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Enigmatic: Complevel 9 Speedmap by Jacek Bourne


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Enigmatic:

Format: Boom

Testing Port: DSDA Doom, GlBoom+

Notes: This is a speedmap although it is a quite long for one. It's fairly difficult yet far easier than most of what I've created before I think. I decided specifically not to create any choreographed setpieces this time. The visuals weren’t really a concern to me as they are essentially an afterthought. Tell me what you think of it.

 

Download: https://www.mediafire.com/file/edwpnl8ifsovq9s/Enigmatic.zip/file (No longer works)

 

New Download: https://www.mediafire.com/file/v391ogse9jcnvc2/Enigmatic.zip/file (No longer works)

 

New New Download: https://www.mediafire.com/file/hsmobjlrp26gu9d/Enigmatic.zip/file

 

 

Screenshots:

 

JEbFRVH.png

 

aAWQxjn.png

 

GzLEiOH.png

 

If you could record your Playthrough then I’d very much like that.

Edited by Jacek Bourne
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Hi, I just played through your map and I couldn't finish it, because I ran out of ammo and there still were enemies blocking my way, so I wasn't able to proceed. I recorded it, so footage soon.

 

Note, on the topic it is spelled "Engimatic", not sure it was intentional though.

 

 

Edited by Astro X

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5 hours ago, Astro X said:

Hi, I just played through your map and I couldn't finish it, because I ran out of ammo and there still were enemies blocking my way, so I wasn't able to proceed. I recorded it, so footage soon.

 

Note, on the topic it is spelled "Engimatic", not sure it was intentional though.

 

 

 

Your partial playthrough was quite enjoyable. When I play through it I don't run out of ammo so you're just not conserving it enough and using rockets efficiently enough. Also, there are 100 rockets behind those mancubi you were unable to pass. Thank you for playing.

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I thought this was super boring. There were some good visuals but it's so overkill as far as the number of enemies that it ceases being fun because you know it's just "Oh another roof full of revenants and arch-viles.  It could have been 10 rooms instead of 30 and achieved the same thing.  Not a fan.

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10 hours ago, KevvyLava said:

I thought this was super boring. There were some good visuals but it's so overkill as far as the number of enemies that it ceases being fun because you know it's just "Oh another roof full of revenants and arch-viles.  It could have been 10 rooms instead of 30 and achieved the same thing.  Not a fan.


How about everything before the stair like area with many revenants and viles. What is your opinion on all of the stuff before those last areas?

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doom66.png.3c1b2dda2d2b7255eaf43d588c9e0c07.png

 

It wasn't boring. I think it a pretty amazing map. But skimpy with health boxes on hurt me plenty. Somehow each time I download a single map lately it manages to surprise me. Clever fights and great symphonic midi.

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23 minutes ago, game said:

doom66.png.3c1b2dda2d2b7255eaf43d588c9e0c07.png

 

It wasn't boring. I think it a pretty amazing map. But skimpy with health boxes on hurt me plenty. Somehow each time I download a single map lately it manages to surprise me. Clever fights and great symphonic midi.


What was good and bad and do you have any favorite or least favorite areas?

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Pretty fun map with great music.

 

Edit: alright, I finished the map. There were quite a bit of fun sections for sure. Hightlights for me are both cacoswarm fights,

the second section with cybers after bfg (right after the vile+revs trap), it's actually a pretty clever way of using the fence in this fight.

Then the tight rev fight was pretty sick. The "Nostril Caverns" section at the end was pretty fun as well, the cyber wave was the most troublesome for me. I was a bit afraid you'd put 100 viles at the end but it felt more like 30 and wasn't too bad.

My least favourite parts are the 2 open sections I guess.

The map isn't very blind-run friendly because of ammo scarsity, a berserk pack at some point would certainly be appreciated :)

Edited by El Inferno

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5 hours ago, Jacek Bourne said:


How about everything before the stair like area with many revenants and viles. What is your opinion on all of the stuff before those last areas?

I think it looks excellent. There are a ton of parts that were fun. The purpose of this is supposed to be a gauntlet, sure.  But it feels like it could achieve the same thing in 8 minutes vs 20.  I liked seeing waves of enemies in the distance, particularly when all the Cacodemons are chasing you over that giant chasm midway through the map.  But in my opinion, the map is too much like, "Go in this room, throw a switch, then a bunch of guys come out. Then go to the next room, do the same thing."  The traps were predictable.  But you have an excellent eye for detail, as far as map design.  Eventually I was using God Mode and it still took forrreeevvverrr to clear some of those later rooms full of barons, etc.

 

But it sounds like some people on here enjoyed your map, so maybe I'm the outlier on this.

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1 minute ago, KevvyLava said:

I think it looks excellent. There are a ton of parts that were fun. The purpose of this is supposed to be a gauntlet, sure.  But it feels like it could achieve the same thing in 8 minutes vs 20.  I liked seeing waves of enemies in the distance, particularly when all the Cacodemons are chasing you over that giant chasm midway through the map.  But in my opinion, the map is too much like, "Go in this room, throw a switch, then a bunch of guys come out. Then go to the next room, do the same thing."  The traps were predictable.  But you have an excellent eye for detail, as far as map design.  Eventually I was using God Mode and it still took forrreeevvverrr to clear some of those later rooms full of barons, etc.

 

But it sounds like some people on here enjoyed your map, so maybe I'm the outlier on this.


Yeah, the final stretch with all of the different rooms of each enemy type is definitely the worst part of the map. You know the last room where you face 24 viles just before the exit. When I first made that area it had 100 viles and I removed most of them because it was annoying and kinda bullshit. Sorry you didn’t enjoy the map however I hope you have fun with whatever else I may release.

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16 hours ago, Jacek Bourne said:

When I play through it I don't run out of ammo so you're just not conserving it enough and using rockets efficiently enough.

 

This is much easier to say when you made the map and know what is coming up and when.

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2 minutes ago, Degree23 said:

 

This is much easier to say when you made the map and know what is coming up and when.


So far I haven’t heard any other complaints due to ammo. This may change. I encourage you to play the map and give your opinion.

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On 9/13/2021 at 12:13 PM, El Inferno said:

Pretty fun map with great music.

 

Edit: alright, I finished the map. There were quite a bit of fun sections for sure. Hightlights for me are both cacoswarm fights,

the second section with cybers after bfg (right after the vile+revs trap), it's actually a pretty clever way of using the fence in this fight.

Then the tight rev fight was pretty sick. The "Nostril Caverns" section at the end was pretty fun as well, the cyber wave was the most troublesome for me. I was a bit afraid you'd put 100 viles at the end but it felt more like 30 and wasn't too bad.

My least favourite parts are the 2 open sections I guess.

The map isn't very blind-run friendly because of ammo scarsity, a berserk pack at some point would certainly be appreciated :)


Indeed I’m not good at making terrain fights. I don’t tend to make blind run friendly maps however this map is far more blind run friendly than what I have planned next. I originally did put 100 viles at the end but I changed it because I got annoyed by it and I didn’t feel like doing any more.

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played this earlier this morning and had fun!  i took a few screenshots to point some things out. 

  

doom00.png.de7e52ac810988d131a780670d3429ef.png

i understand the need for a blocking line here, although i am typically not a fan of them.  this could've also benefited from more barons.  i was able to slip through and rocket the barons in the hallway instead of being forced to fight the cacos.  they were then easy pickings. 

 

doom01.png.fca8db17f892df343904556f98fb22ce.png

i am not sure how this visual bug can be avoided.  i am playing in dsda-doom with software rendering. 

 

doom02.png.f36eab007c9b86894c886e5f7c104c7e.png

not sure how long this took in real time.  i took a break to eat and became distracted by youtube. 

 

had fun, would play more maps of yours in the future! 

 

quick edit for a few final thoughts 

i didn't have any ammo scarcity issues.  whenever i finished a fight with too little health(around 75/75 or 50/50 i'd repeat the fight until i was satisfied before moving on.  the nostril caverns throwback was cool,  like others i expected far more viles at the end.

Edited by loveless
forgot to add a few things

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17 hours ago, loveless said:

played this earlier this morning and had fun!  i took a few screenshots to point some things out. 

  

doom00.png.de7e52ac810988d131a780670d3429ef.png

i understand the need for a blocking line here, although i am typically not a fan of them.  this could've also benefited from more barons.  i was able to slip through and rocket the barons in the hallway instead of being forced to fight the cacos.  they were then easy pickings. 

 

doom01.png.fca8db17f892df343904556f98fb22ce.png

i am not sure how this visual bug can be avoided.  i am playing in dsda-doom with software rendering. 

 

doom02.png.f36eab007c9b86894c886e5f7c104c7e.png

not sure how long this took in real time.  i took a break to eat and became distracted by youtube. 

 

had fun, would play more maps of yours in the future! 

 

quick edit for a few final thoughts 

i didn't have any ammo scarcity issues.  whenever i finished a fight with too little health(around 75/75 or 50/50 i'd repeat the fight until i was satisfied before moving on.  the nostril caverns throwback was cool,  like others i expected far more viles at the end.


I find it funny how everyone connects it to nostril caverns by TimeOfDeath when the inspiration was a series of rooms with different enemy types in degrassi also by TimeOfDeath. This map is different than what I’ll be focusing on in the future to some extent. I chose not to use any choreographed fights this time. Thank you for playing! I hope you enjoy whatever else I may create in the future.

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11 hours ago, Jacek Bourne said:


I find it funny how everyone connects it to nostril caverns by TimeOfDeath when the inspiration was a series of rooms with different enemy types in degrassi also by TimeOfDeath. This map is different than what I’ll be focusing on in the future to some extent. I chose not to use any choreographed fights this time. Thank you for playing! I hope you enjoy whatever else I may create in the future.

 

pretty sure people reference Nostril Caverns first because it's around 3 years older than Degrassi(at least counting the SF2012 release date).

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6 hours ago, game said:

Have you published more maps?

 

Yes. These are all of the maps I've made. Some are good and some not. My favorites are Combat Puzzle and Aesthetics Testing.

 

 

14 hours ago, loveless said:

 

pretty sure people reference Nostril Caverns first because it's around 3 years older than Degrassi(at least counting the SF2012 release date).

 

That makes sense. I didn't know when Nostril Caverns was made and since it was made before degrassi it makes much more sense.

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