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Irregular Entropy. UPDATE! MAP02 and 03 out now!


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not bad, not bad. the start was a bit rough equipment wise, I was glad when I finally got the super shotgun. I'm not the biggest fan of this tech theme but it is what it is. It was nice getting to the room you screenshotted last, I liked the corpses, reminded me of Uncle Owen. lots of spectres, I'm glad I could get the chain saw (pinkies u dont like?). i couldnt find the red key, at that point I lost patience and quit, I just dont like running around clueless.

 

e: love the title screen

 

e: oh right, I couldnt bear "zombie" (the music) all the way..please change that

Edited by pampoo79

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2 hours ago, pampoo79 said:

e: oh right, I couldnt bear "zombie" (the music) all the way..please change that

 

Thanks for feedback. I'm really didn't able to find more fitting music by myself, that's why i put this track.

 

Replaced music with another track and add alternate link in topic's head.

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Design wise this is one of the best maps I've played in a while. The detailing is amazing. Monster placement and encounters are really good too. It's rather long though and while I like the fact that it takes place in some sort of facility a few design ideas are a bit overused. Don't get me wrong: It looks great, it's just a bit too much overall.

 

Like @pampoo79 said it can get a bit confusing with all the locking and opening of shutters and doors. First I didn't mind Zombie as the music, but since it is a rather short song and this map is quite long at around the 30 minute mark it started to become a bit annoying.

 

Really love this map, but maybe make the next one a bit shorter. The first time I could see the outside was a real 'wow!' moment :)

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Haven't finished yet, quite challenging for a first map (on HMP).

 

Is this door stuck on purpose? Dunno what could be in there...

Spoiler

YniiaNf.png

 

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1 hour ago, TheCyberDruid said:

maybe make the next one a bit shorter.

 I thought about that too. It got one hour to 100% complete map by myself ahah

 

30 minutes ago, Drywtler said:

Is this door stuck on purpose? Dunno what could be in there...

Yes. This is on of secrets on map ;)

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Spoiler

You sure love Spectres do you? I've found only one Pinky


HMP run finished, I raged A LOT with some of the combats. Got more than half of the secrets, none of them were the "stuck" door one sadly.

Map stats

Spoiler

W8Xg1kJ.png?1


Some things to point out:

Spoiler

 

This grey brick seems misaligned with the other ones
Ac2fiCQ.png

This part doesn't show on the automap for some reason
KtknLQO.png
And a minor complaint: I should be able to use this elevator if I miss it after crossing the linedef
urxG6nC.png

 

Also, that inescapable nukage pool with the barrels...why? :(

 

 

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1 hour ago, Drywtler said:

You sure love Spectres do you? I've found only one Pinky

This is feature of this map. There is no pinkies on HMP and UV. They appears only on 1st and 2nd difficulty. This one pinkie on HMP is just lost little demon and i already fixed this. Part that not show on automap is secret and it doesn't need to be shown.

Other issues, that you show me, i fixed and updated link in first post and added music on stat screen (dunno why i didn't do this earlier). Thanks for playing my map ;)

Edited by ShiroiAkuma51

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You should probably put inan easier-to-find Berserk Pack if you want throw in so many spectres. Spending ammo on them gets really annoying after a while. Good map otherwise though. The bit where you collect the blue rod was quite a nice ouch.

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I opened this up not really knowing what I was getting into. I'm not a fan of high enemy count maps, but I can manage if the pickups are decent... which as of 30-40 kills in doesn't seem like enough. Each room seems to take more ammo than I have or can visibly see. Several attempts in making it to the room with the single Zombie-Man and 3 Spectres has me auto-switching weapons consistently, and both paths to the left and right are leaving me with frustration trying to clear them. I'll try to make it further into this map tomorrow.

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14 hours ago, LadyMistDragon said:

You should probably put inan easier-to-find Berserk Pack if you want throw in so many spectres.

To be honest, i literally forgot that berserk power up is even exist in Doom, then i was building this map. I think you're talking about long hallway with specters, after three revenants fight? I'll put berserk pack but i'll do it in secret place, just because ammo placement was calculated without it. Thanks for playing!

 

6 hours ago, Powerhouse Willington said:

Each room seems to take more ammo than I have or can visibly see. 

You don't have to kill all enemies right after you see it. Try to save ammo and back to them later if you want to kill them all. Hope you'll enjoy my map ;)

 

Updated archive in first post. 

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Even with the updated WAD, I'm still struggling. It's not possible with just a Chaingun and shotgun to ignore the heavy enemies and high damage floors leading to areas I can't walk back from. This map is an exercise in masochism. I want to enjoy it, but I'm not having fun with it. I made it to the room in the 3rd screenshot and I'm only finding Chaingunners, Manucubi, and Revenants. If you add more ammo and lower the damaging floor output, I'd be willing to give this 3rd try. 

 

Edit: I'm playing this on Ultra-Violent. 

 

Edit 2: I decided to throw God mode on and get as far as I can. God mode was activated at 90 kills. I'm at 130 kills, and I still can't find the aforementioned Super Shotgun. I'm down to my Brass Knuckles, and I cannot find a new door or area to continue on. Your map has a lot of linedefs in odd areas to activate lifts and doors, which is very counter-intuitive for progress. I've not seen a red or yellow key at this point, either, which are the only doors I can access that aren't hidden behind the caution barricades. I appreciate the ambition of this map, but it is not user-friendly.

Edited by Powerhouse Willington

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  • 1 year later...

Well, it happened! After one and half year of development i'm finally can release continuation of this wad! I hope it will work properly, please read first post. 

Hope you'll enjoy it! Waiting for your reviews, demos and videos.

Download it from here or first post.

 

Screenshot_Doom_20230913_200629.png

Screenshot_Doom_20230913_200942.png

 

entropy16.rar

Edited by ShiroiAkuma51

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Danger lurks here at every corner, and the lack of ammo and hp will make you look around timidly. From this point of view, the gameplay perfectly matches the plot.

 

In short, if you want to play something really challenging and beautiful at once, this wad is a great choice! 

 

 

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I want to try this….. should try UV? I’m incredibly bad at getting through the later levels of Scythe 2 on UV. I’m on map 21, and my goodness it’s a grind. 
 

I've beaten Sigil on UV with lots of saves along the way, and I beat the first map of Magnolia on HMP with lots of saves…. But could not at all progress in map 2 :( 

 

what do you think? I do not enjoy difficult grinds, but am intrigued by your maps!

 

thanks 

 

 

Edited by JM_andtheArgonauts
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15 hours ago, JM_andtheArgonauts said:

I want to try this….. should try UV?

 

 

Well, it hard to say. My maps are difficult, but it's fair difficulty. It's not like when you got attacked by 20 revenants at the time with only 8 shells and no health, it's more like, umh... Resident Evil, where ammo highly valuable or something like this, at least i'm keep this concept in my head: you can kill everyone on the map, but you shouldn't rush. I think you should try HMP, it will be fair. On easy my maps too... you know - easy. Like "tourist difficulty" in Serious Sam. ^^

 

Made some little fixes and updated link in the first post

Edited by ShiroiAkuma51

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  • 2 weeks later...

Map 03 is flat-out among the best 'epic' city maps I've played. The trip feels like an actual journey and there's visiting of a variety of locations (offices, a 'stadium', movie theater, and train station at the end) and thanks to a huge scale not unlike Map 02, is shockingly successful! One could argue about the various cliff Imps being little more than window dressing but their purpose here is quite clear so it's hard to say that's a drawback!

 

 

Edited by LadyMistDragon

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  • 2 weeks later...
  • 4 weeks later...
  • 2 weeks later...

God damn, was gonna nominate it to the Cacos, but just saw it's last year. So far, I've done map 1 and wow. Talk about complex semi-linear map design.

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I did map01 in 2022 and map02 and 03 in 2023, so you can nominate it on both years :D

I glad you enjoyed my work ^^

Edited by ShiroiAkuma51

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I'm really don't know how exactly Cacowards work, but i don't think i'll finish this wad in this year - it's to many work in here and i still not even started because of another projects, like Gift for Dron and another one, that you all will see soon, i hope ;)

Talking about Entropy: i'm planning to make MAP04, MAP05, what will be final, with bossbattle and story ending and maybe MAP06 as Epilogue with just beautiful location and no exit. But i think, it'll be in 2024, not earlier.

Edited by ShiroiAkuma51

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