galileo31dos01 Posted May 23, 2021 (edited) Just the necessary beloved info: Doom 2, MAP01 Boom compatible, tested only with pr/glboom+ on complevel 9 Made in 6 hours, came out from a burst of "caring less" against "omg why am I detailing this skinny pillar with 8 textures" Skills lazily implemented, UV should be a little brutal, maybe start on HMP idk No new music or skybox, sorry but d_runnin fits like peanuts on pasta here imo Text file + Demo included in zip in UV-Max turd quality >>> download link yas queen: click here this is the link <<< Edited May 23, 2021 by galileo31dos01 22 Quote Share this post Link to post
galileo31dos01 Posted May 23, 2021 Bumping because there's an update: the new title is "No Title", automap cleaned up, includes a text file, and the thread should be more serious now. New link is in OP. Any kind of feedback is very much appreciated. 0 Quote Share this post Link to post
FEDEX Posted May 23, 2021 New map! Congrat. pal :) I'll give a try when i go back home 1 Quote Share this post Link to post
Ukikomori Posted May 23, 2021 Aww, I liked the old OP. Anyways, I like this map. The texture usage is pretty odd and some of the enemy placements feel erratic, but the map's difficulty is just right and the level is short and sweet. 1 Quote Share this post Link to post
bemused Posted May 24, 2021 Played this on HMP as the text file suggested.. cool little map filled with deadly little ambushes, most of which i found little cheesy strats for once i knew what to expect, but nothing noteworthy or egregious. Really liked the fight at the end and the way the "safe" areas open up to reveal more misery :D I did find myself with no ammo once, after killing all the revs there was a moment of regret where everything got rezzed after hitting the switch by the caged cyb. (i didnt get the secret) Not sure if adding some more (non secret) ammo would change how you intended it to be played here, as it was kinda cool being pressured to use ammo sparingly on the viles and leave the mass of revs roaming around as a persistent threat. Skipped the exit line without trying, probably worth slanting and doubling that so its not quite so easily skippable. Fun map though, i enjoyed it a lot :) 2 Quote Share this post Link to post
Nine Inch Heels Posted May 25, 2021 (edited) Decided to play with saves at first, because ambushes and barrels can be tricky sometimes... Things I wasn't sure how to feel about were the Baron that "chases" players around for a while, so I finished that one off as soon as I had the SSG. If I had known that one secret would spawn in a cybro I might have saved myself that bit of effort, but it's not really something I'd complain about. What I would think could help for similar ideas like this is to make sure it takes players longer to get the needed ammo for something like this. Shells were so readily available that I could have finished the baron off with just the SG already. Tough call to make from a mapping POV, however... In terms of minor polish, I'd probably also have added a backpack in the BFG secret, because it's accessible prior to triggering the ambush at the backpack, meaning either burning cells or forcing an order of operations in a somewhat arbitrary manner. It's by no means necessary, but when there's a chance to just "burn" cell pickups when dodging I'd prefer to have a backpack to avoid that. What I did like about it is that, even though it's not-quite-so-secret, people can stumble upon this on accident, when SSGing manc or PE... The cybro there is a bit tricky if he decides to stay put in a less than approachable position on the map, but if not he's basically a free 2-shot. I'm not sure how to feel about this, because it might encourage playing a waiting game for a time. I thought about getting it to infight something, but it's a very uneasy alliance, since there's not much to work with in this regard. The corridor that houses HK, rev, baron, and chainer is less of a potential threat than the teleport leading back up. It seems to be possible to me that players can get point-blanked by the manc up there, depending on where it moves, if it does. Sometimes I would telefrag it, sometimes I had to look for it, sometimes it was right in my face - which ultimately prompted me to use the chaingun to make the teleport a bit safer than it otherwise would have been. The cacos towards the end of the top floor I take or leave. With the BFG it's possible to oust them right away, which takes a lot away from the big fight in the lava pool, which might have worked better if it was either 2 separate waves, or if they only showed up once the player drops down. I get that they're probably supposed to push people down into the pool, which they will, unless players have a BFG. Anyway... Found most of the map's secrets except for the invuln at the end. I found that one by looking at the map in the builder, because I wondered about the boom actions that were in this map. Seemed to me as though jumping down early was designed for to enable a different UV speed route, so I decided to try and get a pacifist run in, which turned out a lot trickier than I first thought, because SMMs can get stuck easily, leaving too many of the mancs alive to make the invuln feasible, but I ended up getting somewhere in the end. Pacifist is a bit heavy on the dice, because the map isn't designed for it, but that's what made it interesting to try regardless...notitlep214.zip Edited May 25, 2021 by Nine Inch Heels 4 Quote Share this post Link to post
Demon of the Well Posted May 26, 2021 Hello, good to see more from you. I'd describe what we see here as kind of "charismatically ugly", in that lovable Doom II sort of way. Who needs such niceties as delicate detailing, cogent representationalism, or a basically coherent texture scheme when you've got lots of grumpy mood lighting and improbable architecture to grabass around in? Not me, that's for sure. FDA (skill 4) The map is a good time, communicates brutality as you say, but also a sense of playfulness or even goofiness by turns. These contrasting attitudes synergize quite naturally here I think -- you're harried at every turn, yet there's also a certain endearing cheekiness to the whole closet-within-closet-within-another-closet deal that seems to mainly say "lol" as opposed to "fuck you." I like it. The final sequence once you drop into the big molten pit is particularly entertaining, though the second secret is perhaps overpowered, and largely trivializes the last part of the map. Thinking on it, though, the way it's basically in plain sight and simple to access yet liable to be totally missed anyway owing to the general time-pressured panic of the situation arguably suits the map's weasel-grinning tone quite well. There is only one design decision I have to say I categorically disagree with: D_RUNNIN + this map = pasta and peanuts, okay fair enough, BUT D_AMPIE + this map = bacon and chocolate. yas queen etc. Just sayin' 6 Quote Share this post Link to post
galileo31dos01 Posted May 27, 2021 So, reception has been very good so far, better than I expected... The idea behind this map, which I've already said in the OP, was nothing else but to combat this mapper block phenomenon mixed with my natural indecisive personality, but on a lesser deep level basically to focus less on what would look pro and more on having fun period, which I had, like once it started to merge into closet-after-closet goofiness, that's when it clicked and that's where I put all my energy into. Well also non-flat lightning, stuff worked let's just say. But yeah since the map is technically in 4Fs state --free from fatal flaws-- and in order not to juggle with demo desync, it's not getting a single edit (I'll write some warnings to consider based on people's feedback). Besides I've got some plans for it in the future, though for now I'm thinking of sending it raw to the archive as it is. That being said, I'd like to thank everyone who has played, commented and not commented, and gifted me some lovely recordings! Regarding things like the early jump route, ammo conditions, or the more appropriate music choice: ... Yes the early jump route was in the plans, for the curious who'd like to try it out since I actually forgot to test it myself, although I'm pretty sure that's why I gave lots of megaspheres. There are multiple instances where you can simply jump to the pit without the suit and cut progress, though the earlier the less "prettier" for sure (btw, the BFG isn't a secret per se, though I'm not opposed to it being perceived as such, since it isn't absolutely necessary to finnish the map somehow). With some minor degree of infight down there the non-secret ammo should be more than enough, if players got their other weapons before the better, and if it still isn't enough there's the secret cells, provided you know how to get them. It was all roughly calculated this way. I wish I could secure the exit line better but that would break the current demos I'm afraid... And d_runnin is going to shantay you stay (sorry DoTW!), it's just that d_ampie is on another level of "specific" for me personally, though I'll put it as a recommendation in the text file. 2 Quote Share this post Link to post
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