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Doom Island: doom2 episode now on Idgames!!!!


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Played on GZDoom

Ultra-Violence

Gave it a quick go and had fun most of the time. The visuals are actually pretty damn good and strike me as quite unique; a techbase in a beach setting with a lovely MIDI to make you some company. I love it for its creativity. There are some inconsistencies in the use of textures here and there, but they don't seriously break the visual quality of the map, however, my biggest negative is probably with the geometry of the map. There are certain points that are too tight, with crooked walls, corners split in half and it's a bit cramped at times for my liking. Enemy positioning is also a bit of a problem, but not major. Certain enemies should be used in more open areas, like the Arachnatrons, to pose a real threat. Usually in this kind of tight maps, the Imps, Zombies, Revenants and Archviles are perfect thanks to their thinness.

 

The map is decent. It's fast, entertaining and has no major issues that break its gameplay, however, I found two areas in particular that you should check out:

eOrnS1H.png

I fell here and I didn't find a way to get out, even with jumping, so most likely a weird softlock.

 

liOtwzK.png

There was an elevator here, but once I got into it, a bumped a Shotgunner and the elevator went up and I couldn't lower it again. Maybe I did something wrong.

 

Not bad, but needs some fixing

L35mpBq.png

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Thanks Endless!

The pit you fell in is supposed to be raised by the time you get there but it seems something went wrong, I'll check what happened, an easy fix.

On the second picture, that's a secret so the lift is activated remotely.

The space is tight, that's why the hitbox changes, without the changes the arachnotron and mancubus could barely move there but I agree their placement is quite eccentric.

The theme merging startan and gstone, kind of doom1 episode crossover /1994 map will be featured in the mapset so after a couple of maps the player will be used to I assume.

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Thanks for the video dude!

I had a great time, the part you get cornered by the caco at the blue door area and the death at the exit door made me laugh a bit.

It seems the biggest threat of the map is the crampiness of the space.

The Archvile can also be a pain without free look.

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Took me quite a few tries but I've got a demo for you! The cramped space makes it tough, but once I was familiar with the layout it's not too bad. I like the rocky beaches contrasted with dark techy interiors. Great skytexture too! That archvile is a mean one, love it. Nice little map, I look forward to seeing more!

beachprueba3-thelamp.rar

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I will test your map in the evening and after I'm done with it I'll give you some feedback

One question is this WAD Vanilla-compatible or does it require an advanced sourceport?

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8 hours ago, thelamp said:

Took me quite a few tries but I've got a demo for you! The cramped space makes it tough, but once I was familiar with the layout it's not too bad. I like the rocky beaches contrasted with dark techy interiors. Great skytexture too! That archvile is a mean one, love it. Nice little map, I look forward to seeing more!

beachprueba3-thelamp.rar

 

Thanks man, that sky is a blend of two sky textures found in some 1994 wads, I've used that sky for my back to 1994 episode also.

I'll be watching your demo.

7 hours ago, RevenantFTS97 said:

I will test your map in the evening and after I'm done with it I'll give you some feedback

One question is this WAD Vanilla-compatible or does it require an advanced sourceport?

 

Intended to be vanilla compatible but tested with zdoom so far.

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Don't know if this is much help, but this demo is until about 32 kills, and then jumped into the monster-pit from which there's no way back up.  Liked it a lot, like all your previous worked that i've played.  Will play the level again and post demo if i manage to beat it.

 

dei-bp3.zip

 

Played second time, and got stuck a bit later, in the switch-room with the Spectre i dropped down into.  No elevator back up, though there was a sound of something when i pressed the wall.  Am playing in Crispy, perhaps it's the cause this time?

Edited by dei_eldren

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thanks dude, I didn't upload the bug fix update yet because of the demos, I think a seargent is blocking the lift, I'll check when I get home, I'll change the test mode to prboom because zdoom always hide monster height blocking bugs.

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2 hours ago, Walter confetti said:

Back to 1994 sequel?

Not exactly the same project but its sequel in spirit. No custom sprites and sounds this time, but rebalancing for the enemy tier list instead. I'd say startan + gstone is the signature of those early days.

I'm working on the "personality" of each map, but the main theme will be a sort of caribean uac installation so the beach and the trees will be featured in the whole episode. I just like what I did in "back to 1994" 3rd map.

Edited by nicolas monti

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Several days have passed since the night I tested your map. With that being said, here is my review:

 

I tested the map and I have to say it represented a challenge for me: why?

 

This map has a considerable amount of tight sections. Personally I'm not a big fan of this kind of design. I have to say, though, some of them are particularly entertaining. I'm a bit amazed, considering that lately, my references of maps with tight sections are associated with TNT (that annoying maze at the beginning of METAL, for example O_o)

 

I like some of the custom resources, such as the sky texture and the trees as well. Even though they somehow don't match with the DOOM stock graphic assets, I consider them a nice (personal) addition

 

Something that annoyed me was that I ran into two unescapable sections: that door that led me to a room with spectres and a wall with a skull-shaped switch and that "corridor" with imps and zombiemen. I had to start from the beginning the map because of these damned obstacles!

 

Anyway, to conclude with my feedback: I think it's a good map. Not my kind, because of the many tight sections. Like I said in the beginning some sections are particularly entertaining, therefore, I think this map did better than the average maps that make use of tight sections (at least if we compare your map with some of the maps from TNT). Basicly, it is a fun map, its length is balanced, I mean, it isn't too short, but it isn't too long either, so that is okay. Good job!

 

A minor detail that deserves to be mentioned: I tested it 1st in Chocolate DOOM, and after that, all the other times I tested it in PrBoom Plus


 *If the map is tested in Chocolate DOOM, it seems that the Dehacked patch has no effect whatsoever. As a consequence, zombiemen and pinkies, for instance, don't move faster, like they should. Regarding the new trees that have been added, they aren't rendered at all, so when I first tested the map I didn't understand what was going on, I mean, I even thought for a moment I was bumping into an invisible wall!

 *If the map is played in PrBoom Plus then it works like it should. The "anomalities" previously mentioned are no longer present ;)

 

Here is a video on my (successful) playthrough

 

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12 hours ago, RevenantFTS97 said:

Several days have passed since the night I tested your map. With that being said, here is my review:

 

I tested the map and I have to say it represented a challenge for me: why?

 

This map has a considerable amount of tight sections. Personally I'm not a big fan of this kind of design. I have to say, though, some of them are particularly entertaining. I'm a bit amazed, considering that lately, my references of maps with tight sections are associated with TNT (that annoying maze at the beginning of METAL, for example O_o)

 

I like some of the custom resources, such as the sky texture and the trees as well. Even though they somehow don't match with the DOOM stock graphic assets, I consider them a nice (personal) addition

 

Something that annoyed me was that I ran into two unescapable sections: that door that led me to a room with spectres and a wall with a skull-shaped switch and that "corridor" with imps and zombiemen. I had to start from the beginning the map because of these damned obstacles!

 

Anyway, to conclude with my feedback: I think it's a good map. Not my kind, because of the many tight sections. Like I said in the beginning some sections are particularly entertaining, therefore, I think this map did better than the average maps that make use of tight sections (at least if we compare your map with some of the maps from TNT). Basicly, it is a fun map, its length is balanced, I mean, it isn't too short, but it isn't too long either, so that is okay. Good job!

 

A minor detail that deserves to be mentioned: I tested it 1st in Chocolate DOOM, and after that, all the other times I tested it in PrBoom Plus


 *If the map is tested in Chocolate DOOM, it seems that the Dehacked patch has no effect whatsoever. As a consequence, zombiemen and pinkies, for instance, don't move faster, like they should. Regarding the new trees that have been added, they aren't rendered at all, so when I first tested the map I didn't understand what was going on, I mean, I even thought for a moment I was bumping into an invisible wall!

 *If the map is played in PrBoom Plus then it works like it should. The "anomalities" previously mentioned are no longer present ;)

 

Here is a video on my (successful) playthrough

 

 

Thanks man, you made me realize that the BK is cheeseable in prboom, I'll fix.

The pit is already fixed in the later uploads but not the blocked lift after the specter room which I forgot!

I hope there aren't no major progression problems in map 02 and 03.

Edited by nicolas monti

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8 hours ago, Firedust said:

Very much looking forward to playing this! How many maps are planned in total?

 

Thanks Firedust!

9 maps in total, doom1 episode format. Also texturing based entirely on doom1. The only doom2 elements present here will be the bestiary and the super shotgun for obvious gameplay reasons. The only new graphics will be about 8 species of trees taken from blood as well as the sky taken from my back to 1994 episode. Very few new elements but that add a lot of atmosphere.

I'll even replace the flat used as frame when you reduce the screen size to resemble doom1 even more.

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  • 2 weeks later...
4 hours ago, nicolas monti said:

8th map ready for testing!

Hey, buddy. So, I played your last map and sorry to say this but I did not enjoy it... there was no health, no weapon, not enough ammo to deal with all the roaming big tiers. The atmosphere is good, but there are some major problems with your map. Hope I could help.

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6 hours ago, Astro X said:

Hey, buddy. So, I played your last map and sorry to say this but I did not enjoy it... there was no health, no weapon, not enough ammo to deal with all the roaming big tiers. The atmosphere is good, but there are some major problems with your map. Hope I could help.

 

I'll wait for more feedback, the first part is intended to be dispatched with the SS and the chaingun, plus some aid from infighting, the ammo is scattered across the island floor. Adding a couple of extra ammo boxes is possible for a next revision depending on what people say.

I take your warning into consideration, thanks!

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  • 3 weeks later...

Hey - played through map01 on HNTR.  Very demanding with the combat and fast navigation for secrets needed in dark and cramped spaces, but everything was fair.  Glad i was able to snipe the AV from distance, because i would've had to give up if i had had to kill him in that room :D  Found 3/5 secrets with a little bit of searching but gave up on the last two because the video was getting over half an hour already.  Oh, couple of rather mean traps with Chaingunners, haha!  i enjoyed it, and will play the rest at least as far as my meager skills carry me - just saying that because the incident of AV on MAP01 is a worrysome thing :)

 

(Because of the music the video has a copyright claim - any ads shown have nothing to do with me.)

 

Edited by dei_eldren

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10 hours ago, dei_eldren said:

Hey - played through map01 on HNTR.  Very demanding with the combat and fast navigation for secrets needed in dark and cramped spaces, but everything was fair.  Glad i was able to snipe the AV from distance, because i would've had to give up if i had had to kill him in that room :D  Found 3/5 secrets with a little bit of searching but gave up on the last two because the video was getting over half an hour already.  Oh, couple of rather mean traps with Chaingunners, haha!  i enjoyed it, and will play the rest at least as far as my meager skills carry me - just saying that because the incident of AV on MAP01 is a worrysome thing :)

 

(Because of the music the video has a copyright claim - any ads shown have nothing to do with me.)

 

 

Thanks buddy, the run was smooth, nothing looked unfair on the combat side. I'm looking foward more videos, the first map is smaller that the others but there are no big maps in this episode, all mid-sized I think.

I took the midi from a compilation, I don't even remember the source.

With the copyright thing you mean that it won't pass the idgames check?

In that case I should replace it.

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13 hours ago, nicolas monti said:

 

Thanks buddy, the run was smooth, nothing looked unfair on the combat side. I'm looking foward more videos, the first map is smaller that the others but there are no big maps in this episode, all mid-sized I think.

I took the midi from a compilation, I don't even remember the source.

With the copyright thing you mean that it won't pass the idgames check?

In that case I should replace it.

 

i think for idgames it's fine if the music is midi and not in digital format - but YT gave a copyright claim (not a strike) for the video and monetized it - not a problem, just wanted to warn about possible ads.

 

i'll link rest of the videos here as i play them :)  Thanks for making this WAD.

 

EDIT: Map02 - only thing is, would've needed more radsuits, as the progression is quite complex and difficult on blind run.  i got in trouble in the YK area, as on first visit i didn't realize how to take it (could be for more experienced players it's simple, but for me it was obscure enough only to see the possibility on second visit) - so another radsuit there would have helped a lot.  also just a medkit and even just stimpacks in strategic places would help.  towards the end i conjured up one radsuit for myself (would've been impossible with 6% health otherwise - only cheat i needed).  other than that, very fine map with interesting progression - enjoyed playing through.

 

(Again copyright claim on YT - i'll turn off the music for map03, just because i don't want ads on my videos, nor obviously to jeopardize my channel.)

 

MAP03 - really liked this map, until the fight with the Arch-Vile and two Hell Knights :D  i died there over 20 times (cut the video before that)...and then the game crashed.  But, i returned to it after a while, started desperately looking for a solution, and found the secret plasma gun - and was able to finish the map without cheating!  i am simply not good enough to win that fight without it, to be honest.  And by the way, i really enjoy your visual style on these maps, as well as the cramped layouts - all very unique, and works very well, making very atmospheric gameplay.

 

MAP03 video, missing the end:

Spoiler

 

 

Edited by dei_eldren

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13 hours ago, dei_eldren said:

 

i think for idgames it's fine if the music is midi and not in digital format - but YT gave a copyright claim (not a strike) for the video and monetized it - not a problem, just wanted to warn about possible ads.

 

i'll link rest of the videos here as i play them :)  Thanks for making this WAD.

 

EDIT: Map02 - only thing is, would've needed more radsuits, as the progression is quite complex and difficult on blind run.  i got in trouble in the YK area, as on first visit i didn't realize how to take it (could be for more experienced players it's simple, but for me it was obscure enough only to see the possibility on second visit) - so another radsuit there would have helped a lot.  also just a medkit and even just stimpacks in strategic places would help.  towards the end i conjured up one radsuit for myself (would've been impossible with 6% health otherwise - only cheat i needed).  other than that, very fine map with interesting progression - enjoyed playing through.

 

(Again copyright claim on YT - i'll turn off the music for map03, just because i don't want ads on my videos, nor obviously to jeopardize my channel.)

 

MAP03 - really liked this map, until the fight with the Arch-Vile and two Hell Knights :D  i died there over 20 times (cut the video before that)...and then the game crashed.  But, i returned to it after a while, started desperately looking for a solution, and found the secret plasma gun - and was able to finish the map without cheating!  i am simply not good enough to win that fight without it, to be honest.  And by the way, i really enjoy your visual style on these maps, as well as the cramped layouts - all very unique, and works very well, making very atmospheric gameplay.

 

MAP03 video, missing the end:

  Reveal hidden contents

 

 

 

Thanks man, just saw map02's video,

I've just added a couple of suits because of the convoluted nature of the layout, if someone gets confused (s)he now has a second chance, @FrancisT218 had a similar issue with this map.

I encourage you the use of cheats if you need them for progression like the radsuit, remember this is testing, I'll feedback on map03 anytime soon!

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