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FALLEN DISTRICT - Large scale city map in classic id style


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This map doesn't work on -complevel 2. The SSG room towards the beginning has a linedef with an action that lowers the floor, with no tag. In limit removing ports, a linedef with tag 0 (no designated tag) will have its action apply to EVERY sector in a map, thus breaking it beyond repair.

 

image.png.56931968931f8552496df646d64dd6ce.png

 

I won't comment on how fun the map is. I'd ask @Biodegradable for that one.

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You did say it should work in any limit removing port. It in fact does not, so I recommend either editing the map or editing your first post on this thread.

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9 minutes ago, Sr_Ludicolo said:

You did say it should work in any limit removing port. It in fact does not, so I recommend either editing the map or editing your first post on this thread.

You're right.

 

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  • 3 weeks later...

Hasn't anyone told you never to put an arrow down for any reason?;P)

 

Nah, that's fine, although certain areas existed seemingly having no purpose, like the one in the southeast of the entrance near the beginning.

 

And textures like these don't seem to have too much place.

 

Spoiler

twOXV0j.png

 

 

That trap near the yellow key was quite evil and only started to make sense when actually pushing through.

 

Although on another note, getting that Arch-vile that teleports in when you press the switch next to the first supercharge behind the yellow key door seemed just a little bit dependent on chance because of all the cacodemons in front of them.

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As you mentioned, it only exists seemingly for no reason. The reason is an alternative way to get ammunition before moving on to further explore the map. You don't have to visit it, but you can. You know, nonlinearity, these things. As for the place with teleporting Archvile and Cacos - several people tested the map before and none had much difficulty in this place, especially since there is a secret with invulneability sphere and enough ammo. About brown texture - they composed with rest of the big brown "skyscrappers" in this area.
Anyway, big thanks for playing. Apart from the place with teleporting vile, I hope you had a good fun in rest of the map.

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  • 9 months later...

I found some walktrough on YT:

 

Spoiler

 

 


Personally, I think that the graphical/weapons addons ruin the classic feeling I was focusing on in this case, but maybe it's a matter of taste.

 

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3 hours ago, Insaneprophet said:

This is one awesome adventure. Im only 3-400 kills into it with one key but I am loving it!!

Big thanks, I'm glad you enjoy it. Let me know when you finish.

 

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Kills 1085/1092 99%

Items 270/316 85%

Secrets 5/5 100%

Time 1:44:34

Giant levels like this are probably my personal favorite genre. Outside of a handfull of kills I have no idea where they could be and 1 or 2 places I know I never figured out how to get to/open, I can find no fault whatsoever in this map. You nailed the Doom 2 aesthetic and atmosphere while making it a tad more challenging in the combat department. Thank you for making this and for bumping the thread, Im so glad I got to notice and play this behemoth! 😀

Edited by Insaneprophet

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  • 2 weeks later...
On 6/23/2023 at 8:32 PM, Insaneprophet said:

Kills 1085/1092 99%

Items 270/316 85%

Secrets 5/5 100%

Time 1:44:34

Giant levels like this are probably my personal favorite genre. Outside of a handfull of kills I have no idea where they could be and 1 or 2 places I know I never figured out how to get to/open, I can find no fault whatsoever in this map. You nailed the Doom 2 aesthetic and atmosphere while making it a tad more challenging in the combat department. Thank you for making this and for bumping the thread, Im so glad I got to notice and play this behemoth! 😀

Thanks for that kind of words, I really appreciate that. I spent a lot of time creating this map and setting the gameplay to give as much fun as possible but also to be challenging in some places. Finally someone from DW played it and gave me feedback. Only a few non-DoomWorld users had played it before and their feedback was also very positive, which is why I was surprised by the lack of feedback from DW for such a long time. Thanks again!

 

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  • 1 month later...

Heya, just finished playing!

 

This is a fantastic map, love how streamlined it is, despite its grand scale.

 

There are two things that may be noteworthy to you:

1) As of now, the map is not uv maxable - sector 347 closet is broken, there's no action on the linedef. I played in GZDoom 4.10.0

 

2) I really wish the south eastern area with the ssg was signposted in some kind of way. That was the last area I cleared before going past the red bars because I never realised I was supposed to jump from the top of the tall lift. Would be nice if you placed an arrow there, like you did with other areas.

 

Great classic styled city map, had a lot of fun with it.

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