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Sensory Deprivation Chamber 2.0 (5 maps, UDMF)


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Did you miss the HOM that's at the west end of the sort of first indoor area in Map 05, when the revenants ambush you when you reach the big red button in the middle?

 

Well, anyways, nice work. Map 01 has a serious lack of ammo, even when compared to the other maps though, which was a little annoying.

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13 hours ago, LadyMistDragon said:

Did you miss the HOM that's at the west end of the sort of first indoor area in Map 05, when the revenants ambush you when you reach the big red button in the middle?

 

Well, anyways, nice work. Map 01 has a serious lack of ammo, even when compared to the other maps though, which was a little annoying.

that one's intentional because i thought it looked cool and abstract, but yeah map01 is missing a bit of ammo

i'll see if i can fix the HOM while still keeping the same effect

also, thanks!

Edited by eltiolavara9
forgot 2 things whoops

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  • 1 month later...

Playing this mod leaves the player feeling very uneasy. What was your motivation? During the process, did you ever feel like the map had a mind of its own... like you were just a guiding force in the editor, but the map... took over? Sorry, playing your map just left me feeling uncomfortable at times... maybe that was the point though.

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On 2/28/2023 at 2:05 AM, Veddge said:

Playing this mod leaves the player feeling very uneasy. What was your motivation? During the process, did you ever feel like the map had a mind of its own... like you were just a guiding force in the editor, but the map... took over? Sorry, playing your map just left me feeling uncomfortable at times... maybe that was the point though.

i actually dont know what was the motivation, just wanted to make weird abstract rooms and dreamlike imagery mostly

and yea i felt like i was just a guiding force making "the womb", which also ended up being my favorite level ("everywhere" was horrible to make)

in a bunch of parts of the wad i definitely wanted it to be scary without actually engaging in any horror tropes, so i'm glad it had the intended effect

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  • 2 weeks later...

Title definetly fit the theme.

 

Sensory Deprevation is a form of torture that leaves you uneasy at best. The more you experience it, the worse the effects of it. And the mapset actually does make you feel uneasy even after first map.

I'll post my playthrough of map01 soon. But I dare say it, play at your own risk. This mapset is NOT for everyone.

@eltiolavara9 Perfect title, perfectly annoying music, perfectly cartoony, yet perfectly uncomfortable already on map01. I did not kill all the minions, and I'll record it one map at a time. There WILL be big caps between recording, because this.... This was an experience that needs to be spaced out.

 

I did notice the monsters don't infight though, not sure if it was intended or not. 

Here's the video link, it will take about 2 hours to upload, so should be viewable 2 hours after this post was posted.


Finally the video finished uploading. Here it is
 

 

Edited by IcarusOfDaggers

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yeah, fair enough that youre taking breaks between recording, havent watched the video yet but thank you a lot for playing and recording it

one thing though, the wad isn't actually themed around sensory deprivation despite the name, i just chose that because it felt fitting what with the lack of textures and all, if anything it's based off dreams, those liminal space images and early game builds

also yes monsters don't infight on purpose, i made every monster extremely agressive and fast to outweigh the increased agility and damage of the player

just in case i added a warning that the wad (especially the fourth map) might be scary to some people in the main page, cause there was nothing indicating otherwise and i don't want to fuck anyone up

Edited by eltiolavara9
forgor (then remembered)

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13 hours ago, eltiolavara9 said:

yeah, fair enough that youre taking breaks between recording, havent watched the video yet but thank you a lot for playing and recording it

one thing though, the wad isn't actually themed around sensory deprivation despite the name, i just chose that because it felt fitting what with the lack of textures and all, if anything it's based off dreams, those liminal space images and early game builds

also yes monsters don't infight on purpose, i made every monster extremely agressive and fast to outweigh the increased agility and damage of the player

just in case i added a warning that the wad (especially the fourth map) might be scary to some people in the main page, cause there was nothing indicating otherwise and i don't want to fuck anyone up


Well the first map definetly felt like I was in a chamber looking my way out of a world where there were very little colours. it fits in more ways than one, and even if it wasn't the theme, Map01 did achieve it. It will be interesting even for me to see how I react to other maps in the set.

As for scary...ermm... skeletons chasing you around in pyramid while you're 5 years old scary? that nightmare, I still remember. Skeletons, alligators, mummies...and ironicly, courage the cowardly dog... i watched too much random shit as a kid.... didn't end well

 

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13 hours ago, IcarusOfDaggers said:


Well the first map definetly felt like I was in a chamber looking my way out of a world where there were very little colours. it fits in more ways than one, and even if it wasn't the theme, Map01 did achieve it. It will be interesting even for me to see how I react to other maps in the set.

As for scary...ermm... skeletons chasing you around in pyramid while you're 5 years old scary? that nightmare, I still remember. Skeletons, alligators, mummies...and ironicly, courage the cowardly dog... i watched too much random shit as a kid.... didn't end well

 

not scary in the traditional "oh shit this is creepy" sense (except for i guess one part in map04, you'll see when you get there), more trippy than anything

anyways, i'm looking forward to see what you think of the other maps :D

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  • 1 month later...

finally got around to this (and your recent boom map) - great job on these. imo i'd cut back on the sheer enemy variety and make the bullets not use additive rendering but otherwise i really really enjoyed this. super great environments that i loved exploring and jumping around a lot.

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the sheer enemy variety was because i went crazy with the whole no infighting gimmick (mostly just for the sake of using funny stuff from realm667 tho yeah) but thats awesome im glad you enjoyed the wad

i literally was just checking out your streams and got jumpscared with the sensory deprivation chamber screenshot

Edited by eltiolavara9

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update

-new huds

-removed/changed the monsters that are used like once or twice in the whole wad and vaguely attempted to make map05 very slightly more coherent (also the additive bullets thing i think?)

-somewhat more ammo in general, killing everything should be possibler now

-visual tweaks (of course)

-i figured out how to edit the cast roll and used it for evil

-stuff

dont use the idgames link it might not be updated yet

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  • 3 weeks later...

I am extremely stuck on "The Womb"! I have no clue what to do next! I am at the point where you get out from that repeating infinite hallway from the blue key, any tips?

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  • 3 weeks later...

This was a very enjoyable map. You ended up with a great aesthetic. I had fun dodging and platforming past enemies. There were a few difficulty spikes where a particular challenge had me save scumming to get by. I played this a week ago so my memory of a few problems is faint but it's important.

 

1. The notice about requiring jumping, crouching, and pistol starts isn't given in the readme SENSORY.txt for the mod. It's only given on the first page of this thread.

2. There are several spots where you can fall down into a pit that you can't escape from. I think the first one I ran into was on level 2 with the very wide, yellow Cyberdemon? It happened more frequently on the final few levels. I ended up noclipping to get out of pits instead of reloading a save.

3. The part with the four side-by-side pillars that push you upwards... How on earth do you complete that legitimately?! I had some luck jumping on and off the tower to make it rise but it seemed like such a strange way to complete it that I still wonder if I was missing something. What pushed it over the top were the invincible Pain Elementals that kept spawning lost souls. My HP was too low from previous fights to take more than four or so hits. Even god mode didn't help because the lost souls would push me off the rising pillar. I used noclip to pass that one part but I worry it affected later parts of the level because there were a few locked doors at the end that I couldn't pass except with noclip. It was most obvious in the room with every weapon lined up in rows. I must have skipped some important trigger without knowing. I can't remember if they were keycard doors or not. Either way, I was stuck in a room with no way to backtrack.

Edited by SquareEngine

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On 6/14/2023 at 12:00 PM, SquareEngine said:

This was a very enjoyable map. You ended up with a great aesthetic. I had fun dodging and platforming past enemies. There were a few difficulty spikes where a particular challenge had me save scumming to get by. I played this a week ago so my memory of a few problems is faint but it's important.

 

1. The notice about requiring jumping, crouching, and pistol starts isn't given in the readme SENSORY.txt for the mod. It's only given on the first page of this thread.

2. There are several spots where you can fall down into a pit that you can't escape from. I think the first one I ran into was on level 2 with the very wide, yellow Cyberdemon? It happened more frequently on the final few levels. I ended up noclipping to get out of pits instead of reloading a save.

3. The part with the four side-by-side pillars that push you upwards... How on earth do you complete that legitimately?! I had some luck jumping on and off the tower to make it rise but it seemed like such a strange way to complete it that I still wonder if I was missing something. What pushed it over the top were the invincible Pain Elementals that kept spawning lost souls. My HP was too low from previous fights to take more than four or so hits. Even god mode didn't help because the lost souls would push me off the rising pillar. I used noclip to pass that one part but I worry it affected later parts of the level because there were a few locked doors at the end that I couldn't pass except with noclip. It was most obvious in the room with every weapon lined up in rows. I must have skipped some important trigger without knowing. I can't remember if they were keycard doors or not. Either way, I was stuck in a room with no way to backtrack.

thanks! i'll try to add the notice and fix the pits and also remove the invincible pain elemental

and about the part with the four rising pillars, you are supposed to kinda jump on and off, it's a very weird solution because i was like "ok time to make a puzzle" and didnt think too much about it lol but i'll try to make it a bit more forgiving somehow

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23 minutes ago, eltiolavara9 said:

thanks! i'll try to add the notice and fix the pits and also remove the invincible pain elemental

and about the part with the four rising pillars, you are supposed to kinda jump on and off, it's a very weird solution because i was like "ok time to make a puzzle" and didnt think too much about it lol but i'll try to make it a bit more forgiving somehow

A way to reset the height of the pillars could help. I had to reload many times because there's no way to bring them back down. I definitely had to reload a save the first time I got there because I wasn't expecting it and by the time I understood how it worked it was already too tall.

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Honestly, when I first saw such a project, I thought: "Vaporwave with Supercharge? Why not?" But as soon as I took up the passage... I have no words right now!

 

I even thought about adding it as a Bonus to One of My Reviews, but it didn't work out. But I recommended the others to play HERE. Quite a good WAD, but not for everyone.

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hey new update! changelog's on the main post and i also detailed what the other update did

again the idgames link will be changed in a few days please use the others for now

just in case here's the changelog again

2.0:

-updated most of the OST to get a bit less annoying when actually playing the map and in general have a bit more going on

-graphical and aesthetic tweaks

-some new sound effects from various sources

-every map now has a custom intermission pic like that other thing i did

-hopefully fixed every softlock

-made the way forward in map04 very, *VERY* slightly more obvious

-cut unnecessary monsters that didn't do anything in some encounters, a bit of combat rebalancing (just a pinch)

-made the puzzle in map05 less annoying

1.5:

-new huds

-fixed a few softlocks

-added better easier difficulties (they give you more ammo now) and like two secrets, other map changes too

-cut bloat in monster roster

-misc stuff

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Hey, I'm really confused on what the hell I'm supposed to do in the giant red room filled with yellow enemies on the womb level. Can you please tell me what to do?

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5 hours ago, Starfishlord5 said:

Hey, I'm really confused on what the hell I'm supposed to do in the giant red room filled with yellow enemies on the womb level. Can you please tell me what to do?

jump on the circles that are coming out of the ground

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  • 1 month later...
On 12/31/2022 at 7:06 PM, eltiolavara9 said:

 

 

 

I'm a little confused on what to do on map03. I discovered the secret but now Im totally lost. really enjoying it up to this point

Edited by thcc7nmbrs

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On 8/3/2023 at 10:13 AM, thcc7nmbrs said:

I'm a little confused on what to do on map03. I discovered the secret but now Im totally lost. really enjoying it up to this point

to go back to the regular map there's a wall with a door texture that you can press, and to progress you have to collect the huge green bottle which opens a wall at the start idk why i made the thing you get to progress a health pickup 

anyways glad youre enjoying it

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On 8/5/2023 at 8:36 AM, eltiolavara9 said:

to go back to the regular map there's a wall with a door texture that you can press, and to progress you have to collect the huge green bottle which opens a wall at the start idk why i made the thing you get to progress a health pickup 

anyways glad youre enjoying it

Thanks, but maybe I should have clarified, I went thru the split part with the keys and all the way went thru the door, came thru back all the way back to the starting room, this time with rockets and killed the arch viles. And this is where I am stuck. I ended up just skipping that level at that point cuz I was completely lost (and everything is pistol start). The rest of the wad is sick tho. The Womb is especially creepy. Anyways thanks for making this.

Edited by thcc7nmbrs

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