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Substation Calamity


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    "The tram suddenly screeches to a halt, and you find yourself in an old, abandoned substation. As you watch the lights flicker, you get an ominous feeling, and it's only reinforced by the sharp slam of the metal gates behind you as you step past the platform gates. Well, you're not going back that way, so you might as well get ready for whatever lies ahead. Despite everything looking normal, you can't shake the feeling of a demonic presence here. Will you escape this forgotten ruins, or will the evils within seal your fate?"

 

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Compatibility

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IWAD: Doom II
Map Count: 1
Jump/Crouch/Freelook: None, designed for any version of Doom II
Builder, Testing Port: Built on Ultimate Doom Builder R3596 64-bit, tested on GZDoom g4.2.0 - If anyone would mind testing on other ports and reporting any issues, it would be greatly appreciated and I will update this section later on.

 

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Map Details
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Map Theme: Very traditional Doom-style run-and-gun map, no puzzles, no jumping secrets, just good ol' demon-slaying carnage.

Map Difficulty: Medium-Hard; Starts easy enough, but by the end of the map you run into several high-tier demons. Ammo and health is available but careful usage is advised. Cramped layout makes rockets tricky to use without taking high splash damage.

 

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Screenshots
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gzdoom_2020-10-11_11-55-06.png.a906ac34b20a195938e31968dc444ba7.png

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This is my second map made for Doom II, I went with a much smaller map size and focused on making an appealing layout over going for a sprawling dungeon like my last map. This one felt much more enjoyable to playtest and I feel like I did a much better job with it. I started with the idea of what a reasonable Map01 would be for some higher difficulty megawad, and I feel like I did a much more reasonable job of balancing the difficulty this time around.

 

As before, feedback is greatly appreciated, once again I didn't stress trying to build in decorations and more just tried to make sure the map was playable but that's something I do plan to try and incorporate into future updates on the map.

Download: SubstationCalamityV1.0.zip

100% Kills & Secrets UV Level Testing:

 

V1.0

V1.1

EDIT 1 - 10-12-20 11:23 EST

Version V1.1 now released, changelog included in .zip file

Substation Calamity V1.1.zip

EDIT 1.5 - 10-12-20 11:30 EST
Cleaned up a missed wall texture and fixed a mistake in changelog

 

EDIT 2 - 10-12-20 13:30 EST
Added V1.1 playthrough/test video

 

Edited by SnowyFoxxo
Updating map

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I played your first WAD (sorry I never got the chance to comment!) and enjoyed the beginning but was finding it a bit of a slog by the end.  This one is a definite improvement over that, I think.  I played on UV and got all kills and 3/5 secrets.

 

  • Good use of closets both as general traps and to refresh areas you backtrack through.  You really placed your archviles to cause maximum chaos with resurrections.
  • Ammo feels tight but I don't know if it's too tight--a lot of your traps feel set up to allow easy infighting.  Whether people like that or not it probably going to be personal preference.
  • I know you intended for this to be cramped but I would have liked one or two more open areas for contrast.  As you suggested, using the rocket launcher was often frightening (not really a bad thing, though.)
  • Encounters feel better arranged but I think you're using a few too many Barons--Hell Knights are mostly better, imo, unless you have a reason to slow the player down.

Keep mapping!

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1 minute ago, Salmon said:

I played your first WAD (sorry I never got the chance to comment!) and enjoyed the beginning but was finding it a bit of a slog by the end.  This one is a definite improvement over that, I think.  I played on UV and got all kills and 3/5 secrets.

 

  • Good use of closets both as general traps and to refresh areas you backtrack through.  You really placed your archviles to cause maximum chaos with resurrections.
  • Ammo feels tight but I don't know if it's too tight--a lot of your traps feel set up to allow easy infighting.  Whether people like that or not it probably going to be personal preference.
  • I know you intended for this to be cramped but I would have liked one or two more open areas for contrast.  As you suggested, using the rocket launcher was often frightening (not really a bad thing, though.)
  • Encounters feel better arranged but I think you're using a few too many Barons--Hell Knights are mostly better, imo, unless you have a reason to slow the player down.

Keep mapping!

Thank you for the play!

I struggled a lot with the ammo on this map, at times I felt it was too little, then I'd add some and feel like it was too much, all-in-all this felt the most comfortable during my playtests, I was able to finish the level with no secrets, just ran really tight on ammo towards the end, I want to say like 22 bullets, 0 shells, 0 rockets if I remember correctly. The cramped map size was something I wanted to try, making a level that felt fairly claustrophobic but still gave reasonable room to move around, my other map was way too big and that sort of made me want to try the opposite. As for Barons of Hell, I did want to either slow players down in those sections, or make it risky to just try and flee from the encounter altogether, especially the second encounter where, just from looking at the map in the editor, it might just be impossible to run past that room without killing anything altogether, especially on the return trip. I personally felt like Barons were fine in the map, but I also seem to be an oddity that I actually sort of like them, most people I know aren't so fond lol. On easy all the Barons are replaced with Hell Knights, so I definitely know their damage sponginess is sort of a difficulty bump in of itself.

Thank you for the play and the feedback!

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43 minutes ago, Clippy said:

 

.... I did better on your last map. Take a shot every time I die

Thank you for playing! As for some of the things in the video;
The wall texture in the blue key room with the bullet patterns, the less obvious one that I'm going to fix, lowers down to let you out when you interact with it. Also I ran into that issue with the raising wall in the previous room as well, it's just another thing I thought I had fixed but evidently forgot in the process of making the map.

For the secrets you missed, one is in the room that the blue lift takes you to, there's a darkened wall texture that opens to reveal a soul sphere. Likewise, in the yellow doorroom, there's a similar wall that has a darker tint that opens to an ammo cache. Also I didn't expect monsters to be able to operate those lifts like that, you learn something new every day about this game!

 

Thank you for playing and reviewing!

Edited by SnowyFoxxo

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Fast closing doors are better than slow raising wall traps 

 

Either way always put an option to open it should a player back out and get stuck outside. 

 

Same with that hell  knight raising wall

 

 

 

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2 minutes ago, Biodegradable said:

 

Agreed that part was rough lol. I had to grind my way through it one monster at a time and it's when I started dying by the truckload. Def too many revs especially. Also that ending with cacos and pinkies. Lots of monsters in cramped spaces. Last map too open. Meet in the middle 🤠

Edited by Clippy

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4 minutes ago, Clippy said:

Fast closing doors are better than slow raising wall traps 

 

Either way always put an option to open it should a player back out and get stuck outside. 

 

Same with that hell  knight raising wall

 

 

 

Good to keep in mind, thank you!

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4 minutes ago, Clippy said:

Agreed that part was rough lol. I had to grind my way through it one monster at a time and it's when I started dying by the truckload. Def too many revs especially. Also that ending with cacos and pinkies. Lots of monsters in cramped spaces. Last map too open. Meet in the middle 🤠

 

6 minutes ago, Biodegradable said:

 

Yeah, I have to agree watching both of you, cramped encounters aren't always bad but there's a certain limit, and this definitely gets rough if you don't go slower about it, which in all fairness is how I tend to handle maps, but that's also not how everyone does so I understand where the frustration comes in. I'll try better to strike a finer balance between the two, thank you!

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5 minutes ago, SnowyFoxxo said:

Yeah, I have to agree watching both of you, cramped encounters aren't always bad but there's a certain limit, and this definitely gets rough if you don't go slower about it

 

Exactly. Doom's combat is at its best when both you and the demons have enough space to create a more flowing and dynamic fight, taking advantage of Doomguy's speed and the demon's abilities to effortlessly build a much more fun experience.

Edited by Biodegradable

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Just now, Biodegradable said:

 

Exactly. Doom's combat is at its best whenh both you and the demons have enough space to create a more flowing and dynamic fight, taking advantage of Doomguy's speed and the demon's abilities to effortlessly builds a much more fun experience.

Yeah, you'd think I'd understand that by now. I think I just got too into the idea of building a cramped space to fight through and didn't think ahead of just how bad it can get in certain situations. Also ammo is another thing I struggled with on this map, I wanted it to be scarce but I think I got a bit too tight with it, I'll throw a few more pieces in to make it less of a clutch to finish the map

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I'd also suggest you take more time with your mapping. You put this one out a little too quickly, I reckon. I recommend pacing yourself, studying the masters and really feeling out your ideas.

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1 minute ago, Biodegradable said:

I'd also suggest you take more time with your mapping. You put this one out a little too quickly, I reckon. I recommend pacing yourself, studying the masters and really feeling out your ideas.

Yeah, that's sadly a bad flaw of mine; I'm pretty impatient sometimes, I have too much of the Sagittarius 'Leap before you look' kind of mentality, and stuff that takes me multiple days to do tend to make me burn out and get tired of it, so I try to finish them before that happens. It's just a matter of finding a method of pacing that works well for me, I just still quite haven't done that yet

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I had a chuckle when I read the OP and thought you were being literal about running into several high tier demons in the whole map, but seeing the "no" video posted above got me interested enough to download the map.

You're getting some 'don't make this kind of map in general' advice here which is unfortunate because it looks like you might follow it and then we'd have a less diverse map pool to work with. Whether you decide to stick with it or not you should know there's a long history of this kind of awkward cramped style, that includes some really highly acclaimed stuff (Saturnine Chapel & SD20X7 for instance) and that a lot of the notable entries are much, much more difficult than your level. I mention the last thing just so you don't worry about making things too hard at this point.

 

I would recommend playing map 1 of Skepland and map 23 of Sunlust (the latter probably not on UV) for both good examples of cramped and resource starvy combat design and placing that design within interesting level layouts. Going Down map 2 also worth a look for heavy hitscan done well and needing to advance forward to have enough ammo.

 

Onto the map itself, I played in prboom+ and it worked fine for the record. I think the overall tightness of ammo and hp is good, moreso ammo than hp though, but your ammo doesn't account for the variation in archvile resurrections and your hp doesn't account for the variation in guaranteed damage from the plentiful hitscan in the map. I avoided any hell knight revives in the brown brick column area by luring both down the stairs and I was still tight overall, if I had had to kill one or two more HKs there I would have been in a really bad spot. Likewise, remember with hitscan heavy levels like this that shotgunners can roll something stupid like 60-70 on an unarmored target. In the brown column area if the archvile just attacks you it's very easily dealt with but sometimes it will just chain res shotgunners basically at the pace you can kill them which is a losing battle of attitrion, meaning you need to eat some hits from them to kill the vile sooner than later. (This fight and that whole area were very fun, by the way) When balancing a resource tight map like this you should play fights a lot and see the whole range of outcomes, since doom is a very random game, and then give the player a bit of a cushion for the worse outcomes. (You can still decide to let fucking up too bad by ex: letting the vile res the whole room just be a failure state of course)

 

The bit at the beginning where you're just shotgunning pinkies felt kinda boring/fillery. Pretty inoffensive for a first playthrough but if I was trying to do a saveless completion having to repeat that part would be tedious.

I also found the doors kind of irritating in this map. IMO they should just stay open. There's a part after the "no" room with 2 rooms stuffed with hitscan where I was so low on ammo I had to kill some of them, dart into the room to grab ammo and then run back to cover which was fun but I'd get hung up on the doors closing behind me sometimes, and best case all they do is let players do boring cheesy stuff.

 

The "no" room itself should be a lockin, I know you have no reservations about that from later in the map. It's one of the most exciting fights in the map so it's a big shame people can just run straight out and door camp it. Staying in the room it's free if you run to the end and spam rockets til a caco and a revenant or two are dead, others will be damaged enough you can easily push through them with SSG and circle strafe. However, if you play it with only SSG you have to do some really fun dancing to be able to get around enemies, a little punch baiting on the revs and playing it how it lays with the infights. SSG only this is definitely the most fun fight in the map and if you were to significantly restructure the map I'd put it at a point in the progression before you have rockets, but either way make it a lockin. I always save berserks for HP in maps like this and I didn't need the blue at the beginning of the area so I went into this fight with 100 200, could have survived with less but you might want HP at the beginning of that fight for less careful players.

The hallway after this with revs then cacos is where I started to run into ammo issues. Having to run in aggressively to grab shells is fun though, and using the tiny pillars to get in really close for optimal shotgunning makes what would usually be boring (killing a gang of dudes in a hallway) pretty exciting. I'd just put a few more shells in there.

 

If you duck out of the HK trap quickly you can just softlock as far as I can tell. I'd wait til the player gets further into the room before locking and tele in the HKs or have them on dropdown columns.
Not much to say after this besides I had to box in the exit vile and zerk punch it to death, as another example of ammo issues. (How much if any punching you want to be mandatory for ammo balancing is another thing to think about with this kind of map).

 

Overall a lot of fun and a great effort for a second map. Remember mapping is a hobby you (hopefully) do for your own enjoyment, and you should look out for what you enjoy making and playing first and foremost. Then try to improve within whatever niche you find yourself in, rather than feeling like you need to shift to more popular styles. Whatever you end up making there will be examples of how to do it better from other mappers, which is really all you need.

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9 minutes ago, cassis said:

I had a chuckle when I read the OP and thought you were being literal about running into several high tier demons in the whole map, but seeing the "no" video posted above got me interested enough to download the map.

You're getting some 'don't make this kind of map in general' advice here which is unfortunate because it looks like you might follow it and then we'd have a less diverse map pool to work with. Whether you decide to stick with it or not you should know there's a long history of this kind of awkward cramped style, that includes some really highly acclaimed stuff (Saturnine Chapel & SD20X7 for instance) and that a lot of the notable entries are much, much more difficult than your level. I mention the last thing just so you don't worry about making things too hard at this point.

 

I would recommend playing map 1 of Skepland and map 23 of Sunlust (the latter probably not on UV) for both good examples of cramped and resource starvy combat design and placing that design within interesting level layouts. Going Down map 2 also worth a look for heavy hitscan done well and needing to advance forward to have enough ammo.

 

Onto the map itself, I played in prboom+ and it worked fine for the record. I think the overall tightness of ammo and hp is good, moreso ammo than hp though, but your ammo doesn't account for the variation in archvile resurrections and your hp doesn't account for the variation in guaranteed damage from the plentiful hitscan in the map. I avoided any hell knight revives in the brown brick column area by luring both down the stairs and I was still tight overall, if I had had to kill one or two more HKs there I would have been in a really bad spot. Likewise, remember with hitscan heavy levels like this that shotgunners can roll something stupid like 60-70 on an unarmored target. In the brown column area if the archvile just attacks you it's very easily dealt with but sometimes it will just chain res shotgunners basically at the pace you can kill them which is a losing battle of attitrion, meaning you need to eat some hits from them to kill the vile sooner than later. (This fight and that whole area were very fun, by the way) When balancing a resource tight map like this you should play fights a lot and see the whole range of outcomes, since doom is a very random game, and then give the player a bit of a cushion for the worse outcomes. (You can still decide to let fucking up too bad by ex: letting the vile res the whole room just be a failure state of course)

 

The bit at the beginning where you're just shotgunning pinkies felt kinda boring/fillery. Pretty inoffensive for a first playthrough but if I was trying to do a saveless completion having to repeat that part would be tedious.

I also found the doors kind of irritating in this map. IMO they should just stay open. There's a part after the "no" room with 2 rooms stuffed with hitscan where I was so low on ammo I had to kill some of them, dart into the room to grab ammo and then run back to cover which was fun but I'd get hung up on the doors closing behind me sometimes, and best case all they do is let players do boring cheesy stuff.

 

The "no" room itself should be a lockin, I know you have no reservations about that from later in the map. It's one of the most exciting fights in the map so it's a big shame people can just run straight out and door camp it. Staying in the room it's free if you run to the end and spam rockets til a caco and a revenant or two are dead, others will be damaged enough you can easily push through them with SSG and circle strafe. However, if you play it with only SSG you have to do some really fun dancing to be able to get around enemies, a little punch baiting on the revs and playing it how it lays with the infights. SSG only this is definitely the most fun fight in the map and if you were to significantly restructure the map I'd put it at a point in the progression before you have rockets, but either way make it a lockin. I always save berserks for HP in maps like this and I didn't need the blue at the beginning of the area so I went into this fight with 100 200, could have survived with less but you might want HP at the beginning of that fight for less careful players.

The hallway after this with revs then cacos is where I started to run into ammo issues. Having to run in aggressively to grab shells is fun though, and using the tiny pillars to get in really close for optimal shotgunning makes what would usually be boring (killing a gang of dudes in a hallway) pretty exciting. I'd just put a few more shells in there.

 

If you duck out of the HK trap quickly you can just softlock as far as I can tell. I'd wait til the player gets further into the room before locking and tele in the HKs or have them on dropdown columns.
Not much to say after this besides I had to box in the exit vile and zerk punch it to death, as another example of ammo issues. (How much if any punching you want to be mandatory for ammo balancing is another thing to think about with this kind of map).

 

Overall a lot of fun and a great effort for a second map. Remember mapping is a hobby you (hopefully) do for your own enjoyment, and you should look out for what you enjoy making and playing first and foremost. Then try to improve within whatever niche you find yourself in, rather than feeling like you need to shift to more popular styles. Whatever you end up making there will be examples of how to do it better from other mappers, which is really all you need.

Thank you for the play and advice! I've solved a bit of the ammo problems in the map with the update I've made - Granted I don't know if you played V1.0 or V1.1, but since you mention the HK softlock I'm assuming V1.0 - I had the most trouble with keeping consistent ammo towards the end and that's where I focused the fix, it's still possible I need to go back and add a bit more earlier too though. Even on my first version I could finish the map without secrets, but it was a tight run and I was extremely low on ammo, even having to chaingun the ending Archvile, which the chaingun is my least favourite weapon for them other than the stunlocking (Plas. just does it better and faster) but it was still done. Maybe it's just because I have a habit of trying to conserve as much ammo as I can, but I rarely find I have ammo problems on most maps, and when I do it's usually because I just get a bit too trigger happy. As for the 'No' room lockin idea, I was alright with doing it with the Hell Knights because it was a fairly low-risk encounter compared to the horde of Revenants and Cacos, that one just feels like it would be a bit unfair, plus door fighting is one of my favourite tactics of Doom. Yeah, it may be a bit cheesy, but against the hordes of Hell, I feel like you deserve every trick and tactic you can use in your environment, I see door fighting as just as much a part of the game as the SSG and Cacodemon and I'm more than willing to embrace it.

 

Regardless though, thank you for the play and the feedback! It's greatly appreciated, and I'll be sure to try out those maps you suggested!

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fair enough snowy

 

clippy i need to figure out demo recording with saves and inserting my doom into obs and i didn't sleep last night but i'll get you that video, eventually ;)

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Well, if you want to see someone test it on another port, I'm your girl!

 

I use LZDoom (I think 3.86) since that just runs maps better on my laptop.

 

I was really enjoying the map. Not sure how I feel about the "fancy" wooden rooms after going down the green rooms, but I quickly got used to it. I really like the layout of the hallways and stuff. 

 

Now to the problem...

 

This is probably just an error with the sourceport maybe, but in the room with the blue key... either I am missing something, or I can't get out. I flipped the skull switch, but nothing seems to happen?

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1 minute ago, Kokoro Hane said:

Well, if you want to see someone test it on another port, I'm your girl!

 

I use LZDoom (I think 3.86) since that just runs maps better on my laptop.

 

I was really enjoying the map. Not sure how I feel about the "fancy" wooden rooms after going down the green rooms, but I quickly got used to it. I really like the layout of the hallways and stuff. 

 

Now to the problem...

 

This is probably just an error with the sourceport maybe, but in the room with the blue key... either I am missing something, or I can't get out. I flipped the skull switch, but nothing seems to happen?

The skull switch is unrelated to the exit, on the wall directly right to that switch, the part of the texture that's different from the rest drops down to let you out

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1 minute ago, SnowyFoxxo said:

The skull switch is unrelated to the exit, on the wall directly right to that switch, the part of the texture that's different from the rest drops down to let you out

 

Okay so it's just me missing something lol. Thanks, imma continue my playthrough then!

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Just now, Kokoro Hane said:

 

Okay so it's just me missing something lol. Thanks, imma continue my playthrough then!

Np lol, I might just need to rethink that room since my solution seems to be pretty unlike what other people think XD

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8 minutes ago, SnowyFoxxo said:

Np lol, I might just need to rethink that room since my solution seems to be pretty unlike what other people think XD

 

Haha it's nice to give the brain a good challenge, though!

 

I think imma have to restart the map as I have now sort of "trapped" myself so to speak when I ran away from the random Archvile *shudders*

 

I am enjoying this map though, it is full of surprises. A bit rough around the edges design wise (but I have no right to judge, I'm new to mapping myself and this is leagues beyond me) but no lack in fun!

Edited by Kokoro Hane

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Video playthrough below. Combat is clearly your strong suit, because I had a lot of fun with pretty much all of the encounters on this map. As for the 'no' room, I think it depends on how much you want to cater for the blind saveless player, because it seems a tall order to clear it first time, but relatively simple with foreknowledge.

 

On the other hand, visuals could do with improvement, with most of the rooms considering of a single wall texture and single flat/ceiling texture without much in the way of height variation so it's not much to look at. Your use of doors are excessive and disrupt the flow of the map.

 

 

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3 hours ago, Horus said:

Video playthrough below. Combat is clearly your strong suit, because I had a lot of fun with pretty much all of the encounters on this map. As for the 'no' room, I think it depends on how much you want to cater for the blind saveless player, because it seems a tall order to clear it first time, but relatively simple with foreknowledge.

 

On the other hand, visuals could do with improvement, with most of the rooms considering of a single wall texture and single flat/ceiling texture without much in the way of height variation so it's not much to look at. Your use of doors are excessive and disrupt the flow of the map.

 

 

Thank you for the play and the feedback! It probably would serve well to add some better visuals, and it's something I'll do more of when I feel much more comfortable using UDB and building maps in general, for now my focus is on making sure they're playable and enjoyable. Also I definitely need to not do what I did with the blue key room exit, it slows down and confuses too many players I've noticed, or at the very least make sure the texture is the most obvious thing in the room.

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@Clippy here you go https://youtu.be/PegInY1gMPY

you just need to find a gap toward the end of the line of monsters and get back into the closet. before i went to sleep i had some kind of setup for this but when i woke up i forgot it, but it works out most of the time anyway. then you run behind the enemies to pull them back in toward the closet and away from the far end of the room and hopefully get some infights going, this is the diciest part of the fight since what the revs do is very variable and they can block you easily if you stay too long. then you slip out to the far end of the room and hug the back wall behind that bit of cover. doom enemies try to get as close to you as possible without thinking about whether or not there's a wall in the way, so doing this pulls them back into the closet and keeps them from blocking you. then you kill any revs that filter around and keep peaking to see if you're in danger of too many enemies getting around and blocking you, at which point you run around to the opposite piece of cover where the original switch is. at this point you should never die since you can just rinse repeat this maneuver.

doing it with rockets you just run to the far end of the room immediately, hug the wall on your left and if you spam like 10 rockets you immediately kill enough you should be able to slip by and then circle strafe easily.

 

@SnowyFoxxo  by the way, it's really easy to get stuck on the indentation the switch is in inside the closet if you're moving along that wall. it would be good to raise the floor on that so you can't get into that indentation, or put a solid line there (dunno what the terminology is for doom.)
you were right that I played 1.0. I watched your video for that version and yup, you had dramatically more ammo than me. something you want to be aware of making resource starvy maps is you're keeping ammo pools for the different weapons in order and as the author you know for instance the ideal spots to use your rockets for maximum effect. in this map shells are a much higher priority than rockets imo, meaning at any given point it sucks way more to be out of shells than out of rockets, but most players will tend to horde rockets instinctually and end up low on shells. IMO it's on the player to figure that out and adapt (that's part of the fun for me at least) but you want to be aware of stuff like this you'll tend to be blind to as an author. (of course, this is what playtesting is for so don't sweat it too much)

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Good job @cassis it looks like it is possible but a very frantic scene nonetheless

 

there's so many maps on Doom world that a lot of people only really have time to play them once haha

 

So upon very first viewing this does seem quite intimidating

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Played on UV. Completed the map with just 1 death while finding all the secrets, which were by the way pretty nice. The first one was my favourite. As for the "no room" I just door camped it.
On my no secrets run I died like 12 times, ammo was pretty tight and I finished the map with just 60 bullets and nothing else. This time I had to rush forward in the no room to get the shotgun shells as I had 0 ammo by that point :D . Map design in this one is kinda boring but at least combat is fun.

By the way, nice job @cassis :D

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Substation Calamity

Ultra-Violence mode || GZDoom || Led's Guns

 

Status:


 

This map has really presented some risk, since there were many things involved that seemed to be lethal, such as certain traps that one finds while progressing on the map, on the other hand, the level design seemed quite good, with all those decorations of bars at the beginning of the map, the walls and bookcases where there are Imps and many Hitscanners, as well as the decoration placed on the upper level where the Chaingunners are, and on the lower level where the Revenants, Cacodemons and other monsters, now playing with the difficulty, if it is seen that the monsters chosen for each area are brutal, I mean, it is really "quiet" the way of the center, only having Imps, Hitscanners and Pinkys, but then, having the blue key and go to the top floor, is where things go up a bit the degree of difficulty, and it is that, despite finding more Imps, now it turns out that with the Hitscanners, the Chaingunner joins them, well that is ugly, but there does not end, taking the Super Shotgun it is revealed that Hell Knights appear in the area as well, and even worse, when grabbing the red key, it shows us that the Barons of Hell are also there, although the cruel thing comes when an Archvile comes out of hiding, reviving some bodies, and trying to kill us by burning us alive, but now let's go downstairs, it can't be worse than the floor above, right?... Wrong!, the floor below is much worse than the floor above, since in this part of the map, the Cacodemons and the Revenants unite, appearing in an area that may be the one that any player who has arrived there, strongly detests, and later the mancubus join us to want to kill us when they want to go through the yellow door at the beginning of the area, another Archvile is revealed almost in the last part of the floor below, but also leaving a Soul Sphere to heal us in case we were massacred before by the other enemies. Something that I hate again about fan-made maps, is the Archvile surprise, I think at this point, I have made it known to several mappers with whom I have played their maps, and it is something so classic, that really already It's a very tired move, but in this case, I didn't have as much complaint about it because of this, I mean, with a Soul Sphere and the Super Shotgun or the Chaingun full of ammo, it was easy to kill the bastard.
 

To summarize everything, in this Wad almost all the Monsters of Doom 2 are applied, the Arachnatron was missing to complete the collection of normal enemies, but anyway, it is quite entertaining, taking into account the various traps that most likely lead you to death, but with some ingenuity you can manage to survive without much problem, besides that the secrets are worth it enough to not let you die very quickly, the wad fun and with a good challenge for the veterans, a very good job was given to this.

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