Fryuko Posted February 10, 2022 (edited) Hypothermia is a short slaughter wad for boom(complevel 9) that mainly uses icy themes. The wad has five levels. I often included some smaller fights of this type in maps, but this was my first attempt at a full-scale slaughter experience. The story is pretty simple: You just woke up from your cryo sleep and realized that the whole base situated on the moon of Pluto, Charon is overrun by demons. And this makes you angry 😈 Maps are designed for pistol start. Secrets are used as easter eggs without real rewards. Difficulties: -HMP is just a toned-down UV with fewer monsters. -HNTR is renamed to Imperturbable Journey now. The monster count is greatly decreased, it is a fraction of the original one. Some monsters are also replaced with weaker ones. Gameplay should mostly feel the same but without requiring much effort from the players. It's perfect for anyone who wants to play on autopilot and experience the levels. Crimson-Vile replaces the SS: Health:550 Speed:13 Spams revenant missiles as long as the player is in its line of sight. Mostly used as turret, area denying enemies along arch-viles. As in large numbers, they would completely destroy the framerate. Screenshots: Spoiler Built and tested with: dsda-doom and gzdoom Download RC2 Maplist: Spoiler MAP01 - Cryo Geysers - Monster Count: UV:1288 / HMP:1000 / IJ:206 MAP02 - Cold Hospitality - Monster Count: UV:633 / HMP:547 / IJ:303 MAP03 - Human Improvement Process - Monster Count: UV:1150 / HMP:904 / IJ:443 MAP04 - The Melting Machine - Monster Count: UV:2935 / HMP:2285 / IJ:1428 MAP05 - Nostromo Chasma - Monster Count: UV:6244 / HMP:4495 / IJ:2375 Credits: Ukiro - OTEX Textures - Supercupcaketactics, 40oz Props - Captain Toenail, Esselfortium, Danlex Monster sprites - Amuscaria, skillsaw MIDI - MegaSphere, Myrgharok, Jmickle, Psyrus, decino Special thanks: Somlói-G @lunchlunch @Dunn (& Dunn) Changelog: Spoiler RC2 -fixed map01 softlock -fixed cacos waking up early, during the conveyor fight on map03 -tweaked stuck imp on map02 RC1 -fixed most "darker and lighter textures" -fixed a bunch of slime trails (there are still a number of them left on map01, as fixing them would cause more issues) -fixed misplaced enemies on al difficulties -nerfed the finale of map02 -some minor nerfs on map04 -nerfed the finale of map05 -and everything else that I forgot V1.0 -Bunch of graphical(alignment and light) tweaks to map01-map04 -tweaked the secret on map03 for easier access -fixed the lowering platforms during the outdoor barracks fight on map03 -added new graphics -added map05 V0.42 -Fixed a soft-lock on map02 -tweaked the pacifist fight on map02, now it's less rng reliant -increased the wave timers during the finale on map02 -replaced the midi of map01 with a more chill Psyrus track -replaced the difficulty fonts V0.41 -map04 easy nerf, missed a couple of heavy hitters last time V0.4 -MAP02 is now finished -map04 difficulty settings -revamped easy and medium difficulties for all the maps (especially map03) -removed the arch-viles from map01's ending again. -tweaked the blur sphere fight on map03 V0.31 -Map04 balancing, removing stuck monsters -partime added for map04 -some map02 progress V0.30 -changed up the map order (the previous map02 is now map03) -added map04 -map 03 invisibility fight received some more balancing -added a green armor for the bridge fight on map03 -added monster blocking linedefs for the redkey and megasphere on map03 -some fixes for stuck monsters -cybers teleport away after finishing the first fight on map01, no more grindy stuff. V0.23 -nerfed the invisibility fight -added more ammo to the final arena(cells) V0.22 -added some safety crushers to kill stuck chaingunners during the conveyor fight Edited October 27, 2023 by Fryuko RC2 55 Quote Share this post Link to post
MattFright Posted February 10, 2022 Yoooo i'm glad to see this released!! I hope this can get more attention (in part i'm replying to bump it), these maps look really impressive. I'm honestly not much into playing slaughtermaps, but i'm gonna give this a try (even if i have to lower difficulty to Imperturbable Journey). 1 Quote Share this post Link to post
Fryuko Posted February 11, 2022 Thanks! The genre and its unfinished nature might be responsible for it. I'd be happy to hear your opinion once you have the chance to try it. Especially about the lower difficulties you mentioned as they were not tested as much. 1 Quote Share this post Link to post
KeaganDunn Posted February 11, 2022 Congrats on the release! Happy to help. 1 Quote Share this post Link to post
lunchlunch Posted February 12, 2022 (edited) Great stuff, can't wait for more Edited February 12, 2023 by lunchlunch 2 Quote Share this post Link to post
i suck at nicknames Posted February 12, 2022 Has this been completed? Im interested in testing this whole wad out 1 Quote Share this post Link to post
Fryuko Posted February 12, 2022 2 hours ago, i suck at nicknames said: Has this been completed? Im interested in testing this whole wad out Unfortunately, this is still a work in progress. So far only two maps are finished from the planned six. 1 Quote Share this post Link to post
Blip Posted February 12, 2022 These maps have been amazing and really fun, I can't wait to see the rest of the maps! 1 Quote Share this post Link to post
El Inferno Posted February 12, 2022 Super fun maps! Couple of small nitpicks: First arena of map 1: maybe add more revs/cacos to make clean up of 4 cybers in the end less grindy, I skipped killing them. Final area was awesome. Map 2: maybe add a green armor to the fight with revs and a vile on pillars, and pinkies, hks and barons on the floor; I struggled with this much more than with other fights in this map. And killing spiper mancs might be a bit troublesome (I skipped those) And I've got a random monster out of bounds on map2: Spoiler 1 Quote Share this post Link to post
Fryuko Posted February 12, 2022 4 hours ago, Blip said: These maps have been amazing and really fun, I can't wait to see the rest of the maps! I'm glad you enjoyed what is there 1 hour ago, El Inferno said: Super fun maps! Couple of small nitpicks: First arena of map 1: maybe add more revs/cacos to make clean up of 4 cybers in the end less grindy, I skipped killing them. Final area was awesome. Map 2: maybe add a green armor to the fight with revs and a vile on pillars, and pinkies, hks and barons on the floor; I struggled with this much more than with other fights in this map. And killing spiper mancs might be a bit troublesome (I skipped those) And I've got a random monster out of bounds on map2: Reveal hidden contents Thank you for the feedback, even nitpicks are important! I agree that the first encounter can be grindy, but simply adding more monsters would make it unnecessarily hard. I'll check how it plays if I replace some of the weaker enemies with something that can soften up the cybies more, and some other alternatives. I'm not sure how that monster got out of bounds, most likely teleported out there somehow but still seems like a super weird bug. I'll try to find a solution if I can replicate it. 0 Quote Share this post Link to post
El Inferno Posted February 12, 2022 45 minutes ago, Fryuko said: I'm not sure how that monster got out of bounds, most likely teleported out there somehow but still seems like a super weird bug. I'll try to find a solution if I can replicate it. I played with cl 21 default complevel if that somehow matters. Spoiler Seems like it has something to do with that scroller / crusher set-up. 0 Quote Share this post Link to post
Fryuko Posted July 19, 2022 -It's been a while, so sorry for bumping. Anyway MAP04 is here and ready. (changed up the order a bit since the last version) Keep in mind that it might run poorly on older machines. Currently has no lower difficulties. -A heavily unfinished MAP02 is also included. Would not want to have two different version, so it's just there. Playable to a certain point with cheats, but not really recommended. -There are a couple of new menu graphics and a hud. -Implemented almost all previous suggestions. 2 Quote Share this post Link to post
FEDEX Posted July 19, 2022 Hi ! I think the Mega site have some problems loading the requested file 1 Quote Share this post Link to post
Fryuko Posted July 19, 2022 6 hours ago, FEDEX said: Hi ! I think the Mega site have some problems loading the requested file Hey! Sorry to hear that, I tried to look into the issue, but it seemed to work for everyone I asked. Here is a backup doomshack link in case the first one still does not work. Hypothermia 0.31 Doomshack 1 Quote Share this post Link to post
Red Recluse Posted November 19, 2022 Militant flame map with hordes mansters and amazing grafic. Hypothermia4x1502.zip Spoiler 1 Quote Share this post Link to post
Fryuko Posted November 19, 2022 (edited) 6 hours ago, Red Recluse said: Militant flame map with hordes mansters and amazing grafic. Hypothermia4x1502.zip Reveal hidden contents This is fantastic! Thank you for the demo. I wouldn't have guessed something like this was possible. Edited November 19, 2022 by Fryuko 0 Quote Share this post Link to post
i suck at nicknames Posted November 19, 2022 yeah this mapset looks pretty nice. commenting to keep myself updated :3 1 Quote Share this post Link to post
Red Recluse Posted November 19, 2022 4 hours ago, Fryuko said: This is fantastic! Thank you for the demo. I wouldn't have guessed something like this was possible. I intend to make a TAS demo for each map. 1 Quote Share this post Link to post
Red Recluse Posted November 22, 2022 Fantastic product frozen winter. Hypothermia3x1256.zip Spoiler 1 Quote Share this post Link to post
Fryuko Posted November 23, 2022 10 hours ago, Red Recluse said: Fantastic product frozen winter. Hypothermia3x1256.zip Reveal hidden contents Thank you for the demo. Fantastic work once again! May I ask if you left the three remaining monsters alive on purpose or they managed to get stuck somewhere? In case of the latter I'll have to find a way to fix that. On 11/19/2022 at 6:24 PM, i suck at nicknames said: yeah this mapset looks pretty nice. commenting to keep myself updated :3 Thanks for the kind words! I'm closer to completion this time, with map05 already on the way 🙂 1 Quote Share this post Link to post
Red Recluse Posted December 22, 2022 Hypothermia1x630.zip Spoiler 1 Quote Share this post Link to post
lunchlunch Posted January 13, 2023 (edited) I finally got around to playing MAP02. I like it a lot so far, at least what I'm able to play. Great texturing, clever fights, pretty fun. I have two complaints. Spoiler This fight seems to me like you have to get lucky to beat it. Spoiler I think the map's broken. Pressing this switch does nothing, I'm just stuck here. Edited January 13, 2023 by lunchlunch 2 Quote Share this post Link to post
Fryuko Posted January 13, 2023 (edited) 13 hours ago, lunchlunch said: I finally got around to playing MAP02. I like it a lot so far, at least what I'm able to play. Great texturing, clever fights, pretty fun. I have two complaints. Reveal hidden contents This fight seems to me like you have to get lucky to beat it. Reveal hidden contents I think the map's broken. Pressing this switch does nothing, I'm just stuck here. Thanks for your feedback lunchlunch. I guess Red viles and hitscanners might add too much unpredictability in that fight, I'll look into it and try to figure out something less luck reliant. Actually, I'm a bit clueless about the 2nd issue. Which source port did you use? As I tried to replicate it with dsda, prboom and gzdoom and the switch worked in all cases. It's set up like every other one on that map and should open up the whole arena. It might have to do something with linedef skipping in the voodoo doll area but I'm not entirely sure. edit: Managed to find a reason for a softlock there. During the lucky fight you mentioned, there Is a switch that crushes the arch-viles. If that's skipped this one won't work as they follow each other on the voodoo section. This should be easy to fix. Edited January 13, 2023 by Fryuko Found a solution 2 Quote Share this post Link to post
Fryuko Posted February 12, 2023 Updated the wad. Mostly with fixes for map02 and some smaller graphics and midi changes that would be added along the new map update anyway. -Fixed the soft lock that Lunchlunch pointed out, and nerfed the pacifist fight on map02. The update is detailed under the changelog section of the post. 2 Quote Share this post Link to post
Fryuko Posted April 10, 2023 Updated the wad once again with map05 and a bunch of smaller tweaks, and new graphics. This is the last map for Hypothermia, previously I planned two more, but I feel like that this is a good stopping point. From now on I will focus on fixing issues in case any comes up, and somewhat hope that I have not overlooked anything. So here is the Beta. 4 Quote Share this post Link to post
Fryuko Posted June 13, 2023 Here is the first release candidate version. And this is probably the last update if everything goes as planned. In case I still missed something please let me know. 4 Quote Share this post Link to post
Vile Posted June 19, 2023 Great looking maps and quite fun! I encountered a few issues in the first three maps but 04 and 05 went smoothly. Spoiler An aside, but I'd recommend having a small progress-stopper map for 06. MAP01 - a soft-lock is possible after you go outside using one door and then try to go back inside using the opposite door, as the doors will close again and there's no way to open them, as far as I know. This is possibly avoided in the first outdoor fight since you can trigger the door closing if you move up against it so that it doesn't have a chance to lock again once they open up. MAP02 - an imp fell below the floor somehow in this area: MAP03 - some of the cacos in this fight wake up early and can fly over the bars before the fight starts: 1 Quote Share this post Link to post
Fryuko Posted June 21, 2023 On 6/19/2023 at 5:31 AM, Vile said: Great looking maps and quite fun! I encountered a few issues in the first three maps but 04 and 05 went smoothly. Reveal hidden contents An aside, but I'd recommend having a small progress-stopper map for 06. MAP01 - a soft-lock is possible after you go outside using one door and then try to go back inside using the opposite door, as the doors will close again and there's no way to open them, as far as I know. This is possibly avoided in the first outdoor fight since you can trigger the door closing if you move up against it so that it doesn't have a chance to lock again once they open up. MAP02 - an imp fell below the floor somehow in this area: MAP03 - some of the cacos in this fight wake up early and can fly over the bars before the fight starts: Thanks for letting me know! I'll fix those pretty soon. 0 Quote Share this post Link to post
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