David Asaad Posted May 10, 2022 (edited) Legion of the Balls of Steel is a boom-compatible unofficial sequel to Dimensions Map 01 with all difficulties implemented. This is my first map, and hopefully, not my last. hntr is very forgiving with the number of archviles, and allows plenty of space to run around and avoid monsters, so hopefully for players inexperienced with slaughter maps, this will provide an enjoyable challenge. I also made some major changes to the sniper enemies to provide a different experience even after you have played UV. hmp challenges you with space more than hntr does, and is pretty much a toned down version of UV with a few differences. UV is extremely difficult. It will test your bfg tracer aim, your combat awareness, and your control of enemy movement/space. Only attempt this if you are up for a possibly overwhelming challenge I mostly put [RC1] because I would like some more opinions on the low difficulties, and of course, I'm new to mapping, so if there are any other issues let me know - including issues with text files or whatever. Also, let me know if there are not enough lost souls. (kidding ofc) This wad also includes some dehacked fun that I dont wanna spoil for you :) RC2: fixed stuck enemies on hmp/hntr and nerfed both hmp and hntr a bit RC3: fixed lag https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lotbos Edited May 16, 2022 by David Asaad 48 Quote Share this post Link to post
ScrappyMcDoogerton Posted May 10, 2022 (edited) I've never seen so many holes in one screenshot. Edited May 10, 2022 by ScrappyMcDoogerton 3 Quote Share this post Link to post
sandwedge Posted May 10, 2022 1 hour ago, ScrappyMcDoogerton said: I've never seen so many holes in one screenshot. These cacos are giving me trypophobia 4 Quote Share this post Link to post
Sneezy McGlassFace Posted May 10, 2022 Hey, David is a mapper now! Awesome! May all your linedefs be special. 4 Quote Share this post Link to post
nobleflame Posted May 10, 2022 Hey man, you're walkthroughs are helping me with Sunlust. I'm definitely not up to this yet, but will give it a shot soon :) 1 Quote Share this post Link to post
David Asaad Posted May 10, 2022 2 minutes ago, nobleflame said: Hey man, you're walkthroughs are helping me with Sunlust. I'm definitely not up to this yet, but will give it a shot soon :) Oh thats awesome to hear! I saw ur post about how ur on map 28. GL! 1 Quote Share this post Link to post
nobleflame Posted May 10, 2022 1 minute ago, David Asaad said: Oh thats awesome to hear! I saw ur post about how ur on map 28. GL! Map 28 is done. Mostly thanks to your UV fast walkthrough, you absolute madman. Amazingly, I got through it in under 10 attempts. Maps 20 and 24 are definitely the hardest in the set I reckon. 29 is challenging but fun. Not looking forward to 30... 1 Quote Share this post Link to post
lunchlunch Posted May 10, 2022 (edited) Pretty cool, played through on HMP, had fun. Cool idea with the retextured D01 map. Edited February 12, 2023 by lunchlunch 1 Quote Share this post Link to post
Red Recluse Posted May 10, 2022 Tarakannik or dimensions legion death.Slaughterfest collisions. 7 Quote Share this post Link to post
Jacek Bourne Posted May 10, 2022 Excellent. I enjoyed helping you construct it in the beginning. I might do a play through with saves. 2 Quote Share this post Link to post
Xyzzу Posted May 10, 2022 (edited) Dang, it's RC2 already? I tried to play the map and was having a good time learning it, but I seem to consistently suffer a massive lag spike after the initial three switches are pressed the the frame drop only goes away about a minute or two afterwards. Must be all those viles suddenly bringing loads of stuff into existence: Spoiler I was playing in 320x200 resolution but it didn't really help. I've never had this problem before with the ton of other slaughtermaps I've played though I haven't really tried all the super-macroslaughter ones only because I'm not into them. EDIT: forgot to mention I had the gamma turned all the way up because I could see in all that chaos lol I don't think this is really a problem with the map itself, though. I had fun, congrats on your first release! Here's my HNTR demos of RC1 I guess, DNF'd on all of them. "xyzp5.lmp" in particular was my attempt to do a -recordfromto stitched together demo to fight the lag before I found out this map updated: xyzp5.zip Edited May 10, 2022 by Xyzzy01 1 Quote Share this post Link to post
David Asaad Posted May 10, 2022 1 hour ago, Xyzzy01 said: Dang, it's RC2 already? I tried to play the map and was having a good time learning it, but I seem to consistently suffer a massive lag spike after the initial three switches are pressed the the frame drop only goes away about a minute or two afterwards. Must be all those viles suddenly bringing loads of stuff into existence: Hide contents I was playing in 320x200 resolution but it didn't really help. I've never had this problem before with the ton of other slaughtermaps I've played though I haven't really tried all the super-macroslaughter ones only because I'm not into them. EDIT: forgot to mention I had the gamma turned all the way up because I could see in all that chaos lol I don't think this is really a problem with the map itself, though. I had fun, congrats on your first release! Here's my HNTR demos of RC1 I guess, DNF'd on all of them. "xyzp5.lmp" in particular was my attempt to do a -recordfromto stitched together demo to fight the lag before I found out this map updated: xyzp5.zip hey thanks a bunch! thats kind of unfortunate with the lag, but idk if there is anything I can do about it besides just deleting monsters lol which ofc is not happening. I can try if you or anyone else finds the cause in the editor. 1 Quote Share this post Link to post
knifeworld Posted May 10, 2022 Congrats on the RC, David! Looking forward to playing this and dying many times until I exit 2 Quote Share this post Link to post
Maribo Posted May 10, 2022 Awesome tribute + super cool video going through and talking about it. I love the tonal difference between dmn01 and this, done through the "cooled off" textures and intimidating messages. :) 2 Quote Share this post Link to post
Arbys550 Posted May 10, 2022 Just finished it, nice job! Lots of fun. 4 Quote Share this post Link to post
RjY Posted May 10, 2022 5 hours ago, Xyzzy01 said: [...] I seem to consistently suffer a massive lag spike after the initial three switches are pressed the the frame drop only goes away about a minute or two afterwards. 4 hours ago, David Asaad said: hey thanks a bunch! thats kind of unfortunate with the lag, but idk if there is anything I can do about it besides just deleting monsters lol which ofc is not happening. I can try if you or anyone else finds the cause in the editor. It is caused by teleporter lines in the monster holding areas with zero tags. These have no effect, monsters merely cross the line as if it were not present (unless of course you happen to have sectors with tag zero containing teleporter destination points). However they cause the engine to freeze momentarily, as it was unfortunately coded to look for the appropriate teleporter destination point by looping over the entire actor list for each of the hundreds of sectors with tag zero. This can reach millions of loop iterations, and as observed here can apply a significant drag, even to fast, modern CPUs. Looking at the map, lines 5230, 5242, 5908, and 5947 each need an appropriate non-zero tag. Looking at the lines adjacent to those, it seems likely that lines 5242 and 5947 were meant to have tag 9, and lines 5230 and 5908 were meant to have tag 10. 8 Quote Share this post Link to post
David Asaad Posted May 10, 2022 11 minutes ago, RjY said: It is caused by teleporter lines in the monster holding areas with zero tags. These have no effect, monsters merely cross the line as if it were not present (unless of course you happen to have sectors with tag zero containing teleporter destination points). However they cause the engine to freeze momentarily, as it was unfortunately coded to look for the appropriate teleporter destination point by looping over the entire actor list for each of the hundreds of sectors with tag zero. This can reach millions of loop iterations, and as observed here can apply a significant drag, even to fast, modern CPUs. Looking at the map, lines 5230, 5242, 5908, and 5947 each need an appropriate non-zero tag. Looking at the lines adjacent to those, it seems likely that lines 5242 and 5947 were meant to have tag 9, and lines 5230 and 5908 were meant to have tag 10. hey thanks for that! just updated it 1 Quote Share this post Link to post
HyperBall Posted May 10, 2022 That slime texture is not animated 0 Quote Share this post Link to post
David Asaad Posted May 10, 2022 27 minutes ago, HyperBall said: That slime texture is not animated fixed. 1 Quote Share this post Link to post
HyperBall Posted May 10, 2022 2 minutes ago, David Asaad said: fixed. Big thanks! 1 Quote Share this post Link to post
Xyzzу Posted May 10, 2022 Here's a first exit demo now that the lag is gone!take2.zip This was actually the second time I made it to the end but forgot I needed bfg ammo lol. Those lost souls are so terrifying! I have no real complaints or criticisms, the map was good! 3 Quote Share this post Link to post
pooplord Posted May 11, 2022 played in uv .im not good at the game , thus i save scumed through the second and third fight , had LOTS of fun. i am excited to save scum your next realese if it comes .keep it up 3 Quote Share this post Link to post
Meowgi Posted May 11, 2022 sweet map, looking forward to seeing you max chads bring down times on this one 2 Quote Share this post Link to post
Zero Master's Clone Posted June 5, 2022 i have seen a lot of cacoholes in my time but i have never seen so many in one photo 0 Quote Share this post Link to post
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