IcarusOfDaggers Posted October 30, 2022 (edited) ´Hey! A new map here made by me. Location: Unknown Station built for one large teleporter. ====== Downloads =========== Doomworld: PortStat v1_5.zip Previous videos by other players in the thread: (Up to 04/11/2022) from version 1.4 or below. ======= Important ========== Format: Boom Complevel: Complevel 9 IWAD: Doom2 Tested on: DSDA Doom v0.24.3, GZDoom v4.8.2 Crouching/Jumping: NO, Breaks the map. Freelook: Players choice. Textures: Imported Music: IDGames original. =========GZDoom Specific============GZDoom settings: Comp Level: Default Sector Light Mode: Software Renderer: Hardware Accelerated Brightmaps and Lights: On. Lost Soul limit: Off =====Storysnippet==== A large teleporter was present in the recently shut down station. Before the station shut down, an arch vile managed to slip through and wreak havoc in the refugee camp. You've been teleported on to a small platform in the middle of the base, that gives enough cover from the demons inside. Clear them out, so they can not open the portal again. ============== Fixes: v1.3 Fixed the candles placement in the final fight, that prevented 2 pain elementals and 4 cacodemons from entering v1.3 Extra cells added to combat arena to compensate for the stuck pain elementals now let loose. V1.4 Fixed 2 of the switches being a bit too high. V1.4 Added some surprises to key fights. Difficulty relativily same, rocket launcher now more dagerous V1.4 One of the traps now properly lowers the floors (Forgot to tag -.-) V1.4 Merged a secret sector, as suggested by clippy. V1.4 Increased visibility and better(But still heavily guarded) location for the escape teleport in the final fight pit. v1.5 Fixed a softlock v1.5 Fixed a couple of smaller bugs V1.5 Bit more brightness on one of the switches. It should be noticeable now. V1.5 You want it, you got it. The "this should be secret" is now, finally, a secret. ================ ===== Credits ======= Custom Textures used: Otex, 32in24, LostResv2. Additional Credits:@Killerratte, @LadyMistDragon @thiccyosh for testing. ===Screenshots=== Spoiler Edited November 4, 2022 by IcarusOfDaggers 17 Quote Share this post Link to post
Killerratte Posted October 31, 2022 (edited) This is a playtest video from the pre-release version. There may be some texture differences, etc., also the music is not part of the .wad. Edited October 31, 2022 by Killerratte 2 Quote Share this post Link to post
IcarusOfDaggers Posted October 31, 2022 Guess I have to fix those candles after all 0 Quote Share this post Link to post
RataUnderground Posted October 31, 2022 Nasty traps. I decided to leave my failings in the record xD 1 Quote Share this post Link to post
Biodegradable Posted November 1, 2022 Very fun map with the right amount of spice and intriguing setpieces. Great stuff, Icarus! 2 Quote Share this post Link to post
Nightmare2989 Posted November 1, 2022 (edited) Good map mate did kick my arse a few time but overall awesome Edited November 1, 2022 by Nightmare2989 1 Quote Share this post Link to post
IcarusOfDaggers Posted November 1, 2022 (edited) @RataUnderground You played this map exceptionally carefully, and you also managed to skip a linedef. So noticed a lot of things I should account for on the next map. @Biodegradable At the second room in the start,The ovens where imps come out from, have rockets. Thats one of the secrets. The final fight room has a secret teleporter, allowing you to clear out the imps and pinkies in advance. I guess the teleport out of that pit needed a better highlight. Sorry about that.. Edit: You pretty much played the map as I expected someone to play the map. Was fun to watch @Nightmare2989 Glad you enjoyed it. However, I can see that both ammo balance and weapon firing rate greatly impact the difficulty of this map. Edited November 1, 2022 by IcarusOfDaggers 1 Quote Share this post Link to post
RataUnderground Posted November 1, 2022 51 minutes ago, IcarusOfDaggers said: @RataUnderground You played this map exceptionally carefully, and you also managed to skip a linedef. So noticed a lot of things I should account for on the next map. I'm not a very skilled player, so I have a very slow style, but I hope that was useful at least :) 1 Quote Share this post Link to post
LVENdead Posted November 3, 2022 I gave this a run yesterday, fun map! I like the detailing and the way the combat evolves in the existing spaces. The climax fight is a lot of fun just letting loose with the bfg. It does seem like there is the potential to skip the final fight but I didn't want to be a wuss so I jumped back in and finished the job. Here's a video of my playthrough: 0 Quote Share this post Link to post
IcarusOfDaggers Posted November 3, 2022 (edited) 33 minutes ago, LVENdead said: I gave this a run yesterday, fun map! I like the detailing and the way the combat evolves in the existing spaces. The climax fight is a lot of fun just letting loose with the bfg. It does seem like there is the potential to skip the final fight but I didn't want to be a wuss so I jumped back in and finished the job. Here's a video of my playthrough: Well, one thing for sure, you missed the switch high up that opens the green armor at the start of the video, and the same switch connects the sideroom with the switch room. Might have to lower it I only started releasing maps a year ago. But creative minds think alike. No custom music. Regular Doom II track. Yhea, that tele needs highlights. I did leave the exit open on purpose for less skilled people who want to end the map. Edited November 3, 2022 by IcarusOfDaggers 1 Quote Share this post Link to post
Dusty_Rhodes Posted November 3, 2022 Love the screenshots. I'll have to give this a run through. 0 Quote Share this post Link to post
IcarusOfDaggers Posted November 3, 2022 3 hours ago, Dusty_Rhodes said: Love the screenshots. I'll have to give this a run through. Hey, I just updated the map for a little bit, fixed a bunch of bugs and issues. New version in here: PortStat v1_4.zip and in the OP above. 2 Quote Share this post Link to post
thelamp Posted November 3, 2022 Cool map! Some interesting encounters that kept me on my toes, and gave some room for different approaches. I liked the level of detail here, maybe just a bit too much in some areas but it's tough to know when to stop (I get carried away too haha). Ending fight is neat in the way the player gets to decide the pace to some extent: there's plenty of opportunity to hide and systematically eliminate threats, or you can just run 'n' gun your way through! 1 Quote Share this post Link to post
IcarusOfDaggers Posted November 4, 2022 (edited) 12 hours ago, thelamp said: Cool map! Some interesting encounters that kept me on my toes, and gave some room for different approaches. I liked the level of detail here, maybe just a bit too much in some areas but it's tough to know when to stop (I get carried away too haha). Ending fight is neat in the way the player gets to decide the pace to some extent: there's plenty of opportunity to hide and systematically eliminate threats, or you can just run 'n' gun your way through! Uh oh... You found a bug.... That was repeatable. And that caco could move through...i should have rechecked the linedefs...oh well, v1.5 soon enough. Ty for playing, was fun to watch. Correct order in plasma: get rocket launcher, then ssg, then plasma Edited November 4, 2022 by IcarusOfDaggers 1 Quote Share this post Link to post
Custom Longplay Posted November 16, 2022 Project Brutality 3.0 - Doom 2 - Map: #0215 - Porting Station - [4K60ᶠᵖˢ] - [100%] 0 Quote Share this post Link to post
IcarusOfDaggers Posted November 16, 2022 Well, I did expect PB and other gameplay changing mods to break the map. However, it held up surprisingly well. I did notice some missing monsters. I also noticed arch viles not ressurecting the enemies. So not sure if missing monsters are because of PB, but arch viles definetly were a much lower threat because they did not ressurect the corpses. 0 Quote Share this post Link to post
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