Lutz Posted March 16, 2022 (edited) "Corrupted Cistern" started as a sandbox for experiments with UDMF and Ultimate Doom Builder, and ended up morphing into an Unreal-inspired trek through ancient water-logged caverns Name: Corrupted Cistern Game: Doom 2 Ports Tested: GZDoom 4.7.1 Map: MAP01 Music: "They're Going to Get You" Gameplay: Single play only Difficulty Settings: Yes Multiplayer Placement: No Build Time: Six Months Requirements: Jumping/crouching/freelook all permitted. Credits: Ancient Aliens resources by @skillsaw & Company @Aurelius / @Biodegradable / @dew for testing @Jimmy for an awesome new music track Many, many others here on the Doomworld forums for answering beginner UDMF questions Screenshots: Spoiler Download: https://doomshack.org/uploads/CIS-Lutz.zip ----------------------------------------------------- UPDATE: Final version now on /idgames (bug fixes and awesome new music by @Jimmy): https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/cis-lutz ----------------------------------------------------- Enjoy! Edited April 7, 2022 by Lutz 96 Quote Share this post Link to post
Decay Posted March 16, 2022 Damn, that looks pretty incredible. Looking forward to giving this a spin 3 Quote Share this post Link to post
big smoke Posted March 16, 2022 good to see this get released been looking forward to the finished map (saw those tasty screenshots at the doom picture thread) going to play it once im home 1 Quote Share this post Link to post
big smoke Posted March 16, 2022 played the whole thing from start to finish and it was pretty damn good a ton of effort and talent went into this and it shows tho i found a tiny problem in the end of the map (put a spoiler since i dont wanna spoil anyone): Spoiler the door that need a red key to open (the one that leads to the exit) only opens once and closes forever this happened to me in my playtrough and i had to noclip my way out since it was impossible to reach the exit after i looked at the editor i saw that it doesnt have the repeatable action box checked which made the problem in the first place this maybe intentional but i think it would be better if the player could open the final door again instead of opening it only once 1 Quote Share this post Link to post
Dusty_Rhodes Posted March 16, 2022 I'd been following this for a while. It looks amazing, can't wait to give it a spin. 1 Quote Share this post Link to post
Lutz Posted March 16, 2022 45 minutes ago, big smoke said: tho i found a tiny problem in the end of the map Wow, good catch; I will fix that. RELATED QUESTION FOR THE FORUM: Any idea how to update a file on doomshack.org? 2 Quote Share this post Link to post
Dusty_Rhodes Posted March 16, 2022 21 minutes ago, Lutz said: Wow, good catch; I will fix that. RELATED QUESTION FOR THE FORUM: Any idea how to update a file on doomshack.org? I've been curious as well. As far as I know you can only add a fixed version. Not replace the current one. Maybe @Doomkid knows? 2 Quote Share this post Link to post
Chris Hansen Posted March 16, 2022 2 hours ago, Lutz said: RELATED QUESTION FOR THE FORUM: Any idea how to update a file on doomshack.org? @Doomkid can help with that I’m sure. Cant wait to give this level a spin! It looks fantastic! 2 Quote Share this post Link to post
DarkIceCyclone Posted March 16, 2022 i think you made an entirely new game in doom engine 2 Quote Share this post Link to post
Hamash Posted March 16, 2022 Its fantastic level and amazing details and very interesting, thank you for this great work and great level it took me 50 mins to finish it, I love it 1 Quote Share this post Link to post
Jimmy Posted March 16, 2022 (edited) Hey Lutz, wrote a MIDI directly inspired by this. May expand upon it later. Undercroft (3:48) This was lovely to play. I'll play it again and write up my thoughts on it a bit later! Edited March 16, 2022 by Jimmy 7 Quote Share this post Link to post
sudolinux Posted March 16, 2022 It looks and feel amazing, there a lot of work put into it ! 1 Quote Share this post Link to post
RED77 Posted March 16, 2022 Man! that's impressive. My shitty pc was crying for help while playing, but It was amazing. 0 Quote Share this post Link to post
Doomkid Posted March 16, 2022 Wow, amazing screenshots! Since Wad-Archive.com trawls Doomshack.org for files, I try to avoid having multiple files with the same exact name but different checksums. If you want though, for the time being, just upload it with a slightly different name (add an underscore some something at the end of the file) then I can delete the old one and rename the new one accordingly. For anyone else reading this, in future, if you want your files replaced or renamed feel free to shoot me a PM 4 Quote Share this post Link to post
Murdoch Posted March 16, 2022 Yes! Cannot wait to play this. Will definitely check it out very soon. 0 Quote Share this post Link to post
hawkwind Posted March 17, 2022 (edited) Top notch. As one would expect from Lutz. Some nitpicks ... 1. Line 56206 needs to be lower unpegged. 2. Texture on line 12681 should probably be KS_GRAY. Renders black ATM. I think lines 9499, 12667, 12679 and 12681 should also use KS_GRAY instead. 3. Texture clashes on lines 18376 etc. Used Vulkan. 4. Sector 22702 flickers but no visible light source. maybe a candle in the nearby wall ? 5. A gap in the water around sectors 7298 etc. 6. Sector 4269 needs a ceiling height of 512, MAYASTN5, ceiling offset 64, -65, and scale 1, -1.41, line 10805 y offset -299 front and back. Spotted this in UDB edit mode. Great job. A masterpiece. A Cacoward contender for sure. :) . Edited March 18, 2022 by hawkwind 2 Quote Share this post Link to post
horselessheadsman Posted March 17, 2022 Gorgeous from beginning to end. The architecture and water reminded me strongly of the Water Nali Temple in Unreal. One of the spike shrubs in the room with the map's first encountered cacodemon is full-bright despite being in the shadows. 0 Quote Share this post Link to post
Biodegradable Posted March 17, 2022 Naturally, I had to take it for another spin to see what changes you've made. ;^) 6 Quote Share this post Link to post
exl Posted March 17, 2022 The sector and point light use and 3d floor detailing in this is just spectacular. 4 Quote Share this post Link to post
Soulless Posted March 17, 2022 Fantastic map as expected. I did found the same problem as @big smoke (red door) and a little Hom in an underwater spot while trying to figure out a soulsphere secret. Heres a couple of screens: Spoiler 1 Quote Share this post Link to post
BetelgeuseSupergiant Posted March 17, 2022 Oh my, this map is INCREDIBLE 2 Quote Share this post Link to post
smeghammer Posted March 17, 2022 Oooohh!! A new Lutz map! I was blown away by P:AR - looking forward to playing this one! 0 Quote Share this post Link to post
dew Posted March 17, 2022 11 hours ago, Biodegradable said: Naturally, I had to take it for another spin to see what changes you've made. ;^) I suggested the early RL to Chris, because it's a high-risk, high-reward weapon in the early stages of the map. You can delete some monsters with it quickly, but Chris can control how much ammo is given, and in general the player is still at a disadvantage in the tunnel combat. The moment you get one of the SSGs that balance flips and the player dominates the hallways, revs and cacos included. A forward SSG would hasten this and make the initial section much easier - and there's no chance of controlling shell supply in this map, haha. Honestly, I was worried you forgot about having the RL in your playthrough, because you kept diving into danger with hitscan in hand where a long range rocket or two would've saved your bacon. 3 Quote Share this post Link to post
Lutz Posted March 17, 2022 (edited) 1 hour ago, dew said: I suggested the early RL to Chris, because it's a high-risk, high-reward weapon in the early stages of the map. I really liked this idea (obviously) -- it's always a gamble to shoot rockets in tight quarters (particularly with auto-aim and sloped surfaces), but it is also *really* satisfying to obliterate a horde of hit-scanners with one trigger-squeeze. Edited March 17, 2022 by Lutz 0 Quote Share this post Link to post
Biodegradable Posted March 17, 2022 2 hours ago, dew said: Honestly, I was worried you forgot about having the RL in your playthrough, because you kept diving into danger with hitscan in hand where a long range rocket or two would've saved your bacon. Hehe yeah, I think that probably just comes down to playstyle. I tend to play a bit more defensively and hoard my rockets for the high-tier demons because I don't usually like wasting them on low and mid-tiers. Looks like I'm going to have to learn to be more aggressive sometimes! 0 Quote Share this post Link to post
hawkwind Posted March 17, 2022 (edited) Just to back-up Soulless's comment ... missing MAYASTN5 on lines 16419 and 16289. Edited March 18, 2022 by hawkwind 0 Quote Share this post Link to post
Clippy Posted March 20, 2022 SUPER COOL STUFF! Bio helped me navigate this one lol but so cool s o much eye candy 1 Quote Share this post Link to post
Lutz Posted March 23, 2022 Thanks for the kind words and incredibly detailed error-checking (seriously) - I’m out of the country ATM, but will patch and place the final version on /idgames once I return. 5 Quote Share this post Link to post
Jimmy Posted March 23, 2022 Final version of "Undercroft" - got it to a good length. Undercroft (6:56) If you wanted to include this piece in the map itself, Lutz, that's more than fine. :) 7 Quote Share this post Link to post
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