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Hidden Congo Facility for Plutonia experiment (final version)


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Update 02/23/23- So i decided to scrap map 02 of hidden congo facility only because i will never get around to working on it since i started another project and that has been taking so much time so i decided to scrap it all together and i am sorry for anyone that was waiting on map 02 of this wad. Some day i will get to it but for now since i am working on another project i just want people to enjoy map01.

 

With that said i hope you understand why i chose to do this and i hope i don't get a bad rap for doing this. But i will say that there is a stand alone single wad in the works in vanilla format and it's in plutonia. I won't spoil it just in case it doesn't work out in the end.

 

So until then this is the final version of Hidden Congo Facility.

 

I do want to thank Ofisil for letting me use his midis for my wads, Please check out his Doom 1 wad Doom: Damnation. The post i will link right here:

I also want to thank Sandwedge for playing V 2.5 version of this wad. I took the feed back and re worked a lot of issues it had with it.

 

Now i do have a story for this which is dumb to have in a doom game....but too bad i'm telling you anyways:

 

Lore for map01:

 

                   "You are 1st LT. Morgan Smith, apart of the UAC security division team. You've been stationed at the UAC's facility deep within the Congo. You're tasked was to make sure no one knows about what secrets are being done here and what the u.a.c is planning to do with the military's money.

 

One day you ended up punching your commanding officer in the face for flipping you shit for not doing your job right, as you put it "the fucker deserved it for telling me i wasn't doing my job right".

 

While you we're away on your unpaid vacation for six months, The egg heads found a way to harvest energy from hell (note: Yes i took it from Doom 2016), the teleporters went haywire and demons started to flood the facility, you're old division team did not make it.

 

Six months later: While you're coming back to say sorry for punching your commanding officer in the face and laugh about it, You notice that it quite...way to quite. Normally there's a lot of talking and everyone working on stuff but now all you hear is the sound of the water falls, nature and something unholy. 

 

Armed with your pistol, you started to go inside the U.A.C's Hidden Facility in the Congo".

 

 

Misc.

 

Name: Hidden Congo Facility and Marble Tech demo.

 

Game (Iwad): Final Doom: Plutonia Experiment.

 

Map Format: GZDoom: UDMF Format.

 

Build time: Map01 5 1/2 months. No map 02

 

Tested with: GZDoom (The newer GZDoom is recommended).

 

Know bugs: Map01 shouldn't have bugs but if it does please let me know.

 

In Hidden Congo Facility (Map01) I moved a teleporting sector to where you need to go after the cavern fight. You'll see what i mean when playing the wad.

 

Screen shots:

 

Map01:

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Screenshot_Doom_20220824_050308.png

 

 

Hidden Congo Facility.zip

Edited by xScavengerWolfx
Final version since i scrapped Map02

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Pretty solid and fun map, dude. I really enjoyed the progression flow and cheeky combat. Besides feeling a little overpowered on UV because of the item distribution and a wonky use of the exit sign texture, it's lovely. The monster closets and lighting are the standout aspects for me!

 

 

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24 minutes ago, Biodegradable said:

Pretty solid and fun map, dude. I really enjoyed the progression flow and cheeky combat. Besides feeling a little overpowered on UV because of the item distribution and a wonky use of the exit sign texture, it's lovely. The monster closets and lighting are the standout aspects for me!

 

 

Want to start off by saying thanks for playing my first plutoina map, it was fun and also a pain to make. 

 

Now to answer the question of was it inspired or an excuse to use the textures? The answer is both. I've always liked the textures in Plutoina anyways might have to use them more later on down the road for more projects. 

 

Now as far as the comment "overpowered" and "too much items" i do agree i don't know why but when i was play testing (which mappers should always do when making maps to get bugs out and iron some stuff out to make it flow) i figure people would be like blasting through and waste there ammo and get beating down hard, so that's why there's a lot of items.

 

The exit sign was a joke at first to be like "that's all to the map, here's the red key card, bye". I forgot to remove that. 

 

The invisible monsters....There we're a lot more but i replaced most of them because when i was play testing again to make sure there we're no bugs and issues i notice that it was hard as hell to know where they were and how hard it was to deal with them. So most of them we're replaced. I must of miss some. 

 

A little fun fact: The bridge leading into the altar room (the one with the railing on it) you can actually go down there and there's teleporters hidden behind walls. One leads back to the bridge and the other leads to a secret area with a soul sphere and ammo. But that might get changed in a update when enough people have played it. 

 

Overall: 4 and half months of burn outs and falling asleep while mapping i'm glade you liked it....i just hope everyone else likes it. Now if Dario caught wind of this (i don't think he will since he's busy at Valve lol) i would have a legit heart attack. Kinda waiting for doomkid to play this and laugh at how fun this was then playing Plutoina 3 a while back.

 

Also the reason why i made this is because i wanted to prove i can map using UDMF format, make a plutoina map and win asshole of the year award for how hard it was :P.  

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  • 1 month later...

Wow it's been a while since i made any updates on this map progress. Yes i did have a update #1 a while ago where i changed some stuff around, did some bit of reworks and added more architecture...and that was back in first week of may. 

 

So i updating this because i don't want it to die with no updates to the post so here i am. 

 

Anyways why am i here and posting an update? Simple i haven't had time to do more update to this because i've been busy doing touch ups on my community maps that have taking up so much time to work on, also haven't felt like doing more work on it at the moment. 

 

With that said i will say this: If you want to make a video on this and throw it on YouTube you can but please give me credit and add the link the post to it as well, that's all i ask of people that do Youtube. 

 

Here's what's i want to do with the next update:

 

1. Added more enemies to parts of the map.

 

2. Do a little more architecture to parts of the map. 

 

3. Strip a little more health and ammo. 

 

4. Make some fights more bullshitty (you know plutoina style)

 

5. Adding a new area beyond the coming soon room. 

 

6. Finally try to make it co-op (i don't know how well that will work if i even put it in at all. If you wish to do a co-op play test after update #2 please let me know). 

 

With that said i will be doing work on this as soon as i finish the community maps i'm working on at the moment. 

 

Hope y'all enjoyed this map i've made and i want to give a big shoutout to the YouTube channel DooM Wads for show casing my Plutonia wad and making it know to people that i'm still a new mapper and want to make maps. 

 

I will update when possible. 

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  • 4 weeks later...

Update 6/19/2022: 

 

Sorry for the delayed update but i just wanted to let everyone know that i'm still working on this and i should have it done when i can get it done. This will be a second and final update to the map when finished because i do want to work on other maps i have in mind, but i also want to do a second map to this one when update #2 is finished and send out. 

 

I also figured out that i can record from my video editing program and make videos yay! So i might get into doing that as well for my maps showing off what i have so far and such. 

 

Anyways i'm posting because i don't want the thread to die off with no inactivity after a few months of no comments or replays. 

 

Thanks for reading this if you did or didn't, don't matter to me lol. 

 

Happy Mapping. 

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  • 2 weeks later...

Update 6/28/22: 

 

So another update i want to give real quick is it's almost done! I'm just finishing up some minor touch ups and play testing it. I have made some major changes and reworked some areas and did a lot and i mean a lot of re textures, so much re texturing that i'm sick of textures all together lol. 

 

I also made a dev video on the changes of the map as well, with a little commentary as well. Now please note when i was re watching the video i did notice there were some kinda slits of texture tearing i don't know what it's called but when you watch the video see if you can make it out. Also the video is more of showing off the map and what to expect in update #2 and it's not a guild on how to beat it, i am changing stuff around so it's more different then when i recorded it. 

 

With that said please enjoy my crappy video of me showing off the map and like i said before, i am making changes so when it finally comes out it will be different then when the video was made. I am looking forward to seeing this being played by other people and telling me how much of an ass i mean a great person i am making a going to murder i mean fun map for the whole family........

 

Q: When is the new update coming out Scavenger?

 

A: Soon. 

 

 

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  • 1 month later...

Update: 08/01/22

 

Just going to make a quick update here so this don't die off with no activity. So i wanted to say that the 2.5 is up and live right now. I am working on map02 at the moment but i though about it and i might make this a short wad, meaning i want to make at least four maps for this because i feel like i can make this into a mini mega wad. 

 

Anyways i wanted to let everyone know that this is still alive and kicking, just been dealing with personal issues in my life. 

 

Hope y'all enjoy this and keep dooming and mapping.  

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Map seemed initially boring to me, but Arch-vile placement was genuinely excellent and use of lighting was also pretty cool. Things started to pick up well in the last 25-20 percent or so though

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2 hours ago, LadyMistDragon said:

Map seemed initially boring to me, but Arch-vile placement was genuinely excellent and use of lighting was also pretty cool. Things started to pick up well in the last 25-20 percent or so though

Thanks for the feed back and sorry to hear it was kinda boring. I mean yes this was my first attempt at a plutoina wad, but can't say i didn't try and make it hard as hell though. 

 

I am doing a map 02 at the moment and maybe a map 03 i haven't though that far ahead yet. But i am glade you liked it depside it boring, but i like listing to feed back though it makes me get better as a mapper. 

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  • 2 weeks later...

Update: 8/14/22

 

First off i do want to thank @sandwedge for playing my wad on his stream last night (since it's 3:30am for me when i'm typing this out). I am taking the feedback and i am going back through the map and fixing some of the issues/redoing some area's that we're too easy.

 

I also want to mention that you missed an secret area during the play through sand but that's ok i'm fixing that as well.

 

There will be an update to this map as soon i fix some of the issues/flaws sand pointed out. I do welcome any feed back because it does help me get better at mapping overall.

 

Second: I am doing map02 as we speak but it's hard because i'm trying to make it blend in within the continuation of the first map.

 

I mean mapping is hard and trying to get the theme to fit with each other is like trying to put a circle into a square hole. But i will get it done for the next major update.

 

Third: Yes there will be a another update but it won't be the major one i just talked about. This one will be more like a 2.5.1 update, meaning this one is minor fixes/reworks, reworked lighting, ect ect.

 

Fourth: Finally to end the update on a high note, There will be a map 03 in the work after map02 is finished. I wanted to make a mini ep of this wad since i didn't want it to end on a cliff hanger and/or do a "one and done" type of map.

 

So in the future this will end up having 4 maps (well three with the fourth map being the ending).

 

With that said and done, I do want to thank people for playing this wad regardless if you've commented on this or not. It makes me feel good that i can make something fun and hard well semi hard depends on person to person.

 

Keep an look out for the next update 2.5.1 not update 3, update 3 will be in the future and when that drops that means map02 has been finished and ready for play test.

 

Happy mapping and dooming,

 

                                              xScavengerWolfx

Edited by xScavengerWolfx
Minor english fixes since can't english right.

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Played this on stream, cool to see a plutonia wad as I don't see them too often and you got the visual feel pretty well!  First level also had a really cool progression with the themes, as it got more hellified.  I'd say difficulty for a lot of it is around plutonia, perhaps even under a bit, with some difficult ambushes.  As I mentioned on stream I think you could work on some trickier archvile placement, but some folks might be challenged they're not seasoned at dealing with them.  But it sounds like you're looking to still modify some stuff, so that's cool.  Map 2 looks good so far as well.  I might recommend you make it clearer that it's balanced for continuous play, though, as there's quite a lot of text in the OP and I'm not sure if it's in there.  Anyway keep it up!

 

 

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Update: 08/18/22:

 

So i got some good news and some bad news.

 

I'll start with the bad news. Update No.3 is going to be on a hiatus, only because i am having trouble trying to flush out how i want the map to progress and where i want the enemies at as well. Map 02 is i will say about 32% done map layout wise. But i might have to take a break from it for a while since i'm starting to get burnt out on trying to figure out what i want in it and how it should flow.

 

Now the good news. Update V. 2.5.1 will be coming soon! After having sand wedge play it on his stream (time stamp is at 3:40:46) i gone back to work inside and started making adjustments, reworking areas that needed it badly (like the cave area), fixing the lighting and re balancing the enemies encounters.

 

As far as i know, it will be going live soon, how soon? I don't know yet only because i need to do some last min touch up and make sure it plays well and it's not to easy. I also wanted to mention that the reason why i'm giving updates is because i do want people to play it and give feed back on the map if possible, giving me feed back helps me a lot to get better at mapping and figure out what i need to do better. 

 

On a side note: If someone ever wanted to ask me or have come on a pod cast or a live stream and ask me what got me into making a plutonia wad. The answer is simple: I just wanted to see if i could make a map where it was hard as hell but still fun to play. Also if MTpain27 aka Dean of Doom plays this on his sawed off wads, please play the more updated version that i will be dropping soon not V.2.5.

 

So with that out of the way expect it to drop very soon and Map 02 will contain more area's to explore and will have an exit it's still in the wip phase but when i decide to release update No. 3, It will have a fully playable map 02. And the map is called Marble Tech. If i knew how to do de hacking i would change the name of the maps but sadly i do not.

 

Anyways with that said i will see you guys when it drops and once again thank you all for playing it if you haven't even left a comment for me.

 

Happy mapping and dooming,

                                             XScavengerWolfx 

 

Update 08/21/22: So to give a quick update i will be taking down the file soon so i can upload the newer version of it and also re write the post so if you want to play V.2.5 of this map now it's your chance to download it and play it before i take it down for new version of the wad. It will be coming soon and i will also make a dev video on it after it comes out and when i get to finishing other projects i need to get to irl.

 

So if the file isn't there sometime next week, remember i took it down to get the new version of it up and going live.

Edited by xScavengerWolfx
Pre-release of V.2.5.1 of Wad

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  • 3 weeks later...

Update 09/05/22:

 

Sorry for the delay of a update, been busy with another project i'm doing in secret at the moment. So since i don't want this post dying off and getting slapped with a dormant tag i will try to update as much as a i can on how it's going.

 

But i am taking a Hiatus on this for now since V 2.5.1 came out. The next update will be when ever i finish Map02. Until there i hope you enjoy it and please let me know if there's any issues with it as in bugs or game breaking glitches. 

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  • 1 month later...

Dear god the last update was back in 09/05/22?!?! I figure this was good as dead lol.

 

Anyways i want to give an update on this along with the other maps i've did. So i will be moving my wads and pics to google drive since the internal storage here on DW is almost full and i need to start clearing out old stuff anyways.

 

So if you want the wad this will be your last chance before i move it. As far as the map 02 goes it will be done but i'm in a middle of doing a doom 1 replacement ep at the moment. It will be done...when it's done.

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  • 1 month later...

Dear god the last update was back in 10/16/22?!?! Wow i'm surprise this hasn't gone into dormant mode yet. 

 

Anyways quick update i will be getting back to this as soon i am finished with my doom 1 wad. I have not forgotten this project, just been wrapped up with my other project at the moment.

 

I will make a full update on this as soon as i can. Until them feel free to play it and leave feedback for what you think of it.

 

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