dashlet Posted January 18, 2023 (edited) Terrianis its a short set of boom maps inspired a bit by Crumpets. These maps follow aesthetics of ruins, castles, temples and overall mystical landscapes. My main goal with these layouts was trying to archive interconectivity, as if the hold level its just one big place where everything its joined together. Of course, combat its also an important factor of this mapset! To keep you on your toes, these maps feature challenging incidental combat with some set piece encounters that dont demand too much from the player. Platforming its also present in some way in all the maps, beacuse i really like it as an alternative to constant combat in some situations. Things to be noticed: All the maps are designed to be pistol started HNTR its designed to be played with fast monsters enabled! This difficulty setting contains a unique thing placement for fast monsters. HMP its a easier version of UV Barons of hell don't count towards the kill count Two new enemies (More info down below) Download: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/terrianis - complevel 9 - maps were tested using DSDA doom The map list: Spoiler MAP01 - Remains Of What Used To Be MAP02 - Here Were Dragons MAP03 - It Belonged To Us MAP04 - Their Last Defenses MAP05 - Credits The soundtrack of the wad is taken from a game of the Sega Genesis called Ecco: The Tides Of Time. The only song not from Ecco it's the intermission screen, taken from Digimon World New enemies info: Spoiler Lesser Cyberdemon: You know this one, everybody knows this one. Its a cyberdemon but with 1000 hp. Original cyberdemons are rare on this wad, so this guy takes its place nicely. (Black/grey guts instead of red guts) Elite: I like the spider mastermind.. but she its really hard to use. I love chaingunners, but i wish i had a stronger version of them. Well, fear or not, here you have the Elite! Which its basically a chaingunner with 300 hp (revenant health). I like these guys a lot, and i hope people don't hate me for creating them. (He has a dark green armor, same damage like the original chaingunner) Screenshots: Edited March 7, 2023 by dashlet idgames release 35 Quote Share this post Link to post
dashlet Posted January 18, 2023 (edited) I wanted to post this with the topic but for whatever reason it wont work. Its a bit of footage of MAP01 Spoiler Edited January 18, 2023 by dashlet 3 Quote Share this post Link to post
dashlet Posted February 20, 2023 (edited) Now that my previous project its over, i can focus on finishing this one, tbh, theres only one map left and its 50% done. I think ill be releasing RC1 around beginning of march. Anyway, ill share some pictures Spoiler After some pallete swaps for the baron, i decided to stay with this one. I wanted them to stand out since they are not part of the killcount anymore. Edited February 20, 2023 by dashlet 4 Quote Share this post Link to post
dashlet Posted February 26, 2023 RC1 its out, coming out sooner than expected. 4 Quote Share this post Link to post
Egg Boy Posted February 26, 2023 Looks fun! I’ll check it out when I have a moment. 2 Quote Share this post Link to post
Flower_XD Posted February 26, 2023 (edited) Loved the visual <3 the name of the maps and the soundtrack While I was in map 01 I noticed this area without the the same surrounding texture. Edited February 26, 2023 by Flower_XD 1 Quote Share this post Link to post
Helm Posted February 27, 2023 This is tremendous stuff, I've only done maps 1 and 2 so far with saves but these are absolutely excellent and people into challenging stuff would do well to investigate! Thank you so much for posting your work dashlet! 1 Quote Share this post Link to post
Ravendesk Posted February 27, 2023 Very cute set, enjoyed it a lot. Here are fdas of each map (should be played back with dsda-doom 0.25.6): terrianis_fda.zip Platforming in map 03 right path felt unnecessary mean and map 04 final fight felt too easy compared to the rest of the mapset (I was honestly expecting stuff to spawn behind me as well, and was surprised when it didn't), but otherwise difficulty seems very nice throughout the set. I think I had a few more minor things to say but I forgot them all. I guess fdas are better feedback than words anyway xd 1 Quote Share this post Link to post
dashlet Posted February 27, 2023 (edited) @Flower_XD Glad you are enjoying the set! Also thank you for noticing the wrong texture in MAP01, ill make sure it fixed for RC2. @Ravendesk Thank you for playing and providing demos of all the maps, they were also blind (i think) so they are really useful for seeing how players may approach the maps when playing for the first time. Im sorry to hear that you had a bad time with MAP03 platforming, it just that i really enjoy it as a different type of challenge and progression to maps (It was even worse before release because it was a death pit if you happen to fall). MAP04 final fight it's a special one, you can make it harder by grabbing a secret BFG (It spawns extra baddies, otherwise they get crushed if you dont have the BFG). Edited February 27, 2023 by dashlet 2 Quote Share this post Link to post
Ravendesk Posted February 27, 2023 1 minute ago, dashlet said: @Ravendesk Thank you for playing and providing demos of all the maps, they were also blind (i think) so they are really useful for seeing how players may approach the maps when playing for the first time. Im sorry to hear that you had a bad time with MAP03 platforming, it just that i really enjoy it as a different type of challenge and progression to maps (It was even worse before release because it was a death pit if you happen to fall). Yes, those are blind demos with saves. I didn't have a bad time with map 03 platforming, it's ok :) To elaborate on my remark - lost souls basically make it impossible to traverse the platforms, so you have to kill them anyway while being shot at by baron turrets, which kinda makes them redundant I guess. But idk, I might have missed a good approach to traverse this section quickly. I don't mind this section generally speaking and the rest of platforming was pretty nice (I especially like the frequent use of "no-run" platforming). 3 minutes ago, dashlet said: MAP04 final fight it's a special one, you can make it harder by grabbing a secret BFG (It spawns extra baddies, otherwise they get crushed if you dont have the BFG). Ah, gotcha. 1 Quote Share this post Link to post
lunchlunch Posted February 28, 2023 (edited) Stellar job replicating Crumpet's gameplay and visuals. Seems like there's some Magnolia influence thrown in as well. You definitely did your homework on Ribbiks, these maps feel just like his and contain some of his common motifs. I haven't finished the set quite yet, just wanted to comment that I'm impressed with what I've seen so far. My one complaint is about some of the teleporters, they're set up awkwardly so the player can easily stumble back into them on accident. Edited February 28, 2023 by lunchlunch 2 Quote Share this post Link to post
dashlet Posted February 28, 2023 (edited) @lunchlunch Yeah, while i was making these maps sometimes i took my time to analyze and take points on how Ribbiks usually do things on his mapsets, he it's one of my favorite mappers and this mapset it's just an excuse to try to replicate his style that i like so much. Crumpets had more influence on the visual side of things, since these maps tend to be longer and more linear in difference to Crumpets. Crackerjack (MAP09) its from where i mostly got my inspiration, and you can specially find that on MAP03. And yeah, this mapset also seeks influences from other Ribbiks works like Magnolia, Stardate and Wormwood. Magnolia just give me the idea of how to use barons since they are not part of the kill count anymore, otherwise those maps are really different to the ones on this set. Edited March 8, 2023 by dashlet 2 Quote Share this post Link to post
suzerduzer Posted March 2, 2023 Really great mapset! Crumpets is like, my favorite wad so I always have to check out stuff in a similar style lol. I really dig the openness of the maps, particularly in maps 1 & 4. I love when maps have tons of optional or hidden enemy encounters so kudos for including a bunch of those. Good midi selection too! 1 Quote Share this post Link to post
dashlet Posted March 6, 2023 (edited) Decided to upload this to idgames. There are some tiny changes on all difficulties as well as some bug fixes. Thank you everyone for waiting/playing Terrianis release. Link: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/terrianis Edited March 6, 2023 by dashlet 1 Quote Share this post Link to post
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