besus Posted February 14, 2023 (edited) This is a boom speedmap. It's only slightly challenging but should still be very managable. There's platforming but it's easy stuff. Around 3-10min casual play time. Fist is dehacked to punch 10 times like undehacked beserk but much more consistent damage, and a beserked punch should be approx 1100 damage. Difficulties aren't implemented. Tested in DSDA-Doom v0.23.0 and Boom v2.02. Iwad is DOOM2.WAD or freedoom2.wad. Midi is a trimmed version "bleak trains" by CheesyMozarella (on ultimate-guitar). Credits to those behind cc4-tex. >>>>> laand.wad download on /idgames <<<<< zerk.bex for whoever wants to play the map with source-ports that doesn't support DEHACKED lumps like Boom, you can get the separate fist BEX here to load them externally. I forgot to include it in /idgames version but whatever lol. Past updates: Spoiler Update 1: I have fixed a few potential (guided) glides and blocked walking around the bars (exit has already been blocked from first version so that doesn't really skip anything but it still seemed like a bug). I will probably post to /idgames after a while. Update 2: Added titlepic, mdoome, midis dm2ttl & dm2int ("next.mid" credits to CheesyMozarella). Difficulties added: only reduces monster count. I submitted it to /idgames. Update 3: iwad resources accidentally left in caused this to get rejected from idgames. I'm using a blank mdoom now. Also changed the height of 1 (decorative) sector; things should still sync, I checked with 1 reference demo. Hopefully this one makes it to idgames. Old versions: Spoiler laand_old1.wad First version laand_old2.wad Second version laand_idg1.wad Third version, first idgames reject lol. laand.wad Final final final version that got accepted by idgames. Click here if you are imp slayer and want links to wads without winzip lag spiking counter strike. Screenshots: Edited May 22, 2023 by snotface idgames link 14 Quote Share this post Link to post
Ravendesk Posted February 15, 2023 Very nice little map, fast-paced and fun. Overpowered berserk should also make for a fun tyson run. Also cool visuals, I like the colour contrasts and these lava/rock round pillars. One minor thing that bugs me - stacked bfg pickups instead of 1 bfg + cells. This gives a map a bit of shitposty vibe, which is not necessarily a bad thing, but with the rest of the map being tidy and cute, this little detail feels a bit out of place. But idk :) This is probably the most nitpicky feedback I've ever given lol. 2 Quote Share this post Link to post
besus Posted February 15, 2023 Thanks Ravendesk for the feedback, I do appreciate even nitpicks like that, might potentially ruin the atmosphere of the maps. 1 Quote Share this post Link to post
FireWarden1000 Posted March 25, 2023 I completed laand.wad with PrBoom-Plus, overall frustrating DOOM map design, 50/100. The positives, the map has a very abstract design, and feels original. Every part of the map had a well designed visual layout. The negatives, inescapable pits, I fall into inescapable pits all the time in the same area over, and over again. You have to time the platforming exactly or the player will fall into the pits. Timed switches to add to the frustration? The third switch is hovering over an inescapable pit for some reason. The gameplay reminds me of a Micro Machines racing game. Here is the gameplay, go around in circles real fast, avoid the enemies, and platforming. I guess Doomguy forgot to bring his electric scooter. My recommendations, play more DOOM maps to understand what maps you should build. I am not making fun of you or anyone, I would say you have potential. Everyone has to start from somewhere. 2 Quote Share this post Link to post
besus Posted March 25, 2023 57 minutes ago, FireWarden1000 said: [Reply] Thank you for the review and recommendation. I guess the deathpits & timed switch might be something I picked up from some of the wads I played that had the gameplay style with some emphasis on movement; I just thought I would add them to make the map a little more punishing and challenging to the player since it's already quite short and the gameplay of it that you pointed out was kinda what I was going for when I made this iirc. I guess should have predicted frustrations when I decided to not have any difficulty balancing since it's some sort of a speedmap. If you don't mind, can you point me to some good wad/maps that I might be able to learn from? 0 Quote Share this post Link to post
Dopaminecloud Posted March 25, 2023 Very cool! I'll echo that the death pits seem to be more cruel than anything else in the map because you're so generous with health so it does feel like a platformer map as a result. While the outer area can be a death pit because the running is easy there, for the central pit you may wanna put an elevator or something. Falling is plenty punishing by itself. Combat is simple, spacious n snappy, no complaints but not much thinking required either, just satisfying. Great effort for a speedmap. Also check that tight ammo balancing, well done on that: 2 Quote Share this post Link to post
FireWarden1000 Posted March 25, 2023 Instead of explaining how to fix the map, because you appear to know the basics of building a DOOM map, the gameplay is the part that needs the most improvement. If I told you to play DOOM WADS, you would be searching through a giant sized catalog. Which DOOM WADS to play is based on which DOOM source port you will be using. I prefer classic DOOM maps over anything else, and I play ZDOOM based mods to see gameplay variety. How you build a DOOM map is entirely based on your understanding of building DOOM maps. I primarily use the horror, and science fiction theme when I build DOOM maps. Choose a theme for yourself, and the theme will determine how the map will be developed. I would search for classic DOOM WADS that do not change the gameplay. Any of the commercial DOOM games should have enough maps to test out. Here is a list of the DOOM games: The Ultimate DOOM - DOOM2 - DOOM2 Master Levels - Final DOOM - No Rest for the Living DOOM2 Expansion - Playstation DOOM - DOOM64 0 Quote Share this post Link to post
Clippy Posted March 27, 2023 (edited) Looking for something short on a whim - 62 monsters should be easy huh Damn bro lol - save scum special and I found a pretty substantial exploit haha Good times. Interesting atmosphere lava bar platforming cool Edited March 27, 2023 by Clippy 3 Quote Share this post Link to post
Maribo Posted March 28, 2023 Cool map. No idea what that other post in this thread means by "You have to time the platforming exactly or the player will fall into the pits". If you're playing this map casually, you can kill everything before you even have to do the jump that's based on a timer (which is both a very lenient distance and timer) and do it with zero threat. All of the platforming is doable purely with W key as well, though the SSG platforms are definitely easier if you do them as strafe jumps. Map plays best if you treat it more like a Tyson slaughter map imo, the massively buffed Berserk fist encourages dodging and weaving + heavy aggression on the caco cloud, you kill them in one punch and are much more mobile than them. Cool midi too. Visually, I think you should play around with varied brightness levels a bit, but otherwise I have no complaints. Thanks for posting. Max demo: laandm133.zip 6 Quote Share this post Link to post
FireWarden1000 Posted March 30, 2023 If you leave the enemies alone, the enemies will eventually fight each other which was the plan, and everything went as planned. The enemies in the map were not the problem, because the combat was the minimal part of the map if you let the enemies fight each other. When I build a map, I check the map for exploits to prevent people from breaking the progression of the map, and sometimes I find jump spots that I thought were not accessible to the player. With enough trial, and error, I was able to reach the hard to reach locations after sprinting out a window, which is a coincidence. When I was trying to reach for the second switch in the map, I was bouncing off the pillars for some reason or fell off the pillar after sprinting which was driving me crazy. 0 Quote Share this post Link to post
besus Posted March 30, 2023 (Sorry for the bump.) So uhh I just slightly updated it to fix some of the stuff people pointed out, updated OP. I guess I'll leave it for a week or two then throw this on /idgames if I actually remember to do it (will just edit OP), maybe even add in a little difficulty balancing for HMP/HNTR. Thank you all for taking your time to review/play this! On 3/25/2023 at 1:49 PM, Dopaminecloud said: [Reply] Thank you for the review! Since generally people don't like platforming a whole lot, I'm probably adding a tp back up for future non-platforming-heavy maps. I attempted to add a switch tp in the middle of the pit, but it desynced Maribo's demo so I guess the map is going to stay like this. On 3/27/2023 at 4:12 PM, Clippy said: [Reply] Thank you for sending the playthrough, I really appreciated it! The exploit you mentioned (although wouldn't really do much since the exit was blocked anyway) have been fixed by adding 2 invisible blocking columns (which will lower). Thanks for pointing it out. (I guess you might have missed the part about x10 fist hidden in a wall of text in the OP so it's in bold now haha) On 3/29/2023 at 12:28 AM, Maribo said: [Reply] Thank you for the review and the demo, I really appreciate the time spent on the max! (quite fun to watch btw, also I made sure the update did not desync it) About the brightness thing, I think you're right that I should play around with them a little more, it's probably a consequence of my gamma 32 gaming habits translating into mapping. 3 Quote Share this post Link to post
Shepardus Posted March 31, 2023 On 3/25/2023 at 3:48 PM, FireWarden1000 said: Instead of explaining how to fix the map, because you appear to know the basics of building a DOOM map, the gameplay is the part that needs the most improvement. If I told you to play DOOM WADS, you would be searching through a giant sized catalog. Which DOOM WADS to play is based on which DOOM source port you will be using. I prefer classic DOOM maps over anything else, and I play ZDOOM based mods to see gameplay variety. How you build a DOOM map is entirely based on your understanding of building DOOM maps. I primarily use the horror, and science fiction theme when I build DOOM maps. Choose a theme for yourself, and the theme will determine how the map will be developed. I would search for classic DOOM WADS that do not change the gameplay. Any of the commercial DOOM games should have enough maps to test out. Here is a list of the DOOM games: The Ultimate DOOM - DOOM2 - DOOM2 Master Levels - Final DOOM - No Rest for the Living DOOM2 Expansion - Playstation DOOM - DOOM64 Did ChatGPT write this post? 2 Quote Share this post Link to post
FireWarden1000 Posted March 31, 2023 What is that supposed to mean? Well it doesn't matter, because the WAD is being uploaded to the ID Games Archives. Move on to the next project. 0 Quote Share this post Link to post
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