Jump to content

the smoking dog [D2 vanilla 5 maps] released


Recommended Posts

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.

Share this post


Link to post

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.

Share this post


Link to post
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 by pabloD

Share this post


Link to post
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 by Noiser

Share this post


Link to post

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!

 

Share this post


Link to post

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.

Share this post


Link to post
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!

Share this post


Link to post
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.

Share this post


Link to post

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 by LadyMistDragon

Share this post


Link to post
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.

Share this post


Link to post

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 by LadyMistDragon

Share this post


Link to post

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

Share this post


Link to post
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!

Share this post


Link to post

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.

Share this post


Link to post

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.

Share this post


Link to post
  • 2 weeks later...

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.

Share this post


Link to post
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

Share this post


Link to post
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.

Share this post


Link to post
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

Share this post


Link to post
  • 1 month later...

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!

 

 

Share this post


Link to post
  • 1 month later...

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

Share this post


Link to post
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!

Share this post


Link to post

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 by Zahid
spelling mistakes

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...