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My new map Forgotten base!


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On 8/20/2021 at 5:29 PM, Lazlo Panaflex said:

That's a heavy lean on the Die Neoplasmaschine aesthetic :)

 

My thoughts exactly. It's nice to feel like part of an artistic movement, with these giant possessed techbases, caves and coloured light sources everywhere.

This was great to play. I enjoyed the devious traps and architecture and love the aesthetic, of course. Decent level of challenge for me on UV. Well-placed secrets, as well, which were satisfying to hunt for and find because I felt well looked-after in your hands and could trust you to subtly signpost them.

A few things I spotted that didn't detract from the experience but worth fixing:
* A few switches might've blended in a little too well with their surroundings. I didn't miss them for long, but they took a bit of hunting. If it's not intentional, it might be worth popping a light source in front of them to make them stand out.

* Found one mis-texture (5:34)  I linger on it only to make sure you spotted it too.

* Also lingered a little on an artefact that happens with the reflective floor at 7:46. It's something I've been dealing with on my current unfinished map that uses reflective floors. On my map it does that sometimes from certain angles when I have portals set up in the line of sight of the reflection, but I'm not sure that's what is happening here. I don't have a solution for this, sorry.

 

 

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Thanks a lot for playing I am glad you liked it. I will make the little changes you suggested. Good job at finding those secrets!

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  • 2 months later...

Overall I think is a very good map, it's very dark because I forgot to use the correct lightning settings. The gunners were really dangerous considering the darkness. There's also two difficulty spikes that made me reload save more than once, but to be fair I was playing on UV. I was counting on every bullet I shot since this felt kinda survival oriented. Sorry I couldn't find all of the secrets, but the ones I found were very helpful (specially that soulsphere which is almost mandatory in my opinion xD). The detail and architecture is just superb and made me stop to take screenshots more than once. I really appreciate that in wads. Makes me want to start using that texture pack. I specially enjoyed the broken floors using the UDMF vertex technique. I would play it again on Hurt me plenty to seek the other secrets I missed.

 

Let me know if you don't mind the gameplay to be public on my channel or you prefer it unlisted

Edited by DoomRevolver

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Thanks for giving this a go. The map is indeed very resource tight but that is intended. To fix your lighting issues I recommend you put glow and dynamic lighting on. Also make sure your sector lighting mode it set to standard. Doing that should make everything look like it is meant. And yeah sure I wouldn't mind at all if your video it set to public. 

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2 minutes ago, azerty said:

Thanks for giving this a go. The map is indeed very resource tight but that is intended. To fix your lighting issues I recommend you put glow and dynamic lighting on. Also make sure your sector lighting mode it set to standard. Doing that should make everything look like it is meant. And yeah sure I wouldn't mind at all if your video it set to public. 

Sorry I was testing other maps before this one and I forgot about the settings. The survival aspect of the map is a good thing in my opinion, I was playing UV so I don't think it's unfair. 

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47 minutes ago, azerty said:

I am watching the video now and it looks super dark it's impressive that you still did it tho. 

LOL true. And I was praying for some light amplification googles xDDD It's like I was playing a PS1 horror game. If I play it again with the correct settings I will replace the old gameplay.

Edited by DoomRevolver

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