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[WIP] Aleph To Nothing (MAP01 Finished!)


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After a very long time without any update (sorry about that) I can now gladly say MAP01 is completed! Thanks to my friend for the massive boost in motivation by giving me a deadline lol. As for MAP02 there isn't that many changes, the elevator part is still under construction and it's giving me so much headache that I think it will be the final part done for MAP02, don't use it as of now, a Chaingun is in there. Can't wait to read what you guys/gals think about the update!

 

Info: 

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WAD : Aleph To Nothing

Author Alephany

IWAD : Doom II

Tested with : GZDoom 4.5.0 and later

Format : UDMF

Freelook : Yes or No your choice but tested only while activated (is playable without it)

Jumping : Not recommended

Crouching : Not recommended

Music : Yes (check Info.txt)

Skill : Hurt Me Plenty and Ultra-Violence for MAP01, only Ultra-Violence for MAP02

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Aleph To Nothing V0.1.rar

 

Any tips are more than welcome!

 

Spoiler

(Pictures are outdated)

 

Screenshot_Doom_20211013_235825.png.ec958ef5c4d581155e01a20987052578.pngScreenshot_Doom_20211013_235934.png.27d315a7a1c33bdc8163416c8c93b88d.pngScreenshot_Doom_20211014_001439.png.088e72629a0ef78b791f9cd8969b5f9f.pngScreenshot_Doom_20211013_235748.png.3e6d2ea9c19f9c196bf5c88079bf7ca7.png

 

Edited by Alephany

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Hey, they don't look bad at all. Gonna give this a try.

 

EDIT: Very nice atmosphere. The first half of the wad is very enjoyable, with nice combat and traps. Though the second half is not imo.

 

 

Edited by Astro X

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12 hours ago, Astro X said:

Hey, they don't look bad at all. Gonna give this a try.

 

EDIT: Very nice atmosphere. The first half of the wad is very enjoyable, with nice combat and traps. Though the second half is not imo.

 

 

Thank you for testing the WAD! By second half I think you mean MAP02 judging by the video. And I can see why it needed to be tested by people other than me since I know everything...

The chaingun is obtainable in that cave area where all the chaingunners are (small steps reference of MAP29 in Alien Vendetta). 

The elevator with the 2 switches is where I'm working at now and it will be required to go there to access the button you see before entering the elevator, I'll put a chaingun somewhere in there with different ammo type.

Right before the end (which is not the end of that dark red tunnel) is where I will put teleporters to all the previous sections of the map for completionist sake in case there are some stuff missing or just to explore freely.

I released a WIP now to help being more motivated even if some parts are broken. Been on this WAD for almost a year and there is little to no progress...

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I mean, the first 14 minutes of the video, I like very much, especially for a first effort. The atmosphere in the 2nd is great, I just don't enjoy the combats. You definitely have some talent. Please bring more.

Edited by Astro X

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I played in Zandronum on UV.

 

Map 1: Looks fine as a first map! I don't think the Invulnerability is needed on UV. Depending on the skill of the player you're aiming at, you could replace it with a Soul Sphere (or have nothing there), but experienced players can probably Berserk most of what appears in the ambush without many problems.

 

Map 2: I don't think you need four Radiation Suits for a section where you can actually avoid the damaging floor altogether. I missed the RL because the blue door is right by where you come out after getting the Blue Key, so I didn't think to backtrack. (I realise now you had that and a Backpack on pillars, but I just completely missed them) I had picked up RL ammo at some point so I thought I might have missed it, and this did make the subsequent sections a pain. I either had to Berserk a bunch of stuff, or I was running out of SG ammo, and I couldn't find a CG. I see that despite Astro X finding the RL, he also encountered huge ammo problems. If Berserk gameplay is your intention then that's fine, but judging by the kinds of fights you've put in, I don't think that's your intention. In that case, more ammo and a more obvious CG is definitely needed. I also managed to open the final door and go in, but backed out when I saw the enemies there, but I'd obviously triggered the door to close and then I couldn't get back in. I can see why you might want to trap the player in that final hallway, but there's so few enemies that I'm not sure it adds anything. I'd just have that being a regular door. (The Alien Vendetta influence is very strong in that final hallway!)

 

That said, if these are really your first two maps then you did a fantastic job! I would definitely want to play another 5 maps if you decide to make this into a 7 map series.

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19 hours ago, Degree23 said:

I played in Zandronum on UV.

 

Map 1: Looks fine as a first map! I don't think the Invulnerability is needed on UV. Depending on the skill of the player you're aiming at, you could replace it with a Soul Sphere (or have nothing there), but experienced players can probably Berserk most of what appears in the ambush without many problems.

 

Map 2: I don't think you need four Radiation Suits for a section where you can actually avoid the damaging floor altogether. I missed the RL because the blue door is right by where you come out after getting the Blue Key, so I didn't think to backtrack. (I realise now you had that and a Backpack on pillars, but I just completely missed them) I had picked up RL ammo at some point so I thought I might have missed it, and this did make the subsequent sections a pain. I either had to Berserk a bunch of stuff, or I was running out of SG ammo, and I couldn't find a CG. I see that despite Astro X finding the RL, he also encountered huge ammo problems. If Berserk gameplay is your intention then that's fine, but judging by the kinds of fights you've put in, I don't think that's your intention. In that case, more ammo and a more obvious CG is definitely needed. I also managed to open the final door and go in, but backed out when I saw the enemies there, but I'd obviously triggered the door to close and then I couldn't get back in. I can see why you might want to trap the player in that final hallway, but there's so few enemies that I'm not sure it adds anything. I'd just have that being a regular door. (The Alien Vendetta influence is very strong in that final hallway!)

 

That said, if these are really your first two maps then you did a fantastic job! I would definitely want to play another 5 maps if you decide to make this into a 7 map series.

Thanks for your feeback!

Like stated before, MAP01 will be re-done, add more rooms, etc. The goal for MAP01 is to be a small Tyson map. I agree with you on the Invulnerability part, thinking of either removing it or a Soul Sphere like you said could be a good idea. As of now only UV is implemented then I'll try to do it for other difficulty.

 

Now MAP02, the four Radiation Suits are only here for the look, to give it a sense of "What was here before was dangerous enough to wear these." So I'll leave them here. Going in that cave area is indeed a pain without the Rocket Launcher but it is manageable with a Chaingun, only problem is to get one you have to know (for now) you can get to those chaingunners' place. The plan I'm currently working on is to make the player go into the elevator where many rooms will be and there will be a chaingun in there. About the final room of the map (the long corridor) I don't want this encounter to be cheesed, at least for first time playthrough. By that I mean open the door, shoot multiple rockets in there while the player is outside. It would make it feel like a joke in my opinion. 

 

Glad to see support for continuing this small project! I posted this topic to give me some kind of boost, even if it's a tiny bit. I'm hesitant and lazy by nature hence why in almost a year there are only 1 and a half map "done" lol.

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7 hours ago, Alephany said:

About the final room of the map (the long corridor) I don't want this encounter to be cheesed, at least for first time playthrough. By that I mean open the door, shoot multiple rockets in there while the player is outside. It would make it feel like a joke in my opinion.

 

Then you need the door so that the map can't be broken. Much like the AV corridor though, infighting takes care of a significant number of those enemies, and it's a fairly short corridor, so I don't think cheesing it really would be that much of a problem anyway.

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  • 2 weeks later...

Quick update along with a question. I started to implement a huge secret in the WAD which when solved will give you something to "unlock" whatever shall be with the WAD. I'm wondering if it's not too much for a small WAD?

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  • 3 months later...

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