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DESTRUCTOGASM - now on ID Games🍗


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This is my second try, at first I tried with project brutality but I was quickly reminded of why I do not play your maps with a mod that make Doom harder...

 

Sticking a bunch  of Archvile at the end of a packed corridor was kind of evil move!

 

 

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First try "hey, let's open up the exit door" mauled by archies and barons storm x)

This was funny, I completed in UV, yeah, quite brutal at traits, but doable, it is very well balanced in terms of ammo :D

I could only find 4 secret though
(I took a look into the editor cause I was curious, I kept hearing sounds from pressing a console and you've REEEALLY mean with those D: I would never "press" the candelabra for example in my life)
Great times.


Only "bug" I found:

Spoiler

Screenshot_Doom_20220715_123354.png.2e85d7cda9e9ec787b63b62327ac500b.pngI don't take any damage in this position, but I don't really know why, cause the floor special is there :/

 

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@Delisk Thanks for playing! Some interesting things happened in the vid, like the spider going off the pillar to the steps - didn't know that could happen haha. Yeah project brutality seems to often break my maps - I only consider modless play when building - good times

 

@Pistoolkip always a pleasure to be on your show - and you went above and beyond to send me screenshots and ideas for improvement - I changed a lot of minor things here and there based on you footage as well. You are awesome!

 

@Kan3 always happy to hear your thoughts - so the premise is yeah, exit is always available but you want to collect resources first - don't know if anyone can beat it early. Glad to hear it's balanced and yeah I love hiding things maybe too well. PS others were confused too re the candelabra - that's not the target it's the tiny awkward switch texture on the raised up staircase. The bug is the fault of the engine - if a player stands on the edge of steps that damage you can avoid damage - so use it in your advantage when you can - the room doesn't lock you in anyway

 

Thanks everyone!

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As always I play one of your Levels, you keep me wondering where these weird ideas came from.
Super fun. Ultra hard (at least for my skills)
I've only found 7 of the secrets. I'll keep on looking

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Here's an attempted and semi-blind UV-Max (but failed) run:

 

dg-2823.zip

 

The last 10 mins after I killed the cyberdemon are just me secret hunting.

I couldn't find all the secrets - maybe some of them are bugged? The hidden computer switch secret at the beginning didn't seem to do anything. I could be wrong. As always this map is really really fun, it made my day.

 

Quote

I've only found 7 of the secrets. I'll keep on looking

@RED77 I could only find 7 aswell.

Edited by Keykhosrau

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@RED77 thanks buddy - I see you have a new map too and it's on my radar. I wonder where I get my ideas too lol - glad you find it ultra hard, my goal - tho some said it wasn't as hard as expected haha. good luck finding the secrets - reveal vid down the line

 

@Keykhosrau BIg thanks for the video - very helpful - made me change a few things. @Pistoolkip was right, despite the monsters teleporting out when I tested it - you got blocked trying to come down from the crate elevator. I reconfigured all of this. Also the yellow key that broke on the red side - also fixed

 

New version in my opening post but you now need this file to watch your demo: https://drive.google.com/file/d/18_uM9rfhxGdiAl5zD8KAESD0uqln4eSx/view?usp=sharing

 

also I enjoy watching ppl hunt for secrets - you were close on the backpack - you heard it lower by pressing that panel, and I recognize it was confusing - but it was a 2 part secret access trigger - the other button you need is in that area, but it's blink and you miss it. Super happy to hear my map made your day, this made MY day - reveal vid in the future all will be revealed lol

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Here's a new UV-Max demo, for the newest version (now with 9 secrets!): 

 

dg-1204.zip

 

I still think that one secret is permanently out of my reach - I really don't know how to reach it. Perhaps its a bug or I'm doing something terribly wrong - either way I will get 100% secrets one day!

Edited by Keykhosrau

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Just finished this on UV in 15:31 with 100% kills (I think the monster count was 189 by the end) and a hot 2 secrets haha. I was going into this expecting to get wrecked and have to save scum like crazy, but it was actually not as bad as I imagined. Super fun map that I personally thought was balanced pretty well. There are some tough fights, don't get me wrong, but you are definitely given the armament to deal with them.

 

I liked the design of the map a lot overall as well. Had a nice flow to it, and I really like the economy you get out of your maps. No wasted space, everything has a purpose. A lot of your maps that I've played have certain signature things in common (rounded rooms, lots of verticality, archviles popping up in high corpse areas, cacodemons coming at you from over crates and walls), but they always feel fresh to play. I think this was one of my favorites so far. I'll give it another spin over the weekend, try and all the secrets I missed!

 

Excellent job, as usual! Looking forward to the full reveal video as well :)

 

 

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@Keykhosrau - WOW you handled that like a pro - but bad news I had to make more changes :/ lol mapping life

 

your demo and compatible version is here https://drive.google.com/file/d/16vfxgcvOLzOKxF7oPxGUS594ges23783/view?usp=sharing

 

See I noticed that drop off shoot from the to of the elevator stuck you again - with lost souls - they now teleport to a new destination - the open area with the red key secret. Also changed the revenant ambush slightly - it lowers when you get the mega now

 

so looking at your vid ... it seems like you got all the secrets, including the invuln and etc - not sure why you didn't get full credit unless you didn't fuilly walk on a sector like the backpack - this is weird - I think you UV maxed it bud

 

@Lerxst_In_Wonderland Thanks for playing - and yeah I guess I did oversell the difficulty here - I never know what ppl will react - glad it's still fun regardless. I see you are starting to catch on to some trends of mine lol - and yes I try to use every part of the map - I have little dead space sectors I always feel compelled to stick a secret or connectivity there. Thanks again!

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Hey bud, had a lot of fun opening my stream with this one with you tagging along!  A nice spicy map with some quality ambushes and a nice foot massage floor.  I will never trust your exit signs ever again.  Linked to the start of the map:

 

 

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Woah, that's a mean map! had plenty of "oh shit!" moments. The main area with the staircase gave me some Teeth.wad vibes

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@sandwedge thank you for having me on your stream buddy it's always a blast! 

 

@phoo thanks buddy the staircase is sort of something that came to me that being where I started building the map around. I never heard of this tooth.wad but I am intrigued to try it. If it's not something that's too long I may make a video to draw comparisons. Please linket so I can ensure I have the correct one

 

@Sr_Ludicolo that feedback makes me happy - thanks buddy!!

 

 

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27 minutes ago, Clippy said:

@phoo thanks buddy the staircase is sort of something that came to me that being where I started building the map around. I never heard of this tooth.wad but I am intrigued to try it. If it's not something that's too long I may make a video to draw comparisons. Please linket so I can ensure I have the correct one

It's The Express Elevator to Hell (TEETH) from the Master Levels. The main room in your wad reminds me of this map's main starting area, being circular and tall along with the tile wall textures that are prevalent in both maps. It's also a hot start as well. :)

https://doom.fandom.com/wiki/MAP31:_The_Express_Elevator_to_Hell_-_teeth.wad_(Master_Levels)

Edited by phoo

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On 7/16/2022 at 11:21 PM, phoo said:

It's The Express Elevator to Hell (TEETH) from the Master Levels. The main room in your wad reminds me of this map's main starting area, being circular and tall along with the tile wall textures that are prevalent in both maps. It's also a hot start as well. :)

https://doom.fandom.com/wiki/MAP31:_The_Express_Elevator_to_Hell_-_teeth.wad_(Master_Levels)

 

I tried it .. it was one of the worst things I ever played - annoying, specific, and grindy as hell - everything was a BS trap and I ran out of ammo ....

 

Other than a lift and some Cement9 I don't see any comparisons and don't feel like this is in the same ballpark at all lol

 

 

Not to toot my own horn but my map certainly has to be more enjoyable to play than the above trash ... right?

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10 hours ago, Clippy said:

Not to toot my own horn but my map certainly has to be more enjoyable to play than the above trash ... right?

Definitely more enjoyable haha! It's been ages since I played the master levels, but I'm pretty sure a large chunk of them hold up pretty poorly now. Although to be fair, TEETH is probably one of the worst of the bunch...can't quite remember though.

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1 hour ago, Arsinikk said:

Hey Clippy!

 

This is the first map I've tried of yours, and I found it quite fun!

 

I'd say the most difficult part was the very beginning, but I still had fun nonetheless.

Some of the secrets were a bit too obscure for my tastes, but it's a solid map!

 

You can see my playthrough here:

https://www.twitch.tv/videos/1537203318?t=02h55m24s

 

 

I wonder whatever happened to Clippy 

 

Thanks so much for taking the time to play my map and for this video and for your honest feedback I love it 

 

I don't know if I can remember everything

 

I'm not sure what the hall of mirrors thing is about I'll try to see if I can figure it out 

 

You are the second person to compare this to teeth of which I never played but I'm glad you realized that any comparisons are accidental and superficial

 

You survived the elevator fight without blowing up the barrels which is also impressive

 

Yes I really had fun making a super hard start in this one

 

I really admire that you took the time to find all the secrets. Even the backpack torch tiny switch secret which annoyed most people

 

It was also cool to see you get the editor and play. Archie jumps are never required in my maps but they can get you the secrets another way here

 

As for the invuln it's not just a random switch. Of the textures on the four corners the one with the switch is differently aligned. I didn't want the player to access it early because having an invuln is a major power up. The switch opens the front door so when you come back you might not notice there's a different door and then yes you have to shoot it

 

My secrets may be obscure but I have fun hiding them and they are never required to beat the map. I've always been fascinated with secrets and doom ever since playing knee deep in the dead and trying to find them all. 

 

Anywho I'm glad you seem to enjoy my map thanks so much that video was awesome

Edited by Clippy

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On 7/18/2022 at 7:14 AM, Clippy said:

 

I tried it .. it was one of the worst things I ever played - annoying, specific, and grindy as hell - everything was a BS trap and I ran out of ammo ....

 

Other than a lift and some Cement9 I don't see any comparisons and don't feel like this is in the same ballpark at all lol

 

 

Not to toot my own horn but my map certainly has to be more enjoyable to play than the above trash ... right?


Don't get me wrong, your map is much better lol. As far as similarities, pretty much just the tall circular starting room and the hot start :)

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11 hours ago, phoo said:


Don't get me wrong, your map is much better lol. As far as similarities, pretty much just the tall circular starting room and the hot start :)

 

It's all good buddy. I just always want to try to make things that are original and not compared to anything else. Until your post I wasn't even aware of this map. There's so many maps out there it's bound to happen that comparisons will be made to other maps

 

Good Times

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@Arsinikk 

 

Finally had a chance to Tinker with my map here

 

At one point I rotated the entire map clockwise 90° because I thought it looked like a gnome standing up that way. But I neglected to notice that the baron floor exit thing was all out of alignment so I had to swap it out with those white portals

 

Also you mentioned a Hall of mirrors thing on those secret steps. There's no missing textures or anything so the only thing I can think to do was to move some vertices around

 

Not sure exactly what's going on here but hope this fixes it

 

Thanks again your video was super helpful. I really enjoy somebody taking the time to not only analyze maps but to run it through an editor and look for secrets and stuff. This is extremely valuable and interesting to me

 

Take er easy buddy

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Finally got a chance to give this map a try!  I wanted to do commentary, but my microphone broke so I had to wait until the replacement I ordered arrived.  Anyway, it's a fun map!  

 

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3 hours ago, Alfwin said:

Finally got a chance to give this map a try!  I wanted to do commentary, but my microphone broke so I had to wait until the replacement I ordered arrived.  Anyway, it's a fun map!  

 

 

This was a great time thank you for the video. I see I probably made hurt me plenty a little bit too hard 😄

 

I'm glad you had fun. It was interesting watching your brain try to figure out my raising elevator that also raised the crates. I always encourage people to look into the editor to see how I make my maps. In this instance they are all tag the same but there's dummy sectors involved. Additionally there is a microscopic perimeter between the crates and the main elevator so it doesn't recognize each other as the top most floor

 

Anywho sorry about my exit fake out it's a thing I like to do. For this map you can open the exit door right at the start but of course you need to gather resources through before you can attempt it

 

Good times stay tuned for a reveal video down the road. You're the first video I watched that didn't compel me to want to adjust anything. I'm feeling closer to an ID games release 

 

Have a good one 🍗

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On 7/24/2022 at 4:09 AM, Custom Longplay said:

As always, I had a lot of fun with the slaughter. Really good and beautiful map from you!

 

 

 

These videos are amazing. I left a comment. 

 

Stay tuned reveal video coming today

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And now to answer anybodies questions

 

 

Of course there was 1 thing to fix but now sent to ID games 

 

Thanks for your support everyone 

 

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On 7/23/2022 at 7:02 PM, Clippy said:

I'm glad you had fun. It was interesting watching your brain try to figure out my raising elevator that also raised the crates. I always encourage people to look into the editor to see how I make my maps. In this instance they are all tag the same but there's dummy sectors involved. Additionally there is a microscopic perimeter between the crates and the main elevator so it doesn't recognize each other as the top most floor

Oh wow, that's really cool!  I love seeing all the crazy trickery you can do with DOOM to make stuff like that happen!

 

On 7/23/2022 at 7:02 PM, Clippy said:

Anywho sorry about my exit fake out it's a thing I like to do. For this map you can open the exit door right at the start but of course you need to gather resources through before you can attempt it

Well, that's a really neat concept that I... completely missed, lol.  I didn't realize I could open the door; every level I've played that had the exit right at the start like that needed a key so I just assumed that was the case here.  In fact, I think when I saw the CEMENT9 in the doorway my brain "autocorrected" it to DOORYEL (which of course makes no sense because the yellow key is already used in the map, but I just didn't pick up on that I guess).

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Damn that was a hard map! The start was really spicy and I havent played any doom in a while so, lots of tries until I kinda got it figured out.

No issues with balance or any other stuff to adress, is one of those violent clippy maps, maybe smaller but that isnt a problem.

Cool secrets to make things more interesting (7/10). Thanks for the dose of doom mister.

Edited by Soulless

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