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[1.05] NU-LOBBY : A remake of Cyber-Menace's old map


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version 1.05 : fixed a misaligned texture

 

Hello there, fellow DOOMers ! It's been a while, hasn't it ?

 

For my brief return on this website, I present to you Nu-Lobby : a remake of an old wad hailing from the long-distant year of 2003. Inside the files below, you will find the original map and mine, if you feel like giving it a shot and compare the two back to back.

 

NU-LOBBY.zip

 

While it is true that Cyber recognizes themselves that this map is "a disaster", and that a much more interesting version of it already exists (DTCA-Reserve), I felt like giving it a heavy relooking while playing around with the restraints of the sectors, secrets and item count.

 

- Features textures from the 32in24-15TEX pack;

- Features playable co-op and deathmatch;

- Intended for limit-removing engines (should be normally compatible with GZDoom);

- Features Stewboy's Death's Toll track from the Plutonia MIDI Pack;

- Fully integrated difficulty levels for both enemies and items;

 

In advance, thanks for playing and your feedback !

 

Screenshots (spoilers ahead !) :

 

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Edited by Origamyde

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I love remakes of old maps. I've got a like 80% finished remake of my very first map lying around but I haven't been bothered to finish it yet for whatever reason.

 

This one was fun, although boy is ammo tight the whole way through...at least until I started finding secrets. I got 5/7 overall, and it definitely would've made the map a lot less of a struggle if I'd found them sooner. That being said, though, the struggle isn't necessarily a bad thing, since however tight ammo may be there was always just enough to dispatch whatever I had to deal with next. Same goes with health. Because of this the map uses its relatively low monster count to full effect, and while occasionally frustrating the map is also short enough for the scrounging gameplay not to overstay its welcome; and because the layout is as interconnected as it is, I'm in constant danger of waking up some newly revealed monsters but also always have somewhere to retreat to.

 

The only minor issue I found was a probable misalignment in one of the CPU boxes in that one area:

 

DOOM0576.png

 

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hi! just finished playing this map. imo, ammo was a bit too tight, especially at the beginning. but this also created a sense of suspense though, anticipating certain death if ever an archvile popped up somewhere. a highlight for me was how the map started with weak monsters, somewhat setting the gameplay pace as easy going, before my player's bounding box was suddenly snipped relentlessly by a chaingunner, from lower ground at that! (anakin should learn this trick before confronting obi-wan). overall, this was a fun map to play. merci beaucoup for sharing it 😊

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I loved this little secret-rich short map. But how is it a reimagining exactly? Just a texture touchup to brings visuals more in line with modern standards?

Edited by LadyMistDragon

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3 hours ago, LadyMistDragon said:

I loved this little secret-rich short map. But how is it a reimagining exactly? Just a texture touchup to brings visuals more in line with modern standards.

 

On 2/16/2023 at 11:39 AM, Origamyde said:

I felt like giving it a heavy relooking while playing around with the restraints of the sectors, secrets and item count.

 

I tend to be from the school of minimalism when it comes to remakes. No need to add even more rooms that do not exist in the first place, or stretch the map needlessly.

 

Besides, there's more to it than just texturing : I've entirely redone the starting sector, the secret corridor and the final area for instance. They absolutely do not look the same compared to the 2003 WAD 😔

 

But still, thanks for giving it a try 🙂

 

(Sorry, I felt the need to clarify my thoughts when I saw your post)

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