Jump to content

Rocky "Learned" Doom Builder (CL9)


Recommended Posts

By the look of the screenshots (12 Cybies in a room) I take it this is slaughter.../o\

At any rate always nice to see new mappers. You do you and I hope you have fun doing it. :o)

Edited by Korozive

Share this post


Link to post
13 minutes ago, Korozive said:

By the look of the screenshots (12 Cybies in a room) I take it this is slaughter.../o\

At any rate always nice to see new mappers. You do you and I hope you have fun doing it. :o)

Not quite, although there is a mini slaughter map elsewhere :)

Share this post


Link to post

Just played through it, this was a treat. A mix of enirvana and d5da with a touch of noye <3

the only note I have is on MAP13:

Spoiler

After you telefrag the cyber using the casual route, I instinctively ran towards the middle of the room, which doesn't cross a line to open the door. I would box this around the player so it can't be missed.

Otherwise, I loved it and can't wait to run it!

Share this post


Link to post
27 minutes ago, Meowgi said:

Just played through it, this was a treat. A mix of enirvana and d5da with a touch of noye <3

the only note I have is on MAP13:

  Reveal hidden contents

After you telefrag the cyber using the casual route, I instinctively ran towards the middle of the room, which doesn't cross a line to open the door. I would box this around the player so it can't be missed.

Otherwise, I loved it and can't wait to run it!

Thanks for the feedback, this is the exact kind of thing I was looking for because I needed some runners who haven't played the wads before :)

Share this post


Link to post

Got through it with no major issues. Relying on archviles to open doors for you is fucked, definitely the worst map to run. Might run some of these other ones. Thanks for making it.

Share this post


Link to post

There are a few playable maps here, namely 03, 07, 08, 10, 12, 14, 15. The rest either have gameplay that is way too easy, non-existent, or indecipherable. Not too bad for a first wad.

 

 

Map01 - A horseshoe shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Difficulty: 1/10

 

Map02 - A rectangular shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Walk into the far wall to be teleported to a death exit somehow. Difficulty: 1/10

 

Map03 - A long rectangular hallway with 5 rooms connected by doors. Each room has a unique texture theme as well as a combat theme(punch demons, SSG revenants, etc.). No variation in sector height or lighting. Difficulty: 3/10

 

Map04 - A *trick* map. I could not figure it out as you die about 2 seconds after the map starts and the map is again just a rectangular room with STARTAN2, FLOOR0_1, CEIL1_1, and no clues about how to succeed. No variation in sector height, texturing, lighting. This map may not be working as intended. Difficulty: 11/10

 

Map05 - A tiny blue rectangle. That's it. What. Difficulty: 0/10

 

Map06 - You are standing next to a switch. Everything else about this map is a mess. Perform a zero press to exit. Difficulty: If you can perform a zero press 1/10, if you do not understand zero press 11/10

 

Map07 - A tiny room with 6 hell knights, ssg, megasphere. No default textures. Difficulty: 5/10

 


At this point, the maps are still constructed in the most basic way possible, but the combat challenges start getting more interesting.

 


Map08 - Despite this map continuing the tradition of very basic sector shapes and texturing, in an astonishing twist this map has combat that is engaging and challenging. Difficulty: 7/10

 

Map09 - A 64x64 room. Press the switches to exit. OK. Difficulty: 0/10

 

Map10 - A map with a title that you think is a joke but the twist is it isn't. Or is it? What? Difficuly: 5/10

 

Map11 - A map with an archvile. How do you beat it? What do I look like some kinda spoilerer? No. Difficuly: 2/10

 

Map12 - A bit like the last map except more. Success on this map is completely reliant on RNG because if the archies don't do the thing you want them to do you cannot succeed. Difficuly: RNG

 

Map13 - Press switch, exit map. Oh and dodge 12 cybers while you do it. Difficulty: 2/10

 

Map14 - This map features the first appearance of sectors of differing heights, and it even has a lift! The combat just barely rises above enemies randomly scattered about, but it still managed to be fun, with a nice climax. Difficulty: 6/10

 

Map15 - A few square rooms with a few random enemies and then REVENANTS. Difficulty: 5/10

 

Map 31 - A small room with STARTAN2, FLOOR0_1, CEIL1_1, a BFG, and 45 enemies. The most low effort map possible. Difficulty: 2/10

 

Map32 - A semi-large outdoor map with a broken skybox, lots of missing textures, and 68 enemies you can maybe stroller your way past to the exit switch. Difficulty: 1/10

Share this post


Link to post
4 minutes ago, ScrappyMcDoogerton said:

There are a few playable maps here, namely 03, 07, 08, 10, 12, 14, 15. The rest either have gameplay that is way too easy, non-existent, or indecipherable. Not too bad for a first wad.

 

 

Map01 - A horseshoe shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Difficulty: 1/10

 

Map02 - A rectangular shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Walk into the far wall to be teleported to a death exit somehow. Difficulty: 1/10

 

Map03 - A long rectangular hallway with 5 rooms connected by doors. Each room has a unique texture theme as well as a combat theme(punch demons, SSG revenants, etc.). No variation in sector height or lighting. Difficulty: 3/10

 

Map04 - A *trick* map. I could not figure it out as you die about 2 seconds after the map starts and the map is again just a rectangular room with STARTAN2, FLOOR0_1, CEIL1_1, and no clues about how to succeed. No variation in sector height, texturing, lighting. This map may not be working as intended. Difficulty: 11/10

 

Map05 - A tiny blue rectangle. That's it. What. Difficulty: 0/10

 

Map06 - You are standing next to a switch. Everything else about this map is a mess. Perform a zero press to exit. Difficulty: If you can perform a zero press 1/10, if you do not understand zero press 11/10

 

Map07 - A tiny room with 6 hell knights, ssg, megasphere. No default textures. Difficulty: 5/10

 


At this point, the maps are still constructed in the most basic way possible, but the combat challenges start getting more interesting.

 


Map08 - Despite this map continuing the tradition of very basic sector shapes and texturing, in an astonishing twist this map has combat that is engaging and challenging. Difficulty: 7/10

 

Map09 - A 64x64 room. Press the switches to exit. OK. Difficulty: 0/10

 

Map10 - A map with a title that you think is a joke but the twist is it isn't. Or is it? What? Difficuly: 5/10

 

Map11 - A map with an archvile. How do you beat it? What do I look like some kinda spoilerer? No. Difficuly: 2/10

 

Map12 - A bit like the last map except more. Success on this map is completely reliant on RNG because if the archies don't do the thing you want them to do you cannot succeed. Difficuly: RNG

 

Map13 - Press switch, exit map. Oh and dodge 12 cybers while you do it. Difficulty: 2/10

 

Map14 - This map features the first appearance of sectors of differing heights, and it even has a lift! The combat just barely rises above enemies randomly scattered about, but it still managed to be fun, with a nice climax. Difficulty: 6/10

 

Map15 - A few square rooms with a few random enemies and then REVENANTS. Difficulty: 5/10

 

Map 31 - A small room with STARTAN2, FLOOR0_1, CEIL1_1, a BFG, and 45 enemies. The most low effort map possible. Difficulty: 2/10

 

Map32 - A semi-large outdoor map with a broken skybox, lots of missing textures, and 68 enemies you can maybe stroller your way past to the exit switch. Difficulty: 1/10

 

You should play this so you understand the inspiration for making some of these maps the way they are: https://dsdarchive.com/wads/d5da

 

Let people live lol.

Share this post


Link to post
1 hour ago, ScrappyMcDoogerton said:

There are a few playable maps here, namely 03, 07, 08, 10, 12, 14, 15. The rest either have gameplay that is way too easy, non-existent, or indecipherable. Not too bad for a first wad.

 

 

Map01 - A horseshoe shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Difficulty: 1/10

 

Map02 - A rectangular shaped room with STARTAN2, FLOOR0_1, CEIL1_1, and a few randomly placed items and enemies. No variation in sector height, texturing, lighting. Walk into the far wall to be teleported to a death exit somehow. Difficulty: 1/10

 

Map03 - A long rectangular hallway with 5 rooms connected by doors. Each room has a unique texture theme as well as a combat theme(punch demons, SSG revenants, etc.). No variation in sector height or lighting. Difficulty: 3/10

 

Map04 - A *trick* map. I could not figure it out as you die about 2 seconds after the map starts and the map is again just a rectangular room with STARTAN2, FLOOR0_1, CEIL1_1, and no clues about how to succeed. No variation in sector height, texturing, lighting. This map may not be working as intended. Difficulty: 11/10

 

Map05 - A tiny blue rectangle. That's it. What. Difficulty: 0/10

 

Map06 - You are standing next to a switch. Everything else about this map is a mess. Perform a zero press to exit. Difficulty: If you can perform a zero press 1/10, if you do not understand zero press 11/10

 

Map07 - A tiny room with 6 hell knights, ssg, megasphere. No default textures. Difficulty: 5/10

 


At this point, the maps are still constructed in the most basic way possible, but the combat challenges start getting more interesting.

 


Map08 - Despite this map continuing the tradition of very basic sector shapes and texturing, in an astonishing twist this map has combat that is engaging and challenging. Difficulty: 7/10

 

Map09 - A 64x64 room. Press the switches to exit. OK. Difficulty: 0/10

 

Map10 - A map with a title that you think is a joke but the twist is it isn't. Or is it? What? Difficuly: 5/10

 

Map11 - A map with an archvile. How do you beat it? What do I look like some kinda spoilerer? No. Difficuly: 2/10

 

Map12 - A bit like the last map except more. Success on this map is completely reliant on RNG because if the archies don't do the thing you want them to do you cannot succeed. Difficuly: RNG

 

Map13 - Press switch, exit map. Oh and dodge 12 cybers while you do it. Difficulty: 2/10

 

Map14 - This map features the first appearance of sectors of differing heights, and it even has a lift! The combat just barely rises above enemies randomly scattered about, but it still managed to be fun, with a nice climax. Difficulty: 6/10

 

Map15 - A few square rooms with a few random enemies and then REVENANTS. Difficulty: 5/10

 

Map 31 - A small room with STARTAN2, FLOOR0_1, CEIL1_1, a BFG, and 45 enemies. The most low effort map possible. Difficulty: 2/10

 

Map32 - A semi-large outdoor map with a broken skybox, lots of missing textures, and 68 enemies you can maybe stroller your way past to the exit switch. Difficulty: 1/10

Map 32 was intentionally like that, did you read the text before it?

Share this post


Link to post

GZDOOM v 4.7.1

Edit: All maps working as intended on this version as well. thanks @Meowgi for some help on map 2 and 4. 

 

Edited by DarkIceCyclone

Share this post


Link to post

took me more than a few tries to nail vroom vroom but this shit owns lol - i'm not your audience in terms of good runners but i do love playing this kind of shit. keep it up.

 

ps. archvile door map best map lmao

Edited by msx2plus

Share this post


Link to post
2 hours ago, DarkIceCyclone said:

GZDOOM v 4.7.1

Map 1=Works

Map 2= Can't end, because you die before romero dies.I'm probably doing something wrong.  Same with map 4. 
Skipped the out bounds switch trick map. But the rest seem to work fine in GZDoom. 

 

I'm able to exit MAP02 on GZDoom v4.5, don't restart the level before the delay between the icon dying and the map ending.

Share this post


Link to post

Quality meme maps. After the 1.1 update the only suggestion I have is to add some weapon or health to MAP11 to make it possible to max it non-TAS without an RNG miracle.

Share this post


Link to post
8 hours ago, Meowgi said:

 

I'm able to exit MAP02 on GZDoom v4.5, don't restart the level before the delay between the icon dying and the map ending.

tried it, works now

 

 

@msx2plus Best meme was revenants killing me all the time unti I learned to not wake them up xd

 

 

Edited by DarkIceCyclone

Share this post


Link to post
  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...