GoalDude-00 Posted March 6, 2023 (edited) You stir after countless hours tossing and turning in your bed, vainly searching for precious sleep. You think you find it, but then you realize you're standing up. The blankets are still rustled. The pillow is on the floor. The gun is in your hand. The nightmare has begun. You must exit it if you wish to wake up, that much you know. This has happened before, and it will happen again. Click to download current version (RC2) Earlier versions can be found here. Spoiler Click to download RC1 Engine required: ZDoom, LZDoom, GZDoom - if it accepts non-MIDI music and DECORATE it should run this. Freelook: Feel free to use it. Jumping/crouching: Feel free to use it. It shouldn't break anything given I tend towards vanilla design rules. Compatibility with gameplay mods: Should run a-ok. No guarantees due to three non-vanilla monsters - see below. Difficulty: I really don't think this will pose much of a challenge to seasoned players, but try HMP if UV is a bit too hardfor you. Known issues: Using weapon mods that feature silent weapons (i.e. that won't alert monsters) may cause some some issues, as there are sound-activated ambushes. It shouldn't be a big issue as I accounted for that, but still, use a weapon that alerts monsters and it'll work fine. What is EXALVID? It's a map in UDMF made over the course of roughly three weeks. It's also my first attempt at experimenting with voodoo doll conveyors, teleport ambushes and generally pacing things in one go. I took heavy inspiration from my own dreams (as well as Maskim Xul and older maps) and simply condensed everything into something more suitable for Doom's dimensions. It's also my first publically released single map for Doom 2 - I do have an episode replacement called Infestation in the works, but I paused it in order to try something different with Exalvid and learn more about GZDoom Builder and Slade. What does it offer? Let's go by parts: -Three monsters from Realm 667 (undead hunter, zombie fodder and carrionnette) acting as stand-ins for the vanilla zombies. This is why it requires a ZDoom fork to run. -Five ambient songs, four composed by Mace of Atom Rain fame and one made by me at the last minute. This is why it's a bit on the heavy side for a single map, as I didn't want to compress them too much (they'd sound bad if I did). -Sandbox-style gameplay that should last you for roughly 10-20 minutes - keys are only necessary to exit the map and most of the fights circle around them. Supplies aren't exactly scarce based on my testing, but your mileage may vary. -A few optional areas and easter eggs that aren't tagged. Have fun finding them! ;) -Some sounds borrowed from Quake and Doom 64. Credits? It's in the readme, but the short of it: Tormentor667 - Gothic texture pack Mechadon - Sky texture Mace & me - Music ID Software & Midway - Sounds Custom monsters - Realm 667 Got some screenshots? Here you go: Spoiler Hope you folks like it. I do kinda want to make a secret map for this, but that can wait. Edited March 8, 2023 by GoalDude-00 Version update. 16 Quote Share this post Link to post
Tom2007 Posted March 6, 2023 (edited) this look good i will play this wad Edited March 6, 2023 by Jimmy 34 1 Quote Share this post Link to post
Fiendish Posted March 6, 2023 Here's a demo recorded in ZDoom. Accidentally played this on HMP forgetting that this was set as the default on my ZDoom, but I enjoyed the map a ton regardless. This map is fantastic! Really love the dreamy/spooky atmosphere here. The combat definitely had its tense moments, and you did a great job building suspense between the bigger fights. Enjoyed the sandbox-y progression as well. The only bug I found was that some of the character mid-textures at the end are put on linedefs that are too long for them, so a sliver of them "repeats" at the edge of the linedef. I'd love to play more maps in this style from you, or more maps in general for that matter! 1 Quote Share this post Link to post
GoalDude-00 Posted March 7, 2023 Thank you for the demo! This is the first time I've ever done a demo playback like this, it's definitely very helpful and I must thank you once more for taking the time to play it! There are a few things I might change now to account for exploration, based on your demo. As for the bugged linedefs in the exit area, that's because I changed the textures's scales through GZDB itself - I imagine ZDoom handles things differently. I'll just resize them "manually" next time I tinker with the map, it's honestly easier and guarantees things won't break that way. I'll see about making a thread for my episode sooner rather than later, as it has three maps already complete. Thanks for the feedback, once again! 1 Quote Share this post Link to post
GoalDude-00 Posted March 8, 2023 UPDATE: 08/03/23 Based on a few things @Fiendish reported as well as the demo provided, I quickly went ahead and made some slight updates to the map. Nothing major, just communicating things a little better, hopefully, and retexturing some areas slightly. See full changelog below or in the readme. Hope you guys like it! Click to download current version (RC2) Changelog: Character textures have been manually scaled for better compatibility in ZDoom 2.8.1 Ilthyd hunter death sound fixed. It had a nasty click that hurt my ears...not sure how that slipped through. Blue key building basement expanded slightly to avoid bullshit damage. The stairs to the red key arena are now signaled better to their switch in the red throne room. A few more supplies were added. Two out of three hidden switches have been hidden elsewhere. Events in the yellow key ruins have been sped up slightly. Intermission text made smaller so it prints correctly on smaller screen sizes. 1 Quote Share this post Link to post
Matt Eldrydge Posted April 24, 2023 Now that the cat is out of the bag, I wound up playing this map and shedding some light on the thought process behind it! Also found a few more issues that I probably SHOULD fix, but...ehhhh the map's beatable, right? :P I'll eventually make a thread for Exalvid's spiritual Sequel, Lost Locus! I've barely started laying down the lines for its first map and will start from scratch, since it was in WAD format and I'd rather have it be in PK3. 2 Quote Share this post Link to post
Aeddes666 Posted April 24, 2023 (edited) Hello. A dark, spooky map and the music is sinister. Gimme more. No bugs at all. Good job!! Edited April 24, 2023 by Aeddes666 1 Quote Share this post Link to post
Biodegradable Posted April 25, 2023 Excellent map, fam. I thoroughly enjoyed the atmosphere and varied set pieces and subtle but terrific use of dehackery. Lovely, lovely stuff. 1 Quote Share this post Link to post
Matt Eldrydge Posted May 19, 2023 On 4/24/2023 at 4:38 PM, Aeddes666 said: Hello. A dark, spooky map and the music is sinister. Gimme more. No bugs at all. Good job!! On 4/25/2023 at 9:52 AM, Biodegradable said: Excellent map, fam. I thoroughly enjoyed the atmosphere and varied set pieces and subtle but terrific use of dehackery. Lovely, lovely stuff. Holy crap, how did I miss these? Thanks for the videos, guys! I'm glad you all liked this little map, it's great to see others play it! As for mapping, I suppose I could share one screenshot of a map I'm making for a project I'm leading: It's a secret map, so it doesn't represent the rest of the lineup and all that. It's what I've been working for the past few weeks with the intention of making something along the lines of plasma slaughter. Expect spooky things once this community project is done. ;) 3 Quote Share this post Link to post
Treehouseminis Posted May 19, 2023 1 hour ago, Matt Eldrydge said: Holy crap, how did I miss these? Thanks for the videos, guys! I'm glad you all liked this little map, it's great to see others play it! As for mapping, I suppose I could share one screenshot of a map I'm making for a project I'm leading: It's a secret map, so it doesn't represent the rest of the lineup and all that. It's what I've been working for the past few weeks with the intention of making something along the lines of plasma slaughter. Expect spooky things once this community project is done. ;) Oh I wasnt aware you were @GoalDude-00 ? I did play this map actually I forgot to comment it was fun! I liked the dark, doom64 type vibes. 1 Quote Share this post Link to post
Matt Eldrydge Posted May 19, 2023 Yep, that's me! I decided to merge that account's activity into this one, because mapping is something I've grown to really enjoy and playing my own maps as if they were made by someone else was awkward. Thanks for the compliments, by the way! Once I have an opportunity I'll make some slight changes to the first map and add a second map eventually. That was always the plan but keeping my channel going kinda got in the way when I had first released Exalvid. :P 1 Quote Share this post Link to post
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