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Grime - 5 maps oozing urban decay!


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22 hours ago, EduardoAndFriends said:

Nah, no amount of flipping made any difference for me, what a bugger. I've chosen the solution of placing a 128 long crate in the area to discourage rocket fire within that problem area. Bit stumped about any other solution at the present. Thanks for the suggestion!

 

I've run into this issue a few times myself. It seems completely random. I could never properly find a solution, as when I tried to adjust linedefs or geometry it would usually pop back up out of nowhere. The only way I fixed it was deleting the problem areas and rebuilding something in its place. It's a pain.

 

I really love this mapset, by the way. Love the little details.

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2 hours ago, Bri said:

 

I've run into this issue a few times myself. It seems completely random. I could never properly find a solution, as when I tried to adjust linedefs or geometry it would usually pop back up out of nowhere. The only way I fixed it was deleting the problem areas and rebuilding something in its place. It's a pain.

 

I really love this mapset, by the way. Love the little details.

Oh thanks, Bri! Really appreciate the help. And thanks so much!

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Screenshot_Doom_20230222_223211.png.d1640825f2f786d3a82d3bf013fd2bd4.png

 

Just wanted to say that I thought this was a really cool effect, given how simple it is to do.

 

Anyway, good stuff! I played all 5 maps last night on continuous without saves (and almost died at the final fight, left on 8% health) and my only real complaint is that there wasn't one larger, sprawling map to cap off the whole thing. The style of the textures and the general theme of the WAD would really have fit something a bit more non-linear and greater in scope, I think, either before or after the current map 05. Map 04 was the largest in the set, but all that really changed was the monster count increasing and its 1st outdoor segment being a little longer than the average portion of all the other maps.

 

All that aside, my highlight was Map 03, which I thought was the most cohesive and grounded map in the set. I really like maps that mix current day layout design with realistic environments to traverse through (not enough of this, imo...) so I had a lot of fun with each map. I also really liked the starting room of Map 05, the mix of the music and having to climb through a window to get things started did a great job of setting the tone of the final map.

 

Lastly, I really enjoyed how camp Doomguy's secret found voice was. It is, indeed, nice.

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This was lots of fun!  I like these small maps -- easy to play a level or two at a go, and the fights were set up well.  Thanks for making this!

 

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This was pretty fun! Always love Duke-inspired maps. A few tricky encounters on UV, but I managed to not die! Though the final fight in the last map almost got me, and would have if I didn't grab the super easy to find BFG secret. Small maps that are fun and directly to the point. The only thing I didn't like was the new monster sounds. The new zombie sounds literally made me jump the first time I heard it, since I wasn't expecting to hear something so creepy. But that's just a personal preference. 

8 hours ago, an_mutt said:

Screenshot_Doom_20230222_223211.png.d1640825f2f786d3a82d3bf013fd2bd4.png

 

Just wanted to say that I thought this was a really cool effect, given how simple it is to do.

 

 

That was also an effect I wanted to spotlight as well! That was very cool.

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Excellent little mapset, I can tell how much love went into making it.

To me, this screenshot is a great example of the smashing details!

 

 

ps: wow, I just realized somebody posted a pic of the exact same area. Sorry, I am just now catching up on earlier posts! :D

 

doom00.png

Edited by Fly In The Lotion

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22 hours ago, an_mutt said:

Screenshot_Doom_20230222_223211.png.d1640825f2f786d3a82d3bf013fd2bd4.png

 

Just wanted to say that I thought this was a really cool effect, given how simple it is to do.

 

Anyway, good stuff! I played all 5 maps last night on continuous without saves (and almost died at the final fight, left on 8% health) and my only real complaint is that there wasn't one larger, sprawling map to cap off the whole thing. The style of the textures and the general theme of the WAD would really have fit something a bit more non-linear and greater in scope, I think, either before or after the current map 05. Map 04 was the largest in the set, but all that really changed was the monster count increasing and its 1st outdoor segment being a little longer than the average portion of all the other maps.

 

All that aside, my highlight was Map 03, which I thought was the most cohesive and grounded map in the set. I really like maps that mix current day layout design with realistic environments to traverse through (not enough of this, imo...) so I had a lot of fun with each map. I also really liked the starting room of Map 05, the mix of the music and having to climb through a window to get things started did a great job of setting the tone of the final map.

 

Lastly, I really enjoyed how camp Doomguy's secret found voice was. It is, indeed, nice.

Thank you so much! The silhouette texture was something I rustled up in a few minutes wanting to have that cinematic quality you’d see in Condemned Criminal Origins. Really wish I’d done a department store map lol. Really appreciate your kind words. :)

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15 hours ago, CrueCut said:

This was lots of fun!  I like these small maps -- easy to play a level or two at a go, and the fights were set up well.  Thanks for making this!

 

Thank you for playing!

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14 hours ago, TJG1289 said:

This was pretty fun! Always love Duke-inspired maps. A few tricky encounters on UV, but I managed to not die! Though the final fight in the last map almost got me, and would have if I didn't grab the super easy to find BFG secret. Small maps that are fun and directly to the point. The only thing I didn't like was the new monster sounds. The new zombie sounds literally made me jump the first time I heard it, since I wasn't expecting to hear something so creepy. But that's just a personal preference. 

 

That was also an effect I wanted to spotlight as well! That was very cool.

Thanks a lot! Understandable about the sounds; it was a little experiment which was fun to do but I get it that it’s not for everyone. :)

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9 hours ago, Fly In The Lotion said:

Excellent little mapset, I can tell how much love went into making it.

To me, this screenshot is a great example of the smashing details!

 

 

ps: wow, I just realized somebody posted a pic of the exact same area. Sorry, I am just now catching up on earlier posts! :D

 

doom00.png

Thanks, Fly! My silhouette trick certainly made a splash with people which I’m very happy with. Wasn’t too sure how it would go down but I’m over the moon that folks liked it.

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FYI the name Grime was used by Death-Destiny 15 years ago. Cool maps though, very short and sweet. Though I should have finished the entire wad before posting this. :P

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"Brainsss, Fuck your brainsss your brainsss brainsss brainsss, Fuck your brainsss..."  Thanks, I always enjoy a little brain-fuck.

 

Anyways, I enjoyed this a lot.  Good theme that went really well with the doomcute (with a related secret early on that made me just smile and made my day).  I thought the audio changes were silly in a good way.  5 maps is plenty.  Nice lunch break mapset.  Map04 kicked my butt especially so I skipped to 5.

 

Of the things I spontaneously grab and play, this is one of the better ones.

 

FDAs: noisy_GRIMEv1.3.zip

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Hey so i know it's a bit late to talk about that line in map 05, but I went into UDB and just put a squiggly line here:

995896486_GRIMEv1.0at2023_02.2521-02-41.750R4036.jpg.8f2023612e42e91d31678500794143d9.jpg

 

It looks like that solved the issue while not having to actually change anything about the arena itself, for some reason. I was able to very easily have projectiles collide in the air before, but after doing this it no longer happened no matter how hard I tried. Just thought I'd let you know :)

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@EduardoAndFriends this was super fun so glad to have you along bud! Map way harder than 1st 3 and gave me a go haha - dude I TOTALLY love the door factory concept - that was BRILLIANT - I can't express my joy - fantastic times!

 

 

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On 2/25/2023 at 4:29 AM, Nefelibeta said:

FYI the name Grime was used by Death-Destiny 15 years ago. Cool maps though, very short and sweet. Though I should have finished the entire wad before posting this. :P

Yeah, I was wondering about what sort of shelf life WAD names have. Forever, I guess lol. I think I might make up a word for my next jaunt and hopefully no one's made it up before, haha! Thanks!

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On 2/25/2023 at 5:30 AM, NoisyVelvet said:

"Brainsss, Fuck your brainsss your brainsss brainsss brainsss, Fuck your brainsss..."  Thanks, I always enjoy a little brain-fuck.

 

Anyways, I enjoyed this a lot.  Good theme that went really well with the doomcute (with a related secret early on that made me just smile and made my day).  I thought the audio changes were silly in a good way.  5 maps is plenty.  Nice lunch break mapset.  Map04 kicked my butt especially so I skipped to 5.

 

Of the things I spontaneously grab and play, this is one of the better ones.

 

FDAs: noisy_GRIMEv1.3.zip

Thanks, Noisy Velvet! Love your work. :) really appreciate you taking the time to give it a play!

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16 hours ago, Razza said:

Hey so i know it's a bit late to talk about that line in map 05, but I went into UDB and just put a squiggly line here:

995896486_GRIMEv1.0at2023_02.2521-02-41.750R4036.jpg.8f2023612e42e91d31678500794143d9.jpg

 

It looks like that solved the issue while not having to actually change anything about the arena itself, for some reason. I was able to very easily have projectiles collide in the air before, but after doing this it no longer happened no matter how hard I tried. Just thought I'd let you know :)

Haha, that's so silly but it seems to work! Wow, thanks so much, Razza, you're a gem. :D 

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4 hours ago, Clippy said:

 

 

@EduardoAndFriends this was super fun so glad to have you along bud! Map way harder than 1st 3 and gave me a go haha - dude I TOTALLY love the door factory concept - that was BRILLIANT - I can't express my joy - fantastic times!

 

 

DUDE, I had such a blast. And thanks a lot, I really like the concept of the Doom factory. I've had it in my head for a few years and yeah, it's a bit meta and silly, but hey - Doom's a silly game. That's why I love it so much, haha!

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ANOTHER SEXY UPDATE (26/02/2023):

  • Inputted Razza's sweet squiggly line remedy for map 5's invisible blockage. Brilliant idea!
  • Cleaned up a few misplaced flats in map 4.
  • Popped in a teleporter for Map 4's end fight so you can travel back to the start (thanks, Clippy)!

I think that's about it. :p

-Edz xoxo

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41 minutes ago, EduardoAndFriends said:

Yeah, I was wondering about what sort of shelf life WAD names have. Forever, I guess lol. I think I might make up a word for my next jaunt and hopefully no one's made it up before, haha! Thanks!

I don’t think it’s a huge deal as long as the file name is different, someone just uploaded a wad called “cold front” to idgames a few weeks back lol

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5 hours ago, Egg Boy said:

I don’t think it’s a huge deal as long as the file name is different, someone just uploaded a wad called “cold front” to idgames a few weeks back lol

Oh yah, fair enough.

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I'm glad I got you again this is a nice finale. And that yellow key fight was such an unexpected jump. Love the mood and atmosphere and was nice to talk to you about a good times

 

Look forward to your next thing bud 

 

 

 

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On 3/5/2023 at 5:24 AM, Clippy said:

I'm glad I got you again this is a nice finale. And that yellow key fight was such an unexpected jump. Love the mood and atmosphere and was nice to talk to you about a good times

 

Look forward to your next thing bud 

 

 

 

Thanks, matey!

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