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[in progress] — Sigma Experiment - my first small UDMF wad (MAP01-06, 08) (play test needed for MAP05, MAP06)


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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 ...


Screenshots
MAP01

Spoiler

MAP01_02.png.133bb4165acae71da26e25edfcc9762b.pngMAP01_03.png.6dcf4edd447948b737f96d878641c1ca.pngMAP01_04.png.8d09a919fc1ce982267dc6229a797fd3.pngMAP01_05.png.c49761f830437193141059db28478671.png

 

MAP02

Spoiler

MAP02_01.png.ac4007f18ac022d1d3b42b5c1fc5d938.pngMAP02_02.png.0a89929f75580a2eaf4908d3fe0e9a04.pngMAP02_03.png.bf2582f32fc17b8a747310accd20285b.pngMAP02_04.png.5ee553b47262c2f541cdb81bc1bd5691.png


MAP03

Spoiler

MAP03_01.png.679bbf84bbe6628966511725ac887e36.pngMAP03_02.png.42e482516e7f20f2a02cfbc852a211a3.pngMAP03_03.png.952cdfad47c96ed94c7085c80b4bd9a6.pngMAP03_04.png.e12e1151ac528f2f37feb34ac37d2bdd.pngMAP03_05.png.7d14cb01de30f2b3c78d2e9e3231111f.pngMAP03_06.png.4835cd07f42432bbb8273e1f20807740.png


MAP04

Spoiler

MAP04_01.png.a660a9891aea0ccf1d5c63570e822394.pngMAP04_02.png.c441c71e2bd4f9886077d60ff85d9215.pngMAP04_03.png.769ae7b22e75fa92c8f18598e7ba6413.pngMAP04_04.png.361f90cab70ae69fe4aa7559073a0f76.pngMAP04_05.png.cc54fe6e220ebdc4bf73c3aec0b4b9df.pngMAP04_06.png.a6453967ac3f9c6f47facc82bba68a01.pngMAP04_07.png.207fbd13b97b0fc5a37f8148e2120788.png


MAP05

Spoiler

MAP05_01.png.9a4f9b10e2ff9a4a97b8916dc8c26c63.png
MAP05_02.png.83ab057d99e3ad26213c26b2f2d16aab.png
MAP05_03.png.bced1c27337c74bad77386a35dc2edad.png
MAP05_04.png.817b906ec6a4dfa4c4b0b2dbc4db3b85.pngMAP05_05.png.4dfe92a4f502d2caef76c5b5b605e87d.png

 

MAP06

Spoiler

MAP06_1.png.a7bdd1b5d8053f17ebf76f12bc5f608e.pngMAP06_2.png.c0155698304ad600a763c569aa947c6f.pngMAP06_3.png.d0df1c348f81ccd81cf40469a2892103.png




MAP08

Spoiler

MAP11_01.png.48c0b1106390aba6ce7a273084b0769c.pngMAP11_02.png.06d77814fe0b8bb75ef1d952c4be4121.pngMAP11_03.png.4accc80623ba9710ee762780cbd78c01.pngMAP11_04.png.93250d6d55a498b3c5862c347bbc0175.pngMAP11_05.png.517e462eacf44d64da542ceeac046c5f.pngMAP11_06.png.27a82af21145f7ce5eed6350bc5d7ef8.pngMAP11_07.png.158391bdd126b6489d191895841a6fab.png



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 changes

v.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 reactors

v.0.5.2
MAP04 - minor layout changes

v.0.5.3
renamed MAP11 -> MAP08

v.0.6.1
- made jumping & crouching disabled
- MAP05 added
- title and intermission pics (may be changed later)
- some other minor changes

v.0.7.1
- MAP06 added
- some other minor changes


Enjoy, doomguys!

Edited by purple_ruberoid
v.0.7.1

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@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 by ruberoid

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  • 2 weeks later...

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?

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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

1488318960_gzdoom4.7.0slopebug.jpg.99b997f1baceee622dc9d1bce15b157e.jpg
1086255885_gzdoom4.7.0slopebugok-notok.jpg.6ec8a70b172f01febc8e5ebb93c3b2e8.jpg


So, the fix will be in the next version :)))

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