Jump to content

[Limit Removing] Bloodcore Base - Mid Sized Level For Doom 2


Recommended Posts

This was a great map! Played it on UV with saves. Got 100% kills and a time of 14:42, but I missed 1 secret. I personally didn't notice any bugs or issues with it. Really nice challenge overall. I enjoyed the Cyberdemon fight (the way enemies were placed around the outside of the arena kept me on my toes), and the health and ammo balance seemed really solid as well. Aesthetically, the level is also well done. Really nice texture variety, great use of lighting to create different types of atmosphere, as well as subtle but well placed detailed sprinkled throughout. The level design and progression itself was also really interesting, how the level opened up more and more as you fight your way though to the finale.

 

Nice Job!

Share this post


Link to post
11 hours ago, Endless said:

Awesome little adventure!

Thank you! :D

 

10 hours ago, Dynamo said:

Nice new release from you :) Will give this a spin tonight hopefully...

Hopefully you got to spin it.

 

7 hours ago, ScrappyMcDoogerton said:

This map has some great action, so much fun!

 

Nice, thanks for the video play through. :)

 

5 hours ago, Lerxst_In_Wonderland said:

This was a great map! Played it on UV with saves. Got 100% kills and a time of 14:42, but I missed 1 secret. I personally didn't notice any bugs or issues with it. Really nice challenge overall. I enjoyed the Cyberdemon fight (the way enemies were placed around the outside of the arena kept me on my toes), and the health and ammo balance seemed really solid as well. Aesthetically, the level is also well done. Really nice texture variety, great use of lighting to create different types of atmosphere, as well as subtle but well placed detailed sprinkled throughout. The level design and progression itself was also really interesting, how the level opened up more and more as you fight your way though to the finale.

 

Nice Job!

Thanks. I'm pretty happy with it myself. :)

Share this post


Link to post

Incredible map. Beyond looking absolutely awesome, high points for me were when the cyberdemon was first introduced (so cool -- I was all 'oh no what have I unleashed) and when the map opens up for round two.

Share this post


Link to post

It really is a great bite-sized map. Always happy to be of assistance, Mr Dude. ;^) Naturally, I had to take it for another spin. Still haven't figured out where those other two pesky secrets are yet!

 

 

Share this post


Link to post
16 hours ago, Krenium said:

Incredible map. Beyond looking absolutely awesome, high points for me were when the cyberdemon was first introduced (so cool -- I was all 'oh no what have I unleashed) and when the map opens up for round two.

That's what I was hoping for with the cyb intro. If you miss the switch, which tends to happen sometimes, the pillar still drops afterwards.

 

11 hours ago, Biodegradable said:

It really is a great bite-sized map. Always happy to be of assistance, Mr Dude. ;^) Naturally, I had to take it for another spin. Still haven't figured out where those other two pesky secrets are yet!

 

 

Thanks for the 2nd vidya Mr Bio that was entertaining as usual. You missed the two secrets plus the backpack in the secret where all the alcoves drop. :P The one secret you missed has a door opening and closing, so it's actually fairly easy to find. lol

 

You're right, there's a blocking line near the exit. I have that in there because the vile tends to fuck off. Think I'll fix that, for sure. I also have a small shadow to fix, that was pointed out to me earlier today.

Share this post


Link to post
On 3/30/2022 at 5:02 AM, Doom_Dude said:

Hopefully you got to spin it.

I did! It's a quite nice map visually, I like some of the texture usage such as the brown doors being used for small lights in the crevices, and I like how the map wraps around with the fights getting progressively more vicious. I feel like this could be part of a community project of some kind, which made me think back of the never-finished NDCP3, which afaik changed its name to something else after the newdoom forums went down - The Abyss Community Project, was it? But anyway, nice work and hope to see more maps from you in the future :)

Share this post


Link to post
17 hours ago, Dynamo said:

I did! It's a quite nice map visually, I like some of the texture usage such as the brown doors being used for small lights in the crevices, and I like how the map wraps around with the fights getting progressively more vicious. I feel like this could be part of a community project of some kind, which made me think back of the never-finished NDCP3, which afaik changed its name to something else after the newdoom forums went down - The Abyss Community Project, was it? But anyway, nice work and hope to see more maps from you in the future :)

Thanks, glad you enjoyed the map. More maps incoming for sure. :D

 

I completely lost track what the Abyss guys were up to way back when.

Share this post


Link to post

 

That was a fun 20 minutes, difficulty was tuned perfectly for me as I just made it out of a few tricky encounters.  I like the way the map opens up on itself too.  Always a good time when dodging a cyberdemon with revenants shooting from the perimeter 😅  Only found 1 secret but didn't need more.  Cool title screen too.  Keep it up!

 

Edit: After watching it back big thing that stands out is I was able to escape that second outdoor fight and made it a lot easier, not sure if that was intended.

Edited by sandwedge

Share this post


Link to post

I hate Spectres soooo much. Arch-vile placement's once more perfectly on-point. Just when I hoped things were relatively restrained after hte Cyber was killed, the ridiculousness of the courtyard got a little overwhelming. God, I need better ammo management.

 

 

lmd_bloodcore.zip

Share this post


Link to post
On 4/1/2022 at 10:50 PM, sandwedge said:

 

That was a fun 20 minutes, difficulty was tuned perfectly for me as I just made it out of a few tricky encounters.  I like the way the map opens up on itself too.  Always a good time when dodging a cyberdemon with revenants shooting from the perimeter 😅  Only found 1 secret but didn't need more.  Cool title screen too.  Keep it up!

 

Edit: After watching it back big thing that stands out is I was able to escape that second outdoor fight and made it a lot easier, not sure if that was intended.

Thanks for the video play through. Nice Wil Smith move there. lol Yes the end was meant to be like that. I was gonna block the player in the courtyard but I think having options is nice, this time. :)

 

20 hours ago, LadyMistDragon said:

I hate Spectres soooo much. Arch-vile placement's once more perfectly on-point. Just when I hoped things were relatively restrained after hte Cyber was killed, the ridiculousness of the courtyard got a little overwhelming. God, I need better ammo management.

Good thing I didn't add more spectres then. ;) Thanks for the demo... wasn't able to play it yet. Was never much of a demo guy. I tried running it in crispy and prboom.... not sure what I'm doing wrong. I failed demo101 for sure.

 

Just uploaded the map to /idgames. Also updated the doomworld attachment version in the OP.

 

I fixed a few things.

  • Wall above the pipes near the start was misaligned.
  • Added a light to the shootable switch that raises the bridge so it's more noticeable.
  • Fixed a tiny sector's light level because the shadow looked like it didn't extend into a corner.
  • Removed a block monsters line that was blocking the courtyard vile. It was there because the vile roamed at times to make an army.
  • Designed a new alcove for the arch-vile that looks over the courtyard. He can now leave the alcove but only if the player approaches the exit.
  • Removed a block monsters line near the red door.
  • Fixed a line that was showing in the void that's part of a monster teleport sector.. changed it to 'not shown on automap'.
  • Changed the metal step at the first lift because it looked weird to me.
  • Changed the brown slime in the outside area from slime05 to 01 because it looks less flashy... or whatever.
  • An enemy may have changed places / species.....
  • Added a few more potion bottles in select spots.
Edited by Doom_Dude

Share this post


Link to post
1 hour ago, Doom_Dude said:

Thanks for the video play through. Nice Wil Smith move there. lol Yes the end was meant to be like that. I was gonna block the player in the courtyard but I think having options is nice, this time. :)

 

Good thing I didn't add more spectres then. ;) Thanks for the demo... wasn't able to play it yet. Was never much of a demo guy. I tried running it in crispy and prboom.... not sure what I'm doing wrong. I failed demo101 for sure.

 

Just uploaded the map to /idgames. Also updated the doomworld attachment version in the OP.

 

I fixed a few things.

  • Wall above the pipes near the start was misaligned.
  • Added a light to the shootable switch that raises the bridge so it's more noticeable.
  • Fixed a tiny sector's light level because the shadow looked like it didn't extend into a corner.
  • Removed a block monsters line that was blocking the courtyard vile. It was there because the vile roamed at times to make an army.
  • Designed a new alcove for the arch-vile that looks over the courtyard. He can now leave the alcove but only if the player approaches the exit.
  • Removed a block monsters line near the red door.
  • Fixed a line that was showing in the void that's part of a monster teleport sector.. changed it to 'not shown on automap'.
  • Changed the metal step at the first lift because it looked weird to me.
  • Changed the brown slime in the outside area from slime05 to 01 because it looks less flashy... or whatever.
  • An enemy may have changed places / species.....
  • Added a few more potion bottles in select spots.

That was my fault. I didn't specify a complevel. It'll work if you use DSDA Doom most likely though

Edited by LadyMistDragon

Share this post


Link to post
1 hour ago, LadyMistDragon said:

That was my fault. I didn't specify a complevel. It'll work if you use DSDA Doom most likely though

Ahhh, that worked! That was entertaining... so close to the end!

Share this post


Link to post

Really cool map - I like it a lot - stock textures can still get the job done, I love the way you used and reused arenas and made everything frantic and epic - cyberdemon stuff good secrets - I used the editor after to figure out soul sphere - good times here ya go

 

 

Share this post


Link to post

Finally got the map up on /idgames. Link in the OP.

 

Thanks for the video @Clippy and the banter with @Biodegradable made it more fun to watch. :D Dunno how I missed this until now. lol You guys and that secret. lmao

Edited by Doom_Dude

Share this post


Link to post
  • 2 weeks later...

Stumbled on this through idgames recent entries. Looked it up here to give feedback.

 

Just finished, although it took way longer than 15-20 minutes with my difficulty-enhancing mods. This was a 5/5 experience for me. Layout, setting, enemy placement, switches you name it. It all worked.

Share this post


Link to post
  • 5 months later...
On 4/24/2022 at 3:30 PM, SaucepanSF said:

Stumbled on this through idgames recent entries. Looked it up here to give feedback.

 

Just finished, although it took way longer than 15-20 minutes with my difficulty-enhancing mods. This was a 5/5 experience for me. Layout, setting, enemy placement, switches you name it. It all worked.

 

Ahh missed your message while I was in burnout mode. Thanks for the feedback, glad you enjoyed the map.

Share this post


Link to post
  • 1 month later...

Finished the level just now. HMP, K:100% /S:100%... but I missed 1 item :' D very cool stuff, I want more!

Edited by s4f3s3x
whops

Share this post


Link to post

Really nicely detailed level filled with thoughtful monster placement and engaging encounters! I had a real hard time near the end because I missed the plasmagun, haha. I eventually got thru it after some scrambling around at low health for a while. Very evil archvile placement, but still feels fair given the cover and resources available. The vile in the "flesh pit" resurrecting the monsters I had sniped from behind the bricks earlier is a notable example of what I mean by thoughtful monster placement, it happens at a time when ammo was getting low; almost like you were giving the option to farm a few extra shotguns and clips if need be.

 

Share this post


Link to post
7 hours ago, thelamp said:

 Very evil archvile placement,

 

 

He made a megawad called Vilecore waddaya expect? But no, I've also seen that in his WMC maps.

Share this post


Link to post
17 hours ago, s4f3s3x said:

Finished the level just now. HMP, K:100% /S:100%... but I missed 1 item :' D very cool stuff, I want more!

Thanks. More stuff coming soon... or maybe in the new year. :D

 

45 minutes ago, LadyMistDragon said:

 

He made a megawad called Vilecore waddaya expect? But no, I've also seen that in his WMC maps. 

 

Hey thanks for the vid, that was fun to watch. Glad you made it through it. ;)

 

Original Vilecore is kinda meh. Remaster is getting closer to being done.. Will probably be more viles in there. ;)

Edited by Doom_Dude

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...