Jump to content

Dust Devil (GZDoom map) - Released (now on idGames DB)


Recommended Posts

Interesting map, great design and visuals, good balance of health and ammo, though I often felt like I had rockets to spare and too little shells and bullets.

I did die a bunch to blocking things though, in particular the lamps around the blue key area, and the final fight is also really tight with an annoying blocking lamp.

The checkpoint mode was a great addition.

The only real bug I found was the corpses of the flying chaingunners not dropping down sometimes.

Other than that, the map is really long, but that's down to taste more than anything.



 

Share this post


Link to post

@Pistoolkip Excellent feedback thanks.

 

I will reduce the width of those tall worklights and reposition or delete them. About the flying chaingunners I haven't experienced that one do you know if anything was triggering it to happen?

Share this post


Link to post
35 minutes ago, Captain Toenail said:

@Pistoolkip Excellent feedback thanks.

 

I will reduce the width of those tall worklights and reposition or delete them. About the flying chaingunners I haven't experienced that one do you know if anything was triggering it to happen?

 

No idea

I replayed the map today (and recorded it, video will be up in the next few days) but I did not encounter that bug again

 

I did notice it was mostly happening near fences and edges of cliffs (but much higher in the air)

Share this post


Link to post

Played through it on HMP with saves & its a really cool 2 map hub with a neat desert base temple theme 👍

 

Also...

 

Spoiler

Why did you add flying Chaingunners?!?! 😨🤣

 

Edited by Philnemba

Share this post


Link to post

Glad you enjoyed it @Philnemba . Was the difficulty ok on HMP? I mostly playtested it myself on UV.

 

Spoiler

 

About the flying chaingunners there's actually a small story about that. They were originally zombie speeders that would strafe the player from above. I still have the sprites and code if anyone wants it.

 

Spoiler

lo8QLmH.png

 

But I couldn't get them to move about in a convincing and fun manner using Decorate (I believe you could do it with zscript but I haven't explored that yet) and the outdoor areas weren't really large enough for a fast vehicle monster so that idea was dumped. I then thought what if I turn them into drones instead? That would be an interesting experiment using A_Warp and .obj models exported from map geometry. Then I stuck a zombie on top. Thus the flying chaingunner was born.

 

Spoiler

It's also the spiritual successor to the segway zombie :P

 

 

Share this post


Link to post
3 hours ago, Captain Toenail said:

Glad you enjoyed it @Philnemba . Was the difficulty ok on HMP? I mostly playtested it myself on UV.

 

I originally try to play it on UV but the the first few areas was a bit rough for my liking so I tone it down to HMP and difficulty was more tolerable but still a challenging experience  👌😎

Share this post


Link to post

Alright here's RC2. See first post for file. I will give it a week or two and if there is no other issues to be fixed I will consider this the final release. Have fun! :-)

 

Changes:

  • Spoiler

     

    • Some small level geometry tweaks to aid movement
    • Cyberbaron and boss cyberbaron attack behaviour and stats tweaked
    • Grenade guys now less aggressive on medium difficulty and below
    • Flying chaingunners can no longer be resurrected by Archviles (this was a bit glitchy)
    • Moved green laser secret soulsphere so it's optional
    • Removed some imps from misc cliffs
    • Replaced some chaingunners with lesser enemies
    • Added optional wad that enables jumping and crouching. Load this after the main wad.
    • Added misc player blocking lines to harden maps against most trivial jumping/rocket jumping exploits
    • Relocated worklights out of the way
    • Worklight hitboxes are now thinner and don't block projectiles
    • 3D plants hitbox now shorter and doesn't block projectiles
    • Seaweed should now longer protrude above the water
    • Updated the credits textfile
    • Added new logo
    • Probably some other small changes I forgot about

     

     

 

Edited by Captain Toenail

Share this post


Link to post
  • 2 weeks later...

The .pk3 contains 3 maps, so...

Open the console,

and type ...

map dust00   \

(or)                   |

map dust01    >  the level you want to play

(or)                   |

map dust02   /

 

Share this post


Link to post
1 hour ago, princetontiger said:

I did that, then I select the episode... then what do I do? I'm at MAP01, which is the default Doom 2 map.

 

@princetontiger Select new game and when you get to the episode select screen choose the second option in the list called "Dust Devil".

Or you can load map dust00 (intro text screen) or dust01 straight from the console as @FEDEX suggests.

Share this post


Link to post
16 hours ago, Captain Toenail said:

 

@princetontiger Select new game and when you get to the episode select screen choose the second option in the list called "Dust Devil".

Or you can load map dust00 (intro text screen) or dust01 straight from the console as @FEDEX suggests.

Finally. Thank you

 

These maps are incredible. Way to go!! The first one is a bit long... I had a blast.

Edited by princetontiger

Share this post


Link to post

Saw this on /idgames. Played on UV. Very enjoyable, it's fun to see relatively more modern maps like these.

 

Spoiler

I wasn't a fan of the Augmented Cyberbarons while playing, because often trying to flank them would result in me walking on top of a grenade they had fired earlier that bounced back due to nearby walls and obstacles. I was so bad at this at some point I wondered if there was something else I had to do to kill them. Once I was sure that flanking was the way to go, I did eventually beat it.

In hindsight they were a fun boss fight. Presented a unique challenge where you had to dodge their grenades but also make sure they didn't bounce back.

 

Speaking of me being an idiot, for anyone reading this who hasn't played yet; don't use Smooth Doom or its derivatives. Smooth Doom will disable Dark Imps, and Delashin's Smooth Doom will do the same + will prevent you from getting the dagger artefact which is the objective of the game.

 

Edited by Artbor

Share this post


Link to post

@princetontiger

@Artbor

Thank you for playing glad you had fun :-)

 

Spoiler

About the Augmented Cyberbarons - yeah they are a tricky one. I wanted to try something new with those. Best tactic I find is to SSG them in the backside one at a time, or snipe them from above.

 

The map should be compatible with most mods in theory but this has not been tested. I think the main compatibility issue is potentially any mod that defines new keycards. Those could screw up some of the scripts.

Share this post


Link to post
  • 8 months later...

Sorry for the bump, but does anybody know how to get the megaarmor secret in map01? There is a megaarmor below this large steel grill overlooking the opening outside area. I can't for life of me figure out how it is collected. I opened the map in UDB to see if there any hidden triggers, but nothing seems to be connected with it. It counts as a secret but i can't see how you could reach it. There also aren't any walkthroughs on YT that include 100% secrets.

Share this post


Link to post

Also, i don't get the checkpoint floppy disks to show up. I don't understand why.

Edited by Gregor

Share this post


Link to post
1 hour ago, Gregor said:

does anybody know how to get the megaarmor secret in map01?

 

Spoiler

There is a shootable switch nearby

 

1 hour ago, Gregor said:

i don't get the checkpoint floppy disks to show up

 

Choose UV Checkpoints difficulty setting when starting a new game to enable the checkpoints

Share this post


Link to post

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...