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[BETA RELEASE] - El Viaje de Diciembre


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A bit more progress on MAP05. This one has way more grand scale architecture and layout than the others so far. Not exactly my forte, but I'll try to make it work.

 

EDIT: Welp, turns out I couldn't quite make it work. Not in time unfortunately. I worked on the map and added a bunch of areas but they all turned out pretty mediocre, so I'll need an extra day to try and get something done with what I already have.

664636534_ViajeDeDiciembre11-12-20221.png.3a5a79077f7c2a097c6244123782400b.png

Edited by Cacodemon187

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At long last, MAP05 is done. Sorry for the delay, I couldn't quite achieve what I wanted to do with this one and honestly I'm not too happy with the results compared to the other maps. This one's supposed to be a hotel of sorts mixed with some industrial structures. You're handed the plasma rifle on the get-go in the hotel and you run around in tight hallways, but the industrial area offers more open combat. I'll definitely rework this one once I start the RC1 process after finishing the next map. Still, I hope it's worth your time!

 

>>> Download MAP05 <<<

Once again, updated resources! >> VIAJEDRE.wad

Slot: MAP05
Name: Lujitos Que Se Da Uno
Music: "Swirls" By Alexander Seropian, edited by Cacodemon187
Compatibility: Vanilla
Build Time: December 10th to December 13th
No jumping or crouching. Freelooking is fine.
Credits: Textures and sounds taken from many sources. Check the CREDITS.TXT file inside the .wad for more info.

Screenshots:

Spoiler

 

1485917821_ViajeDeDiciembre14-12-20221.png.15cc0d24f6c62fea93af2f73e60b67cc.png

557647870_ViajeDeDiciembre14-12-20223.png.3c1d34c48cca4fffa89ae2605fde7869.png

354477137_ViajeDeDiciembre14-12-20222.png.3c1e2755d74ee5aae559f7ae63839553.png

201092873_ViajeDeDiciembre14-12-20224.png.2a5c0ea6a6d80fc0e2dba1bc47569632.png

 

Enjoy!! I'll take a small break before working on the final map. It should be ready by the 19th or 20th.

Edited by Cacodemon187

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Hey folks, I've made a decision. I've decided that instead of 6 maps, the mapset will only consist of the first 4 maps. Why? Well, I feel like I've accomplished what I wanted to do in this project in the first 4 maps. I don't really feel like making more maps of the same style, and the fourth map works well as a final map.

 

This means that we've officially reached a Beta release of the wad! Yay!

>>> Viaje de Diciembre BETA 1 <<<

 

This beta contains all 4 maps and resources compiled into a single wad. However, there's no difficulty settings yet and no ending map, which brings me to the next part of this project: RC1

I'll start polishing up all the maps, adding difficulty settings, tweaking encounters, improving layout design, all that good stuff. It'll probably be ready before the year ends. No promises though :)

I'll start a new thread once RC1 is ready so that I can get new feedback and get the project out the door and into /idgames.

 

Thanks to everyone who left their comments, recorded videos and demos, or just checked out the thread. All of you are awesome and I hope the final product can be something y'all can enjoy playing!

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Played all 4 maps. Loved the atmosphere and lighting on display. Very 90's in a good way. I'm a bit dissapointed that you're not going for the full 6 maps, I kinda wanted more of this theme. Good work though.

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6 hours ago, Breezeep said:

Played all 4 maps. Loved the atmosphere and lighting on display. Very 90's in a good way. I'm a bit dissapointed that you're not going for the full 6 maps, I kinda wanted more of this theme. Good work though.

I'm glad you liked it! Sorry to disappoint, but I decided to go for quality over quantity.

 

2 hours ago, ifreakinlovedoom208 said:

I like the western vibe this map provides, also the shotgun sounds absolutely amazing(reminds me of doom64's equally punchy shotgun sound)

Yep, I love the shotgun sfx too! It took it from Equinox, though I'm not sure if it's an original sound from that project.

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Such an awesome set of levels! I really love the lighting in these maps, really goes along well with the dusty, western theme they all have.

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Great shit as usual Caco, this has to be one of my favorite short level sets of the year! The aesthetic is golden, I think this might be your most refined work yet and it's very fun! Defo give my highest recommendations to play this mapset.

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12 hours ago, Bobby "J said:

Great shit as usual Caco, this has to be one of my favorite short level sets of the year! The aesthetic is golden, I think this might be your most refined work yet and it's very fun! Defo give my highest recommendations to play this mapset.

Man, thank you for the words! It's always great to hear from you, I'm glad you enjoyed the mapset :)

I'm still working on RC1 but I think it'll be officially released by late february. Here's a sneak peek of that:

image.png.03441894c7c5fb66cf6152a0daff0df6.png

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So I'm experiencing a strange issue on map03. Like @TheCyberDruid I'm stuck after clearing the first courtyard area. The way forward is blocked by a closed door with the YELLITE1 texture (sector 79). Investigating with UDB reveals that linedefs 142, 430, 911 and 916 are all supposed to open this door with action 109 (W1 Door Open Stay (fast)) but when I walk over these lines nothing happens. Interestingly if I change the action on these to 2 (W1 Door Open Stay) the door opens when I walk over the lines. Not sure what could be causing this. I'm playing on dsda-doom-0.21.3, complevel 2.

EDIT: never mind this is just due to me accidentally playing on complevel 0 instead of 2 🤦‍♂️ please ignore...

 

Another issue I've had is that the custom sounds are significantly louder than the default sounds already in the game. I had to lower the volume of all sounds because of the volume of the custom ones. Not sure if anyone else experienced this.


Besides that I've been really enjoying these levels! Very unique visual style, great use of lighting, and tons of excellently placed barrels.

 

Edited by elic

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9 hours ago, elic said:

So I'm experiencing a strange issue on map03. Like @TheCyberDruid I'm stuck after clearing the first courtyard area. The way forward is blocked by a closed door with the YELLITE1 texture (sector 79). Investigating with UDB reveals that linedefs 142, 430, 911 and 916 are all supposed to open this door with action 109 (W1 Door Open Stay (fast)) but when I walk over these lines nothing happens. Interestingly if I change the action on these to 2 (W1 Door Open Stay) the door opens when I walk over the lines. Not sure what could be causing this. I'm playing on dsda-doom-0.21.3, complevel 2.

EDIT: never mind this is just due to me accidentally playing on complevel 0 instead of 2 🤦‍♂️ please ignore...

 

Another issue I've had is that the custom sounds are significantly louder than the default sounds already in the game. I had to lower the volume of all sounds because of the volume of the custom ones. Not sure if anyone else experienced this.


Besides that I've been really enjoying these levels! Very unique visual style, great use of lighting, and tons of excellently placed barrels.

 

Thank you for the feedback! The new sounds I added are amplified by a dozen or so dBs because otherwise they would sound very faint in Chocolate Doom. I suspect this is because I used a 48000Hz frequency to record them instead of Doom's 22500Hz (I think). I'm not sure how to record them at the proper frequency in Audacity but I'll try to figure it out. Otherwise I could just package the zip file with a separate wad that replaces the new sounds at their original volumes, but this wouldn't be ideal.

Thanks again for bringing this up to me, I'm glad you enjoyed the maps :)

Edited by Cacodemon187

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  • 1 month later...

Hey I enjoyed this quite a bit!  I knew right when I loaded in and heard the lost civ music and sounds that I'd be up for this.  I like the aesthetic you achieved and the combat was pretty accessible with lots of barrels in for good measure.  Some of the other sounds were great too, especially the shotgun and wilhelm scream lol.  Only issue I remember is you can strafe and get the blue key early and skip a part of the map, but that can be easily fixed if you want to prevent it.  Really enjoyable 40 minutes so I would say your challenge was successful!

 

 

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  • 3 months later...

Bump, but! Nice work on this, I'm loving the influences, particularly Earth.wad! Here's some things I spotted:

image.png.63eea721e84ec2899ed35484f296e966.png

In MAP01 it is possible to jump from this window to get the blue key, not sure if this is an intended speedrun strategy but it lets you completely skip the relevant ambush as well

 

image.png.d24e4f10a5d57b1b48820fee31c83329.png

In MAP02, early on in the map, a cacodemon telepors in here (on HMP) but seems to be stuck (in the door sector I think?)

 

Also, wow, talk about coincidence. I felt the AV midi in MAP02 was a bit off tonally, so I replaced it with a midi mostly at random from my folder, which ended up being Chomber from Marathon 1. Then I go to MAP03, and I notice that it uses an *actual* midi from Marathon, of which I had absolutely no idea prior to getting to the map! I thought that was quite amusing. Very nice job on re-arranging that midi, by the way! Have you thought about doing similar re-arrangements for the rest of the Marathon MIDIs? It would be great to see.

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2 hours ago, Dynamo said:

Bump, but! Nice work on this, I'm loving the influences, particularly Earth.wad! Here's some things I spotted:

Thank you for playing and your comments! Kind of a shame you played the beta release instead of the RC1 though (I should've plugged it here a while ago lol)

 

The BK skip in map01 is intentional, and that stuck caco is fixed in the RC1.

Really happy someone else appreciates Marathon's midis! I do have a couple more remixes of Swirls, which I used in the RC1 version of this project and in Baphomet's Satellite. I'd share the rest of the remixes I've done but I'm not on my pc right now, and I won't be for a while.

Thanks again for playing, glad you liked it :)

 

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  • 5 months later...

Really fun, with buckets of blood that zooms by like a rocket sled; should appeal to fans who still kill the old way. I really appreciate all the effort gathering those custom resources for that sunset rural aesthetic. Especially those waves in the skybox that simultaneously adds depth unseen in most vanilla wads, yet also gives the whole set a dreamy remove.

Edited by Catpho

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