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Angel's Asylum - 1024^2 micro slaughter


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Howdy

 

I thought it would be fun to do one of the 1024 maps. Admittedly I cheated a tiny bit but you be the judge of that. Also, this is my first map with custom textures - it's the venerable GOTHICTX.WAD, hopefully it's used reasonably well. Truth to be told, I'm sick of the map by this point. My last save got corrupted, thanks a lot Slade, and I had to redo the whole thing from nothing. Messing with textures and figuring out that flats need to be marked and converted separately, it's all a huge headache at first, and I'm glad I got it done. A bunch more could be done with it but it's good enough for now. Let's have some fun and move on.

Sorry for the slow lowering walls, I wanna learn Hexen format to get more flexibility. But I couldn't find any docs yet..

Anyway:

  • Limit removing Doom 2 ports (jumping, mouse aim optional, not necessary)
  • Tested in: crispy-doom, prboom+ and gzdoom
  • Play time: 5 minutes
  • Implemented difficulties: just UV
  • Difficulty: pretty easy for a tiny slaughtery map, I'd say
  • Build time: About 6 intense hours + bunch of lost progress Thursday-Sunday
  • Midi: Touhou 8 IN - Invisible Full Moon

 

Scenario:

Spoiler

The invisible full moon is up, and the monsters with it. Darkness swallowed the world whole, leaving only a tiny slice for you and them. And the slice ain't big enough for all ov ya.

 

Screenshot:

Spoiler

m8hWDOS.png

 

BONUS: First inspiration layout idea

Spoiler

Drawn on a random screenshot

bEOZN0b.jpg

 

Named after a John Carpenter's song.

Good luck, have fun.

Angel'sAsylum.wad.zip

Edited by HrnekBezucha

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Played on UV in Zandronum. Fun little map. A few thoughts:

 

- I exited first time missing the entire Cacodemon wave as I thought the exit switch was going to open the way to the exit, given the depth of the building, rather than being the actual exit.

- The ending fight suffers from the "open area + Caco/Pain Elemental/Lost Soul" problem, which is that they fly off in all directions after being hit by rockets. Some also descended all the way to the bottom of the arena and took ages to climb back up to the top. (That could be fixed by making the outside area only a bit deeper than the main arena) On my second completion, 80% of my completion time was spent on the Caco fight, and a lot of it was spent waiting, which wasn't that fun.

- The back wall of the building has some HOM.

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@Degree23 Right, 1024 is really tiny space. The depth and width of the darkness outside is definitely an issue. And the back of the building is all HOM. It's supposed to feel like you're OOB. Which you are, you're out of the 1024 limit, and there's nothing beyond.

 

Thanks for playing :)

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Just played it. It was fun, I liked the design of the arena, the usage of textures and the music (though I'm a sucker for the touhou 8 ost so I'm extremely biased), though I would have liked the cacodemons to enter the area instead of being stuck in the void, it made the encounter a little awkward.

 

Looking forward for more maps in this style!

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@Blip with size-restricted maps like this I usually run into the problem that I know what I want it to look and what encounters to have but not knowing how to separate them and/or implement. But that's a matter of experience. I'm planning on getting UDB working. That should be fun. More flexibility and a bunch of cool features. 

Thanks for playing and enjoying. I think the future is bright. 

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