Goat-Avenger Posted September 2, 2022 (edited) I'm finally ready to release the first version, (wow, that took a while.) ---UPDATED:2022-09-04 UDMF Experiment (RC 2) - udmfexperiment-rc2.wad https://wadhosting.com/Wad/8B450B3BDD70087A965797321C0D703D84A77B87 requires freedoom2.wad for the iwad --- The Gist: I had never used the UDMF before, so I decided to experiment with it a bit. After giving it a go, I came up with a tech-base-ish map that uses Freedoom2.wad as the base. There are some texture embelishments, a few neat things with ACS, some nice music (IMO), and some Free Software propaganda. Constructive criticism, bug reports, etc., are welcome. Thnx for taking a look / giving it a go, if you do. Tested With: Zandronum (should work in gzdoom just fine) Format: ZDoom/Doom2 UDMF Limits: crouch/jump is disabled freelook is a go, but may not be required. hardware and software rendering should both be fine Features: ACS, a few custom textures, sounds, and a unique music track Difficulties: implemented. level 4 difficulty is tough, but not anything crazy, I don't think. (~250ish monsters) Time-to-Complete: Probably 15ish minutes or so. Could be done much quicker, or might take a little longer, depending... Spoiler Edited September 4, 2022 by Goat-Avenger 4 Quote Share this post Link to post
ScrappyMcDoogerton Posted September 4, 2022 I had very low expectations going into this one, but overall I ended up liking it just fine. A few crits: Most of the rooms are on the a-bit-too-large side, it's not too bad when you're killing the enemies, but when you're backtracking or exploring for secrets it starts feeling like you're running through a lot of empty space. After spending a very long time looking for the blue keycard, I ended up looking it up in an editor. The switch to open the path to the key is a bit misleading, as it has red textures which led me to think I needed the red key to press it. Also the switch is not next to the door it opens, it's next to some other doors for some reason. Health power-ups are pretty sparse considering the amount of hitscan present in the map. 0 Quote Share this post Link to post
Goat-Avenger Posted September 4, 2022 (edited) 4 hours ago, ScrappyMcDoogerton said: I had very low expectations going into this one, but overall I ended up liking it just fine. A few crits: Most of the rooms are on the a-bit-too-large side, it's not too bad when you're killing the enemies, but when you're backtracking or exploring for secrets it starts feeling like you're running through a lot of empty space. After spending a very long time looking for the blue keycard, I ended up looking it up in an editor. The switch to open the path to the key is a bit misleading, as it has red textures which led me to think I needed the red key to press it. Also the switch is not next to the door it opens, it's next to some other doors for some reason. Health power-ups are pretty sparse considering the amount of hitscan present in the map. I appreciate the feedback; thnx. I don't think there is much I can do about the rooms/areas feeling a bit too big and long-winded at times. I could attempt a fix; but, I'm pretty burnt out on working on this too much more. Oh well. I know backtracking is also often considered a no-no; but, it's a bit intended by the map design; exploration being an intended feature, etc.. I did fix the tricky and ambiguous door, on your suggestion. That area was one of the first I worked on, and I hadn't intended to make any custom textures at that point, and just figured red/green markings on those buttons would eventually be enough to elucidate their purpose. So, yeah, fixed that up. A bit of my greenhorns showing through there. Easy fix, thnx, again. And I did add some more health. The lack of extra health stations was probably just more laziness, as there were some prime spots for some more of those, that I just didn't stick in there. A few other small changes/bug fixes were included as well into rc-2. Thnx again @ScrappyMcDoogerton Edited September 4, 2022 by Goat-Avenger 2 Quote Share this post Link to post
CBM Posted September 5, 2022 I will definetly give this a spin. The fact that it targets freedoom is very cool indeed. 1 Quote Share this post Link to post
CBM Posted September 6, 2022 just playeed it and its a very nice small techbase map 1 Quote Share this post Link to post
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