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Plague Tower Siege [IDGames, Doom2, limit removing]


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Hello Doomworld!

 

I hope you all had a nice Christmas! Mine was fine beside being quarantined. One can do nothing but make the best out of it. More Doom time! I again missed to make a vanilla map. Quickly hit the limits, crashing Chocolate Doom. But instead of investigating I just went with it. So...

 

And I can finally release this new Doom2 map. Up for testing now! It's feature complete and balanced and supports all difficulty levels. I'm looking for feedback before reworking it more. It's around 100 monsters so expect a challenge but no slaughter.

 

mapname.png.9342f875d459eaf2a32a4169d03cb33f.png

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sspts

 

* Doom2

* Single player

* Limit Removing

* Multiplayer / Deathmatch starts

* No jumping / crouching allowed 

* Free look not required

* PrBoom+ Complevel 2, GZDoom 4.5

* Build with SLADE3

* Music: @Jimmy Incan-tatations

* one custom texture

* Sky from @Mechadons box of skys 3

 

Have fun!

 

montage.jpg.67d66846918e4d827620b8704638d28f.jpg

 

 

 

Edited by sectrslayr
Now on idgames!

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2 hours ago, sectrslayr said:

Hello Doomworld!

 

I hope you all had a nice Christmas! Mine was fine beside being quarantined. One can do nothing but make the best out of it. More Doom time! I again missed to make a vanilla map. Quickly hit the limits, crashing Chocolate Doom. But instead of investigating I just went with it. So...

 

And I can finally release this new Doom2 map. Up for testing now! It's feature complete and balanced but has only UV support. I'm looking for feedback before reworking it more. It's around 100 monsters so expect a challenge but no slaughter.

 

mapname.png.9342f875d459eaf2a32a4169d03cb33f.png

Download

 

* Doom2

* Limit Removing

* No jumping / crouching required

* PrBoom+ Complevel 2, GZDoom

* Build with SLADE3

* Music: Jimmy's Incan-tatations

* one custom texture

 

Have fun!

Download

 

pts-1.jpg

pts-2.jpg

pts-3.jpg

pts-4.jpg

i decited to make a video with commentarry

Edited by Womneare

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Just tested it.

 

The overall aesthetic is awesome!

This goes for textures placement, architecture and even map layout, everything works perfectly together.

There are a lot of variation throughout the level and very cool little details, like the bars right at the start, the missing tiles or the cracked walls, the blody flesh and even the little "castle windows" help keeping the atmosphere solid.

I loved the blackened mountains in the landscape, but the only thing that could ruin the visual quality is the floor outside of the map.

Being that white and being just near the pitch black mountains gives a bit of a punch in the eyes, but maybe it's not so much visible without freelook.

 

About the gameplay I have 1 and only complain: right at the start I got surrounded and chased by tons of cacodemons and painelementals without the necessary weaponry.

I had to run away but kept dying cause they invaded all of the map and couldn't avoid them; it took me a while to lure them at the start location and then run for the rocket launcher.

A part from that, I liked how it played, there's a nice monster placement and enough health and ammunition (later on...).
I never felt confused on what to do next or lost and it was quite enjoyable.

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1 hour ago, Kan3 said:

 

About the gameplay I have 1 and only complain: right at the start I got surrounded and chased by tons of cacodemons and painelementals without the necessary weaponry.

I had to run away but kept dying cause they invaded all of the map and couldn't avoid them; it took me a while to lure them at the start location and then run for the rocket launcher.

Thank you so much for the feedback, @Kan3! You encountered the siege element pretty early. 😅  Maybe I need to rework the timing here a bit. The weapons should be available. Did you by any chance miss the chaingun out in the open? How was ammo after you acquired the guns?

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1 hour ago, Womneare said:

i decited to make a video with commentarry

Thanks for recording, @Womneare! I enjoyed watching you struggle 😈 It seemed you got a bit lost around the red key area? What visual clue was missing? Also, did you see the chaingun?

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2 hours ago, Biodegradable said:

Really cool castle map, dude! Straightforward progression and sweet combat. Bit heavy on the Caco though! ACK!

Thanks for recording! And yep, you did sequence break. 😏

I spotted some more minor errors along the way. And also some room for improvement. Always enjoying your play throughs… 👍

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1 hour ago, galileo31dos01 said:

Nice map. An FDA for you:

sectrlayr4_FDAbygal.zip

 

Two minor observations: the tekgren2 looked off to me, and there seemed to be a surplus of ammo, iirc some boxes I didn't even grab because I was at max ammo. Otherwise all cool, great Jimmy midi too.

Excellent run! You went through everything so efficiently, no wonder you had ammo left! Thanks for the demo!
I fixed the texture issues you spotted. Your run looked almost to relaxed. Maybe I need to add an AV or two... ;-)

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6 hours ago, sectrslayr said:

Thank you so much for the feedback, @Kan3! You encountered the siege element pretty early. 😅  Maybe I need to rework the timing here a bit. The weapons should be available. Did you by any chance miss the chaingun out in the open? How was ammo after you acquired the guns?

The instant I killed the imps and demon outside, I saw cacodemons swarming out from walls (kind of x) ) with pain elementals, tried to handle them with the shotgun, but for the sake of saving up ammo, I run forward and got the chaingun as soon as I could, but still was not enough T_T

 

EDIT: I opened the map on UDB, cause I was curious if I had triggered some script too early or something, but it just seems that I waited too long x) Can't remember if I went afk without pausing

Edited by Kan3

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1 hour ago, Kan3 said:

EDIT: I opened the map on UDB, cause I was curious if I had triggered some script too early or something, but it just seems that I waited too long x) Can't remember if I went afk without pausing

That’s the thing. I need to actually control the Caco cloud release so that it hits you in the building. 

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Good times as always - I missed ammo and chaingun early and had to do so much dancing around endless cacos - but a nice adventure - the castle looks awesome from the outside it's a shame the player can't see this - even if you made a teleport secret from a cool vantage point like in my thumbnail:

 

 

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1 hour ago, Clippy said:

Good times as always - I missed ammo and chaingun early and had to do so much dancing around endless cacos - but a nice adventure - the castle looks awesome from the outside it's a shame the player can't see this - even if you made a teleport secret from a cool vantage point like in my thumbnail:

Thanks a lot, @Clippy! Nice recording. I reduced the platforming and upped the detailing somewhat in the meantime. Also the sequence break @Biodegradable exploited.

The secrets are a bit more secret than usual. Basically switches with rather remote effects. Maybe I can add one more to teleport to a scenic destination. For now I need to figure out crowd control for the Caco Siege Squad. They seem to appear awfully early.

Thanks for the nice review! I enjoyed it as always...

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Alright. I uploaded a bug fixed and slightly toughened revision B. Have fun and thanks for playtesting!

That's it for 2021. Happy New Year everybody!

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1 minute ago, Clippy said:

You don't have to reduce the platforming because I suck at it but glad you liked the video nice map haha

Don’t worry, it’s still there. It’s just better integrated with the design now…

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Update to revision C.  Minor bug fixes. Added difficulty levels and multiplayer starts.

I'm uploading this to IdGames (first time ever). But will wait a bit for further playtesting.

 

Enjoy your 2022!

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On 12/30/2021 at 1:21 PM, Kan3 said:

I loved the blackened mountains in the landscape, but the only thing that could ruin the visual quality is the floor outside of the map.

Being that white and being just near the pitch black mountains gives a bit of a punch in the eyes, but maybe it's not so much visible without freelook.

It's probably a GZDoom thing. The contrast seems higher. But I know what you mean. Got to do something about it. I just don't yet know what...

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1 hour ago, azerty said:

Pretty cool map. I had fun with it.

Thanks @azerty! Great that you liked the map. I also spotted a bug, so I updated the map. I also added some monsters on HMP. It seemed to easy to me...

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Uploaded revision E (design improvements) and updated screenshots in the post.

 

There is still a bug lurking somewhere. Something is up with the some of the sectors. The REJECT lump is broken and I cannot figure out why.

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Nice looking wad. Great architecture and some challenging fights, with Caco's and Pain Elementals coming in from all sides.
 

 

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1 hour ago, Pistoolkip said:

Nice looking wad. Great architecture and some challenging fights, with Caco's and Pain Elementals coming in from all sides.

Thanks @Pistoolkip for testing! I did not see new bugs this time. Seems we are closing in on the idgames release! 
 

i did notice that the par time can be 1:44 now. Maybe even quicker. Who knows… 😏

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1 hour ago, sectrslayr said:

 Maybe even quicker. Who knows… 😏

 

maybe just maybe:

 

 

Edited by Clippy

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1 minute ago, sectrslayr said:

That is awesome 🤩 

Do I have to update the par time to 0:54 now?

 

lol someone else will just come along and beat it faster - there is room for improvement in my run but it was too stressful to keep going, I beat my own record of 56 tho - good times

 

It was really fun to have a look about and try to come up with the best strategy

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  • 3 weeks later...

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