Lippeth Posted March 25, 2021 (edited) So a few years ago I had started these maps to learn UDMF and then sort of forgot about mapping altogether due to a greater interest in gameplay mods. But I recently started digging through old maps and thought these could be interesting if touched up and re-balanced. So I spent several days giving them a facelift, both in aesthetics and mechanics, and put in my best effort to make them presentable. I even wrote up a bit of story that's completely original and not at all like Star Trek: "Responding to a distress signal from a nearby planet, your ship detects no lifeforms, but sensors are picking up energy readings near an abandoned research facility. You are sent down with your away team as chief of security to investigate. Upon arrival, you are alone, there's no sign of your team, and your equipment is gone. On the ground you find an ancient looking device that seems to create chemical explosions to propel small projectiles when you squeeze the lever, and is no doubt just as effective as modern phasers. With no contact to your ship, you decide to continue with your mission and investigate the facility, hoping to rejoin the rest of your team and find out who or what is behind all this." idgames download Mirror [Mediafire] Requires a ZDoom based port, I've disabled jumping and crouching and turned on a few compatibility options, mouselook should be fine though it's completely untested. I've added minor visual effects like rotating keycards, dynamic lights with a much smaller radius than GZDoom's default, and glowing bulletpuffs. Regarding sound I've removed the plasmagun's projectile's death sound limit so the fire sound isn't so obnoxious when hitting a target at close range. I'm still somewhat of a novice with mapping as far as the more ethereal aspects go, like progression, balance, fun, etc. so I'd like to hear how I can improve these maps and make better ones in the future. And of course I want to hear about the technical issues which I'm sure to have overlooked. Enjoy! Edited August 13, 2022 by Lippeth 25 Quote Share this post Link to post
Dubbag Posted March 25, 2021 Looks great can't wait to play it :) 1 Quote Share this post Link to post
Lippeth Posted March 26, 2021 Updated to fix a last-minute monster placement decision that will definitely give a bad impression or at least a laugh. 0 Quote Share this post Link to post
Paul814 Posted March 26, 2021 I will give this a play through hopefully sometime this afternoon. 0 Quote Share this post Link to post
Caleb13 Posted March 26, 2021 Solid work with great attention to detail, it's a damn shame you don't do more mapping. I noticed a small problem in MAP02, four zombies didn't teleport into playable areas. It happened because I didn't need green armor 543, this happens often with thing-tagged actions. 1 Quote Share this post Link to post
Lippeth Posted March 26, 2021 Thanks @Caleb13, simple enough fix. Initially I had way more actions tied to things, especially with teleporting monsters, but agree that it's more fool-proof to just use linedefs. I considered that one fine because I usually pistol start the level, but failed to account for all the armor obtained from map 01. I've fixed it and will update the file if either more feedback comes in, or after checking and fixing other issues. I've still got various actions tied to keys as well, but since those are mandatory I'll leave them as is unless there's a good reason I shouldn't. 0 Quote Share this post Link to post
Biodegradable Posted March 27, 2021 I had a great time with these maps, dude. They've got a classic feel to them, they're straightforward and fun with some stand-out combat and level progression and charming designs/layout/texture work. I'd love to see more. :^) 1 Quote Share this post Link to post
revlis Posted March 27, 2021 Now these are two very good looking maps, well done. One small thing, I've got stuck on MAP02 here: https://i.imgur.com/5XUJH4z.mp4 I thought is going to be a secret heh :) 1 Quote Share this post Link to post
Lippeth Posted March 27, 2021 Thanks for the feedback and video, @Biodegradable! Even just watching the way you play helps me out with layout and design, seeing what draws your attention, etc; something I still struggle with sometimes. Seems it went great for the most part at least, glad you had a bit of fun! I'll definitely address the things you noticed and also things that I watched you not notice. That whole empty room at the end used to be a secret exit with the yellow key being hidden somewhere else, and there used to be a Spider Mastermind with little cave hallways, then a Cyberdemon, then both, then nothing. Seems like I either need to put something there or just end the level sooner. A lot of this map has been retconned from older ideas, which explains a few oddities. 57 minutes ago, revlis said: One small thing, I've got stuck on MAP02 here: https://i.imgur.com/5XUJH4z.mp4 I thought is going to be a secret heh :) So the cracks are starting to show, I see. Thanks for bringing that to my attention! I used to have it impassable but I later put two Cacos in there and wanted them to be able to fly out, forgetting that it can become a trap. Very grateful for the feedback so far, I'll work on tidying things up and bringing it all together. I have a tendency to fix one thing and update the file very quickly, but I'm going to try and relax with updates and just fix everything I can. 2 Quote Share this post Link to post
ElPadrecitoCholo Posted April 2, 2021 Super Slug A little late, but in the same way here I bring my public video about a gameplay that I made to this Wad, the truth is that I found it very entertaining, and above all, I liked how it has been possible to create interesting structures in both maps , both because of the structure that was used in some places, as well as the decorations that were also placed on it, in any case, I also had an equally good time in the combats against the enemies, extremely challenging in some parts, and more than Nothing on the second map, which was where things were already getting a little hotter than usual, but still, I managed to overcome without much problem, despite the fact that the second map had enough toxic soils and few places with medicine cabinets Everything in the end went well, and in a way, for me, the final combat was something memorable because of the way it had to fight the enemies, with toxic floors and only depending on the anti-radiation suits. Great job with these two maps, and I will be waiting for the future maps that you get to update in this Wad. 3 Quote Share this post Link to post
Lippeth Posted April 3, 2021 Awesome playthrough, I like the appropriately used Metal Slug themed mod! Updates for these maps may be slow going due to several other projects and a difficulty developing the initial structure of a map, but I will be working on it periodically and hopefully have something fun to show sometime throughout this year! Thank you to everyone enjoying these maps, I put a lot of thought into them and enjoy watching all the playthrough videos; they really help me learn how to fine tune everything! 1 Quote Share this post Link to post
LVENdead Posted April 6, 2021 Here is my playthrough: Nice fun couple of maps here. There's some fun uptempo combat here and the maps are interesting to explore. I like the charming use of classic visuals, and how you mostly snuck in advanced UDMF features (which I didn't realize was the format when I started playing). I didn't find the maps particularly difficult at all, but didn't feel like they were too breezy either. There's only a few awkward things between both maps, which I note in the video, but overall they show a lot of refinement and I'd certainly be interested to play more from this set. Nice work! 2 Quote Share this post Link to post
Lippeth Posted April 6, 2021 Thanks for the excellent critique and showcase @LVENdead! My favorite types of maps are those where you turn off your brain to kill, and turn it back on (casually) to find the keys, so I worked surprisingly hard to make it fairly easy yet full of encounters. I'm still very much an inexperienced mapper when it comes to progression, difficulty and when and where to put pressure/ease up on the player, so this video will be a very handy reference, as well as for all the bugs and unintentional oddities you spotted. I do plan to rework the ending of that second map, as I've noticed everyone who plays it seems quite underwhelmed. There used to be a minor boss fight in the last cave area with the two teleporters but I felt that it was too cheesy. I'll think of something before the third map is complete. Thanks for checking it out! 0 Quote Share this post Link to post
Lippeth Posted April 7, 2021 Bit of a soft experimental update. I've addressed a few technical issues, reworked a few secrets and attempted to rework the end of map 02. I've barely tested the changes and hopefully I haven't broken anything to badly. Feedback is appreciated! [download] 0 Quote Share this post Link to post
Lippeth Posted August 4, 2022 So rather than moving on to bigger and better things, I've George Lucas'd this yet again, but with the plan to finally put it on idgames in about a week from now and stop poking at it, so if you'd like to playtest it in the meantime, I'll appreciate the feedback! It's still only two maps and that's all it will likely ever be. super_slug_RC1.zip 1 Quote Share this post Link to post
Lippeth Posted August 13, 2022 (edited) Well anyway, it's on idgames now. Enjoy! https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/super_slug Edited August 13, 2022 by Lippeth 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.