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UDMF Experiment - A Single Map Using Freedoom2.wad


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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

udmfexperiment2.jpgudmfexperiment3.jpgudmfexperiment4.jpgudmfexperiment1.jpg

 

Edited by Goat-Avenger

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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.

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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 by Goat-Avenger

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I will definetly give this a spin.

 

The fact that it targets freedoom is very cool indeed.

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