, which broke progress pretty much immediately so I had to restart with the correct complevel applied.

 

FDA_upperdecker.zip

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  • 1 month later...

Yo, long time no see. I've managed to apply some minor fixes to the map though I left the monster count untouched. I will go less harder with monsters on my next map which is already in the works. Changes include properly unpegged door tracks, fixed pinky trap and a non-secret BFG by the end.

 

Version 1.1 can be grabbed here

 

Feel free to let me know if I still overlooked a few things.

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I really loved this map. I knew it'd be a great one after getting flushed. Good design all around and a very healthy challenge. Plus I'm also always a sucker for RoTT music. I'll link to a demo pretty soon.

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Forgot to record the actual demo in doom, but had obs running fortunately.

 

 

 

As poor as my gameplay might seem, this run is my second time through. I'm not much of a secret hunter, so I'm glad the BFG is at available the end. With the backpack and all the cell ammo in the map plus the BFG, though, the final fight isn't quite as threatening. My first playthrough, I actually didn't find the backpack at the start and thus didn't have as much cell ammo going in, and it got pretty intense as I had to transition to using rockets much earlier. Still a badass ending, and I had a great time replaying. Love the transition to slaughter in the last act.

Edited by VandalVinny

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