Rexen² Posted July 28, 2021 (edited) Hydro is a wip map for Doom II. Info: Map format is UDMF Most railings can be jump over (only the railing at the player one start can't be jumped over) Has Coop starts (players 2-8 spawn in a different area but is still close to the start) Speaking of jumping, jumping is allowed and so is crouch and freelook Difficulties are implemented with support for UV+ (as in more monsters and items) Testing has been done in GZDoom 4.6.0 and 4.6.1 and a 4.7 prelease Has one new monster and one new creature Has a few new props and two new items Was tested in GZDoom's Vulkan render Map is slotted into MAP01 Screenshots: Spoiler Credits: Spoiler Music from here: en.midimelody.ru/dragonforce/ (this is just the source link where I got the midi) Song: My Spirit Will Go On by DragonForce ------------------------- This is taken from the text file in the main resource file SnakeImp Submitted: Tormentor667 Decorate: Cyb GLDEFs: Dreadopp Sounds: Id Software, Raven Software Sprites: Id Software, Raven Software Sprite Edit: Cyb, Vader, ItsNatureToDie Heavy Armor Decorate: Captain Toenail GLDefs: Captain Toenail Sounds: No Sprites: Doom 2 Sprite Edit: Captain Toenail Idea Base: Former Commando's Armour Crow Decorate: Mor'ladim Sounds: Mor'ladim, Jojikiba (Caw sound) Sprites: Konami (Contra: Hard Corps) Sprite Edit: Mor'ladim Idea Base: Saw the crow in a sprite sheet and wanted to make a 'prop' out of it. Trash Can Decorate: Lucario Sprites: 3DRealms Idea Base: The trashcan from Duke Nukem Medipack Decorate: Dreadopp Sounds: ID Software Sprites: ID Software Sprite Edit: Dreadopp Small trees & bushes Decorate: CaptainToenail Sprites: Necrodome Dead General Decorate: Lucario Sprites: Scuba Steve Idea Base: The general corpse from Action Doom. Textures 3D Realms Tree1, Tree2, Tree3 by osjclatchford ----------------------------------------- Also uses textures fromcc4-texb.wad and 32in24-15_tex_v2.wad Figured I'll share this wip for some early feedback to see what people think. To load just drag and drop all three files onto the top of gzdoom. Download: Hydro.zip (first release) Hydro.zip (Beta) Hydro.zip (Stable) Edited August 18, 2021 by Rexen² 5 Quote Share this post Link to post
LeschNyhan Posted July 29, 2021 You're definitely braver than me in using some of the gzdoom capabilities like custom messages and slopes and lighting. I'm not sure how much it adds, though? The room with a ramp and a stairs serving the same purpose is what I mean, so I guess I'd say either lean into it completely or leave it out. For myself, I've decided not to use a feature unless I'm certain it'll be for a very specific reason I absolutely can't duplicate with basic tools. For example in the secret area the pond has a right-angled bottom, right next to some nicely curved mounds. I have no idea if you can also make the pond bottom curved, but it would fit better (and also you could walk out without needing to jump). More so if the walls around the outside area had some slopes as well to give a better sense of being outdoors. Also if you drop a skybox sector the buildings and outdoor areas wouldn't be flush with each other, and will have a better sense of place. As a complete aside, I noticed on the mini-map the pond isn't actually a circle, but it doesn't have the contours to look like like anything other than a circle in game - so you're using a lot of linedefs for a complex shape that doesn't look complex. Conversely, the mounds look rounded with relatively few linedefs. I'm guessing you're going to have a lot of the non-working doors either open up to new areas in the future or be monster closets on a return trip. As it is, they mostly serve to confuse. You've also chosen to highlight some non-working doors with lighting effects, which normally suggests the door is important. It was linear enough that I didn't get lost, but that also means I was almost always attacked exclusively from the front. This made UV a bit of a breeze - I got tagged once by a zombieman during the run. Unless difficulty isn't working properly you could definitely stand to up the challenge, with more traps, harder enemies, or monster placement. I'm pretty new myself so you can take my advice with a grain of salt, but there you go! Good luck, hope it helps. 0 Quote Share this post Link to post
Rexen² Posted July 29, 2021 The lighting effects are something new I'm trying out for the first time. (I actually been mapping since 2015 just never finish anything). As for the pond being flat at the bottom, I can fix that by adding some tringles and then editing the apexes of them. The mounds are actually made up of many triangles connected to a shape, I just flag the linedefs to not show on the automap to kept the automap clean. As for the non working doors, there mark that way until I want to use them or find a good way to make them look like they're out of order in a way. As for the room with the stairs and slope, I can easily change it to a slope. Also difficulty is also still a work in progress as well. Thanks for the feedback. 0 Quote Share this post Link to post
Rexen² Posted July 29, 2021 About the yellow door, I did say it was playable up to the yellow key, just mentioning just in case you forgot, also the last secret Spoiler its in the room with the first teleporter, pressing use left wall opens it up and nets you a rocket launcher and some ammo for it. 0 Quote Share this post Link to post
ShallowB Posted July 31, 2021 Pretty fun! The fights are small, but the cramped spaces and the Dragonforce make them feel really hectic. And I really like the setting; you've got the player constantly going from cramped techbase to outdoor canyons. Reminds me a little bit of some of the levels in Halo CE. I know it's not done yet, but if the only place to get the plasma gun and rocket launcher are secrets, then the cell and rocket pickups are going to just frustrate and confuse the player. If the ammo is out in the open, the guns should be too. Maybe they come in later in the map, and the secrets just grant them earlier. Or you could hide the ammo in secrets themselves. I got a massive lag spike when I picked up the red key and the map autosaved. That might just be an unavoidable side effect of the autosave function, but it did make me think GZDoom had crashed for a moment. The way back after collecting the yellow key is a bit dull. You could move some sectors around or something so that the layout is slightly different, or put in some more monsters that weren't there before. The two pinkies that appear in the hallway are fish in a barrel and don't really spice things up too much. And I can't kill the crows! Maybe I'm a bad person, but when I saw crows flying around, I really badly wanted to blast them and I couldn't! Really looking forward to more of this, it's shaping up to be just the kind of map I like playing. 0 Quote Share this post Link to post
ShallowB Posted July 31, 2021 Oh and this is a personal gripe, but I'm not a big fan of "that doesn't seem to work" doors. I would suggest using some kind of obvious "broken door" texture on all of these and just getting rid of the message. Clicking every door to find out which one actually opens is mildly annoying, and the little message lingers just a bit too long. Unless these are able to be opened elsewhere eventually, the message isn't helpful. It would be better to let the player quickly identify visually which doors are meant to be opened, and which ones are just decorative. 0 Quote Share this post Link to post
Rexen² Posted July 31, 2021 oh you don't need to worry, most of those doors well open in the final version, even the ones that hold the coop starts, as for the crows, the person that made them set flags on them so that they can't be kill even then they have 999 hp. The rest of the none working doors I plan on making it so they're just jammed. I do plan on giving a rocket launcher at least for the final major fight at least. I might put a cell charge in front of the door that leads out side and some that can be seen though the window to hint towards the secret. 0 Quote Share this post Link to post
Rexen² Posted August 5, 2021 Here's some screenshots of the update I'm working on. I moved from using cc4-texb.wad to 32in24-15_tex_v2.wad . Its almost done, I just got to put the final touches and it will be finished and then I can put out a beta. Spoiler 0 Quote Share this post Link to post
Rexen² Posted August 13, 2021 Finally got around to putting the final touches on the map. Promoting to beta. Changes: Trimmed file size by including just the need textures into the resource file Added some textures from 32in24-15_tex_v2.wad Changed Sky Texture Updated color light in outdoor areas Added more Ambushes Added Blue Key and Door Yellow door now has a path behind it Change most of the doors so they can't be used (as in they don't appear as useable on the automap) Most doors now lead somewhere and allowed the two doors that hold the coop starts to be open from both sides Added a Triple Key Door Added a boss fight, Cyberdemon in Single Player and up to three of them in Coop/UV+ Map can now be beaten Added more monsters Added a secret Download: Hydro.zip 0 Quote Share this post Link to post
Rexen² Posted August 18, 2021 Finally made it to released status Changes from Beta: Tweak Difficulty Settings Added some detail in some areas Fixed script errors in console Merge Both the Wad and Pk3 into one file Download: Hydro.zip 0 Quote Share this post Link to post
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