pbldcttr Posted January 17, 2023 (edited) its a simple 5 level wad - apart from new music by my good homie damian lee [and one track by me] there are no new resources, just maps - and while the maps themselves are 100% d2.exe compatible, two maps crash the game when saving and only noticed that just now though [but wont fix that]. also added a umapinfo file but just for map names. once im satisfied with the gameplay i'll upload it - no story, nothing fancy just new [and old, one very old] maps. all maps are done just need to test the maps and hopefully around december i'll get to release these mamas. link with screenshots: https://imgur.com/a/0SHjZ4Q download - https://www.doomworld.com/idgames/levels/doom2/s-u/tsdp1 Edited January 23, 2023 by pabloD 29 Quote Share this post Link to post
Walter confetti Posted January 17, 2023 You're Pablo Dictter right? Glad to see you back in the community, the maps in screenshots looks really great! 4 Quote Share this post Link to post
pbldcttr Posted January 17, 2023 7 hours ago, Walter confetti said: You're Pablo Dictter right? Glad to see you back in the community, the maps in screenshots looks really great! sadly yes, thats me. lol - but thanks man, hopefully i'll upload these maps before friday. 3 Quote Share this post Link to post
Somniac Posted January 17, 2023 Oh shit, its the author of THAT map from Alien Vendetta! One of my favourite maps actually! Great screenshots, I look forward to playing these for sure. 2 Quote Share this post Link to post
pbldcttr Posted January 23, 2023 (edited) On 1/17/2023 at 3:09 PM, Somniac said: Oh shit, its the author of THAT map from Alien Vendetta! One of my favourite maps actually! Great screenshots, I look forward to playing these for sure. i never really liked that level. i could have done so much better in retrospect. but thank you though! anyway, wad has been uploaded to idgames and its now avaliable. also updated the threat title. Edited January 23, 2023 by pabloD 2 Quote Share this post Link to post
Noiser Posted January 23, 2023 (edited) On 1/17/2023 at 1:15 AM, pabloD said: link with screenshots: https://imgur.com/a/0SHjZ4Q Oh my, that looks superb! I really like the classic style of these maps, good lighting and atmosphere s2 I will play it asap Edited January 23, 2023 by Noiser 2 Quote Share this post Link to post
pavera Posted January 23, 2023 Screenshots look like beautifully designed classic levels. I will have to give it a spin soon :) 2 Quote Share this post Link to post
Somniac Posted January 23, 2023 I just finished the set in Crispy Doom. Loved it! Great visuals, interesting level design and flow with a satisfying level of challenge, with some neat exploratory elements. I liked the pacing too, going from a more adventurous first map to some smaller, punchier (but no less visually interesting) maps and back to a very well executed, bigger final map. No spoilers but the buildup on that last one was great. MIDI work is fantastic too, I really liked the tracks for the first and third maps. Don't sleep on this one! 3 Quote Share this post Link to post
Foxpup Posted January 24, 2023 Great stuff! Except, of course, for the two secrets on MAP10 (sectors 239 and 359) that can trap the player because they auto-close and can't be opened again from the inside. 2 Quote Share this post Link to post
grrfield Posted January 24, 2023 It says 'part one'. What is to come? 0 Quote Share this post Link to post
pbldcttr Posted January 24, 2023 30 minutes ago, grrfield said: It says 'part one'. What is to come? over the past 15 years or so ive made many levels, a lot are in different states of completion, some just need gameplay others are half finished and so on [i even have different versions of the same level, like there is a zdoom version of map11 thats twice as big, there is a boom version of map9 thats also different]. last summer i decided to picking these 5 maps plan was to get them in a finished state, having them as vanilla levels was not planned but made things easier too. so my idean is to release 2 more of these, maybe part2 will come next year but im trying to not take as long as i do. part2 might even be a boom thing, or maybe i'll convert them all into zdoom. i have a bunch of each so who knows what will happen. but labeling this as part1 is a good motivation to get the rest finished for me. 5 hours ago, Foxpup said: Great stuff! Except, of course, for the two secrets on MAP10 (sectors 239 and 359) that can trap the player because they auto-close and can't be opened again from the inside. well, that makes it a 1/5 wad then. good catch though. fixed it already and if there are any other issues that show up i guess i'll re-upload it in a month or so or just leave it as is and pretend nothing ever happened. lol. thanks everyone for the comments! 5 Quote Share this post Link to post
grrfield Posted January 24, 2023 1 hour ago, pabloD said: over the past 15 years or so ive made many levels, a lot are in different states of completion, some just need gameplay others are half finished and so on [i even have different versions of the same level, like there is a zdoom version of map11 thats twice as big, there is a boom version of map9 thats also different]. last summer i decided to picking these 5 maps plan was to get them in a finished state, having them as vanilla levels was not planned but made things easier too. so my idean is to release 2 more of these, maybe part2 will come next year but im trying to not take as long as i do. part2 might even be a boom thing, or maybe i'll convert them all into zdoom. i have a bunch of each so who knows what will happen. but labeling this as part1 is a good motivation to get the rest finished for me. Just take it easy. These are high quality maps. 2 Quote Share this post Link to post
Kor Posted January 25, 2023 Pretty good set of levels. Good enough to stick in my \replay folder. 1 Quote Share this post Link to post
LadyMistDragon Posted January 25, 2023 (edited) track for Map 01 seemed to be a suspicious fusion of Spiral Mountain with some "Brutal schism" instrumentation and a rhythm that probably comes from "Icicles." But honestly, having played a few Pahh-blo maps in the past, this was actually far better than I was expecting and certainly better than "One Flew Over the Caco's Nest" (lmao). Structure was oddly enough, far more open-ended and in some ways remniscient of Yomi, which was the very first non-Wolfendoom custom wad I played back in the dark days of 2007. Couldn't find a way to raise the bridge in the first map and unfortunately, there's still another map I need to play so.. Edited January 25, 2023 by LadyMistDragon 1 Quote Share this post Link to post
pbldcttr Posted January 25, 2023 54 minutes ago, LadyMistDragon said: track for Map 01 seemed to be a suspicious fusion of Spiral Mountain with some "Brutal schism" instrumentation and a rhythm that probably comes from "Icicles." But honestly, having played a few Pahh-blo maps in the past, this was actually far better than I was expecting and certainly better than "One Flew Over the Caco's Nest" (lmao). Structure was oddly enough, far more open-ended and in some ways remniscient of Yomi, which was the very first non-Wolfendoom custom wad I played back in the dark days of 2007. Couldn't find a way to raise the bridge in the first map and unfortunately, there's still another map I need to play so.. the bridge on map7 is suppose to raise after killing all arachnotrons. if you did and the trigger somehow failed, i dont know what to say. its one of the things i was undecided on having until i uploaded it since sometimes i rush through maps and i dont feel like blasting everyone. you can always idclip your way to success though >:) or jump, some ports have jumping so why not use it? [dont think you'll break any triggers if someone skips ahead that way, but unsure]. old pablo levels are not good. layouts were messy, no height differences, super cramped [i'll never understand why i made them that way] and are just boring to me. my heretic levels being the worst of them, which is something i'll get to once im done with all of these unreleased doom maps. 1 Quote Share this post Link to post
LadyMistDragon Posted January 25, 2023 (edited) I just assumed that one Arachnotron that couldn't be physically reached at the time had to be left alone. That makes sense though btw, anyone finding a little strange that people who've been barely active like Pablo, Bob Larkin, psyren (under a different name) and John Cartwright (whom I'm not sure has a Doomworld account and if he even visits anymore) have all released maps in the past several months they've largely been working on for years? Just a little observation. Edited January 25, 2023 by LadyMistDragon 2 Quote Share this post Link to post
ryiron Posted January 26, 2023 Had a lot of fun with this. I really like the architecture of the maps, great use of vanilla assets. The pacing is done really well, with moments of calm in between the combat that add to the tension. The opening in map11 is great with the creepy music and large spaces to explore before the action starts. Set of demos attached with fdas and successful exits (the first and last maps gave me the most grief, I got a bit lost in map07, but I think that's me being dumb). I did some secret hunting but didn't find all of them. Also, I totally forgot I had a bfg in the final map :-). tsdp.zip 1 Quote Share this post Link to post
pbldcttr Posted January 27, 2023 On 1/25/2023 at 8:14 PM, ryiron said: Had a lot of fun with this. I really like the architecture of the maps, great use of vanilla assets. The pacing is done really well, with moments of calm in between the combat that add to the tension. The opening in map11 is great with the creepy music and large spaces to explore before the action starts. Set of demos attached with fdas and successful exits (the first and last maps gave me the most grief, I got a bit lost in map07, but I think that's me being dumb). I did some secret hunting but didn't find all of them. Also, I totally forgot I had a bfg in the final map :-). tsdp.zip thanks for these, it was funky as hell to watch and wrote down notes for future maps! 1 Quote Share this post Link to post
TheCyberDruid Posted January 27, 2023 Fun set of maps :) The difficulty curve was interesting. It didn't feel like the maps got much harder (other than the final fight due to the environment). I enjoyed the design a lot and the music is cool. Thank you for making those maps. 1 Quote Share this post Link to post
RubixCuberYT Posted January 27, 2023 here's a difficulty! u can add words! 0 Quote Share this post Link to post
DrRock Posted January 28, 2023 Fun play, all in all. The copious detailing makes for a very busy, but also interesting visual style that goes well with the mostly overlapping and cramped level sections. You also did a nice job getting a lot of mileage out of the seemingly benign monster counts. I'm certainly looking forward to the potential sequel you have on the backburner. 1 Quote Share this post Link to post
Skronkidonk Posted February 9, 2023 I like to think of myself as one of the biggest AV fans out there And I personally really enjoy playing "One flew over the cacos nest" So seeing you make a return into the doom mapping world is a treat. I thoroughly enjoyed playing this wad, the maps aren't too hard and are really short which makes for some good replayability. The last map is my favorite... the hell theme, the massive wooden structures, the dark twisted caverns, and the cyberdemon at the end all accompanied by a melancholy midi. Great stuff Pablo and Damien. 2 Quote Share this post Link to post
galileo31dos01 Posted February 10, 2023 On 1/25/2023 at 4:33 PM, LadyMistDragon said: psyren (under a different name) Hm? Could you provide a link to such new stuff, 'cause I'm hearing. ... I will be trying these maps soon, screenshots show some sweet verticality that has me curious 0 Quote Share this post Link to post
Andromeda Posted February 10, 2023 2 hours ago, galileo31dos01 said: Hm? Could you provide a link to such new stuff, 'cause I'm hearing. Psyren's current account is @isthisnametaken, you can browse their topics to find their new stuff. 1 Quote Share this post Link to post
LadyMistDragon Posted February 11, 2023 7 hours ago, galileo31dos01 said: Hm? Could you provide a link to such new stuff, 'cause I'm hearing. ... I will be trying these maps soon, screenshots show some sweet verticality that has me curious Crux Funestus A Hitscanner Murder Maze A Fine Bit of UV Terror Another E1M! Remake Sorry I was so late in getting back to you, I was occupied with some very serious business. From what I know of your preferences, you'd probably like Cruz Funestus the best as a slaughter map with steadily ramping difficulty. My personal favorite was the last one, partly because it's kind of a more navigable version of those non-linear maps from the 90s 2 Quote Share this post Link to post
sandwedge Posted March 12, 2023 Hey welcome back to mapping! Played 3 of these levels, nice classic feel to the maps. Had a weird issue where the MIDIs didn't loop for some reason though, and I'm not sure why. Only recently started trying chocolate doom and didn't come across that yet, and friends in the chat didn't know why. Anywho more feedback in the stream, hope it's helpful! 2 Quote Share this post Link to post
JBerg Posted April 21, 2023 I tried playing this today but it keeps crashing in DSDA Doom 0.25 and also it bugs out using Crispy Doom 6.0.0 0 Quote Share this post Link to post
pbldcttr Posted April 28, 2023 On 4/21/2023 at 8:15 AM, JBerg said: I tried playing this today but it keeps crashing in DSDA Doom 0.25 and also it bugs out using Crispy Doom 6.0.0 i found what the issue was. ran the wad with dsda doom [same version you mentioned] and it crashed as you said, the error message i got was signal 11 so i checked if there was any info about it online and someone mentioned that lumps could be causing it, so i looked at the wad file on slade and i saw 3 junk files that must have carried over when i was working with eureka years ago. removing them fixed the issue. uploaded a fixed version [along with other fixes, like the ones Foxpup mentioned] and hopefully it should be ready in a few days on the idgames archive, in the mean time you can open the wad on slade and remove those 3 files: gl_map01, gl_pvs & _eureka and it should work. it ran fine for me with crispydoom though [using the latest version]. sorry for the late reply btw. busy but also very lazy. lol. On 3/12/2023 at 1:05 AM, sandwedge said: Hey welcome back to mapping! Played 3 of these levels, nice classic feel to the maps. Had a weird issue where the MIDIs didn't loop for some reason though, and I'm not sure why. Only recently started trying chocolate doom and didn't come across that yet, and friends in the chat didn't know why. Anywho more feedback in the stream, hope it's helpful! i never had this happen to me and no idea what the issue could had been. saw the video though and fixed some of the secrets with the timed lift to access them [now they just stay open]. thanks for the comments! 2 Quote Share this post Link to post
Zahid Posted April 30, 2023 (edited) was checking the early 2000s maps and found your doom1 maps...i like the design and details so upon digging idgames found this latest mapset.... its very similar layout like your most maps gameplay was good too but i noticed its easy to feel lost in your maps although maps are not big or complex.... here's my fda demo for 7,8,9 maps i quit after near exit death on map 9 but will check these later popi9.zip Edited May 1, 2023 by Zahid spelling mistakes 1 Quote Share this post Link to post
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