NeedHealth Posted July 25, 2021 (edited) -e1 old version. @MFG38 My map is ready for testing, please record an *.lmp if you people do. Map in Map slot 31. e1- The last battle before the exit isn't done yet so the map ends after the yellow key and there isnt much use for the bfg but I figured I post what I hae made so far anyway. My map is something like 90% done. Credits in credits.txt Edited July 27, 2021 by NeedHealth 4 Quote Share this post Link to post
SilverMiner Posted July 25, 2021 4 hours ago, Walter confetti said: So, yesterday i started a map for this and i just stumbled in a issue, over to understand what a Jungle of Albus is, but with the magic of Googling and bizarre mental combinations, I'm making something... For a jungle place what textures are better: OTEX or CC4-TEX? Personally, i found both are good for a natural environment, but more for a abstract forest than that a Jungle (maybe CC4-TEX is better, but in a very slightly way). Did some of you guys knows a good texture pack for Jungle wads? Never seen a texture pack that would be alone enough to build a jungle but I think you could take some stuff from: Heretic, Hexen, Raven style texture packs, Final Doom, Urania(it has some brutal jungle themes iirc and its resources can be used in wads), Axiom maybe, also try using midtex grass and sewer bricks with "piranhas" sign. If applicable, a custom palette with saturated greens, light blues and warm grays could help. 0 Quote Share this post Link to post
Pistoolkip Posted July 25, 2021 @Walter confetti Plutiona had those vine textures without walls, so half see-through. I'm sure those would be a great fit for any jungle themed map. 0 Quote Share this post Link to post
Walter confetti Posted July 26, 2021 In fact, CC4-TEX uses the plutonia textures as you can see from the second shot... 0 Quote Share this post Link to post
Engired Posted July 26, 2021 13 hours ago, Pistoolkip said: How 'surprised' are you by some of the traps / mechanics? Is there any way how I could improve the overal premise/gimmick? (Breaking Walls) How is the maze? Easy, difficult, fun, frustrating? General theme? I tried to go with a construction theme but I generally dislike 'realistic' looking maps. Should I switch the theme to Egyptian ruins? The wall lowering changing between instant and slow is a bit weird, maybe some more consistency will stop it, but it also works, because it's surprising. Also, even more breaking walls! Cover, secrets, everywhere. The maze is not my favourite, use too much shotgun ammo and you're stuck with a rocket. Maybe a plasma or more shotgun ammo will help. Also, revenants and tight spaces do not go together too well, that ambush at the start might be too mean. Egyptians ruins will fit really well. Do that instead, the grass just doesn't fit too well in my eyes. I like where it's going though, I think it will work well in the end product. 1 Quote Share this post Link to post
Engired Posted July 26, 2021 I've updated my wad, hopefully I didn't break anything. Download: GoldFactory.zip 1 Quote Share this post Link to post
TheNoob_Gamer Posted July 26, 2021 13 hours ago, NeedHealth said: literaism_nhA.zip My map is ready for testing LITERALISM: YES. Science? Check. There's enough hi-tech guns, architecture and mobs to make this work. Skeletons? Check. A lot of those. Though I wish a skeletal scientist would make an appearance. There are metallic walls filled with wires, so that also qualified. ACTUAL REVIEW: The map is good, and has a lot going on. I like the use of lighting and architecture overall, gave it a really clean and refined look. Gameplay: Enemy balancing is good, ammo is well-balanced, health is aplenty (staying true to NeedHealthTM service, I see). Not much to say, besides the fact that pickups (especially shell boxes) can be toned down a bit on higher difficulties, and the plasma gun could have a little more purpose in the actual map. Perhaps it is meant for continuous players? Here's my gameplay recorded in DSDA-Doom, UV. 2 Quote Share this post Link to post
TheNoob_Gamer Posted July 26, 2021 (edited) 15 hours ago, Pistoolkip said: Map24: Breaking Walls. LITERALISM: YES. This map makes you FEEL like a construction demolisher. Everything falls apart under your hands. ACTUAL REVIEW: Despite being a WIP map, what's in store really feels fleshed-out and entertaining. Map is short, to the point and generally goes very well with the destructible wall gimmick. Textures are utilized very well, and the fact the map slowly falls apart as you go further and grabbing items (I can only assume those pedestals storing items also act as switches destroying parts of the map) gives it a strong construction-site aesthetic. Quote Should I switch the theme to Egyptian ruins? So no, don't switch the theme, the map is good as is. If anything, you can try to make the layout a bit more surreal. Though in the end, it's your map, do however you please. Regarding the walls itself, I see you've been putting the shootable elevators to good use and the marking details are a nice touch. Spoiler Grey walls are just grey walls, can be destroyed and is vital to progression. Torn-out brown walls indicate a sweet secret behind it, killing them is optional but will yield you considerable reward. I usually hate running around mazes, especially in Doom. Not the case here! This mase has a very sizable length, is not that dull to look at and pickup/enemy placements are very fair to work around with. I don't quite agree with Engired in regard of the maze Revenants, since 1: you have plenty of cover and movement; 2: the enemies lurking around is low enough that ammo should not be a problem (and you can lure them out of the maze quite easily) and 3: navigation isn't quite a problem, as said earlier. One critical bug I've found is that the red key bars won't open at the end. I had to boot up UDB to make the map entirely playable from start to finish in the UV DSDA-Doom gameplay below (pretty sure compatibility level is unrelated). This might be due to the sectors being untagged (the linedef action is switch-based, therefore a tag is required for the bars to work properly). Well, that's all I have to say about your map. Good one. Edited July 26, 2021 by TheNoob_Gamer added something 0 Quote Share this post Link to post
Pistoolkip Posted July 26, 2021 45 minutes ago, TheNoob_Gamer said: LITERALISM: YES. This map makes you FEEL like a construction demolisher. Everything falls apart under your hands. ACTUAL REVIEW: Despite being a WIP map, what's in store really feels fleshed-out and entertaining. Map is short, to the point and generally goes very well with the destructible wall gimmick. Textures are utilized very well, and the fact the map slowly falls apart as you go further and grabbing items (I can only assume those pedestals storing items also act as switches destroying parts of the map) gives it a strong construction-site aesthetic. So no, don't switch the theme, the map is good as is. If anything, you can try to make the layout a bit more surreal. Though in the end, it's your map, do however you please. Regarding the walls itself, I see you've been putting the shootable elevators to good use and the marking details are a nice touch. Reveal hidden contents Grey walls are just grey walls, can be destroyed and is vital to progression. Torn-out brown walls indicate a sweet secret behind it, killing them is optional but will yield you considerable reward. I usually hate running around mazes, especially in Doom. Not the case here! This mase has a very sizable length, is not that dull to look at and pickup/enemy placements are very fair to work around with. I don't quite agree with Engired in regard of the maze Revenants, since 1: you have plenty of cover and movement; 2: the enemies lurking around is low enough that ammo should not be a problem (and you can lure them out of the maze quite easily) and 3: navigation isn't quite a problem, as said earlier. One critical bug I've found is that the red key bars won't open at the end. I had to boot up UDB to make the map entirely playable from start to finish in the UV DSDA-Doom gameplay below (pretty sure compatibility level is unrelated). This might be due to the sectors being untagged (the linedef action is switch-based, therefore a tag is required for the bars to work properly). Well, that's all I have to say about your map. Good one. Thanks for the feedback and the video-playthrough! While the map has an exit, you weren't really supposed to finish it with 100% kills. I just wanted to try out the 'whoa' factor when all the walls go down and monsters come for all sides. But I guess the map can be finished with all the ammo - just barely. It's still a work in progress but I guess I'll continue working on it. I want to add a whole additional area, where you go into a building that's half constructed, half-open, with lots of shootable walls of course. Maybe that area needs to be a little more surreal or demonic? I'll try some stuff. I also want to try if I can leave half broken walls or even shout them twice to break completely, so they don't dissappear so suddenly. Plenty of stuff to try out with this premise and theme! Glad you liked the construction aspect. I guess I'll continue down that line. Dont really feel like starting from scratch in a different theme. 2 Quote Share this post Link to post
MFG38 Posted July 26, 2021 @Pistoolkip Map's looking promising, nice semi-hectic gameplay with great use of traps. Didn't run into any bugs or other big issues. @NeedHealth Feedback on your map so far: Nice visuals for the most part, though the lighting did feel pretty flat for the better part of the map. General layout is nicely non-linear while staying compact, not overly difficult to get around and quick enough to find your next objective. Fun gameplay with some decently hectic combat scenarios. The one with the Pinkies, Revs and Cyberdemon was perhaps my personal favorite. SUGGESTION: MIDI's too short given the map's length and gets jarring pretty quickly. I'd consider replacing it with something less repetitive. BUG?: Is the animated liquid flat supposed to cycle through 4 different colors? On a general note to both of you, don't forget to fill out the submission template in the OP when you submit your finished maps. 1 Quote Share this post Link to post
NeedHealth Posted July 26, 2021 36 minutes ago, MFG38 said: @NeedHealth Feedback on your map so far: Nice visuals for the most part, though the lighting did feel pretty flat for the better part of the map. General layout is nicely non-linear while staying compact, not overly difficult to get around and quick enough to find your next objective. Fun gameplay with some decently hectic combat scenarios. The one with the Pinkies, Revs and Cyberdemon was perhaps my personal favorite. SUGGESTION: MIDI's too short given the map's length and gets jarring pretty quickly. I'd consider replacing it with something less repetitive. BUG?: Is the animated liquid flat supposed to cycle through 4 different colors? On a general note to both of you, don't forget to fill out the submission template in the OP when you submit your finished maps. Thanks! I've actually reworked some of the layout to make my map more compact and allow the cyberdemon to climb the stairs. The blue key area is also reworked to make it less flat lightning wise and more dangerous. I'll add fake soft lightning over the entirety of the map and I'll find an other midi. Yes, the liquid flat is supposed to cycle between four colours, I'll tone it down. 1 Quote Share this post Link to post
Vaeros Posted July 26, 2021 Would it be okay if I can request another random name for my map? lol 0 Quote Share this post Link to post
NeedHealth Posted July 26, 2021 (edited) @MFG38 -e1 old version. i've reworked some of the areas, placed fake soft lightning all over my map. Some battles can now be defused by teleporting behind the monsters well in advance by finding secret teleporters. There is also an super secret teleporter that requires the red key and a keen eye to open a secret door. This also allows you to defuse the yellow key battle well in advance, for example -e1 and net an bfg. I've added some new graphics to round things out, credits should be in the credits.txt. Please record an *.lmp if you people do test this map. Edited July 28, 2021 by NeedHealth 1 Quote Share this post Link to post
DynamiteKaitorn Posted July 26, 2021 NGL trying to make "A Lake" sound interesting is kinda tricky. XD However, I think a sort of "a giant lake in the middle of a forest" might work. :) 3 Quote Share this post Link to post
Paf Posted July 27, 2021 (edited) I finished the first few parts of my map ready, but it's not finished. It uses the track "Girders" From Jimmy Paddock. MAP23 was the mapslot I was given, and the wad takes up MAP23. Difficulty: It's possible on UV, not unfairly hard, yet. The map-name I was given is "Fear No Cyberdemon". The map requires CC4-TEX, so there might be glitches if you don't run it with CC4-TEX. (The layout is unfinished, but exitable for convenience) I would appreciate feedback! cchest4.zip Fear.zip Edited July 27, 2021 by Paf forgot to add an image 1 Quote Share this post Link to post
roadworx Posted July 27, 2021 (edited) it's too dark to see much of anything (it's abyssal after all), but i assure you that there is indeed a tower there edit: close-up Edited July 27, 2021 by roadworx 2 Quote Share this post Link to post
MFG38 Posted July 27, 2021 18 hours ago, Vaeros said: Would it be okay if I can request another random name for my map? lol Absolutely. How's "Desolate Waters" for a title? 0 Quote Share this post Link to post
MFG38 Posted July 27, 2021 @Paf Right, uhh. Feedback: Decent texture work, but the lighting is pretty flat. I understand that the map is WIP, though - I'm just providing feedback on what you have so far. Can't say I'm a fan of the gameplay. I found it borderline impossible even on ITYTD. I guess it would otherwise be fine if it wasn't for the AVs, but with the relative lack of cover from their flames, there's way too much potential for them to screw you over. That probably speaks more about me as a Doom player than the quality of the actual map, but still, I think you could bring the "fuck you" factor down a notch. BUG: It's possible to get softlocked in the starting area if the player doesn't run right into the second room when the doors open. 0 Quote Share this post Link to post
BoxY Posted July 27, 2021 10 hours ago, Paf said: [snip] cchest4.zip Fear.zip Do you have a recording or anything of the intended solution to the map? The setup seems cool in an italo-doom kinda way but I banged my head against the first room for about 10-15 minutes and didn't get anywhere even when I got super lucky with a cyber distracting multiple archviles and so on. Not sure how I'm supposed to get started. Seems like you have to survive for about a minute while waiting for a scroller and then you can go to the second room and exit but I'm lucky to survive 10 seconds regardless of whether I attack or remain pacifist. 0 Quote Share this post Link to post
Paf Posted July 27, 2021 14 minutes ago, BoxY said: Do you have a recording or anything of the intended solution to the map? The setup seems cool in an italo-doom kinda way but I banged my head against the first room for about 10-15 minutes and didn't get anywhere even when I got super lucky with a cyber distracting multiple archviles and so on. Not sure how I'm supposed to get started. Seems like you have to survive for about a minute while waiting for a scroller and then you can go to the second room and exit but I'm lucky to survive 10 seconds regardless of whether I attack or remain pacifist. I do have a strategy for the map, just not a demo of me using it. Either way, I'll send it here; Spoiler Strafe-run to the BFG before the lost souls hover over it, then BFG the lost souls on the other side (once), kill the Mancubus, then run to the other side and BFG the Mancubus on the other side, then BFG the Cyberdemons, then when the Arch-Vile starts to flame you, go to where the BFG originally was as cover, and repeat until one Cyberdemon is left, then you can focus on the Archviles. After the Archviles are dead, kill the last Cyberdemon in the room (if you're going for 100%). Refill your health and BFG Ammo before you enter the next room. In the next room, BFG one side of the revenants until all the revs on that side are dead, make the two ground Cyberdemons infight the rest of the revenants. After that, try to kill the first two ground Cyberdemons, then make the two Cyberdemons on a raised platform infight the Archviles (by putting yourself in front of the Archie Platform), and before the rockets hit you, run forwards and use the table with the secret mega-sphere as cover. If you already got the megasphere secret, you can rocket the AV's after you made the Cyberdemons infight them a bit. Basically everything else when you've finished killing the AV's is BFGing the Cyberdemons (whenever I update this, the exit switch will instead crush the two cyberdemons on the raised platform) How to get the megasphere secret: Spoiler You get the secret megasphere by Archvile jumping. You can get onto the first step of the raised platform by using the rocket launcher platform as a step, and then have one or two Archviles blast you onto the megasphere. Thanks for testing 1 Quote Share this post Link to post
Paf Posted July 27, 2021 (edited) 2 hours ago, MFG38 said: @Paf Right, uhh. Feedback: Decent texture work, but the lighting is pretty flat. I understand that the map is WIP, though - I'm just providing feedback on what you have so far. Can't say I'm a fan of the gameplay. I found it borderline impossible even on ITYTD. I guess it would otherwise be fine if it wasn't for the AVs, but with the relative lack of cover from their flames, there's way too much potential for them to screw you over. That probably speaks more about me as a Doom player than the quality of the actual map, but still, I think you could bring the "fuck you" factor down a notch. BUG: It's possible to get softlocked in the starting area if the player doesn't run right into the second room when the doors open. I'll remove 1 archvile on HMP, and 2 archviles on HNTR/ITYTD I guess. I'll try to fix the softlock, but no doors open in this map (besides the switch to force you to finish the fight before continuing), so that confuses me. (I forgot to tag a linedef in the map, so is that the softlock? Edited July 27, 2021 by Paf 0 Quote Share this post Link to post
Origamyde Posted July 27, 2021 (edited) Alright, here's my submission for the Boom Literalism project : "The Drowned Tunnels" DrownedTunnels (Literalism Project).zip Map name : The Drowned Tunnels (MAP21 / currently at MAP01 for testing purposes) Author : Origamyde Play time : 10-15mn on average Music : Abacab - Genesis (MIDI file fetched on Midiworld.com / unmodified) Textures : Vanilla textures Difficulty settings : no (UV by default). Should be accessible (if a bit challenging) even on pistol start. Coop : no Deathmatch : no Description : A UAC complex flooded with rivers of blood - literally ! Navigate through cramped rooms, tunnels and fightzones to activate the half-broken bridge (mind your step !) and safely escape (watch out for those Spectres lurking in the shadow !)... Spoiler EDIT : New version of Drowned Tunnels, following most of TheNoob_Gamer's advices. "Most" (The Archvile and bars thing are remaining because I've been lacking time quite a bit). Edited August 21, 2021 by Origamyde EVEN Newer version 3 Quote Share this post Link to post
MFG38 Posted July 27, 2021 3 minutes ago, Paf said: I'll try to fix the softlock, but no doors open in this map (besides the switch to force you to finish the fight before continuing), so that confuses me. Okay, maybe they weren't doors. But you can get softlocked in the starting area either way. 0 Quote Share this post Link to post
MFG38 Posted July 27, 2021 @Origamyde Played through your map, here's some feedback: Nice visuals overall, good use of textures and decent lighting. Gameplay is fun in the first half but starts to drift towards grindy in the second, with mid-tier enemies beginning to appear and the player getting no armaments to match. I'd make at least the Rocket Launcher, maybe also the Plasma Gun, obtainable in normal progression instead of secret items. Even if the secrets are sort of obvious in hindsight, they shouldn't contain pickups that are effectively key to the player's survival in the map. No bugs or any other big issues caught. 1 Quote Share this post Link to post
Origamyde Posted July 27, 2021 (edited) 14 minutes ago, MFG38 said: @Origamyde I'd make at least the Rocket Launcher, maybe also the Plasma Gun, obtainable in normal progression instead of secret items. Even if the secrets are sort of obvious in hindsight, they shouldn't contain pickups that are effectively key to the player's survival in the map. Thanks for the feedback on my map ! I guess it's true that making the rocket launcher accessible via a secret is not really that pertinent, when compared to the second half. I'll make another version where it's obtainable on the get-go (I'll leave the PG as it is). Expect some small changes here and there. Normally, it should be less tedious (without changing the enemy count or anything). EDIT : modifications done ! You can try it again if you want, and tell me if it's much better there. Edited July 27, 2021 by Origamyde 1 Quote Share this post Link to post
MFG38 Posted July 27, 2021 @Paf I cracked your map open in UDB and figured out the cause of the softlock: the walkover lines that close the doors to the second room are too close to them. Since the lines essentially form a triangle with the north side of the door and the wall, you can activate the walkover line from the corner opposite to the wall and run/strafe back into the first room while the door is still closing, thus getting you stuck on the wrong side of the doors. 0 Quote Share this post Link to post
Vaeros Posted July 27, 2021 2 hours ago, MFG38 said: Absolutely. How's "Desolate Waters" for a title? Well... I've started making the map already with the name of "Security Archvile" and I have a map idea involved with Archies too but the title is kinda odd imo lmao... Maybe it could be a name for this environment or something? 1 Quote Share this post Link to post
MFG38 Posted July 27, 2021 5 minutes ago, Vaeros said: Well... I've started making the map already with the name of "Security Archvile" and I have a map idea involved with Archies too but the title is kinda odd imo lmao... Maybe it could be a name for this environment or something? Whatever works for you. I've changed your map title in the OP, but I can change it back if you need me to. 1 Quote Share this post Link to post
NeedHealth Posted July 28, 2021 (edited) Beyond whatever bugfixing in the next version what is left is adding the super secret exit requiring all the keys and some doodad all over the map. I'll wait a while to let more people playtest my map. -e1 seems like the red key lock-in failed when i moved things around before i uploaded the last update and now ive plastered that version in several different places. Oh well, let's see if that make that fight more interesting or cheese-able. Edited July 28, 2021 by NeedHealth 0 Quote Share this post Link to post
1Destro3456 Posted July 28, 2021 I don’t feel like I’m going to finish my map, not feeling very inspired, I’m revoking my slot 0 Quote Share this post Link to post
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