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[GZDoom][FINAL] Warehouse Raid.


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The map is now considered final release.

  • Target sourceport: GZDoom 4.7.1
  • Iwad: Doom II
  • Format: UDMF
  • UDMF supported port Incompatibilities:
    • Progression breaks: Project Brutality.
  • Custom Textures: A couple of Ultimate Doom imports, A couple of recolored textures by NiGHTMARE. 
  • Music: Doom II original.
  • Jump and Crouch have been disabled.
  • Freelook is recommended, but not required.
  • Difficulties implemented

 

 

 

Known issues:

If Sector light mode is selected as Build, some line defs will cause black sectors or see through sectors.

Some slimetrails have been reported, but I have not noticed any of them after final round of fixes.

Project Brutality will break map progression. Use at your own risk.

 

Changes:

 

  • Ammunition, health and armor rebalance. Berserk pack no longer a secret, but is going to be helpful if you find the secret area early.
  • One secret slightly modified, to account for people not using freelook. 
    Spoiler

    Added very small nudges to climb on one of the walls, but they are well hidden. You'll notice it by a bit of a lighting/alignemnt change.

    Freelook makes it lot easier to find.

     

  • Monster composition modified on all skill levels
  • Map still chaotic, but now there are saving opportunities now.
  • Updated Screenshots

 

Reccomended settings:
Hardware Accelerated
Sector Light mode = Software

Brightmaps and Lightmaps enabled.
 

Archive

Spoiler

Download: https://doomshack.org/uploads/Warehouse Raid.wad

Updated download: https://doomshack.org/uploads/Warehouse Raid Bugfix.wad

Updated download: Warehouse raid 2.0
July 4th download: https://doomshack.org/uploads/Warehouse Raid V2.1.wad

Last fixes:

Fixed:

Bugfix: Linedef flipped so people can escape the crate they fall in.

Bugfix: Some decorations were missing in the secret corridor behind teleport.

Clarity improvement: One secret decoration swapped.

Spoiler

Replaced a decoration to match the decoration for outside area.

Ammunition: Added some extra rockets to account for barons.

Glitch fix: Crash bandicoot fixed a crate that could have caused slime trails, if you looked at the ceiling in certain angle.

 


@Biodegradable Sorry for the softlock...yet another one. I thought I removed them all.

 

Updated download: 

 

Pre-final fixes:

Obscured an overly out of place decoration. Should still stand out enough, but be easly missable. 
Aligned some textures that should not have been misaligned

 

 

Thank you list:
@eharper256 Multiple rounds of testing and feedback. First softlock find. 
@thiccyosh Feedback and multiple rounds of testing, including some glitches.

@azerty Video recording helping me hunt down a lot of inconsistencies.

@Astro X Final video recording for slight ammunition rebalance and minor bug fixes. 

@The Royal We for giving me another reason to revamp some parts of the map. 


Screenshots (Taken with sector light mode as Dark/Software mode. Sadly Build mode has some glitches so I am reccomending the use of Software for closest experience. Some pictures are from secret areas
Taken on ITYD difficulties).

Spoiler

Screenshot_Doom_20220603_162641.png.8ed24020cac38bda3f502943c038c668.png

image.png.fd36b144cd3a6863036c1192d90c71d5.png

 

Screenshot_Doom_20220724_175355.png.6b1c1b5916192feda31f5d862cf18164.pngScreenshot_Doom_20220724_175527.png.916cdf4cb2018277a234e3c40ed2ce6f.pngScreenshot_Doom_20220724_175534.png.8dd86475d5aeb4271952619e7f45606d.pngScreenshot_Doom_20220724_175601.png.87569dc6bfa98e666aaf2c58b7723fa9.pngScreenshot_Doom_20220724_175707.png.83de22c3320c43950fcbb0d71eb0653b.pngScreenshot_Doom_20220724_175717.png.77c161b33edc927864977d5f2ebad7c2.png

Showcase video:

 

 

Download Link:
Doomworld: WARERAID.zip
DoomShack
Google Drive

Edited by IcarusOfDaggers
Corrected Final release links.

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It's a short and reasonably intense little romp from the versions I tested; and quite detailed for a first public map. Give it a try!

Edited by eharper256

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@eharper256 your and thiccyosh feedback made me certain I hade to change the fight dynamics quite a bit, so i did. Thanks a lot.

 

 @Norb thank you.

 

@Biodegradable and you found a bug not 2 minutes into the video.Not bad result. It worked fine on the other side specifically to prevent that softlock. But turns out, i somehow managed to flip the linedef to be backsided there, when I was clearing another bug nearby. Thanks, it's fixed now so others wouldn't fall into the crate of mysery.

Sorry Bio I can't make that secret any more visible with the misaligned linedefs. But glad you found another way in. not intended but I like it, so I'll keep it.
Those teleports were anti-softlock features. Let's just say, some people like to press everything.  

The arachnotron area is a secret. Look for unusually blue corners.

Edited by IcarusOfDaggers

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  • 1 month later...

If you hadn't poked me with a challenge to find all the secrets, I may not have been inspired to take the extra time to search - I'm glad I did. I usually don't gel with UDMF maps but this was awesome - exploring secrets has always been a fascination with my doom experience and you went above and beyond

 

kudos

 

 

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  • 2 weeks later...
14 hours ago, Custom Longplay said:

I had a lot of fun with the map in the smallest of spaces, but you always had the feeling that you couldn't get any rest.

 

 

Well, you played with a mod that makes doom harder, and it was already pretty hectic by design. There are resting opportunities once you clear the room, but if you go from room to room, then yes, it will not let you rest, but it does relent on some sections.

 

I do like how it makes the map look though.

 

Thanks for playing.

 

Edit: now I'm going to add that Project Brutality completely breaks the map

Edited by IcarusOfDaggers

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