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[Boom, cl9] Asteroid Mining Startup - updated 27/11


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Name: Asteroid Mining Startup

Map Format: Boom (complevel 9) - MBF compatible source port required

Ports Tested: Woof!, DSDA-DOOM, PrBoom+, GZDoom, Doom Retro

Replaces: Doom II MAP01

Music: Descent level 4

Difficulty Settings: Not at this time

Build Time: A while, I'm slow atm

Textures: 32in24-15 aka Old Faithful, plus a rock texture I recoloured - please load with the texture pack alongside the WAD

 

Hi everyone, I'm back with my first map in a while. I've been locked away with UDB experimenting with making better maps, focusing on interconnectivity, better outdoor areas and improving my room shapes. This is the first of those experiments to yield a completed result. Its compact, quite tight and should prove reasonably challenging, i.e I died enough times in testing to decide it was hard enough. 

 

This is my first time mapping for Boom so I made use of a couple voodoo closets, sky transfer and some generalised lines. Nothing dramatic, but I've been enjoying learning Boom and I think I've found my format here. 

 

Gameplay could be described as run and gun and fairly frantic, but you guys will be the judge of how well I succeeded there.

 

Screenshots:

Spoiler

woof0010.png
woof0017.png
woof0018.png

woof0007.png
woof0008.png

 

 

DOWNLOAD

 

32in24-15tex

 

Commentary and feedback is welcome as always. I think I mostly improved quite a lot here but if it sucks let me know, I want to keep getting better!

I still struggle a bit with scale, but it mostly feels alright to me. Thanks for looking!

 

(hotfix @ 16:40 - texture and switch animation issues should now be corrected)

 

Updated 02/11 - fixed some joined sectors that got broken when the map was rebuilt in SLADE - sorry if anyone got a borked version previously!

 

Updated 27/11  - forgot I hadn't sorted out a few remaining issues with monsters not teleporting in  - I think the lift in the first room might have got broken without me realising too. Everything should work fine now :) 

Edited by Somniac

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Good stuff, relentless action, I really enjoyed how closets opened up where I sort of didn't expect it. Nice detailing but not overdone, MIDI is a banger. A couple things:

 

- on DSDA I get a 'R_textureNumForName:SKY3 not found' and a crash. Too stupid to know what that actually means, but I suspect a necessary file got lost while you trimmed down the file size. I played the map on GZ.

- None of the switches animated. They did work, but not animate. Might be related to the above. 

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@Thelokk - glad you enjoyed, and thank you for pointing out the errors! So much for my dream of a flawless launch this time =p

 

I have rebuilt the WAD in SLADE minus the texture pack. Therefore, anyone who sees this, please sideload 32in24-15 along with the map for the textures to show properly. I just checked it in Woof! and DSDA, everything appears correct on my end and switches now animate properly. Download has been updated.

 

I'll get it right first time eventually xD

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Oops, sorry, I panic exited. The bars werent enough.

Nice map! A little confusing sometimes (there is no indication you have to step the window frame to free the chaingunners), but fun.
 

 

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43 minutes ago, VisionThing said:

@Thelokk - glad you enjoyed, and thank you for pointing out the errors! So much for my dream of a flawless launch this time =p

 

I have rebuilt the WAD in SLADE minus the texture pack. Therefore, anyone who sees this, please sideload 32in24-15 along with the map for the textures to show properly. I just checked it in Woof! and DSDA, everything appears correct on my end and switches now animate properly. Download has been updated.

 

I'll get it right first time eventually xD

 

Nice!

 

Btw one handy trick to prevent SLADE from eating textures is to make a separate side room with all animated textures in it, so that they are all recognized as 'used'.

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18 hours ago, RataUnderground said:

Oops, sorry, I panic exited. The bars werent enough.

Nice map! A little confusing sometimes (there is no indication you have to step the window frame to free the chaingunners), but fun.
 

 

 

Thanks for the playthrough! I spent so long fine tuning the bars that I forgot to make sure the switch couldn't be pressed through them xD I'll have to fix that I think.

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Fun stuff. This was attempt number 2, because on my first I accidentally line skipped the trigger that makes the lift in the opening room rise and immediately got softlocked in a hom pit. The design and architecture is nice and well detailed. Combat is fun, with some cool traps. 

 

There's a few monsters that don't teleport in. You need to have a sector in the monster closets that is joined with a sector where the player has made a noise otherwise the monsters in the closet won't wake up.

 

 

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  • 4 weeks later...

A really nice little map with a lot of fun. What I've noticed now is that some opponents don't appear? Then it would also be nice if you would include the link for the additional textures in your initial posting. Not everyone can know where to get them. My guess is that this is an oversight. Otherwise, this was a good map from you.

 

Download - Additional Textures [32in24-15 tex]:

https://mega.nz/file/g6gxzJqQ#B0PNlmcogboZhHmdNjvxF0L3vtWU6r4FkscBcr5jF5A

 

Project Brutality 3.0 - Doom 2 - Map: #0221 - Asteroid Mining Startup - [4K60ᶠᵖˢ] - [100% Secret]

 

 

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4 hours ago, Custom Longplay said:

A really nice little map with a lot of fun. What I've noticed now is that some opponents don't appear?

 

 

Woops, thought I'd fixed that, thanks for reminding me! 

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  • 2 weeks later...

Finally gave it a shot after a week or two of looking at it. It's fun! Quick, not too difficult but not mind-numbingly easy. That ending was a good scare, and the outdoor fight almost had me a few times. Overall 8/10, solid.

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