Velvetic Posted September 26, 2021 (edited) About: Atmospheric Extinction is a Boom (-complevel 9) mapset comprised of 9 maps divided into 3 distinct and action-packed episodes. This project began when I was messing around with OTEX and trying to see if I could come up with some interesting layouts with a sense of progression, interconnectivity, and be fun/rewarding to explore. Story: The Keeper of Realities has arrived, a beast so vile that it doesn't bear any physical form, only an image. Demons are invading galaxies to harness power so that the Reality Binder can nurture the Keeper's realm with corrupted energy. You must shut down the Reality Binder and face the beast's hordes, or face the extinction of reality itself. Screenshots: Spoiler Technical Info: Tested with PrBoom+ 2.5.1.4, Eternity, ZDoom and GZDoom with complevel 9 settings enabled. Each map has been balanced for pistol starting, continuous play should be fine as well. Gameplay mods should work since I didn't mess around too much with DeHackEd. Eternity, ZDoom, and ports which support UMAPINFO (thanks GratefulName) has an episode select menu and the full story after each episode ends. Full credits: Spoiler Design and Music Velvetic Textures Ukiro (OTEX), Mechadon (Mek's Box 'O Skies!), Cage (Cagetex) and Makkon Metal Torches Gothic, Lobotomy Software and Raven Software Doom 64 Lamps Gothic and Midway Trees Enjay Dead/Swamp Trees Gothic and Raven Software Limestone Cave Formations Captain Toenail and Bethesda Softworks Big Font (Tormentstein 3D) Jimmy and Kinsie Small Font (Diet Log) Jimmy, Raven Software and Origin Systems Status Bar Font AgentSpork Status Bar Face (Contra) valkiriforce ZMAPINFO, EMENUS and Palette Based on Eviternity by Dragonfly EMAPINFO Based on Heartland by Skillsaw UMAPINFO GratefulName Playtesting Major Arlene, Breezeep, Biodegradable, PinkKittyRose, Vortale, stxvile, Blip, Terminus, ReaperAA, Bridgeburner56 If I missed anyone, let me know. Map Listing: Episode One - "Evil Lurks Beneath" MAP01 - "Devour and Saturate" MAP02 - "Environmental Hostility" MAP03 - "Corruption" Episode Two - "Shattered Reality" MAP04 - "Royalty" MAP05 - "The Twelve Monarchs" MAP06 - "The Reality Binder" Episode Three - "The Reckoning" MAP07 - "Deep Blood" MAP08 - "Mount Aurash" MAP09 - "The Land Beyond" Soundtrack: https://velvetic.bandcamp.com/album/atmospheric-extinction-ost ---------------------------------- Change log: Spoiler Beta v2: Added UMAPINFO lump created by GratefulName Added a drop down in MAP06 so that monsters/player can't go to the start area and hide there Removed unused textures and flats to bring the file size down Beta v3: Fixed an issue in MAP01 where the revenants couldn't get out of a room Added CO-OP (not tested on UV+) monsters to the first episode (maps 01, 02 and 03) Reduced the amount of ammo in maps 02 and 03 Blue key fight in MAP03 has a bit more bite to it now Beta v4: Fixed an unintended skip in MAP05 where you don't get to fight 2 archviles after grabbing the yellow key Added CO-OP (not tested on UV+) monsters to the rest of the mapset Repositioned most of the snipers to be on the ground level or near you line of sight Fights should be a bit more tougher MAP08 now has a death exit (you fell and all your weapons are trashed) Added a proper credit screen (special thanks to all the playtesters for their feedbacks, I really appreciate the input they gave me) RC 1: Fixed a misaligned texture in MAP01 The yellow key room in MAP02 now requires you to get the blue and red keycard before accessing it Placed 3 stimpacks in the BFG fight in MAP03 (at least it's something) Reduced the number of megaspheres in the BFG fights in MAP06 (from 3 to 1) and MAP09 (from 4 to 2, and removed a pair of soulsphere/mega armor) Placed CO-OP spawners in the ending map Final Release 1.0: Raised the blue key in MAP04 to be easily seen while on the upper level Put some shell boxes in the main hub in MAP05 so that the player is not too ammo starved while exploring the area Some archviles in MAP05 have different spawn locations now The archviles in MAP07 now spawn after you step on the red key platform (and the platform lowers so you don't camp there) Replaced some pinkies in the yellow key maze in MAP08 Replaced the SSG with a rocket launcher and placed the SSG after the red key in MAP08 Placed some cacodemons and pain elementals on the final fight in MAP08 Replaced the second archvile + revenant combo on the bridge section with a pain elemental and 2 hell knights in MAP08 Fixed the offset switch at the end of MAP09 Placed more indicators that you have to shoot the icon in MAP09 -------------------------------- Download (Final Release): https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/vel_aex Download High Quality Soundtrack Addon: https://drive.google.com/file/d/1YBTrP73REgweIiAFTzZk5-Qj6M_xnmeq/view?usp=sharing Edited July 28, 2022 by Velvetic usual update stuff 129 Quote Share this post Link to post
Kinetic Posted September 26, 2021 dawg this looks mint. Those skies in those screenshots look fantastic paired with the actual level geometry 4 Quote Share this post Link to post
Dusty_Rhodes Posted September 26, 2021 Wow, cannot wait till I get home to play this. Looks incredible. Great work man! 3 Quote Share this post Link to post
Velvetic Posted September 26, 2021 (edited) @KineticBeverage @Dusty_Rhodes Thanks! The visuals are mainly carried by OTEX in this, dunno if I would make this without it. Edit: also Mechadon's "Mek's Box 'O Skies!" are fantastic to add atmosphere. Edited September 26, 2021 by Velvetic forgot to credit Mechadon as well 4 Quote Share this post Link to post
GratefulName Posted September 26, 2021 Hey there! i just made this little UMAPINFO for PRBoom+ UM and DSDA-Doom so people can enjoy of the Chapter Selection and Text Screens on those Ports. https://drive.google.com/file/d/1j4nzJu-HqfvzSDRmygH0gcpBY5_vMby_/view?usp=sharing If anyone haves problems with this just let me know. 5 Quote Share this post Link to post
Velvetic Posted September 26, 2021 @GratefulName Oooooooh nice! Do you mind if I use this in the next revision? (with credits, of course) 3 Quote Share this post Link to post
Feden05 Posted September 26, 2021 Whoa this looks nice. Can't wait to try it out 3 Quote Share this post Link to post
GratefulName Posted September 26, 2021 31 minutes ago, Velvetic said: @GratefulName Oooooooh nice! Do you mind if I use this in the next revision? (with credits, of course) Yeah man! it would be an honor. 3 Quote Share this post Link to post
Breezeep Posted September 26, 2021 (edited) Really digging this so far! Favorite map right now is MAP06. Playing on the latest GZDoom, I noticed that some sprites tend to cut off because of some nodebuilder fuckery or something. This happens in multiple maps. In MAP06, this cyberdemon managed to climb up the starting area. I'd suggest making this a point of no return to the player. (have the player drop down to this area so they can't get back up) Edited September 26, 2021 by Breezeep 2 Quote Share this post Link to post
whybmonotacrab Posted September 26, 2021 3 hours ago, Velvetic said: The visuals are mainly carried by OTEX in this Bullshit. OTEX can make some very poor looking maps if you don't know what you're doing. You clearly have an eye for detailing, and these levels look dang impressive. 7 Quote Share this post Link to post
Velvetic Posted September 26, 2021 (edited) 33 minutes ago, Breezeep said: Really digging this so far! Favorite map right now is MAP06. I'm glad you're liking it! 33 minutes ago, Breezeep said: Playing on the latest GZDoom, I noticed that some sprites tend to cut off because of some nodebuilder fuckery or something. This happens in multiple maps. Couldn't replicate it on my end, so I don't know what's causing it. 33 minutes ago, Breezeep said: In MAP06, this cyberdemon managed to climb up the starting area. I'd suggest making this a point of no return to the player. (have the player drop down to this area so they can't get back up) Oops, I overlooked that area when blocking paths, great find! 31 minutes ago, whybmonotacrab said: Bullshit. OTEX can make some very poor looking maps if you don't know what you're doing. You clearly have an eye for detailing, and these levels look dang impressive. Thank you! Edit: I downloaded the new GZDoom version, and yeah, I really don't know what's causing this: Edited September 27, 2021 by Velvetic managed to replicate the bug 0 Quote Share this post Link to post
i suck at nicknames Posted September 27, 2021 (edited) This looks really nice....gonna def give this a go............tho for some reason I cant download it straight off Dropbox. Could you provide a mirror or sth else? Edited September 27, 2021 by i suck at nicknames 1 Quote Share this post Link to post
Velvetic Posted September 27, 2021 @i suck at nicknames Here's a temporary Google Drive link: https://drive.google.com/file/d/1klBSZmnECWEEXLisCllkI7sRxT1KGiwu/view 0 Quote Share this post Link to post
Egg Boy Posted September 27, 2021 looks amazing, loving the palette especially. 4 Quote Share this post Link to post
Wavy Posted September 27, 2021 I don't play that many WADs, but this one has caught my eye and I might give it a shot. Great work! 2 Quote Share this post Link to post
Velvetic Posted September 27, 2021 @Breezeep Yeah, the sprite cut off is happening even in Eviternity Something's going on with the software rendering in the newer builds, when I was testing with the 4.5 build this wasn't hapenning. 2 Quote Share this post Link to post
Snark Posted September 27, 2021 Right. I'm on map 05 and this is, so far the best doom thing I played this year. 1 Quote Share this post Link to post
Velvetic Posted September 27, 2021 Beta v2 is available in the OP along with the change log. 2 Quote Share this post Link to post
ReaperAA Posted September 27, 2021 10 hours ago, Velvetic said: @Breezeep Yeah, the sprite cut off is happening even in Eviternity Something's going on with the software rendering in the newer builds, when I was testing with the 4.5 build this wasn't hapenning. Pinging @Graf Zahl 1 Quote Share this post Link to post
Doomenator Posted September 27, 2021 13 hours ago, Velvetic said: Edit: I downloaded the new GZDoom version, and yeah This is the policy of the developers. It looks something like: let's mock of compatibility and make as many as possible old wads or mods stop working in the new version of the GZDoom. I wouldn't be surprised if one day the new version of GZDoom stops supporting DOOM.WAD. )) 0 Quote Share this post Link to post
Velvetic Posted September 27, 2021 (edited) @Doomenator Nah, its probably a case of "fixing something, breaking something else", its not a big deal, it happens. Edited September 27, 2021 by Velvetic double deal 4 Quote Share this post Link to post
Biodegradable Posted September 27, 2021 (edited) Are you guys all using the latest version? I'm using GZ v4.6.1 and I cannot replicate the cropping effect happening on the larger tree sprites in your screenshots. They look just fine on my end. Edited September 27, 2021 by Biodegradable 1 Quote Share this post Link to post
Velvetic Posted September 27, 2021 @Biodegradable 4.5 didn't have it as well, but 4.7 (latest official release) and dev build 4.8pre-8-g8f54de99e have this problem. 0 Quote Share this post Link to post
Biodegradable Posted September 27, 2021 (edited) 21 hours ago, Velvetic said: @Biodegradable 4.5 didn't have it as well, but 4.7 (latest official release) and dev build 4.8pre-8-g8f54de99e have this problem. Ah right, I didn't know 4.7 was out yet, so I guess that explains it. I'm sure you'll get it sorted. If you tap Graf on the shoulder, I'm sure he'll help troubleshoot the issue. Anyways, this is a terrific mapset, Velvetic. It has a great mixture of classic and modern Doom mapping sensibilities with an excellent use of OTEX, no two map designs are the same, challenge was well-balanced for the most part (perhaps a little overzealous with pick-ups for continuous play) with stellar atmosphere and fun, straightforward progression. I feel very privileged that you asked me to playtest this for you before you posted it publicly. Sorry for the extended wait hehe ^^; This is one of my favourite miniWADs to come out this year. Edited September 28, 2021 by Biodegradable 4 Quote Share this post Link to post
Velvetic Posted September 27, 2021 4 minutes ago, Biodegradable said: I feel very privileged that you asked me to playtest this for you before you posted it publicly. Sorry for the extended wait hehe ^^ Sorry, that is on me, I could've waited a bit more, but I was too excited to release it. Anyways, thanks for playing it! I'm glad you enjoyed it. 1 Quote Share this post Link to post
Kyka Posted September 27, 2021 This actually looks great. Well done. I might give it a play. :) 1 Quote Share this post Link to post
Turin Turambar Posted September 27, 2021 This looks nice! As someone else has said, it's possible to make bad looking maps with Otex, even if it's a great texture set. And this isn't bad looking at all! 1 Quote Share this post Link to post
LVENdead Posted September 28, 2021 (edited) I'm still working on this WAD but maaan these are some nice looking maps. I love the theme for MAP03 - the palette swap just gives it such a unique and lush aesthetic. Map 04 has such an immense scale to it, it has the perfect skybox. It feels every bit as vertical as it strives to look. Really looking forward to seeing the rest of these so far. EDIT: Just also wanted to add that the soundtrack is pretty stellar. Edited September 28, 2021 by LVENdead 2 Quote Share this post Link to post
PinkKittyRose Posted September 28, 2021 Alright, just ended up going and finishing my run-through on Hurt-Me-Plenty! You saw the first couple episodes on-stream and can confirm the third one went equally smoothly. Now, I am no Doom expert or authority on map design or anything like that so I will just try to organize my thoughts from a casual's point of view. Overall as many have said, this map set is a LOOKER, and that does not stop outside of what the screenshots provide, either. The looks also never get in the way of gameplay almost ever minus a couple of deliberately obscured like, imps in crevices or the like that is pretty harmless. The maps themselves flow quite nicely, too, with little bits of interconnectivity here and there, like how MAP04 is essentially one massive open area when it boils down to it, but the walls of the ruins help break it down into tackle-able chunks. Also never once really felt lost or wandering aimlessly as the maps were all a very comfortable size with progression that tended to drop you off right near where you needed to back-track to. In other words, I liked the level design itself a lot. Combat was a bit shakier, but a lot of that comes from tropes I personally do not care for. The big one being "my goodness that sure is a lot of sniper enemies on far off cliffs just on the edge of auto-aim range". This starts from MAP03, spikes in MAP04, and straight-up graduates to Chaingunners and Ravenants in Episode 3, the former of which is particularly frustrating because with said auto-aim there is often a lot of bulk in the way of the chaingunners, meaning you take a bunch of incidental damage just trying to be rid of the pests. There is plenty of health around so on HMP it was at least never deadly, just frustrating. Other than the snipers, the rest is perfectly fine. I appreciated the occasional bit of fangs and curve balls the maps would throw at you, with MAP03 and MAP07 having quick little bouts I found quite fun. Most combat ends up being just enemies you meet along the way. Only a few enemies felt ultimate very pointless, like the Spectres guarding the Backpack in a liquid pit of MAP08... they cannot get out of the pit and are very visible so they are just kinda hangin'. Ammo and health balance is always fairly subjective and I suspect it is fairly different on Ultra-Violence, but I felt like I had a LOT of spare ammo in this. Like not just a few scattered shells, like my ammo is full up and there are plenty of boxes left laying around type spare ammo. You can feel free to go a little wild with strong weapons whenever they are handed over as ammo for everything short of the Rocket Launcher seems quite plentiful. Health there was still plenty spare, but far less so than ammo. Maybe it was just cause I liked to mess with a bit of in-fighting for larger encounters, but still, it is something of note. Last couple of things, there were a couple spots when playing purely by vanilla rules where infinitely tall objects would be a big annoyance, like MAP07 when wrapping around to pick up the Red Skull Key at the end, the monsters that re-populated the area below can easily block you and cause you to fall down and have to run all the way back around again after dealing with them. Then there is the ending... nothing major here, just figure it could be neat to use a Romero Head to get a nice, satisfying kaboom on the last rocket instead of the level just kinda ending. tldr; Fun map set, very visually pretty, has a couple annoying enemy tropes but nothing fun-breaking, trends on easy but there is nothing wrong with that, try it out! 1 Quote Share this post Link to post
Velvetic Posted September 28, 2021 27 minutes ago, PinkKittyRose said: Combat was a bit shakier, but a lot of that comes from tropes I personally do not care for. The big one being "my goodness that sure is a lot of sniper enemies on far off cliffs just on the edge of auto-aim range". This starts from MAP03, spikes in MAP04, and straight-up graduates to Chaingunners and Ravenants in Episode 3, the former of which is particularly frustrating because with said auto-aim there is often a lot of bulk in the way of the chaingunners, meaning you take a bunch of incidental damage just trying to be rid of the pests. There is plenty of health around so on HMP it was at least never deadly, just frustrating. Yeah, that was intentional, I wanted them to be just out the auto-aim range so you'd never feel comfortable around those areas. Although I understand and see why that would be annoying as well. 33 minutes ago, PinkKittyRose said: Other than the snipers, the rest is perfectly fine. I appreciated the occasional bit of fangs and curve balls the maps would throw at you, with MAP03 and MAP07 having quick little bouts I found quite fun. Most combat ends up being just enemies you meet along the way. Only a few enemies felt ultimate very pointless, like the Spectres guarding the Backpack in a liquid pit of MAP08... they cannot get out of the pit and are very visible so they are just kinda hangin'. I have to agree with the spectres, just something goofy that I did as a joke (waste ammo to get a backpack). 38 minutes ago, PinkKittyRose said: Ammo and health balance is always fairly subjective and I suspect it is fairly different on Ultra-Violence, but I felt like I had a LOT of spare ammo in this. Like not just a few scattered shells, like my ammo is full up and there are plenty of boxes left laying around type spare ammo. You can feel free to go a little wild with strong weapons whenever they are handed over as ammo for everything short of the Rocket Launcher seems quite plentiful. Health there was still plenty spare, but far less so than ammo. Maybe it was just cause I liked to mess with a bit of in-fighting for larger encounters, but still, it is something of note. I overshot the ammo because I mainly did playtesting with pistol starting for every map, so that is something that I'm going to address on the next revision. 40 minutes ago, PinkKittyRose said: Last couple of things, there were a couple spots when playing purely by vanilla rules where infinitely tall objects would be a big annoyance, like MAP07 when wrapping around to pick up the Red Skull Key at the end, the monsters that re-populated the area below can easily block you and cause you to fall down and have to run all the way back around again after dealing with them. Then there is the ending... nothing major here, just figure it could be neat to use a Romero Head to get a nice, satisfying kaboom on the last rocket instead of the level just kinda ending. Took that into account already, that red key path actually has monster block lines on both sides of the blood pool beneath (hope nobody abuses this "safe zone"). The romero head is there, but it emits no sound when you kill it. I modified it so you don't hear it during death exits on MAP03 and MAP06. And thanks! It was fun watching you playing the first 6 maps, and I'm glad you like it. 1 Quote Share this post Link to post
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