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


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I love the vibe this mapset gives! I still need to play it more to give a detailed feedback, but I liked everything I saw so far. Very creative layouts with intricate angles and connections - also nice semi-abstractness in general. The sky and music gives a quite nostalgic feeling (I think @DCG Retrowave will love it).

Thank you for another great episode nicolas monti

Edited by Noiser

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15 minutes ago, nicolas monti said:

 

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!

 

At least i'm in good company then :)  Ok, will do if needed.  One more thing i didn't realize to mention is that i like the size of the levels, too, in relation to their complexity there's a good balance.  On my second playthrough (which i think will be much easier), i'll make sure to find all the secrets.  Anyway, will play more tomorrow.

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One of the most intense maps i've ever played.  Impossible to get out of death's door :)  Gotta find that secret Soul Sphere.

 

 

Edited by dei_eldren

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On 10/9/2021 at 3:51 PM, Noiser said:

I love the vibe this mapset gives! I still need to play it more to give a detailed feedback, but I liked everything I saw so far. Very creative layouts with intricate angles and connections - also nice semi-abstractness in general. The sky and music gives a quite nostalgic feeling (I think @DCG Retrowave will love it).

Thank you for another great episode nicolas monti

 

Thanks a lot Noiser, that kind of words make me think that making maps have a purpose for me, the best reward is knowing that people have a good time with them.

 

@dei_eldren

I've seen your take on map03. Glad you didn't get lost as in the previous map, everything seemed ok, you can cheese the teleport part by firing and teleporting again to avoid the Vile blast.

Fortunately you were close to finishing the map when the video ended so it was useful anyway to check any problems!

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5 hours ago, nicolas monti said:

 

@dei_eldren

I've seen your take on map03. Glad you didn't get lost as in the previous map, everything seemed ok, you can cheese the teleport part by firing and teleporting again to avoid the Vile blast.

 

i just knew there had to be a trick i was missing.  Thanks for the tip! 

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No issues with the map - could have used 40 more cells but maybe at some point i used them when not necessary - could have killed one AV with rockets/SSG instead, maybe.  Will try and find at least a couple secrets before playing the sixth.

Edited by dei_eldren

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11 hours ago, dei_eldren said:

 

No issues with the map - could have used 40 more cells but maybe at some point i used them when not necessary - could have killed one AV with rockets/SSG instead, maybe.  Will try and find at least a couple secrets before playing the sixth.

 

Just saw your videos of map04 and map05.

Glad again you didn't have trouble with progression, maybe getting used to the layout style.

I had fun with the first key trap of map04 when the Vile resurrected the Baron twice, I think that's the worst case scenario lol.

I didn't find anything to correct also in the last two maps fortunately. I you like the style I've been mapping like this for like 8 years so you can find many more projects like this one.

"Back to 1994" is similar but a bit more "crazy" regardig texturing and custom content.

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8 hours ago, nicolas monti said:

I you like the style I've been mapping like this for like 8 years so you can find many more projects like this one.

"Back to 1994" is similar but a bit more "crazy" regardig texturing and custom content.

 

i've played from you Favillesco Ep 1 and 2 before, loved them (apart from the final levels, good grief! :D ) but they were of course much simpler than this (think i found at least 80% of the secrets in them, too), and your Mass Extinction is on my list, have been suggesting it at the megawad club. :)  i'll play Back to 1994 for sure.  Also Favillesco Alpha episodes.. 

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6 hours ago, dei_eldren said:

 

i've played from you Favillesco Ep 1 and 2 before, loved them (apart from the final levels, good grief! :D ) but they were of course much simpler than this (think i found at least 80% of the secrets in them, too), and your Mass Extinction is on my list, have been suggesting it at the megawad club. :)  i'll play Back to 1994 for sure.  Also Favillesco Alpha episodes.. 

 

I consider favillesco E1 and E2 a bit easy because I was less experienced at the combat and balance department at that time, too much armor I think.

Then I made the favillesco Alphas and I got a little better :)

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MAP06 in two parts.  i've noticed your objection to armor, haha!, but it's true that Favillescos were much easier, i could comfortably beat them on HMP...apart from the last maps :P

 

 

Pt2: - there's a minute or two cut, i got the AV killed after a couple of more attempts with the RL instead of the plasma.

Spoiler

 

 

Will again try find some secrets before playing the seventh.  The secrets in your maps are sneaky devils... only got one on map05, even knowing where some of the rest are!

Edited by dei_eldren

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6 hours ago, dei_eldren said:

MAP06 in two parts.  i've noticed your objection to armor, haha!, but it's true that Favillescos were much easier, i could comfortably beat them on HMP...apart from the last maps :P

 

 

Pt2: - there's a minute or two cut, i got the AV killed after a couple of more attempts with the RL instead of the plasma.

  Reveal hidden contents

 

 

Will again try find some secrets before playing the seventh.  The secrets in your maps are sneaky devils... only got one on map05, even knowing where some of the rest are!

 

Just saw both parts, no problem with this map also, I noticed one acid floor not making damage so I just fixed. Thanks you a lot for making the videos, it's a nice opportunity to see the maps from someone else's perspective and also to clean up the last mistakes like that damaging floor.

The exit part was funny, it's intended to work like that.

Edited by nicolas monti

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17 hours ago, nicolas monti said:

 

Just saw both parts, no problem with this map also, I noticed one acid floor not making damage so I just fixed. Thanks you a lot for making the videos, it's a nice opportunity to see the maps from someone else's perspective and also to clean up the last mistakes like that damaging floor.

The exit part was funny, it's intended to work like that.

 

You're welcome - it's been fun and great to hear it's been interesting to you. 

 

Just played MAP07 and got stuck after pressing a red switch in a cave, after AV ambush with Hell Knights and Pinkies - heard Revenant screaming somewhere.  Nowhere to go and couldn't find anything to do.  i thought the door i entered from was supposed to open, so i idclipped and backtracked but got nowhere useful...  And then a ghosted Spectre appeared...oh god.  If instead i missed something after hitting the switch, can you tell me?

 

i'll upload video later tonight.

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17 minutes ago, dei_eldren said:

 

You're welcome - it's been fun and great to hear it's been interesting to you. 

 

Just played MAP07 and got stuck after pressing a red switch in a cave, after AV ambush with Hell Knights and Pinkies - heard Revenant screaming somewhere.  Nowhere to go and couldn't find anything to do.  i thought the door i entered from was supposed to open, so i idclipped and backtracked but got nowhere useful...  And then a ghosted Spectre appeared...oh god.  If instead i missed something after hitting the switch, can you tell me?

 

i'll upload video later tonight.

 

Going to check after work, maybe a monster stuck in a lowering sector after the cave section.

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No problems with the map until the cave - that last AV ambush was quite something, i could only scrape through it with luck because of his devious placement behind everyone else. Excellent map.

Edited by dei_eldren

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7 hours ago, dei_eldren said:

 

No problems with the map until the cave - that last AV ambush was quite something, i could only scrape through it with luck because of his devious placement behind everyone else. Excellent map.

 

I skipped until the part you get stuck, my fears came true, there is a monster blocking a lowering floor. I'll fix and reupload when I get home and give proper feedback for the rest of the video!

 

EDIT:

bug fixed now.

Edited by nicolas monti

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15 hours ago, nicolas monti said:

 

I skipped until the part you get stuck, my fears came true, there is a monster blocking a lowering floor. I'll fix and reupload when I get home and give proper feedback for the rest of the video!

 

EDIT:

bug fixed now.

 

Great!  Replayed the map - with iddqd until that last AV fight, but was able to beat it now with the BFG twice - think i needed 5 BFG shots, and that's probably very wasteful :)  It's hard, but not unfair.  Everything went well after that.  You've kept the general difficulty of levels very constant, only the key fight has constantly become somewhat more challenging than the previous one - pretty much one per each map. 

 

 

Edited by dei_eldren

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6 hours ago, dei_eldren said:

 

Great!  Replayed the map - with iddqd until that last AV fight, but was able to beat it now with the BFG twice - think i needed 5 BFG shots, and that's probably very wasteful :)  It's hard, but not unfair.  Everything went well after that.  You've kept the general difficulty of levels very constant, only the key fight has constantly become somewhat more challenging than the previous one - pretty much one per each map. 

 

 

 

Thanks dude, I'm happy you did the second part, that BK trap is one of the hardest in the wad, I had to tone it down many times before uploading because it was nearly impossible on UV. Glad that everything else in the map was without problems.

Only two more to go!

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4 hours ago, nicolas monti said:

 

Thanks dude, I'm happy you did the second part, that BK trap is one of the hardest in the wad,

 

No problem - and i'm really glad to know that! :D

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You were right - the encounters in this map weren't the toughest, but still the Cyberdemons especially were so nerve-racking.  What a tense atmosphere for almost an hour...  And no problems.  Probably the best city level i've ever played, the way you've designed those buildings is just totally unique.

 

 

Edited by dei_eldren

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On 10/15/2021 at 7:16 AM, dei_eldren said:

You were right - the encounters in this map weren't the toughest, but still the Cyberdemons especially were so nerve-racking.  What a tense atmosphere for almost an hour...  And no problems.  Probably the best city level i've ever played, the way you've designed those buildings is just totally unique.

 

  

Good run! This time everyhing as intended, even ammo balance, the last fight is intended to be fought mainly with rockets, off course a non blind player can save some cells for it but there are not so many cells either and in UV it woud be difficult to arive at that point with 160-200 of it.

The main aspect of this map was to create a tense athmosphere, an ominous creepy place lost in the outer solar sistem.

Waiting for map09!

Edited by nicolas monti

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18 hours ago, nicolas monti said:

  

Good run! This time everyhing as intended, even ammo balance, the last fight is intended to be fought mainly with rockets, off course a non blind player can save some cells for it but there are not so many cells either and in UV it woud be difficult to arive at that point with 160-200 of it.

The main aspect of this map was to create a tense athmosphere, an ominous creepy place lost in the outer solar sistem.

Waiting for map09!

 

Killing Cyberdemons with rockets is always nerveracking because it's one of the uwieldiest to do it with :D  But i enjoyed that fight after the initial shock.

 

Anyway - MAP09 which i had to pistol start because of poor health!  i'm sorry, i was unable to finish it because i simply have no idea what to do at the finale, i mean i probably could savescum my way through it, but i'm notoriously bad at ultimate encounters - but other than that the map was of same style and quality as everything else - the nukage-maze was incredible, when the Barons came i thought i wouldn't make it but found a way!  You were totally right about what turned out to have been the hardest fight on the map (sans the finale, which is expected) - so you really managed to orchestrate everything correctly.  A fine creation, and incredibly constant and uniform.  It's absolutely the hardest i've ever played through on HNTR but i really enjoyed and admired it - every encounter that at first seemed difficult had a reasonable solution.  i hope someone else will play it through on video soon, would love to see how UV goes. :D

 

 

Edited by dei_eldren

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5 hours ago, dei_eldren said:

 

Killing Cyberdemons with rockets is always nerveracking because it's one of the uwieldiest to do it with :D  But i enjoyed that fight after the initial shock.

 

Anyway - MAP09 which i had to pistol start because of poor health!  i'm sorry, i was unable to finish it because i simply have no idea what to do at the finale, i mean i probably could savescum my way through it, but i'm notoriously bad at ultimate encounters - but other than that the map was of same style and quality as everything else - the nukage-maze was incredible, when the Barons came i thought i wouldn't make it but found a way!  You were totally right about what turned out to have been the hardest fight on the map (sans the finale, which is expected) - so you really managed to orchestrate everything correctly.  A fine creation, and incredibly constant and uniform.  It's absolutely the hardest i've ever played through on HNTR but i really enjoyed and admired it - every encounter that at first seemed difficult had a reasonable solution.  i hope someone else will play it through on video soon, would love to see how UV goes. :D

 

 

 

Thanks a lot buddy, your video made me realize a couple of things.

First I forgot to add a couple of medkits at map08's exit. I allways put some health at exit levels, this time I forgot maybe because of the strange shape of the exit in that map.

Second. There is a BFG available in map09 but I always knew the possibility of a miss. When you open the semicircular door there are a couple of rooms that open up too. One with crates that you visited and on the other side the one with the BFG. The weapon is also visible through windows in the acid "labyrinth"

Now I added an extra BFG in the final arena just if the player misses but ín that case (s)he will be forced to beat the earlier rest of the map without it as in your case.

All in all your videos were really helpful as they allowed me to clean up some mistakes for a better final version, thanks for the feedback!

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15 hours ago, nicolas monti said:

All in all your videos were really helpful as they allowed me to clean up some mistakes for a better final version, thanks for the feedback!

 

You're very welcome, it's nice to know that my humble playthrough was useful to you!

 

And i'll remember that BFG when i play it again.

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Just posting to say it's on Idgames now as some people prefers to wait to the definitive release to play it!

Link in the first post.

Thanks for the feedback and favorable reactions!

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  • 2 weeks later...

Hey! Looks like I'm a bit late with my fdas but I hope you'll find them useful anyway if you want to give a look. Pretty concept with the islands maps and the overall aesthetics gave me some autumn vibes. Iirc you already experimented with similar gameplay changes in your last wad, and these fit well with the claustrophobic spaces. Pinkies are a real threat now and also harder to hit due to the smaller hitboxes that made me waste quite some shots against the monsters. Or maybe I'm just more rusty than I thought, I hoped to be able finish more maps in the demos. I also included the version I used to play since I saw that you updated the wad Doombeach_gaspe_demos.zip

Now some comments on the more memorable parts to me:

MAP02 RK area is tough, you really have to be quick to advance and kill the demons because it looks like it's very precise with the timing of the radsuit and you can't waste time.

MAP03 has another cool setpiece at the RK, didn't like so much how you can barely react when you teleport into the warehouse.

MAP04 I liked a lot the creepy atmosphere underground and the non-blocking hanging bodies are a nice touch to detail the rooms.

MAP05 harsh start that is quite hard to pass, probably the part that gave me most troubles in the wad. Then the level is more forgiving. Only I didn't liked in this set how often the forests albeit nice looking they can hide the projectiles that come at you.

MAP06 good job on the city part that isn't very big but it gives you many way on how to tackle it.

MAP08 cool atmosphere and setting. I was able to mess up the BK tower, I triggered the line that reveal the cybie and the cacos but I was also able to escape outside and due to a hom on the untextured line 1518 I didn't realize the bridge went down.

MAP09 another rather harsh start with the part after you pick up the Plasmagun was the peak of the map and the "sewer city" was something chill to do with a very cautious playstyle.

 

Now I'm going to check the new yet unnamed thing you are making ;)

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  • 2 weeks later...

There is a softlock in Map 8. You can take accidentally take the teleporter to the yellow door area (with chaingunners and archvile before picking up the yellow key), leaving yourself stuck.

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On 11/4/2021 at 2:22 PM, gaspe said:

Hey! Looks like I'm a bit late with my fdas but I hope you'll find them useful anyway if you want to give a look. Pretty concept with the islands maps and the overall aesthetics gave me some autumn vibes. Iirc you already experimented with similar gameplay changes in your last wad, and these fit well with the claustrophobic spaces. Pinkies are a real threat now and also harder to hit due to the smaller hitboxes that made me waste quite some shots against the monsters. Or maybe I'm just more rusty than I thought, I hoped to be able finish more maps in the demos. I also included the version I used to play since I saw that you updated the wad Doombeach_gaspe_demos.zip

Now some comments on the more memorable parts to me:

MAP02 RK area is tough, you really have to be quick to advance and kill the demons because it looks like it's very precise with the timing of the radsuit and you can't waste time.

MAP03 has another cool setpiece at the RK, didn't like so much how you can barely react when you teleport into the warehouse.

MAP04 I liked a lot the creepy atmosphere underground and the non-blocking hanging bodies are a nice touch to detail the rooms.

MAP05 harsh start that is quite hard to pass, probably the part that gave me most troubles in the wad. Then the level is more forgiving. Only I didn't liked in this set how often the forests albeit nice looking they can hide the projectiles that come at you.

MAP06 good job on the city part that isn't very big but it gives you many way on how to tackle it.

MAP08 cool atmosphere and setting. I was able to mess up the BK tower, I triggered the line that reveal the cybie and the cacos but I was also able to escape outside and due to a hom on the untextured line 1518 I didn't realize the bridge went down.

MAP09 another rather harsh start with the part after you pick up the Plasmagun was the peak of the map and the "sewer city" was something chill to do with a very cautious playstyle.

 

Now I'm going to check the new yet unnamed thing you are making ;)

 

Thanks Gaspe, I missed your notifiation, that's why I'm answering now, as you and @Firedust mention there are a couple of things to fix in map08, I'll take care of them! The new episode is Cyberpunx and I'm working on the sixth map at the moment.

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