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PUSS VII: Rowdy Rudy: March of the Speeddemons - Version 1 Released! [March Speedmapping Event]


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rudith_mountain.zip

Map Name: Rudith Mountain
Author: Telemassacre

Music: My take on the Doom 2 intermission.

Sky: Default

Format: Limit-removing

Difficulty Settings: None

Build Time 3.5 hours [yes i timed myself]

Comments: I had to sleep halfway through. I started at like 9:00 pm.

Screenshots:

Spoiler

Screenshot_Doom_20210303_073504.png.8ef8518ccc5a1d7550e851ed8e7b951d.pngScreenshot_Doom_20210303_073521.png.b39eac8abc7672cead2ae8d4f8577874.pngScreenshot_Doom_20210303_073540.png.bc595f6995821af60af5e59a71b2bf1e.pngScreenshot_Doom_20210303_073716.png.906d8537401c1af3a43b8582f39a4046.png

 

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Name: Feet First into Hell
Author: Theperson
Music: Under Cover of Night From the Halo CE Soundtrack, from VGmusic.com
Sky:DBSESKY5 from Mek's Box O' Skies
Format: Boom
Difficulty settings: Just a couple of monsters here and there for hard.
Build Time: 5 Hours 
 Comments: I challenged myself to use Boom Format since im such a UDMF addict.

 

feetfirst.zip

Spoiler

Screenshot_Doom_20210302_191945.png.72e35e83e3a9cc488ff5773cd1db914e.pngScreenshot_Doom_20210302_192009.png.c31db46920cfe7dd9e8e81cfe1d2a2de.pngScreenshot_Doom_20210302_192018.png.ed675e0731fe3b66a05239924bd4ce3d.pngScreenshot_Doom_20210302_192026.png.e6146bef038b6ec4962100185f8d94ef.png

 

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4 hours ago, Theperson said:

I challenged myself to use Boom Format since im such a UDMF addict.

Really? I never really use UDMF, sometimes i use Hexen format. Most times, i just stick to Doom format for normal maps.

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MAP NAME: Sludgeworks Showdown, Part 1

AUTHOR: Death Bear

MUSIC: MIDI Cover of Angry Again by Megadeth. Sequenced by Mark (archvile@nownuri.net). Modified slightly by me.

SKY: OSKY08 from OTEX by Ukiro

FORMAT: Doom 2 Limit Removing (Tested only in GZDOOM).

DIFFICULTY SETTINGS: None.

BUILD TIME: 7 Hours.

COMMENTS: Sludgy base with ~250 280 monsters. I would keep moving if I were you.

DOWNLOAD: https://www.mediafire.com/file/8d2y9209uor2dt2/DB.SSP1v1.wad/file
https://www.mediafire.com/file/w4w4zmctvkxp90h/DB.SSP1.v2a.wad/file
https://www.mediafire.com/file/hx6sdp2hopjmymb/DB.SSP1.v3.wad/file

 

Update (v2)

-          Removed two secret tags and added alternate ways to reach two of them.

-          Added a considerable amount to the final fight, including a rework of the exit. This was to slow down the player and prevent a cheese-able exit. As such, there is a small number of supplies added.

-          Fixed teleporter closets not working.

-          Some texture fixes.

-          Fixed issues with skybox not wrapping, by adding a mapinfo.

-          Cleaned up automap, some.

Update (v3) – Added some more ammo to first area. Fixed some textures. Fixed teleporter closet not working.

 

STORY:

Spoiler

 

"The Speeddemons have set up in the old Southern Sludgeworks," he said.

"They've built it into a facility for arms transfer across the sector. We hear they've got one of those flying spiders, too."

I asked him straight, "Another 7-hour job?"

"Might take you a bit longer this time around. They've built it into a fortress."

A fecal-filled fortress. I knew these guys were full of shit, but not literally. I close my lighter and take a few puffs. I pull my rifle off my shoulder and give it a good cock. You know...for effect.

"Let's go."

 

 

Spoiler

SSP1.1.png.9a57cb57c4ce065d7824e1d0d3c25976.pngSSP1.2.png.bfd72a454cd5fc802ab10420f88d6fa9.pngSSP1.4.png.90ced05255083e67b0b5e4b8156546f8.png

 

 

Edited by Death Bear
Second Update, plus Story

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Map Name: Nuclear Bambino
Author: CheeseWheel

Music: Inside Space Colony - Gundam Wing: Endless Duel

Sky: Something from Mek's box.

Format: DOOM IN DOOM2

Difficulty Settings: Yes

Build Time Around 6 hours.

Comments:

Story:

'What the hell is a Nuclear Bambino anyway?' Rudy asked, puzzled.

 

The suited man looked at Rudy sternly and replied, 'Listen, all you need to do know is that the speed-demons took Madagascar 30 minutes ago and are getting ready to fire these Bambinos straight into Washington DC, goodbye America if that happens'.

 

Rudy replied quickly, 'Alright, what's the plan then?', already gathering together ammo and donning his armour.

 

'There's no time for secrecy, you'll be doing a frontal amphibious assault straight onto the beach, expect heavy resistance. After you've breached the bunkers, access the mainframe and rig the place to blow.'

 

'And my exit?' Rudy interrupted.

 

'Helipad, accessible with red security clearance, we'll fly in and pick you up as soon as we see the fireworks.' The suited man ushered Rudy out of the door and into the jeep that had been waiting impatiently outside.

 

'Rudy, you've got seven hours to save the world from the Nuclear Bambino'.

 

'Seven hours? That Bambino doesn't stand a chance'.

 

Download:Nuclear Bambino.zip

 

Screenshots:

 

Spoiler

Screenshot_Doom_20210303_220907.png.85a7e641975671aa423dea3a6a3ab0d4.pngScreenshot_Doom_20210303_220916.png.7fd915100e91bd30f84ac4c6fd545de6.pngScreenshot_Doom_20210303_220931.png.00e9a89ba2444b413ac5257de7144837.pngScreenshot_Doom_20210303_220940.png.6073f8533b9db0347821ea0772c64201.pngScreenshot_Doom_20210303_220956.png.9c9175606d6c25e4140a9ea86a777dfd.pngScreenshot_Doom_20210303_221006.png.22f811a3b24acafbf306e4b54b33fdd8.pngScreenshot_Doom_20210303_221113.png.45b94165463b12847d8bb83a2221f672.png

 

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Map Name: Die Hard

Author: myolden

Music: Nuclear Fusion from Seiken Densetsu 3 (sequencer was not credited on vgmusic)

Sky: REFSKY11

Format: Doom 2 (Doom in UDMF Format)

Difficulty Settings: All

Build Time: 7 hours

Comments: The map name was a placeholder, but I couldn't think of another name so it's staying I guess. Difficulty balancing was done on the fly and only UV was tested, so YMMV.

 

Download: Die Hard.zip

 

Screenshots:

Spoiler

1916363025_DieHardScreenshot1.png.93d97c4e7e09ce1fb40c8253c5497449.png857115100_DieHardScreenshot2.png.05b2b0322dfcc8f28ac8a86e80a1d55a.png334716845_DieHardScreenshot3.png.f227a542f665ff0ea50946cc7f00a622.png36178813_DieHardScreenshot4.png.76398819237543fa9d196b37c9afd5bf.png315294442_DieHardScreenshot5.png.e881588439a54ac9c3de1601f99d5176.png1390090865_DieHardScreenshot6.png.d7589efa3e573c18aef5ee1d725f4e1f.png

 

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58 minutes ago, Cheesewheel said:

 

 

Story:

'What the hell is a Nuclear Bambino anyway?' Rudy asked, puzzled.

 

The suited man looked at Rudy sternly and replied, 'Listen, all you need to do know is that the speed-demons took Madagascar 30 minutes ago and are getting ready to fire these Bambinos straight into Washington DC, goodbye America if that happens'.

 

Rudy replied quickly, 'Alright, what's the plan then?', already gathering together ammo and donning his armour.

 

'There's no time for secrecy, you'll be doing a frontal amphibious assault straight onto the beach, expect heavy resistance. After you've breached the bunkers, access the mainframe and rig the place to blow.'

 

'And my exit?' Rudy interrupted.

 

'Helipad, accessible with red security clearance, we'll fly in and pick you up as soon as we see the fireworks.' The suited man ushered Rudy out of the door and into the jeep that had been waiting impatiently outside.

 

'Rudy, you've got seven hours to save the world from the Nuclear Bambino'.

 

'Seven hours? That Bambino doesn't stand a chance'

This is amazing. Heads up to anyone and everyone. If you include a story with your map, I’ll include it as intermission text before your map. Due to size limits, I won’t be able to include the whole thing and I’ll have to abbreviate, but I’ll try to keep as much of your work as possible!

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23 hours ago, Telemassacre said:

rudith_mountain.zip

Map Name: Rudith Mountain
Author: Telemassacre

Music: My take on the Doom 2 intermission.

Sky: Default

Format: Limit-removing

Difficulty Settings: None

Build Time 3.5 hours [yes i timed myself]

Comments: I had to sleep halfway through. I started at like 9:00 pm.

 

 

I played through your map real quick and I like the concept. The view of the mountain at the start is cool, and the idea of going under it then climbing up is neat. And the fact that you can look down from the top and see the starting area is a really nice touch.

 

The exit seems to be impossible to access. I double checked in DB and the switch in the final area is tagged as 8, while the final door which reveals the spider masterminds is tagged as 7. I assume those are meant to have the same tag. As-is I couldn't exit the map, and the switch in the final area can't be interacted with.

There are also some minor texture issues I noticed. The crushers in the cave area aren't pegged properly so the wall textures slide up and down with the crushers. The sector that connects the monster closets to the main map is missing a texture and causes a HOM effect.

I also think the map could have a bit more detail to break up the space a little. For example - in the final fight, you might want to add pillars or sections of rock that crop up so it's not just one big empty space filled with monsters. Of you could scale that area down a little, since as-is it's a little too easy to just run around and bait infighting. It also might be worth considering re-working that final area to more closely resemble the view of the mountain at the start to help tie together the theme of the map.

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*sigh* is this gonna be another resubmission?

rudith_mountain_resub.zip

Map Name: Rudith Mountain
Author: Telemassacre

Music: My take on the Doom 2 intermission.

Sky: Default

Format: Limit-removing

Difficulty Settings: None

Build Time 3.5 hours [yes i timed myself]

Comments: I had to sleep halfway through. I started at like 9:00 pm.

Screenshots:

Quote

Screenshot_Doom_20210303_073504.png.8ef8518ccc5a1d7550e851ed8e7b951d.pngScreenshot_Doom_20210303_073521.png.b39eac8abc7672cead2ae8d4f8577874.pngScreenshot_Doom_20210303_073540.png.bc595f6995821af60af5e59a71b2bf1e.pngScreenshot_Doom_20210303_073716.png.906d8537401c1af3a43b8582f39a4046.png

 

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Map Name: Quantum of Barrel
Author: muumi
Music: Spectral Cybernetics by Jimmy
Sky: default
Format: Boom
Difficulty Settings: yes
Build Time: around 6.5 hours

 

Spoiler

Story so far:
Speeddemons have constructed a horrifying machine capable of creating explosive
barrels infinitely from nothingness!

In approximately 7 hours the device will reach Barrel Singularity and
entire universe will be filled by a containers of unstable sludge.

Only Rudy can stop their infernal plot and save the universe from its highly reactive
ooze canister infused fate!

 

DOWNLOAD

 

doom16.png.b8feeb03b27a98be9670615527c2b20a.png

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Map Name: Blood on Anorthosite

Download here (5th input, and i hope last one)

Author: Austinado

Music: Parhelion by Jimmy 

Sky: Sky3

Format: UDMF

Difficulty Settings: No, UV only

Build Time: 7H (And 40 minutes to be honest. I accept if im not included in the project)

Comments: Leaving here for playtesting..since i did surpass the time...and did not much of playteSting. Its far far away for being a good map...but i think its fast pace and it might be fun and challenging. 

 

Screenshots:

Spoiler

 

rmmVJFq.jpg

 

mqpEOB9.jpg

 

5eRjNxt.jpg

 

Zc95NiO.jpg

 

NETm998.jpg

 

 

Edited by Austinado
4 input (mega armor on final fight and fixed some teleports/ added teleports on the lava area, and changed one final feature of the final fight, and made secret better to find/ fixed the damn teleports again)

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I love that a Rowdy Rudy expansion is forming before my very eyes.. Can’t wait to play the finished product!

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Map Name: Deadly Attraction (temporary mediafire link)
Rudy makes his way to the Secret Gravity Laboratory where the Speeddemons' nefarious experiments have started to bend reality.

Author: Peccatum Mihzamiz

Music: not added to the WAD yet

Sky: Two custom skies (will change to Mek's Box o' Skies if required)

Format: UDMF

Difficulty Settings: Yes, implemented. I also implemented co-op monsters which I think will be lots of fun, and is also recommended as an additional difficulty setting for the rowdiest among us :)

Build Time: 7 hours plus already 4 hours of balancing and bugfixing...
 

Comments: uploading this now because it's basically finished except for the music and sounds, and I don't want to be tempted to use too much time. I still have to do some texture alligning, fix sky no.1 and figure out how to get the gravity and boat gimmicks to work correctly. The backstory exists but I'm too burned up by the mapping now to write it down, apologies. I have selected the sounds and most of the music: I am just struggling to get them to work in the map. My first time implementing those myself. The other advanced techniques look like they might have taken me a lot of time but don't worry: I was quite conscientious about it and while mapping discarded a lot of stuff to not run over the time limit.


I can post one screenshot here because of the upload limit and have a few more here:https://imgur.com/a/wi2fgBc

PeccatumMihzamizPuss7wip3.jpg.1887baf6ea41928cd7c294cc5ddc7075.jpg

 

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5 hours ago, Peccatum Mihzamiz said:

I can post one screenshot here because of the upload limit and have a few more here:https://imgur.com/a/wi2fgBc

If you copy the link address from imgur (or discord) you can paste the image to a DW thread and have it embed automatically. Doesn't take up upload space.

Edit: In the OP, all of the flavor text "mission briefing" and etc. are copied over from images I uploaded to discord, for example. Same goes for every titlepic and logo that I upload for past events. The little pine skulls are emotes from my server that I had copied the link of and pasted. 

 

794020062196531230.png?v=1

It's kind of become my signature in a way

Edited by BluePineapple72

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Map Name: Die Harder
Author: myolden
Music: Big Boss from The Adventures of Batman & Robin (sequenced by GteL)
Sky: CLUDSKY6_vseamless
Format: Doom 2 (Doom in UDMF Format)
Difficulty Settings: All
Build Time: 7 hours
Comments: As usual I planned for more but spent too much time on detail and had to cut areas. If you squint real hard you can tell where.

 

Die harder.zip


Screenshots: 

 

Spoiler

1646398445_DieHarder4.png.73d035393c61db756d2051797d1c9e56.png288155041_DieHarder3.png.30da3836063e14321df08895533d63e4.png1260536167_DieHarder2.png.b5785bdb43fa79bbdc24676682540b0c.png1628272963_DieHarder1.png.f746189fca9a246c9b1b94de53734d4a.png

 

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Map Name: Migdal Bavel
Author: notTyrone

Music: Nobody Told Me About Plutonia -Jimmy

Sky: Yes

Format: UDMF

Difficulty Settings: No

Build Time:  Within 7 hours

Comments:  Choose wisely.

Babel.zip

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Map Name: "Rad Rads"

Author: Jark

Music: "Caught in the Shadows" - Jimmy 'James Paddock'

Sky: Edited version of REFSKY16 from Mek's Box of Skies

Format: Boom

Difficulty Settings: Easy, Normal and Hard

Build Time: 7 Hours/420 Minutes

Comments: Quite a bit of planning went into this one, had to cut a lot to make the time limit but I hope the experience persists. It should be said this map is a bit tricky.

 

Screenshots:

Spoiler

Screenshot_Doom_20210307_011627.png.8be268177ab8b184ad6e36d12d35bc15.png

Screenshot_Doom_20210307_011725.png.febcbbdd3e1cfa39511b72fd18bdd63b.png

Screenshot_Doom_20210307_011751.png.cc82eed184f2caf981e0fd565c2c31f3.png

Screenshot_Doom_20210307_011938.png.3767dd74112151ee22fe373a1a5539ad.png

 

 

Prelude:

 

"You'd better book a doctors appointment for when you get back from this next mission Rudy",
The burly man in the shadows said while adjusting his tie.

"What for? I don't plan on dyin'." Rudy stated confidently.

The man retorted: "I'm pretty sure severe radiation poisoning doesn't give a damn about your plans."

 

 

Zip Download: RADRADS.zip (Batteries not included)

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Map Name: "Demon express"

Author: Mike_C

Music: "Eladard" - Starfox 2

Sky: No

Format: UDMF

Difficulty Settings: Easy, Normal and Hard

Build Time: 7 Hours
Comments: Moving train level. Scripting took a big chunk of the time, even after reusing some bits of script from other maps. Short and a bit rough around the edges but otherwise I'm happy with it. 

Intermission:
 

Rudy, the speed demons have hijacked a military train and are planning on detonating its payload underneath our headquarters.
 

There's no time for planning an intercept, it has to be a one man operation.
 

You must board the moving train and reach the control car in order to stop it before things get toasty.  



Screenshots:

Spoiler

 

Screenshot_Doom_20210317_022519.png.a40927fcc5773d865f7259072861a247.pngScreenshot_Doom_20210317_022541.png.3f2bd3125c187abe30e4391b3830d638.pngScreenshot_Doom_20210317_022614.png.168db6d556a079961507383f6bdc76b4.pngScreenshot_Doom_20210317_022707.png.57239fb9d9ed00a74e23a3592eb21573.png

 

 

 

Download: Demon_Express.v0.1.zip

 

Edited by Mike_C

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"From the non-visionary PUSS director Deathael Beayr, who brought you gratuitous cell-spam in “Deck the Underhalls”, useless, overdone explosions in “Violence Inherent”, cryptic eye-shooting bullshit in “You Chose…Poorly” and 2 semi-adequate E4M2 reimaginings comes two liquid-filled story lines for Rowdy Rudy and the March of the Speeddemons.

In the 3-part “Sludgeworks Showdown”, Rudy finds himself wading through literal shit to raise the speeddemon bodycount to upwards of 900! Part 1 features a near-hot start, followed by Part 2 with some cement and metal-studded arena combat with two roaming goat-legged monstrosities. It all comes to a head in Part 3, with not 1, not 2, but 8 cyberdemons (and a nasty flying spider) to finish us off like a champ! With more than enough opportunities to punch Pinkies, and even some Archviles, “Sludgeworks Showdown” is a knockout of a trilogy!
 

Next Beayr takes you to a classic-ish looking nukage-filled techbase in “Nukage Knockdown”, and the sequel absolutely no one f***ing asked for, “Nukage Dragout”! In “Knockdown”, Rudy enters the base through the vent shaft, and is **starved for ammo** as he makes his way into, you guessed it, some more vent shafts! In a **VERY DEADLY HOT START** in “Dragout”, Rudy finds the ammunition he’s been waiting for, and finds himself toe-to-toe with another f***ing Cyberdemon! 

Your mission, if you chose to accept it, is to play through these maps and help Rudy put an end to the Speeddemons days before they destroy the world anymore than they already have! Take a look inside of the mind of a noob mapper and his psychotic attempts at speedmapping! This is the explosion-filled, bloody-knuckle, no-holds-barred slugfest/ shootout for the ages that you've probably not thought twice about been waiting for! "


The following is a submission for 4 more maps:
AUTHOR: Death Bear
All 4 Maps are Doom 2 Limit Removing (Tested only in GZDoom, and contain a MAPINFO). There are no difficulty levels.
All 3 Sludgeworks Maps have OSKY08 from OTEX by Ukiro; and both Nukage maps have ACIDSKY4 from Mek's Box of Skies.
All Maps took 7 hours, minus Nukage Knockdown, which took 6 hours.

MAPS:
(1) Sludgeworks Showdown, Part 2
MIDI: Cover of Symphony of Destruction by Megadeth. Sequenced by Forensic Medicine/ Dennis Backer. Modified slightly by me.
COMMENTS: Sludgy arena base with crates, with 300+ monsters. Yup.
STORY:

Vents. Always the damn vents. I mean...all the legends did it, didn't they? Why not me?

So, I crawl through like McClane until I feed out into a room of crates. There are those weapons he was talking about.

I spent too long pumping those fuckers full of lead, that I straight ran out of ammo. Better grab some more. Maybe a few rockets, too.

Have a feeling I'm going to need it.
DOWNLOAD:

https://www.mediafire.com/file/rt7jipo5mp5g92o/DB.SSP2.v1.wad/file

Spoiler

DB_SSP2.1.png.21a39579d2791455afb43825d81d0902.png

Spoiler
Spoiler

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(2) Nukage Knockdown
MIDI: Know Your Enemy by Rage Against the Machine. Uncredited Sequencer.

COMMENTS: Nukebase with limited ammo/ Tyson-ish inspired. Can be sped-run (I did it at about 3:15). Grab a berserk and go punch something.
STORY:

I get the call. This time looks like I'll be trudging through a base on the edge of a nuclear waste depot with limited ordinance. I throw the burner phone to the floor and smash it under-boot. I grab another beer, sling the rifle over my shoulder, and head out the door.

"Best way in is through the ventilation shafts," he had said.

Well, of course it is...Yippie-Ki-Yay.
DOWNLOAD:

https://www.mediafire.com/file/h3dtfma5yum361u/DB.NKDv1.wad/file

Spoiler

DB_NKD.1.png.46891d466f1479e7d6520f3e2c907b51.png

Spoiler

DB_NKD.2.png.d39da2032dad4b8020fbfe17abbe5353.png


(3) Nukage Dragout
MUSIC: MIDI of Build Me Up, Break Me Down by Dream Theater. Unknown Sequencer. Modified slightly by me.
COMMENTS: Sequel to Nukage Knockdown. Nukebase with arenas. Guns. Lots of guns.
STORY:

Well, wasn't that fun? I sure pissed ‘em off.

Wiping some demon blood from my hands, I drop into the inner complex.

Can you smell that?

…Gunpowder.

You boys better be hungry. It's lead for lunch.
DOWNLOAD:
https://www.mediafire.com/file/86xhumpf1s1k2x2/DB.NDOv1.wad/file

Spoiler

DB_NDO.1.png.13c99c0411030eb7942fdcc66c1a9433.png

Spoiler

DB_NDO.6.png.9987ead9da2517159270e7f43695afb0.png


(4) Sludgeworks Showdown, Part 3
MUSIC: MIDI Cover of Train of Consequences by Megadeth. Uncredited sequencer. Modified slightly by me.
COMMENTS: Sludgy arena base. Cyby-heavy. This is a boss fight-y level. This is the grand finale. Get to it!
STORY:

Gotta hand it to 'em...the bastards can set up shop.

I grab the arm off the flaming corpse of one of those yellow fuckers and hold it to my cigar. I take a few puffs and stick it in the bullet-filled hole where his “eye” used to be.

Shame to waste a good Cuban like that...but I'll have a whole box waiting for me when the job is done.

Sleep-tight, fucker. Time for me to tuck your friends in.

All outta bullets again, I take the elevator down. The smell is worse this time. I smile.

Let's end this shit.
DOWNLOAD:

https://www.mediafire.com/file/c50rgoht6cp0mau/DB.SSP3.v1.wad/file

Spoiler

DB_SSP3.1.png.381b66a8800bff05d590cb8ff2c4dadd.png

Spoiler

DB_SSP3.2.png.663c45ecd621d17568a9dbc03e43c7b4.png

Spoiler

DB_SSP3.5.png.4499c4feb86a3d97ab58dec4047a29db.png

 

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Map Name: Escape from Sandy's City
Author: muumi
Music: Iodine by Jimmy
Sky: sky2
Format: Boom
Difficulty Settings: yes
Build Time: 6 hours
Comments: Nothing better to do so enjoy my second rudy map. Vertical city map with hilarious amount of enemies. Only tested with GZDoom

Spoiler

 

Story:
Its a total disaster! Speeddemons have taken over Sandy's City and blown up the flood gates filling entire city with toxic slime! 

It does not seem like there is any job left for Rudy, after all he never finished those HVAC studies. Better find a ride out from this messy place and maybe kill some of those pesky quickfiends in the way.

PS. Now that you are here anyway, take a look at city's famous Arrow Monument. Rudy has always wanted to see it!

 

 

DOWNLOAD

Spoiler

Screenshot_Doom_20210323_223334.png.54c2a8d99616f0a95014ed5f39271584.png

 

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Map 2 Rudith Mountain (resubmit) @Telemassacre

Here is an unedited video of my playthrough. Below is my feedback, for you. I'm not an expert, but I hope you find all of this helpful.
 

Spoiler

 

Hey, there! First map I’ve played by you before, if I recall. Very cool. Interesting Map02. Like map01, didn’t find too much as far as exploration, but did find myself with enough ammo to dispatch the monsters you had. I like the whole “go beneath then up the mountain”, though with maybe some hallways and intermediate encounters, it could be even better.

 

As far as technical stuff, I think this map could really use some work. I cracked open UDB after the video, and noticed that in BOOM format, there is a door tag and trigger on the last fight that I have no idea what it does. In Vanilla format, it is undefined or something. It kind of breaks the exit, as you’ll see in my video. The sky drops around the exit. I froze enemies and hit the switch, and for some reason, it opened it up. I’m not sure what the bug is here, but I would take some time to figure that one out.

 

Gameplay wise, I personally felt like there was too much space for the number of monsters in both fights, and not much to do other than circle strafe and kill everything. You have got more time, right? I say use it if you can. Develop on the fight a bit more, give them stages/ phases, vary up the elevation of the map to create more than just two big rooms. Or make me scrounge a little for ammo. Teleport some baddies in. I think with a little more attention to how you can make it both fun and challenging, I think this idea could be wicked.

 

The only real personal complaint I had was the crusher-barrel trap. Not much warning, no real ability to escape, and places RNG on how much health I have left. I haven’t heard from anyone playing my own maps yet, but in Nukage Dragout, I have a thing at the beginning that could straight kill you if you don’t start moving immediately, but there’s a way to escape it. (We’ll see what kind of feedback I get for that one.) Maybe give me more space behind so I can avoid more of it? If your intention was to just drop my health low as a mechanic, well, it worked.

Thanks for contributing, and hope to see how this turns out!

 

 

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Hey fellas, just bumping this to see if there's a compiled beta ready :) if not that's fine, I just want to sink my teeth into this!

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5 hours ago, Doomkid said:

Hey fellas, just bumping this to see if there's a compiled beta ready :) if not that's fine, I just want to sink my teeth into this!

Almost! I haven't had the time to finish up my map, but I can post a compilation of every map submitted so far for the event sometime tonight. It'll have placeholder intermission/titlepic graphics for the time being since I was unfortunately unable to acquire those this month and haven't had the time to make my own (ergo, I'll use my insipid corruption to extend the event into April so that I can include myself lmao). Version 1, with every map will be out as early as Friday. I think we're sitting at 21 maps or so.

(It kinda sucks that this event is bleeding into April, but March has been rough for me. I need the extra time to polish up the rest of the megawad.)

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