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Station-12 [ NOW ON IDGAMES ]


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This is my megawad and it's called Station_12!

This is my first time doing an multi level wad that isent a one of map released on moddb.
so I hope you liked it, and have fun:)

 

-It consists 6 maps in the format of gzdoom UDMF , primarily tested in GZdoom and Zdoom

-map list 

MAP01- reactor facility
MAP02- forgotten labs 
MAP03- dark below
MAP04- Teratoma
MAP05- threshold
MAP06- the abode of the damned
 

Story : Your an lone marine sent to the abandoned station-12, after UAC headquarters received some strange radio signals from it.

go down the facility and rediscover UAC´s long forgotten secrets

 

* trivia *

Spoiler

The reason why I added that new enemy was because I wanted more threatening version of the pinky,
butt it kinda just become an more annoying version of the pinky

MAP01 is a rework version of one of my first maps that I never realised.

 

Wen I went into this wad one of may gouls was that every level had to be conected in some way,
and map02 is probavly the best exemple of that, with the final fight bieng on the base of the "reactor"
that you see in map01.

 

MAP03 music was originally supposed to be " Great Hall ", but later I change it to "The Imp's Song" because it fited better

 

MAP04 name "Teratoma" is a reference to the name of a tumor that´s famous for its ability to grow bones and teeth,
which parallels the growing flesh in the map 

 

MAP05 was originally was supposed to be set on the surface instead of under ground
a unfinished prototype of that map is still left on the wad file (if you want to play it go to map09)

 

MAP06 aesthetic of an UAC occupied hell was inspired by Black Mesa`s XEN chaptors, with the black mesa having camps and outposts to study xen

 

The last part of map09 (the part with the broken bridge on a the cliff side) was a recreation of a place that I saw in a dream. (btw the dream was about me escaping
back mesa during the black mesa incident from half life, god that was a realy wierd dream)
 

 

[NEW] IDGAMES Download :https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/station-12

 

 moddb Download :https://www.moddb.com/games/doom-ii/addons/station-12

 

STATION-12 TOPSIDE: EPISODE 1:

 

Screenshots :

Screenshot_Doom_20220320_230537.png

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Screenshot_Doom_20220803_212818.png

Screenshot_Doom_20220803_212912.png

Screenshot_Doom_20220803_213115.png

Screenshot_Doom_20220803_213126.png

Screenshot_Doom_20220803_213916.png

Screenshot_Doom_20220803_214000.png

Edited by NoC0ncentrate51

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I tried the first 3 maps and a bit of the fourth so far and it definitely has a lot going for it. I'm having some compatibility problems I think since I'm on a 10 old version of GZDoom on my laptop so I'm not sure if any bugs or visual issues are due to my setup. There are a couple doorways I can't pass through normally and such but I'd assume it's an issue with my source port or settings. I'll rely on others to confirm that stuff and try to comment on more general things.

 

-I like the consistent and detailed visuals, especially the ruined techbase look in the first 2 maps. It's clear a lot of work went into all the damaged areas as well as some nice lighting and you make good use of some palette swapped textures. They feel very classic and using consistent colors like you did with all the green in the first 2 maps gives them a distinctive style. Things start to get more corrupted and hellish later on which is cool also. There's a lot of creativity going into the visuals, and although many of the textures were modded, it felt very much at home in doom 2. 

 

-I liked the second map where you revisit the area from the first that you couldn't explore, very cool. I was thinking it was a waste of a big empty room but in the end you made nice use of both areas. Also around that point the fights started to get more interesting and varied which I appreciated.

 

-I like the grimps and the new monster...

Spoiler

...even though they're bastards. I think they're a bit overused and they attack very fast, plus they're hard to see in a lot of places and their sounds are very loud in general. However their health and movement speed make them a good alternative to pinkies. They do create a lot of chaos and force the player to be very careful with them. There's definitely some potential to them.

 

-There were some nice doomcute decorations, especially in the third map. The laboratory and mess hall areas were really nicely done. It didn't feel like there were many empty rooms overall, they all had something unique about them.

 

-I think the first 2 maps were pretty easy, maybe on par with original Doom 2 maps. However there was a sharp difficulty spike once you got to map 3 and 4, and health and armor became a bit tight in my opinion. I was playing blind on UV so I'm not surprised I had a few deaths.

Spoiler

Certain chaingunner placements, teleporting monsters, and certainly the custom enemy had a lot to do with this. It's my opinion and not everyone will necessarily agree, but I think the custom monsters really take your health down too quickly and especially without full health or armor. They seem to have a very quick attack animation and deal a solid chunk of damage repeatedly, killing me as fast as a chaingunner. Also most of the environments became very cramped which isn't a bad thing, but it made it especially painful to deal with them. My issue isn't really that they're difficult or scary to fight, more that the third and fourth map feel way harder than the first two with no build up.

 

-Great use of barrels in the first couple maps especially, it made 120 monsters very fun to take out and I didn't miss the SSG at all until we got one.

 

-I like the little sector art in map 2 by the first secret, I wasn't sure what it was at first but my question was soon answered.

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The first four maps were interesting and fun! Attention to detail and close quarters combat which was intense and enjoyable. Kudos. Did fatigue set in when designing the last level though? As the first four maps have so much care care put into them and not one room felt neglected and boring (When you wasn't shooting demons the demon imagery maintained interest). The last map felt like how I describe as "taped cereal boxes" were it's huge rooms  and ranged combat that isn't to my liking. Lots of walking and the spawning traps were predictable. But it's still a 9/10! So well done!. :)

Edited by egghead07

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28 minutes ago, egghead07 said:

The first four maps were interesting and fun! Attention to detail and close quarters combat which was intense and enjoyable. Kudos. Did fatigue set in when designing the last level though? As the first four maps have so much care care put into them and not one room felt neglected and boring (When you wasn't shooting demons the demon imagery maintained interest). The last map felt like how I describe as "taped cereal boxes" were it's huge rooms  and ranged combat that isn't to my liking. Lots of walking and the spawning traps were predictable. But it's still a 9/10! So well done!. :)

Thanks it means a lot,

and yes the last map was a little "rushed" (I just wanted to get the wad done)

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I recorded a video playthrough of MAP01 from your WAD. It's a first time attempt (blind run). I really like the visuals! The combat is a bit on the easier side but it makes for a great intro map! Looking forward to playing more (I needed to stop but I will continue playing tomorrow, happy to record videos of next maps if you like).

 

Here is the video:

A the moment it is still processing so quality will improve once HD processing finishes.

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I liked it. There's quite a bit of Doomcute scattered around too.

Some possible issues I saw:
(MAP02)

Spoiler

   -Blue key room: Should the player be able to cross the 'window ledge' in front of the key?
The teleport pad seems a bit superfluous if so.

3.png


3b.png

 

 

   -Red key room: The player can cheese the whole encounter by ignoring the former human and cacodemon, grabbing the
red key, and leaving; I'm assuming this wasn't intended.

 

(MAP03)

Spoiler

   -Bezerk secret accessed from one of the three monster closets; the opening is too short to enter without crouching.
4.png


4b.png

 

 

(MAP04)

Spoiler

   -Another window ledge that seems like it should block the player, though jumping is needed to get past this one.

2.png


2b.png

 

   -The warehouse containing the yellow key has a spot in the corner where the player can fall in and be trapped.

 

   -This spot requires jumping to get past the crate; I wouldn't take note of this except that this seems to be
the only time jumping is required to progress in all six maps. maybe just add two tiny crates next to the three-high one instead?
6.png

 

6b.png

 

(MAP05)

Spoiler

   -This corner has the other rooms seeable through the wall; can't say whats causing this, it wasn't untextured when I checked in the editor.

1.png


1b.png

 

(MAP06)

Spoiler

   -This switch-activated door works fine.. unless you do something stupid like me and -spacebar- the door _before_ the
switch, which causes the switch to not open the door any longer. Probably just remove the 202-actions from the two door sectors;
the skull switch will still work just fine.
 

5.png


5b.png

 

   -The monsters that teleport in for the last portal fight don't awake up unless the player fires a shot in the
otherwise monsterless room.

 

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8 hours ago, horselessheadsman said:

   -Blue key room: Should the player be able to cross the 'window ledge' in front of the key?
The teleport pad seems a bit superfluous if so.

3.png

 

The reason the "window ledge"is crossable is because at the time I didn't know how the player should get out of the arena, so I just made the

ledge is crossable, how I see that I could just made another teleport to get out

 

8 hours ago, horselessheadsman said:

  -Red key room: The player can cheese the whole encounter by ignoring the former human and cacodemon, grabbing the
red key, and leaving; I'm assuming this wasn't intended.

Wen I was making this wad I didn't know how to "lock" the player in an erena, so I just didn't, I probably should have done it

 

8 hours ago, horselessheadsman said:

   -Another window ledge that seems like it should block the player, though jumping is needed to get past this one.

2.png



Forgot to make the linedef block the player, the player isn't supposed to go there, it's just setdressing

 

8 hours ago, horselessheadsman said:

-This spot requires jumping to get past the crate; I wouldn't take note of this except that this seems to be
the only time jumping is required to progress in all six maps. maybe just add two tiny crates next to the three-high one instead?
6.png

 

I was gonna fix that before releasing the wad, but I completely forgot

 

8 hours ago, horselessheadsman said:

-This corner has the other rooms seeable through the wall; can't say whats causing this, it wasn't untextured when I checked in the editor.

I've tried to fix this before, but I have no idea how 

 

8 hours ago, horselessheadsman said:

-The monsters that teleport in for the last portal fight don't awake up unless the player fires a shot in the
otherwise monsterless room.

Wen I was play testing the wad, that wasn't an issue, weird

 

The reason that theres so many bugs is because I just play tested the wad myself,

so its expected that some issues got to the final release,

but I well be releasing a patch that fixes all this

 

 

 

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Video of MAP02 (UV blind, continuous play):

 

and MAP03:

 

I like the attention to detail and atmosphere a bit reminescent of Half-life.

Last fight in third map was considerably more difficult than everything before (although you can cheese it), so I died a few times there.

I'm enjoying my trip so far :)

 

Edit:

Played MAP04 now and, holy hell, this one is so much Half-life! Very recognizable entry to Black Mesa, I like that :)

Here is video of MAP04:

Sorry for my crappy play at times, I was playing quite defensively but I hope it's enjoyable to watch nevertheless.

Edited by jacnowak

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The red key in Threshold is incredibly easy to miss, due to where it is. Other than that and perhaps a music misfire in Map 02, there's nothing really wrong here. Feels like an actual station of sorts and you have a serious gift for staging.

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I finished the set. It was a blast :)


I really like the atmosphere, lots of fine detail and doomcute, the environments are really nice. You can clearly see that a lot of effort went into this and you successfully created an immersive world, which is quite rare for Doom maps.

 

I had another quick look at the maps after finishing playing and I found one bug which I think nobody mentioned in this thread: the nukage at the bottom of the reactor in MAP01 is not damaging, so if you fall there you are softlocked. You can either make it insta-death floor or set the damage to some high level.
I think you really need to fix that point that requires jumping in MAP04. If I haven't read @horselessheadsman's comment about that, I would waste considerable amount of time trying to get around, as I normally assume that jumping is not allowed in Doom maps unless explicitly stated in map description.
I can also reproduce the problem that horselessheadsman mentioned about the last fight in MAP06 - if you don't fire a shot, monsters don't teleport. You can use NoiseAlert action special (173) on a linedef that the player must cross to enter the room. Put a Map spot thing in the room with monsters, assign it a tag and set NoiseAlert's second parameter to that tag.

 

Here is video of MAP05:

 

I completed MAP06 but unfortunately I forgot to press the record button so I realised I wasn't recording only after finishing the map! So no recording for that one, really sorry for that :( Regarding MAP06, it is much less visually appealing than the rest of the set, which I think is OK, considering it's set in a kind of different world. I also think that it was a bit too long, particularly compared to the rest of the maps. I started to get a bit bored, some fights were interesting but there was a lot of plain corridors in between where you just needed to clear some monsters to get to the next area and it was a bit tedious. But it's still only relative in comparison to the fantastic maps 1 to 5, so it's not any kind of major problem and of course it's subjective.

 

Overall a great mapset and I can feel some Half-life vibes in there :) Congratulations for the release and looking forward to more stuff from you in the future!

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  • 1 year later...

I like the level design deviation from your typical Doom-bases to more half-life-ish (quake-ish) corridors and rooms.

 

 

 

Edited by CortexReaver

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