CHAINMAIL Posted August 24, 2021 (edited) Hi all! I've mostly been a lurker here for a long time, minus a few posts here and there. I started making maps around 1995 or so. I just made them for my Dad and brother to play, as this was before I even had internet (old guy here...). Anyway, earlier this year I started to help develop a small indie game, and thought it would be fun to start designing Doom levels again to get back into the swing of level flows and gameplay dynamics and such. Soo, that's the backstory for this little map! I decided to name it Cycle of Sorrow. The idea is that it's a relatively small map, but it gradually opens up and progressively gets more and more difficult. It gets pretty brutal at the end, but I'm able to beat it myself (though it takes a few tries), and I'm not really that good of a player...So it hopefully it isn't over the top, haha. Some of you hardcore players might even think it's too easy, I'm not sure yet, but would love to find out! Technical Info: Game Configuration: Eternity: Doom 2 (Doom format) Freelook: No Jumping/Crouching: No IWAD: Doom2 Number of Maps: 1 Map: MAP10 (Because I love the Phantasm music) Tested with: Eternity Engine Difficulty: (Hard, by my standard) Screenshots: Download Links: idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/cyclesorrow My website: https://chainmailstudio.com/downloads Thanks for looking, if any of you happen to give it a whirl I hope you have fun, and would love to hear what you think! Cheers! Edited August 24, 2021 by CHAINMAIL typo 22 Quote Share this post Link to post
JezChrist Posted August 24, 2021 It looks sick. Does it use any of Eternity's quirk ? Or did you use this format because you are most comfortable with it ? I'm downloading ^^ 1 Quote Share this post Link to post
"JL" was too short Posted August 24, 2021 Those are some nice detailed visuals! Plenty of work went into this, I can tell! 1 Quote Share this post Link to post
CHAINMAIL Posted August 24, 2021 (edited) 3 minutes ago, JezChrist said: It looks sick. Does it use any of Eternity's quirk ? Or did you use this format because you are most comfortable with it ? I'm downloading ^^ Hey thanks, glad you like the looks of it! I used this format because it seemed to be the simplest for me, and when I play Doom I usually use Eternity, as GZDoom doesn't run very well on my computer. I don't believe I used any quirks...But I'm also sort of relearning all this again so please forgive me if I'm wrong :) Edited August 24, 2021 by CHAINMAIL typo 0 Quote Share this post Link to post
CHAINMAIL Posted August 24, 2021 Just now, jerrysheppy said: Those are some nice detailed visuals! Plenty of work went into this, I can tell! Thanks! I appreciate that :) 0 Quote Share this post Link to post
Endless Posted August 24, 2021 (edited) Played on Eternity Engine | Ultra-Violence I had, overall, a good time with this map! I don't use too much EE so I don't know exactly what kind of new features this map brings, but from a more superficial point of view I can admit that it looks fantastic. The design is attractive, gothic and dark, it gives a nice horror feel that reminds me of SIGIL. The design is detailed and appreciable, although usually the multiple layers of ground with different heights tend to be a bit annoying to walk on, but nothing terrible. Overall, the map looks fantastic. You managed to give it a very attractive and atmospheric touch that I really appreciate. I don't have much of a problem with tight maps, so I'm not complaining. The gameplay certainly has a very appreciable progression. The first act of the map is simple and manageable, but as you progress I think it gets a bit tedious. The use of hordes of Spectres in tight and rather dark locations make these a real headache. There was one scene in particular with a Pain Elemental that I found too tedious, especially because there is no SSG (at least I didn't find it, if there is, correct me) and the enemies get to create a bottle effect where it practically becomes a war of attrition. The ending takes the cake in this. For a while it's quite entertaining and challenging to dodge the Cyberdemon's attacks, but when the horde of HK, Archies and Revenantas comes out, fuck! It's practically a run or die. Intense, but it can get a bit annoying. UV-Maxing this has to be challenging. While I wasn't a big fan of the gameplay, I had an enjoyable experience and had fun for most of the map. Its small size makes up for the pain, although the progression makes it longer than it seems. It has a palpable style and exudes darkness. Not bad. Oh, and I found a sizable slime trail in: X1590 Y:239 Z:-40 A:71 Edited August 24, 2021 by Endless 2 Quote Share this post Link to post
CHAINMAIL Posted August 24, 2021 13 minutes ago, Endless said: Played on Eternity Engine | Ultra-Violence I had, overall, a good time with this map! I don't use too much EE so I don't know exactly what kind of new features this map brings, but from a more superficial point of view I can admit that it looks fantastic. The design is attractive, gothic and dark, it gives a nice horror feel that reminds me of SIGIL. The design is detailed and appreciable, although usually the multiple layers of ground with different sizes tend to be a bit annoying to walk on, but nothing terrible. Overall, the map looks fantastic. You managed to give it a very attractive and atmospheric touch that I really appreciate. I don't have much of a problem with tight maps, so I'm not complaining. The gameplay certainly has a very appreciable progression. The first act of the map is simple and manageable, but as you progress I think it gets a bit tedious. The use of hordes of Spectres in tight and rather dark locations make these a real headache. There was one scene in particular with a Pain Elemental that I found too tedious, especially because there is no SSG (at least I didn't find it, if there is, correct me) and the enemies get to create a bottle effect where it practically becomes a war of attrition. The ending takes the cake in this. For a while it's quite entertaining and challenging to dodge the Cyberdemon's attacks, but when the horde of HK, Archies and Revenantas comes out, fuck! It's practically a run or die. Intense, but it can get a bit annoying. UV-Maxing this has to be challenging. While I wasn't a big fan of the gameplay, I had an enjoyable experience and had fun for most of the map. Its small size makes up for the pain, although the progression makes it longer than it seems. It has a palpable style and exudes darkness. Not bad. Oh, and I found a sizable slime trail in: X1590 Y:239 Z:-40 A:71 Wow thanks for the in-depth critique and feedback! I will definitely take all this into consideration to make my next map better (and maybe even go back and revise this one too). Sorry you found some parts tedious. There is actually an SSG to make that pain elemental fight in the corridors easier, but it is a tad hidden :) Also I'll take a look into that slime trail, thanks for pointing that out! Happy to hear you had an enjoyable experience for the most part. 1 Quote Share this post Link to post
Naarok0fkor Posted August 24, 2021 Very nice...Love the dark tunnels lighted by blood streams...They could have been a bit wider & brighter...For the next map maybe? 1 Quote Share this post Link to post
CHAINMAIL Posted August 24, 2021 1 minute ago, Naarok0fkor said: Very nice...Love the dark tunnels lighted by blood streams...They could have been a bit wider & brighter...For the next map maybe? Hey thank you! I kinda wondered if maybe they were a tad too tight, but I also thought it made for a nice contrast with the big open center arena. So I'm torn! But yes thank you, I think I wanna do another crypt-y type map in the same sort of aesthetic, so I'll keep it in mind to try wider ones next time :) 0 Quote Share this post Link to post
Mayomancer Posted August 24, 2021 Damn, sign me in. Absolutely love crypt themed maps and from the screenshots this one looks great, as soon as i get some free time i'll be playing it. More spooky aesthetics in spoilers. Spoiler Spoiler 2 Quote Share this post Link to post
Naarok0fkor Posted August 24, 2021 50 minutes ago, CHAINMAIL said: Hey thank you! I kinda wondered if maybe they were a tad too tight, but I also thought it made for a nice contrast with the big open center arena. So I'm torn! But yes thank you, I think I wanna do another crypt-y type map in the same sort of aesthetic, so I'll keep it in mind to try wider ones next time :) It's not that bad considering the role they have in the level. I would make them just a few points brighter though or lay invisible red torches in the blood. A linear level with this concept is good for single player action... 1 Quote Share this post Link to post
galileo31dos01 Posted August 25, 2021 Nice to see more eternity maps out there. I enjoyed my time, really cool theme and all. I saw potential in the central piece if one tries to reunite everything alive for a spicier ending, so that's something I will keep in mind for future replay. Please make more if you want to! 1 Quote Share this post Link to post
CHAINMAIL Posted August 25, 2021 2 minutes ago, galileo31dos01 said: Nice to see more eternity maps out there. I enjoyed my time, really cool theme and all. I saw potential in the central piece if one tries to reunite everything alive for a spicier ending, so that's something I will keep in mind for future replay. Please make more if you want to! Awesome, glad you enjoyed it! And I'm already planning out some ideas for some more :) 1 Quote Share this post Link to post
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