Ar_e_en Posted September 1, 2023 I would like to remind you that the version of my map (Map 20) in the 3rd alpha release is an outdated version (version 2). I have posted the newest version (version 3) in this thread, however - it was posted in a .zip file containing other peoples maps that I tried to fix by applying the AJBSP node builder. If you want - I can repost the newest version of my map as a separate file in case you don't want to look for it! 1 Quote Share this post Link to post
aRottenKomquat Posted September 2, 2023 Meant to check in and get some stuff updated today, but I had a motorcycle accident this morning. I'm not hurt at all (my bike's probably done for though) but I'm not really feeling like myself this afternoon. Will probably feel better in a day or two and I'll get things updated here. On 8/31/2023 at 4:06 PM, DRON12261 said: I think I should free up a slot (I haven't made any progress), given that there are more people who want to participate. Okay, will post/update the list tomorrow. On 8/31/2023 at 10:32 PM, quakis said: Been working on it on and off when I do find the time, have a good concept with where to take the map and have even opted to end the map sooner than intended to not drag this out too much. Right now I'm trying to reinterpret the hodge-podge mess of ideas into something more coherent and cutting out what doesn't work, which involves redesigning large sections to fit within my current scope. Once the core set pieces are properly in motion it should be smooth sailing going forward. I have barely touched on the visuals besides a few tests so that's still on the todo list once gameplay is good to go. Here's a screenshot of the current layout which will likely change overtime, primarily the right portion and central route: Reveal hidden contents Mapping has been slower than desired with a lot of other things getting in the way of that. Having a clear deadline to work toward would also help considerably in managing my time and making this more of a priority. I'd still like to submit my work for this project, however, if you're looking to wrap up the project soon and want to reallocate my slot to someone else who can push out a map in a faster timeframe then I won't complain, just let me know how you feel. Up to you. Right now I'm thinking of setting a new deadline for the end of September. Depending on how the next couple days goes, my sister might want to claim a slot and I might do one more as well. So if you think you can wrap up by the end of the month--and want to complete it, no pressure here--let me know one way or the other. On 8/31/2023 at 11:47 PM, EagerBeaver said: @aRottenKomquat, I'd like to change the MIDI in my map. After some thoughts I came to the conclusion that it doesn't fit well (too short + it doesn't loop properly). I'll find another track, If you give your permission. Go ahead, post the change and I'll add it in. On 9/1/2023 at 9:05 AM, Emperor S P O O N said: I already submitted mine. Should be in the thread. Okay, I must have missed it. I'll dig through and see if I can find it. 22 hours ago, Ar_e_en said: I would like to remind you that the version of my map (Map 20) in the 3rd alpha release is an outdated version (version 2). I have posted the newest version (version 3) in this thread, however - it was posted in a .zip file containing other peoples maps that I tried to fix by applying the AJBSP node builder. If you want - I can repost the newest version of my map as a separate file in case you don't want to look for it! Yes, please repost what you have for the latest version. I have a file labeled as your 3rd version, but I think it's actually the 2nd version. Not sure how that happened. 0 Quote Share this post Link to post
Ar_e_en Posted September 2, 2023 I ended up changing the properties of one line, so i guess this is version 4 now! This should be the right version: Ar_e_en_MAP20_(Trickier_and_Trapier)_v4.zip 1 Quote Share this post Link to post
quakis Posted September 2, 2023 2 hours ago, aRottenKomquat said: So if you think you can wrap up by the end of the month--and want to complete it, no pressure here--let me know one way or the other. I'd like to continue, so the end of the month sounds good to me and that deadline helps me keep focus. Cheers. 1 Quote Share this post Link to post
lokbustam257 Posted September 3, 2023 @Ar_e_en did you know how to reproduce the visual glitch on the pentagram? I can't seem to replicate it on Chocolate Doom. Maybe it has something to do DSDA-Doom renderer or something? 0 Quote Share this post Link to post
Ar_e_en Posted September 3, 2023 4 hours ago, lokbustam257 said: @Ar_e_en did you know how to reproduce the visual glitch on the pentagram? I can't seem to replicate it on Chocolate Doom. Maybe it has something to do DSDA-Doom renderer or something? I quickly went and tested the alpha 3 version of map 30 in a bunch of ports - Woof, DSDA, PrBoom-Plus, Crispy Doom and I even downloaded Chocolate Doom to check the pentagram room - on my end - the room was messed up visually on all the ports, even Chocolate. I did manage to fix the glitched visuals in SLADEs built in map editor (I basically moved some of the vertexes back and forth on the pentagram) and once I ran the map through AJBSP - the visuals seem to be fixed! The only problem now is that - you said that you tested the map in Chocolate Doom, right? Well, the fixed version of the map seems to not work in Chocolate Doom anymore (it just gives me a "segmentation fault"). It does work in Crispy Doom (and all other higher ports) and this Community Project is set for limit removing ports - so the fixed map technically should be fine for the project. Here's my fixed version: map30_AlphabetDoom_pentagram_fix.zip 0 Quote Share this post Link to post
Ar_e_en Posted September 3, 2023 Also, a bit of a side note for @aRottenKomquat : While I was trying to fix map 30, I looked at all the maps in SLADE - I noticed that they seem to have extra GLNodes, which to me says that you ran those maps through AJBSP without the "-n" parameter (the "-n" parameter which can also be typed as "--nogl" disables the creation of GLNodes, at least it does in the Linux terminal). This shouldn't cause problems in theory, because most ports don't use GLNodes and therefor they ignore them, but it would probably be a good idea to disable the GLNode generation if you have a map without any nodes (I always run AJBSP with the "-n" parameter just to save space in the .wad file). Also, if a map has nodes already - you don't need to run them through a node builder, while most of the maps in the alpha 3 seem to run fine without any technical problems - I guess something went wrong between map 30 and AJBSP that caused the pentegram room to glitch out (although, my fixed version also used AJBSP, so I guess the lines between the vertexes may have been at fault?). Things like this is why I run the nodebuilder on induvidual maps in induvidual files and not on the master file. 1 Quote Share this post Link to post
FEDEX Posted September 3, 2023 @aRottenKomquat hope you're fine . 0 Quote Share this post Link to post
Zari Posted September 4, 2023 Sorry for the delay. I was busy with university recently. My map will be ready by the end of the month. 0 Quote Share this post Link to post
lokbustam257 Posted September 5, 2023 (edited) @Ar_e_en I think the reason why it glitched out it's because of the extra GL Nodes. But anyway, I copy pasted the pentagram from your fix to my current (and probably final) version of the map. I'll think about the MIDI later, though in the same time, I kinda wanna keep it as it is. ADCP_MAP30v3.zip Changelog: -Some overhauls and reworks on the D and O letter -Tutti fruttis fixes (love em gimme more) -Texture misalignment fixes -And probably more, i dunno Edited September 5, 2023 by lokbustam257 1 Quote Share this post Link to post
Ar_e_en Posted September 5, 2023 @lokbustam257 Did a quick run through it! I see that you added a few new extra bits, I like it! As for bugs: I haven't found any, but I might replay it again tomorrow, and if I do find any - I will report them! 0 Quote Share this post Link to post
Ar_e_en Posted September 9, 2023 Replayed map 30 again and noticed only one minor texture mistake: The room with the 2 caged Archies has this closet that opens up with some goodies and it has 2 places with incorrect textures. 1 Quote Share this post Link to post
EagerBeaver Posted September 12, 2023 @aRottenKomquat, sorry for the waiting, here's my map with new music. The new MIDI is "Troglodyte" by James Paddock. Also I re-made all walls in the "Flesh" section. Now they look more organic and... well... "fleshy", I guess. OUT OF ORDER v1.3.7z 1 Quote Share this post Link to post
quakis Posted September 21, 2023 Been focused on getting MAP21 done, trying not to overthink certain parts of the level so I can finish up the major gameplay beats before doing a second pass on design and polishing everything up later. I should be on a good pace up until the month end deadline. I do have one question however, @aRottenKomquat - Is there still time after the deadline to make additional fixes/tweaks post-feedback or should I consider that within the deadline timeframe as well? Cheers. 0 Quote Share this post Link to post
aRottenKomquat Posted September 21, 2023 16 hours ago, quakis said: Been focused on getting MAP21 done, trying not to overthink certain parts of the level so I can finish up the major gameplay beats before doing a second pass on design and polishing everything up later. I should be on a good pace up until the month end deadline. I do have one question however, @aRottenKomquat - Is there still time after the deadline to make additional fixes/tweaks post-feedback or should I consider that within the deadline timeframe as well? Cheers. I plan to have a release candidate phase so everyone can test and submit minor bugs, so you'll have time for a few more fixes and tweaks later. 1 Quote Share this post Link to post
lokbustam257 Posted September 27, 2023 ADCP_MAP30_v4.zip V4 of MAP30, with changes mostly around IDBEHOLD+A cleaning and some decorations/rework here and there. It's still the same map really. Also, @aRottenKomquat, I think the Doom 2 MIDI mashup by stewboy (included in this map) fits quite well. I have some other MIDI to use, but they sound a bit intense and short for the map. Changelog: -Tons of Automap cleaning (which is quite funny because the map didn't have an automap powerup) -Fix the door to the Megasphere goodies using CRATE texture -Some lifts now properly use SR Lift Lower Raise instead of WR -Some extra rework/decorations on all the letters -And some other things, I dunno can't remember. 1 Quote Share this post Link to post
quakis Posted September 30, 2023 Quick update for MAP21: As my entry deadline inches to a closure, I've still got some gameplay balance to tinker with and finish up the design in a few spots. I should have an upload either much later tonight or early hours tomorrow at the very latest. Haven't even got around to looking at a MIDI choice yet. Here's a screenshot for now: 4 Quote Share this post Link to post
aRottenKomquat Posted October 1, 2023 Okay, I think I'll actually have some time (and the energy) to sit down this evening and get things updated. I'll roll all the current updates into a new WAD, try to figure out the nodebuilder without breaking things, and get a new alpha WAD posted here. @quakis that screenshot looks amazing! 0 Quote Share this post Link to post
Vladguy Posted October 1, 2023 Hell yeah, good luck on that. Most of the community projects I joined have not yet been released at all so hopefully this gets finished soon. 0 Quote Share this post Link to post
Bloo Posted October 1, 2023 are there any needs for custom midis in this pack? 0 Quote Share this post Link to post
Vladguy Posted October 1, 2023 4 hours ago, Bloo said: are there any needs for custom midis in this pack? I mean, probably not, but if someone else needs a song, keep in touch. Though we could use an improvement on the title and intermission songs. Twinkle Twinkle Little Star is kinda overused there. 0 Quote Share this post Link to post
Bloo Posted October 1, 2023 1 minute ago, Vladguy said: I mean, probably not, but if someone else needs a song, keep in touch. Though we could use an improvement on the title and intermission songs. Twinkle Twinkle Little Star is kinda overused there. I'll add it to my list to get for you later if that works for you. I should be able to get those done this week. 0 Quote Share this post Link to post
quakis Posted October 1, 2023 (edited) Sorry, took a little longer than intended to get this up including and some last minute bug fixes, but here we are. It's a gimmick level focused entirely around fights using only the Rocket Launcher. Main feedback concerns regard combat flow and balancing. All difficulties implemented but it could be finetuned further. No new midi included yet, I hadn't got around looking for one and don't want to delay this any further. May update later while I have more time to explore options. Map Slot: MAP21 Map Name: U-Turn the Tables Mapper Name: quakis Download: map21-uturn_v2.zip Automap: Spoiler Screenshots: Spoiler Edited October 2, 2023 by quakis Edited download link - Updated map to include coop starts 2 Quote Share this post Link to post
aRottenKomquat Posted October 1, 2023 On 9/27/2023 at 6:02 AM, lokbustam257 said: ADCP_MAP30_v4.zip V4 of MAP30, with changes mostly around IDBEHOLD+A cleaning and some decorations/rework here and there. It's still the same map really. Also, @aRottenKomquat, I think the Doom 2 MIDI mashup by stewboy (included in this map) fits quite well. I have some other MIDI to use, but they sound a bit intense and short for the map. Changelog: -Tons of Automap cleaning (which is quite funny because the map didn't have an automap powerup) -Fix the door to the Megasphere goodies using CRATE texture -Some lifts now properly use SR Lift Lower Raise instead of WR -Some extra rework/decorations on all the letters -And some other things, I dunno can't remember. That mashup is awesome! 0 Quote Share this post Link to post
aRottenKomquat Posted October 1, 2023 Okay, I think I've got everything up-to-date. Alpha4 is in the OP, with 30 of 32 maps. Unless I missed something (highly possible), I am still waiting for MAP22 from @Zari and MAP29 from @DRON12261. If you two provided updates or downloads that I missed, I apologize and please re-link me to them. (The past two months have been crazy, to say the least...) I also included the WIP version of the map list and credits in the OP, so please look that over and let me know if it's accurate as far as map/author/MIDI names. There are still a few minor issues with lifts not working except in GZDoom, such as in MAP17. I can't figure it out. I've moved vertices and Things around, double-checked actions, and it all seems okay. It's annoying but not game-breaking, so for now I'm not going to worry about them. If anyone else finds a fix then I'll gladly pull in your updates on those issues. 1 Quote Share this post Link to post
quakis Posted October 2, 2023 @aRottenKomquat Apologies, but I only just now realised I'd forgotten to include coop starts which was part of the project guidelines. Updated the download link into my previous post and also available here: map21-uturn_v2.zip 0 Quote Share this post Link to post
DRON12261 Posted October 2, 2023 6 hours ago, aRottenKomquat said: and MAP29 from @DRON12261 I wrote last time that I was freeing up a slot. I don't see it possible for me to sit down fully for mapping in the next few months, sorry.https://www.doomworld.com/forum/post/2694784 1 Quote Share this post Link to post
Ar_e_en Posted October 8, 2023 I'm doing some map testing for a different community project right now (as well as some other things), so I won't be able to test some of the new maps right now, but - once I've done with that - I will test the new submitted maps! 0 Quote Share this post Link to post
quakis Posted October 9, 2023 (edited) Played through the current entries and here's some of my initial thoughts and experiences with each level. Eternity Engine UV & Pistol Start MAP01: Arachnophobia It's a simple enough introduction to the concept that's also not afraid to throw out heavy hitters like Chaingunners and Arachnotrons early on to take advantage of tight, close quarter combat. Didn't get much use out of the RL during this run, but the Berserk was a life saver after eating some plasma. I like how the second leg of the "A" is required to unlock its upper portion before exiting. MAP02: Baby Beelzebub's Bastion Good use of the layout to create some flow and initiate various ambushes upon the player within it's limited size. That Mancubi spawn was absolutely cruel. The Archvile didn't pose much of an issue however, maybe he'd be more effectively position by helping out the other group of Revenants or perhaps serve to block access leaping across the pillars, maybe with a few imps up there he can revive to keep him busy. As it stands, he's simple enough to take out through the side fences without any concern of retaliation or consequences. MAP03: Cuckoo for Cacodemons Great level and use of layout, flows really well and enjoyed this one a lot. It's double layered using "rooms" within the shape while allowing traversal along an outer rim, mixing it up with open and tight skirmishes. Having the entire area surrounding the letter opened up works really well for a later fight once the Caco swarm is freed, allowing ranged enemies to attack from across the map or float around the centre to cause problems. Also effectively ties together its design and atmosphere. MAP04: Destined to Die in the Distilling Plant of Doom Hot start gets the momentum going, but the level is open enough where the majority of fights don't pose too much hassle as long as we keep moving. Involves a bit of supply acquisition and dealing with early ambushes before moving beyond the blue key barrier. The imp onslaught with incoming double Archies took several attempts to find the correct rhythm, usually without doubt being toasted before having a chance at taking them down. Creating some distractions like imp corpses near their spawning zones helped create a window of opportunity here. The second lot of Archies during the finale turns the openness of the level against players where cover is minimal, forcing target prioritisation while dodging Revenant rockets as a Cyberdemon closes the distance. Fun romp. MAP05: Emergency Explosive Entitlement It's an easier and simpler level primarily using hitscanners to die by a thousand cuts if care isn't taken to dispatch them quickly. Both upper and lower wings of the E layout hold keys required to progress into the exit, a concept that can actually work really well on its own but it's honestly under utilised in practise here. There's not a whole lot going on before or after snatching up the prize, even something like a simple puzzle, platforming sequence or combat ambush using the surrounding space could help to make their acquisition feel a little more earned. At the very least I think UV needs a more bite in general. The double Archie behind door number one however can be a nasty surprise first time round relying on reaction speed before they gain an upperhand, as there isn't much cover besides a nearby crate to work with, but I don't hate this trick being pulled after a long false sense of ease up until this point. MAP06: Fear Factory Neat techbase involving tight quarter fights, making full use of its layout to reuse the available space. I love the sense of movement from crushers to scrolling walls, feels like machines busy working on something. That little ambush after snatching the yellow key plays a little on decision making; push past the crushers to risk having an imp block my exit or stay back dealing with both the turret Imps and nearby PE? If you want to be sadistic, change the slimefalls beyond the yellow door into non-solid midtextures so Revenant rockets pass right through - might be a little too cruel though. MAP07: Bowl of Dead Simple Gruel Dead simple indeed, sadly not much to say about this one but I actually quite liked the implied visual style through its texture scheme, created a surreal sensation trying to parse exactly where or what we're exploring. Level is otherwise linear with progressing enemy tiers, nothing out of the ordinary. Bonus points on not having Mancubus on a MAP07 slot at least! MAP08: Half And Half Loving the split themes between each wing of the H layout, started along the techbase route first before tackling the other side. Combat heavy level involving a fair bit to retreive one of the two required keys to exit, several neat moments throughout. That hallway with the lights turning off got a little spicy only because I was at low health due to earlier recklessness. Those surprise Cacos during the blue key fight also made for an "uh oh" moment to pick up the pace. Many later fights during the left portion also got dangerous due to me running low on supplies, forcing me to push forward during some encounters, in turn causing more trouble for myself. Great effect with the faked red sky and tons of Doomcute details. MAP09: Ignited Irony Pressure heavy scenarios that can potentially get out of hand quickly, a nice change of pace for combat which has mostly in my control up till now. The middle fight in particular was tough until upon realising a side room had always been accessible withholding a Supershotgun. The red key fight otherwise can fluctuate from being in control to losing control fast based on how quick those Archviles can be, if and when they choose to come into your hiding space or be forced into theirs. Tough little gauntlet but I enjoyed my time here. MAP10: Juxtaposition Short and sweet with two notable tough encounters, primarily starting the encounter that favours your own position taking advantage of the explosive barrels to deal extra damage when the action kicks off, took several attempts to succeed in either fight. Not much cover in the first encounter all about evasiveness, while the second area does have cover it's more likely to create a deadend choke point if care isn't taken. Personally not a fan of the final Archie horde, wasn't difficult in particular because they're restricted to this one room and involves some basic rocket or BFG spam. If there were less of them, provided free reign outside and a switch to lower an exit portal back in the previous room this could be an evil little setup that can grow out of control. Alternatively creating a physical link back to the starting room to an exit point could also work out well to utilise the letter's layout in full. Leaving behind that single Archvile during the beginning can then have consequences for later. Having the BFG on hand should balance the scales and might create a final skirmish that's just a little more interesting. MAP11: 'Kay, Then Another short and sweet level that starts off rather cruel, potential to lose a lot of health early in and use up the available healing options just based around how the opponents behave. Had one attempt where everyone kept shooting me knocking off a huge chunk of health before grabbing the stimpacks. Another attempt had me avoid taking fire and surviving with plenty of health. Don't have too much else to say beyond this point however as the progression forward remains simple. Pull two switches to access another for the last door and deal with the incoming swarm. Serves as a nice breather from the prior level but didn't do too much with the letter's layout. MAP12: Lowly Limbo Linear level with a partial E3M1 homage that would suit the start of an episode for its chill combat and open areas. Doesn't do too much with the shape of the letter besides providing a straight path toward the exit with enemy encounters along the way. My only critique is that there's a fair amount of space but it's a very flat experience overall which could probably benefit from using some height variation to spice up the progression or enemy placement. Connecting some of the areas by reducing the room -> door -> room could also improve flow from one point to another. MAP13: Military Complex Similar thoughts as the previous level, so I don't have much feedback to provide otherwise. It's very similar in progression except space is tighter but not exactly any more threatening since the many doors can hold back the enemies from pushing forward. If anything, almost caught a rocket in my face after fighting the Mancubus duo when a spectre popped in via teleporter. MAP14: Nothing Special Linear use of the layout but it makes good use of it through varied encounters and challenges using different enemy compositions and even a small platforming sequence. Couldn't quite figure out how to reach one of the potential secrets in an upper niche, but did find the Megasphere. It was quite hilarious how often enemies were hiding behind pillars at the start, as if they're trying to hide away from the player rather than ambush them. Did come across this bleeding ceiling here though: MAP15: Out of Order The level being based around an ascending loop is a nice twist on what could otherwise been a much more simpler concept, especially with having to do a second run if you grabbed the yellow key. Those PE's got a little out of hand I opted to just run away by that point. Level is otherwise a fun, combat heavy romp that gets trickier during the second time round due to dwindling resources. Minor improvement could be marking both end portals with an "Exit" sign to differentiate them. MAP16: Powering Up Tough on UV, definitely didn't feel like I had enough rockets to finish up the initial fight and following swarm, encouraging a risky play to push past onward beyond the spawning hordes to open up that blue key door. Of course there's a Cyberdemon right behind it guarding a cache of ammo along with additional meat walls. Should I now further risk shooting to awaken the new enemies or lure the Cybie in to help clean up while keeping silent until I've grabbed the supplies? There's also another door beyond that containing more goodies guarded by another trap. MAP16 is a tough decision making and evasiveness challenge set piece that plays well with its limited space and high monster density. Can be frustrating when enemies don't perform according to the script you've presented, but as is the nature of trial and error to discover a working solution to this combat puzzle. MAP17: Qaverns and Qorridors Neat linear romp that escalates over time split into a slower paced crawl before approaching a series of enemy gauntlets blocking passage forward. Good atmosphere during the first half with the hellish warped tech base and dark lighting. There were some tough Archvile encounters during the latter since you'll need to cover a good distance around the curve to avoid being blasted, which the gives him time to revive or allow other enemies to push forward creating a wall. Glad a Berserk was provided since ammo got a little short toward the end, but enough to finish up without issue. MAP18: Rocket Frenzy Cyberdemon & Rocket Launcher set piece with some barrel and crusher traps to potentially use against him. Not an entirely difficult premise that mostly revolves around avoiding spash damage from either side's rockets and not getting caught in the blast radius of barrels exploding. The Megasphere and Invul make this a breeze though, I would consider removing the Invul for UV/Hard difficulties. Some external turret enemies outside the main arena serving as a distraction could also spice things up but not a necessary inclusion. MAP19: Silent Castle There's a reliance on the age old room -> door -> room progression while engaging enemies only from a frontal approach that don't play to their strengths. Having several manual doors with the odd walkover trigger forcing one of them open was a good attempt at catching a player off guard, but would benefit from a more aggressive push of enemies. Because of door overuse, the final Cyberdemon pulled back his punches a lot making him susceptible to an easy Supershotgun kill. Also see my thoughts for MAP12 as it can apply here too. MAP20: Trickier and Trappier Excellent twist on the tricks and traps formula, some great ideas at play here that add a decent chunk of variety. Difficulty can be determined based around the order of chambers completed, such as dealing with the maze Archie might not be feasible without grabbing some heavier firepower beforehand or getting some good Berserk punches in before taking too much damage yourself. Favourite scenario was the southern Archie tube room, following each cable to find the correct switches based on the action you want to perform. It was fun just seeing the different results anyway. The rocket arena with area specific barrel explosions to manipulate as neat, too bad I'd already cleared the waves before playing around with it. There's also a nasty platforming segment with Blur Spheres utilised as power-downs, projectiles becoming erractic and harder to avoid. Tough level with a great concept executed well. MAP23: Wit's Wicked Doom Reminds me of MAP20, being another puzzle orientated level, this time focused around navigation and platforming challenges all about pressing switches and touchplates in sequential order while manipulating enemy attacks to get through these areas. It's a strange level with surreal presentation, a little too dark at times but quite fun in execution. Had some minor gameplay annoyances like Cyberdemons blasting me off ledges while using Invul or Archviles not lining up their attacks properly so I jump correctly. Switches are marked with their purpose, hints are provided and texture schemes are consistent with certain behaviours. Good stuff here and nice change of pace. MAP24: eXterminator Having each spoke of the X as its own segment is an obvious choice to following along with but works as a nice way to break up the level leaving the central area for a Spider Mastermind to control, who in my playthrough managed to knock a significant amount of health off leaving me on the defensive going forward. Action is otherwise fairly tame due to open spaces, only with the added worry being shot in the back while focused on other threats. It would have been neat seeing a little more done with each spoke but that might also boil down to UV lacking some extra pressure. Also found a bleeding lava sector here: MAP25: Yesteryear Claustrophobic and atmospheric, tight skirmishes and honestly just a good romp overall. The layout takes advantage of its space and flows well across the level, reusing earlier space with additional fights before the exit is reached. Plenty of extra supplies hidden in nooks for such a small playing field. Also quite liked that fireblu poking beneath a window. MAP26: Zurburk Berserk/Tyson style level against some large forces pouring into the scene, can get out of hand fast and health is frugal at best. I don't mind the occasional challenge like this one, it's pretty densely packed against the player for such a small sized level, small annoyances with punches not landing. Went through a portal and a Pinky on the other side beelines toward me and not a single punch would collide, possible game or engine quirk. Otherwise health was the main concern taking too many minor cuts during a long sequence, but I'd have to check later to see if lower difficulties ease up on that. Probably fine for UV/Hard. MAP27: El Ñoño Va y Viene An unforgiving composition of enemies that exploits the player's positioning so that starting out takes some effort to get going without being completely torn apart. The chaingunner trio is difficult to avoid while grabbing the Supershotgun and elevated Imps are nuisances throughout this little segment. Other enemies serve as high priority distractions and the Archvile placements are a disadvantage. Wasting too much ammo here might make the northern ~ area tricker to break through. I do like the return trip making environmental and navigational changes to grab the blue key. Tough romp but I liked figuring out a method to this madness. MAP28: The European Onion Leaning on a simple corridor romp that slowly escalates the enemy tiers over time, a fairly easy affair but does have some nice ideas. It's good that the surrounding non-playable space is opened up to expand the visual scale of the area but also plays well with the incoming Caco swarm giving them a decent amount of roaming space. The final Archvile didn't pose much of a threat though but could have instead been utilised to create additional pressure alongside the Cyberdemon, something along the lines of denying certain areas that make it easier to tackle the Cybie or maybe pushing more toward a pincer attack type ambush to prioritise one or the other. MAP30: Malapetaka Ending on this level is a good choice, an enjoyable romp through many homages to the original levels, condensed and merging into one entity, all limited inside a layout spelling out the word "DOOM" with special attention to replicate the logo itself. Even the midi blends various parts of the recognisable tracks as if it's unsure what the proper music choice should be, bleeding rhythms together or throwing a temporary moment in the background. The level flows well, has several big and small battles and ends with beating up the three major bosses one last time. MAP31: Ohm a God Super short level that pressures players to force their way forward because of the Cyberdemon taking up the central area and constant harassment from other enemies as they appear on site, all while Cacos and PEs slowly creep onto the scene to disrupt the pace. It can be beaten fairly quickly though as nothing in particular really seems to hold you back at any point from proceeding forward and perhaps I lucked out by following the correct rocky path that lead straight up to the exit without many concerns. MAP32: How Did You Get Here? Intriguing, haunting and miserable that I enjoy in concept but playing it was a little on the tedious side. Dark, easy to get caught up in the trees and hard to avoid being blasted when out of ammo and trying to put distance, especially when returning to the cabin. I'm sure this was all intended and does exactly what it needs to do. Not a personal favourite though in its current iteration. The midi choice is perfect however, an absolute lie as there's no tranquillity here. Assuming it doesn't entirely ruin the vision, some faint light sources near ammo/health caches in the forest might help with scavenging supplies while still adding to the creep factor. This could help reduce the tedium without resorting to fumbling around blind as getting caught up in the trees and awkwardly squeezing back onto the correct path just wasn't very enjoyable in the long term. This can all be alleviated with improvements if I could physically see something to work towards however, perhaps some small clearings where light can pass through, additional distinct landmarks that silently guide the way and take opportunities for any subtle environmental storytelling up until the red key. Edited October 9, 2023 by quakis 11 Quote Share this post Link to post
Emperor S P O O N Posted October 9, 2023 49 minutes ago, quakis said: MAP31: Ohm a God Super short level that pressures players to force their way forward because of the Cyberdemon taking up the central area and constant harassment from other enemies as they appear on site, all while Cacos and PEs slowly creep onto the scene to disrupt the pace. It can be beaten fairly quickly though as nothing in particular really seems to hold you back at any point from proceeding forward and perhaps I lucked out by following the correct rocky path that lead straight up to the exit without many concerns. Hey, thanks for playing! I'm a little confused, though. Are you saying the map could use a bit more roadblocks, or maybe it could use a difficulty tweak? What specifically would you suggest changing in the map if anything at all? 0 Quote Share this post Link to post
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