DoomRevolver Posted April 22, 2022 (edited) A dimensional nexus invaded by demons. I hope you enjoy and share some feedback if you can, I really appreciate it. >Use the "default compatibility mode". This is a UDMF map with scripting. >Jump/crouch are forbidden. >DOOM 2 IWAD required. >The map uses OTEX textures (already merged). Only 3 keys this time, it's not a massive dungeon map like Dartagur. ------------------------------------------------------------------------------- Base : New from scratch Build Time : 2 weeks Editor(s) used : Ultimate Doom Builder May Not Run With : ¯\_(ツ)_/¯ Tested With : ZDoom 2.8.1 ------------------------------------------------------------------------------ >>>>>>> DOWNLOAD THE LATEST VERSION: https://mega.nz/file/X1ElQYoD#wJA-5Ut7NF3rkVz4k21Wk27Lg3x9V752r92D_5RWJeU >>> Version 1.3: I added more texture variety and highlighted some important areas. Also removed a lot of stealth enemies and added a bit of resources in certain areas. Additional credits to: >DavidXNewton for the useful feedback on the previous version. >Ola Björling for OTEX textures. ------------------------------------------------------------------------------ Screenshots: Edited May 15, 2022 by DoomRevolver file update 22 Quote Share this post Link to post
LadyMistDragon Posted April 23, 2022 I thought you should know that if you take the yellow lift in the aquaduct down before you've collected all three keys (since that's where you eventually end up) that you can't get back up after riding it once. 0 Quote Share this post Link to post
DoomRevolver Posted April 24, 2022 (edited) 12 hours ago, LadyMistDragon said: I thought you should know that if you take the yellow lift in the aquaduct down before you've collected all three keys (since that's where you eventually end up) that you can't get back up after riding it once. It's not really meant to be a lift, but some sort of hatch/door on the floor. But you can backtrack to the rest of the map once you reach the red/blue/yellow doors area by unlocking a shortcut. You can also complete that section before finding any key. Let me know if you have any more feedback, thanks for playing. Spoiler The shortcut is on minute 52:18 Edited April 24, 2022 by DoomRevolver 0 Quote Share this post Link to post
TheCyberDruid Posted April 26, 2022 Wow... don't think I've ever played a Doom map like this! The design is unique and the way that scripting is used makes perfect sense. The fights are tough, but also very fair. The map can get confusing at times, but I think that exploring it for a bit longer isn't a bad thing :) Well done! 1 Quote Share this post Link to post
DoomRevolver Posted April 26, 2022 2 hours ago, TheCyberDruid said: Wow... don't think I've ever played a Doom map like this! The design is unique and the way that scripting is used makes perfect sense. The fights are tough, but also very fair. The map can get confusing at times, but I think that exploring it for a bit longer isn't a bad thing :) Well done! Thanks! I'm glad you enjoyed it that much :D I usually try to add the right amount of complexity to every layout, to make the player explore. 0 Quote Share this post Link to post
DavidN Posted May 11, 2022 This is great :) Like I attempt to say in the video, it's slaughter but it never quite tips into overwhelming. The blues and marble whites make a great style, although sometimes it's easy to get lost in - particularly the way back up to the starting area that you described above. The way that map folds round itself is amazing, it's one of those maps where you're convinced it has to be using teleportation trickery until you see how it's laid out :) 3 Quote Share this post Link to post
DoomRevolver Posted May 11, 2022 10 hours ago, DavidN said: This is great :) Like I attempt to say in the video, it's slaughter but it never quite tips into overwhelming. The blues and marble whites make a great style, although sometimes it's easy to get lost in - particularly the way back up to the starting area that you described above. The way that map folds round itself is amazing, it's one of those maps where you're convinced it has to be using teleportation trickery until you see how it's laid out :) Yo thanks for the gameplay!! Congrats on completing UV also, I should have mentioned how hard UV is in this map xD most archviles won't appear on easier difficulties. I find your feedback really fair and useful, specially with the repetition of white marble texture and stealth enemies (sorry xD). And I'll keep in mind to make the floor plates more visible since it's not very common in Doom. Have a good day :) 1 Quote Share this post Link to post
Arwel Posted May 29, 2022 Great map with its own unique vibe and style and a large set of fights of all kinds, slaughter and boss fights included! Very clean and cohesive despite its enormous size! 1 Quote Share this post Link to post
DoomRevolver Posted May 30, 2022 On 5/29/2022 at 12:03 PM, Vrhrlv said: Great map with its own unique vibe and style and a large set of fights of all kinds, slaughter and boss fights included! Very clean and cohesive despite its enormous size! Thanks a lot! 0 Quote Share this post Link to post
Origamyde Posted May 31, 2022 Really fun map, I gotta say ! Although the amount of enemies might be high, and the battles almost drowning you with countless foes, it's still balanced enough to not feel too unfair. Distribution of ammo and health is nicely done, especially for maps of this scope. The layout is a really neat one. I'm fond of sticking to a white-n'-blue aesthetic with OTEX's marble textures. Kinda wish you did lean more into the "liminal" aspect of it with much more non-euclidian structures (like with the suspended gardens west of the map, for instance), but it's a decent amount of work done here. I recommend this WAD whole-heartedly ! 1 Quote Share this post Link to post
DoomRevolver Posted June 1, 2022 19 hours ago, Origamyde said: Really fun map, I gotta say ! Although the amount of enemies might be high, and the battles almost drowning you with countless foes, it's still balanced enough to not feel too unfair. Distribution of ammo and health is nicely done, especially for maps of this scope. The layout is a really neat one. I'm fond of sticking to a white-n'-blue aesthetic with OTEX's marble textures. Kinda wish you did lean more into the "liminal" aspect of it with much more non-euclidian structures (like with the suspended gardens west of the map, for instance), but it's a decent amount of work done here. I recommend this WAD whole-heartedly ! You're right, I'll add more of those if I decide to update this map again. Thanks for playing, your comments are always nice. Have a good day! 0 Quote Share this post Link to post
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