RED77 Posted July 13, 2022 (edited) EDIT (12/29/22)----------------------------------------------------------------------------------------------------------------------------------------- Hey Guys! Since this was my most ambitious map this year I think There was a lot of room for improvement. So I've decided to publish a second version Changes: Spoiler - General visual improvements - Several texture changes - Cleanner Automap - Settings info - RED AND YELLOW KEY FLOOR's fights where changed, specially the final fight. - Presentation screen and logo - Some FX added - Lighting improved. Download Here:006_SINFUL_ASCENSION_V2_BY_RED77.RAR Settings:THANK YOU SO MUCH! EDIT END ------------------------------------------------------------------------------------------------------------------------------------------------------I'm Back! So, here I'm with this new map. It took me around 4 months to finish it, but to be fair those were very busy months: Spoiler -Got COVID -Moved Back To my home country (Argentina, I was living in Portugal for 3 years) -Got surgery and I'm still with complications from that. So, I was all over the place. But I decided to finish it because I was really proud of my work on it. What's new? I learned how to use Slopes and Portals, So this map it's heavy on that. So BE SURE TO DEACTIVATE OVERLAPPING AUTOMAP! The level is tested and meant to be played on GZDoom 4.7.0 (no glitches as far as I know, but let me know if you find anything. Also, there's cheese) THIS IS MY BIGGEST MAP SO FAR Around 30 min on UV So, without further ado: Download link: 06_SINFUL_ASCENSION.RAR Technical information: Name: SINFUL_ASCENSION .WAD Map Format: UDMF. Ports Tested: GZDoom 4.7.0 IWAD: DOOM II Map: 01 Music: La Tormenta Contra el Mar - Emancipacion Coletiva MIDI version by: Facundo Avila Corsini Difficulty Settings: 1/2: 150 monsters HMP: 200 monsters UV: 300 monsters Multiplayer Placement: No. Build Time: 4 months. Requirements: No Jumping, No crouching, freelook is OK Screenshots: Spoiler Walkthrough: Spoiler Thanks once again to everyone and I'll wait for your feedback! Have a nice day. Edited December 29, 2022 by RED77 Version 2.0 15 Quote Share this post Link to post
Delisk Posted July 14, 2022 This was a really good one I really like how your use of portal does not fell like just a gimmick, but a clever way to get a great layout. 1 Quote Share this post Link to post
Biodegradable Posted July 14, 2022 Pretty sweet map, Red. Really well made with cool detailing and more lovely use of your custom textures. Sorry I have no video for you, I neglected to hit the record button. 1 Quote Share this post Link to post
RED77 Posted July 14, 2022 8 hours ago, Delisk said: This was a really good one I really like how your use of portal does not fell like just a gimmick, but a clever way to get a great layout. Hey, @Delisk Thank you so much for playing. Glad you like the map 6 hours ago, Biodegradable said: Pretty sweet map, Red. Really well made with cool detailing and more lovely use of your custom textures. Sorry I have no video for you, I neglected to hit the record button. No problem man! I'm really glad you like it! 1 Quote Share this post Link to post
RED77 Posted July 18, 2022 18 hours ago, Clippy said: Thank you so much @Clippy . A really fun video, and a lot of notes to improve the map! 2 Quote Share this post Link to post
Ludi Posted July 18, 2022 Perhaps you should compile all your stand-alone WADs into a single set? It would probably help people like me easily access all of them in one sweep. If you'd like, I'd gladly help with that :) 1 Quote Share this post Link to post
RED77 Posted July 18, 2022 21 minutes ago, Sr_Ludicolo said: Perhaps you should compile all your stand-alone WADs into a single set? It would probably help people like me easily access all of them in one sweep. If you'd like, I'd gladly help with that :) Oh I'll do that. I was waiting till have 10 maps. Right now I have all in this folder if you want to check:https://drive.google.com/drive/folders/1Ol1brB3i6M7zgxLl3zFELEd6l7-7HT8J?usp=sharing 1 Quote Share this post Link to post
Arsinikk Posted July 20, 2022 RED77, This was an extremely fun map to play on stream! I would say that for my skill level, UV was very easy for me... But that doesn't take away from the fact that the map was still fun! I don't think I ever really got lost in the map... (I would asking players to turn off "overlay portals" in the automap settings of GZDoom, since that actually makes the automap useless with that setting on) I'm very glad to see that you are using the UDMF map format to the fullest with 3D floors and scripting! You can watch my playthrough below: https://www.twitch.tv/videos/1537203318?t=03h48m46s 1 Quote Share this post Link to post
Daytime Waitress Posted July 20, 2022 On 7/19/2022 at 12:20 AM, RED77 said: Oh I'll do that. I was waiting till have 10 maps. Right now I have all in this folder if you want to check:https://drive.google.com/drive/folders/1Ol1brB3i6M7zgxLl3zFELEd6l7-7HT8J?usp=sharing Much appreciated. I had an absolute blast with INNARDS and have been a lazy bastard about going through the rest of your catalogue. I guess this new release is as good an excuse as any! 1 Quote Share this post Link to post
RED77 Posted July 20, 2022 5 hours ago, Arsinikk said: RED77, This was an extremely fun map to play on stream! I would say that for my skill level, UV was very easy for me... But that doesn't take away from the fact that the map was still fun! I don't think I ever really got lost in the map... (I would asking players to turn off "overlay portals" in the automap settings of GZDoom, since that actually makes the automap useless with that setting on) I'm very glad to see that you are using the UDMF map format to the fullest with 3D floors and scripting! You can watch my playthrough below: https://www.twitch.tv/videos/1537203318?t=03h48m46s Thank you so much for all the feedback. I'll make a new version for this map soon. All that feedback was really usefull. 1 Quote Share this post Link to post
RED77 Posted July 20, 2022 2 hours ago, Daytime Waitress said: Much appreciated. I had an absolute blast with INNARDS and have been a lazy bastard about going through the rest of your catalogue. I guess this new release is as good an excuse as any! Lol. No problem. I'll compile all of the maps in a single Wad soon. 1 Quote Share this post Link to post
Daytime Waitress Posted July 22, 2022 I really enjoyed INNARDS: you seemed to have a really solid foundation there, with lots of neat detailing and Doomcute ideas, and ways the level wrapped around on itself and opened up. It was compact, but felt whole, and was a whole lot of fun. And I was expecting more of the same here: a little bit more detailing, a slightly more complex map. How did you improve so much as a mapper in such a short amount of time, Red? The layout itself is obviously the star of the show. It's a sprawling behemoth, but you signpost almost everything so well that the player is never spending any time wondering where they should go next - rather, they're tossing up which paths to take, which is pretty much ideal. The unique ways in which the player gets shunted about to each new section, and the way those sections intersect with what's already been explored, makes the entire level feel simultaneously more open and more interconnected. It's complex enough to make the player take their hands off the mouse from time to time and just soak it all in, but never convoluted nor overstaying its welcome. Then you've got the phenomenal attention to detail: it's never too ornate, nor does it get in the way of the gameplay. Each section feels like it belongs with all the others, but also has its own distinct personality, and that feeds back into the concept of helping the player navigate. And on top of all that, you've got a bunch of advanced port features as icing on the cake. As I was taking on the revs and mancs in the "nukage pillars" area, I was reminded of shootouts amongst containment chambers in Ion Fury... and then you go and pull a Build on us with the security camera shenanigans! Again, wonderful little touches that give the stage so much personality. The finale was definitely my favourite part, though. Not for the fight itself, though I thought that had enough neat tricks on HMP. No, I adored the ending because that moment where you crest the stairs and see the sky gave me the same thrill I got as when I played @Viggles' Brigandine, so many parts of @antares031's Antaresian Reliquary, and, for a more apt comparison with the sky-elevator, the end of Erebus Reactor in Dusk. The sheer awe of realising that the whole complex you've explored up until now, that whole adventure you've been on, everything you've endured, was just a minute part of something much bigger. And that's probably the only knock I can make against this map: it made me want to ride that elevator and explore this universe further right now. This was a spectacular map, Red, so much so that it makes the already great INNARDS look positively embryonic: you can see each of the elements starting to take shape there, and fully come to fruition here. The phrase "take [something] to a whole new level" has been overused to the point of insignificance, but you really have taken your mapping to a whole new level in just a matter of months - masterful stuff. 1 Quote Share this post Link to post
RED77 Posted July 22, 2022 7 hours ago, Daytime Waitress said: I really enjoyed INNARDS: you seemed to have a really solid foundation there, with lots of neat detailing and Doomcute ideas, and ways the level wrapped around on itself and opened up. It was compact, but felt whole, and was a whole lot of fun. And I was expecting more of the same here: a little bit more detailing, a slightly more complex map. How did you improve so much as a mapper in such a short amount of time, Red? The layout itself is obviously the star of the show. It's a sprawling behemoth, but you signpost almost everything so well that the player is never spending any time wondering where they should go next - rather, they're tossing up which paths to take, which is pretty much ideal. The unique ways in which the player gets shunted about to each new section, and the way those sections intersect with what's already been explored, makes the entire level feel simultaneously more open and more interconnected. It's complex enough to make the player take their hands off the mouse from time to time and just soak it all in, but never convoluted nor overstaying its welcome. Then you've got the phenomenal attention to detail: it's never too ornate, nor does it get in the way of the gameplay. Each section feels like it belongs with all the others, but also has its own distinct personality, and that feeds back into the concept of helping the player navigate. And on top of all that, you've got a bunch of advanced port features as icing on the cake. As I was taking on the revs and mancs in the "nukage pillars" area, I was reminded of shootouts amongst containment chambers in Ion Fury... and then you go and pull a Build on us with the security camera shenanigans! Again, wonderful little touches that give the stage so much personality. The finale was definitely my favourite part, though. Not for the fight itself, though I thought that had enough neat tricks on HMP. No, I adored the ending because that moment where you crest the stairs and see the sky gave me the same thrill I got as when I played @Viggles' Brigandine, so many parts of @antares031's Antaresian Reliquary, and, for a more apt comparison with the sky-elevator, the end of Erebus Reactor in Dusk. The sheer awe of realising that the whole complex you've explored up until now, that whole adventure you've been on, everything you've endured, was just a minute part of something much bigger. And that's probably the only knock I can make against this map: it made me want to ride that elevator and explore this universe further right now. This was a spectacular map, Red, so much so that it makes the already great INNARDS look positively embryonic: you can see each of the elements starting to take shape there, and fully come to fruition here. The phrase "take [something] to a whole new level" has been overused to the point of insignificance, but you really have taken your mapping to a whole new level in just a matter of months - masterful stuff. Wow, man! I'm really glad you like it that much. I try to learn new things at every level and apply them in a creative way. There's a lot of road ahead, but I really appreciate that you enjoyed it! 1 Quote Share this post Link to post
Custom Longplay Posted July 25, 2022 Very nicely designed map with many enemies and I found the concept with the lift very well implemented! 1 Quote Share this post Link to post
RED77 Posted July 25, 2022 7 hours ago, Custom Longplay said: Very nicely designed map with many enemies and I found the concept with the lift very well implemented! Thank you so much for playing. It's so weird, in a good way, to see the level with all those mods. 0 Quote Share this post Link to post
ARMCoder Posted July 26, 2022 (edited) Map played in GZDoom 4.8.2, UV level. I've never seen a multilayered map before, very inventive indeed. Difficulty is not very high (I died a few times, but I suck haha). At the last arena I had to chicken out downstairs to get some cover and buy time. I failed to get the last optional key, but again, I suck (and I tend to prefer short maps). Great map, very classy, well finished, your work was worth it! Edit: you could disable jumping and crouching in ZMAPINFO. I was able to jump and crouch during gameplay, although I respected the requirement to not use these maneuvers. Edited July 26, 2022 by ARMCoder 1 Quote Share this post Link to post
RED77 Posted July 26, 2022 1 hour ago, ARMCoder said: Map played in GZDoom 4.8.2, UV level. I've never seen a multilayered map before, very inventive indeed. Difficulty is not very high (I died a few times, but I suck haha). At the last arena I had to chicken out downstairs to get some cover and buy time. I failed to get the last optional key, but again, I suck (and I tend to prefer short maps). Great map, very classy, well finished, your work was worth it! Edit: you could disable jumping and crouching in ZMAPINFO. I was able to jump and crouch during gameplay, although I respected the requirement to not use these maneuvers. Thank you so much for playing! I'll check the deactivation on ZMAPINFO next time! Thanks for the info. 0 Quote Share this post Link to post
Drywtler Posted July 27, 2022 Played on HMP, took 22 minutes to complete, got half the secrets (on the first run). Cool map! One thing i've found while playing. I wanted to reach to the medkit up there but the terminal is surrounded by impassable lindefs so I had to circumvent it. I get that they're impassable so the player doesn't walk over them. Spoiler 1 Quote Share this post Link to post
RED77 Posted July 27, 2022 16 minutes ago, Drywtler said: Played on HMP, took 22 minutes to complete, got half the secrets (on the first run). Cool map! One thing i've found while playing. I wanted to reach to the medkit up there but the terminal is surrounded by impassable lindefs so I had to circumvent it. I get that they're impassable so the player doesn't walk over them. Hide contents Thank you so much for playing, and for the feedback! all the notes will be used on a new version for this map 1 Quote Share this post Link to post
Mercury Spade Posted July 28, 2022 I played through your map and I gotta say it's literally one of the best maps I have ever played and it looks amazing. I did change the map number it was on to 5 since I didn't want to start a new game on my mod. Since your map was a single map I teleport back home instead of pulling the exit switch when I get there so I don't have the slot for map 6 taken when I load another single map later on. I also downloaded the song you linked but didn't use it in my recording but I did listen to it. It's in my playlist on foobar now. 1 Quote Share this post Link to post
RED77 Posted July 28, 2022 2 hours ago, Mercury Spade said: I played through your map and I gotta say it's literally one of the best maps I have ever played and it looks amazing. I did change the map number it was on to 5 since I didn't want to start a new game on my mod. Since your map was a single map I teleport back home instead of pulling the exit switch when I get there so I don't have the slot for map 6 taken when I load another single map later on. I also downloaded the song you linked but didn't use it in my recording but I did listen to it. It's in my playlist on foobar now. That's a big compliment! Thank you so much for playing. I'm so glad you like it! 1 Quote Share this post Link to post
RED77 Posted December 29, 2022 Hey Guys! Since this was my most ambitious map this year I think There was a lot of room for improvement. So I've decided to publish a second version Changes: Spoiler - General visual improvements - Several texture changes - Cleaner Automap - Settings info - RED AND YELLOW KEY FLOOR's fights were changed, especially the final fight. - Presentation screen and logo - Some FX added - Lighting improved. Download Here:006_SINFUL_ASCENSION_V2_BY_RED77.RAR Settings:THANK YOU SO MUCH! 2 Quote Share this post Link to post
Daytime Waitress Posted December 30, 2022 (edited) v1 was a highlight for me this year - looking forward to cracking on with the enhanced edition. Love the settings png, too - very cute touch! Edited December 30, 2022 by Daytime Waitress 1 Quote Share this post Link to post
RED77 Posted December 30, 2022 11 hours ago, Daytime Waitress said: v1 was a highlight for me this year - looking forward to cracking on with the enhanced edition. Love the settings png, too - very cute touch! Thank you so much! it means a lot! 1 Quote Share this post Link to post
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