purple_ruberoid Posted September 6, 2021 (edited) Hi guys! So, this is my first (small) map collection. At the moment it contains 6 maps (MAP01-06 plus MAP08). First four of them are occasionally puzzle-oriented tech maps with theme consistency. But MAP08 was made ~3 years earlier, so I haven't come up yet with the idea of connecting them together. Difficulty varies from easy to hard (I think for experienced players it shouldn't be hard). All levels are intended to be pistol-start. All items can be grabbed without using jumping/crouching. The "story" ... well, I don't know ... yet. Download v.0.7.1: sigmaexp.pk3 Info: Working title : Sigma Experiment Version : 0.7 Map format : UDMF IWAD : DOOM II Tested Ports : GZDoom, Zandronum Mapset : MAP01-MAP06, MAP08 Gameplay : Single player New textures : Yes New enemies : Yes Build time : MAP01-06 - ~11 months; MAP08 - 2 months Jumping / Crouching : No Freelook : Optional Difficulty Settings : Yes Compatibility settings : any that allows monsters to pass over another and 3D-floors compatible 3D floors : Yes Some textures aren't rendered properly with software rendering, sorry ... ScreenshotsMAP01 Spoiler MAP02 Spoiler MAP03 Spoiler MAP04 Spoiler MAP05 Spoiler MAP06 Spoiler MAP08 Spoiler Music Spoiler D_DM2TTL -- Death - Leprosy (fragment) D_DM2INT -- Impostor - Suffocated Rage Unleashed // or "24 reasons to die"? ... not sure MAP_01 -- Zivina - Secret Way to The Stars // I don't know about the origin :( MAP_02 -- - The wheels of lower fortune // I don't know who the author is :( MAP_03 -- Naithan - Vandrars ild MAP_04 -- Metathron - The Claret Rose MAP_05 -- Carpathian Forest - Skjend Hans Lik MAP_06 -- In Flames - Worlds Within the Margin MAP_08 -- Dimmu Borgir - Arcane Lifeforce Mysteria I would be glad to see any feedback. I think I have plans for the next maps. Changelog: Spoiler v.0.4.1 MAP01 - fewer trees - open doors not only by killing lost souls - fewer zombiemen in the blue key card room MAP02 - fixed broken "yellow card" area MAP03 - added the plasmagun - fewer cacos, hell knights, and lost souls (I hope that'll be less boring) - some minor changesv.0.5.1 all maps - sparks added -- indicating about not working doors -- for consistency - an anti-cheesing system for some areas ;) MAP02 - slightly easier puzzle for reactorsv.0.5.2 MAP04 - minor layout changesv.0.5.3 renamed MAP11 -> MAP08v.0.6.1 - made jumping & crouching disabled - MAP05 added - title and intermission pics (may be changed later) - some other minor changesv.0.7.1 - MAP06 added - some other minor changes Enjoy, doomguys! Edited September 14, 2022 by purple_ruberoid v.0.7.1 4 Quote Share this post Link to post
Astronomical Posted September 7, 2021 Sigma Experiment (RAREST OF ALL EXPERIMENTS)!!!!! 4 Quote Share this post Link to post
purple_ruberoid Posted September 9, 2021 (edited) @Biodegradable, thank you for testing! And for finding bugs! Maps need test and not by me, I guess :)Quick notes after your playtest. MAP01 -1- yeah, I think there're not enough trees I'm kidding -- fewer trees -2- open doors not only by killing lost souls -3- blue secret area (why were zombiemen stuck?) - probably fewer zombiemen MAP02 -1- broken "yellow card" area ... needs lift ... or additional yellow door MAP03 -1- now I see that I completely forgot about the plasmagun -2- fewer lost souls in the last room Edited September 20, 2021 by ruberoid 1 Quote Share this post Link to post
purple_ruberoid Posted September 20, 2021 Release v.0.4.1I fixed the broken "yellow card" area and reduced amount of big boys -- hope it'll be less boring (see changelog). Have fun :) 0 Quote Share this post Link to post
purple_ruberoid Posted September 20, 2021 I gave myself a short break and with a fresh look at the MAP03 the question came to me -- is this map for the MAP03 slot? Maybe it's too big for the 3rd map in the wad. Also. Are secrets too obscure? Or is it OK? How do you think? BTW, @Biodegradable, I couldn't reproduce stuck zombiemen in the blue key room ... What are your port and compatibility settings? 0 Quote Share this post Link to post
Biodegradable Posted September 21, 2021 2 hours ago, ruberoid said: @Biodegradable, I couldn't reproduce stuck zombiemen in the blue key room ... What are your port and compatibility settings? GZDoom v4.6.1 on Default compatibility. 0 Quote Share this post Link to post
purple_ruberoid Posted September 22, 2021 On 9/21/2021 at 4:14 AM, Biodegradable said: GZDoom v4.6.1 on Default compatibility. Ok, I see - my bad - my version was 2.1.1 🤦♂️ But that's actually interesting. If the monster: - stands on 3 sectors - one of these sectors is sloped - the middle sector is the lowest The monster is stuck. Better to look under the spoiler: Spoiler So, the fix will be in the next version :))) 0 Quote Share this post Link to post
Suitepee Posted September 29, 2021 https://youtu.be/Cm0LBbXnA4o My playthrough starts at around 48:00. 1 Quote Share this post Link to post
purple_ruberoid Posted December 1, 2021 (edited) @Suitepee, thanks for your playthrough! That was A-doorable ;) And -- seeing how someone plays your maps -- was new for me! Edited December 1, 2021 by ruberoid 0 Quote Share this post Link to post
purple_ruberoid Posted December 1, 2021 In a meantime, the new MAP04 in the wad is ready for playing! 0 Quote Share this post Link to post
purple_ruberoid Posted September 14, 2022 I'm back again, so MAP06 is ready for playing 0 Quote Share this post Link to post
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