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MEAT MACHINE - Boom - 4 maps [IDgames]


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Doom maps inspired by Control and Liminal Spaces? Im downloading this right now! (Nice recreation of the Hotline contaiment chamber)

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8 hours ago, LadyMistDragon said:

Neat to see this improvement over your previous outing.:) It's a good variety of locations!

Thanks!  I think once I found out you can make your own generalized line actions mapping became a little easier lol 

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I finished playing these maps yesterday, excellent work!
I can see plenty of influence from stuff like Sunder, I'd assume, with the huge size of arenas and the detailing. Easily my new fav slaughter style map set.


With that said, I caught a few things that could be fixed:
The first 2 platforms here damage you, not sure if it's intentional though.

5seSbU5.png

You can run back out of many of the large fights here and can't get back in.
NEtwRIy.png
You could make a floor raise behind the player when they enter the room, a floor will raise up high enough to block the player quicker than a lowering ceiling/door will. Setting any raising floor or lowering ceiling further back will make it harder to escape, too.

If you jump down into the pits from the middle walkway, one of the teleporters will take you to the final walkway, which skips a whole bunch of rooms.
e9ThlLO.png
Quick solution would be to put a wall between the teleporter and the middle walkway, and add a second teleporter that will bring you back to the middle one instead.

The sky texture doesn't wrap/tile very well horizontally.
uj4OKjw.png

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1 hour ago, knifeworld said:

I finished playing these maps yesterday, excellent work!
I can see plenty of influence from stuff like Sunder, I'd assume, with the huge size of arenas and the detailing. Easily my new fav slaughter style map set.


With that said, I caught a few things that could be fixed:
The first 2 platforms here damage you, not sure if it's intentional though.

5seSbU5.png

You can run back out of many of the large fights here and can't get back in.
NEtwRIy.png
You could make a floor raise behind the player when they enter the room, a floor will raise up high enough to block the player quicker than a lowering ceiling/door will. Setting any raising floor or lowering ceiling further back will make it harder to escape, too.

If you jump down into the pits from the middle walkway, one of the teleporters will take you to the final walkway, which skips a whole bunch of rooms.
e9ThlLO.png
Quick solution would be to put a wall between the teleporter and the middle walkway, and add a second teleporter that will bring you back to the middle one instead.

The sky texture doesn't wrap/tile very well horizontally.
uj4OKjw.png

That's some pretty high praise so thank you!  Yeah stuff like Sunder and Abandon are big influences for me.  

 

All stuff you mentioned is good fixes so thanks for pointing stuff out.  Can you tell me which fights specifically you can get locked out of?  I'm not sure which ones cuz it never happened during testing for me, though I was the only testors.  

 

I'm not sure how to fix the sky texture, make the biggest edge of the room not square?

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2 hours ago, Treehouseminis said:

That's some pretty high praise so thank you!  Yeah stuff like Sunder and Abandon are big influences for me.  

 

All stuff you mentioned is good fixes so thanks for pointing stuff out.  Can you tell me which fights specifically you can get locked out of?  I'm not sure which ones cuz it never happened during testing for me, though I was the only testors.  

 

I'm not sure how to fix the sky texture, make the biggest edge of the room not square?

Just tested the map all the way through again, it's the 2nd-to-last indoors fight that you can get locked out of.
Lcwv15y.png
I suppose you could also prevent being locked out by adding a ledge just after the entrance that is too high to climb back up on once you run over it, just like in the first fight.

BTW, the fight with the cacos and light platforming can be cheesed easily by running back into the previous room.
I'd actually suggest locking you IN here, just make sure the player can't quickly escape whatever barrier appears and end up being locked out.
BSqlo0m.png

As for the sky thing:
You need to go into the TEXTURE lump and make sure the SKY1 texture uses the same width and height as whatever custom sky patch you tell it to use.
q0FRsgh.png

M3vXspI.png
No need to rename the patch you want to use to RSKY1, you can remove and add patches here:
6zBY2df.png

Edited by knifeworld
forgot an image

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7 hours ago, knifeworld said:

Just tested the map all the way through again, it's the 2nd-to-last indoors fight that you can get locked out of.
Lcwv15y.png
I suppose you could also prevent being locked out by adding a ledge just after the entrance that is too high to climb back up on once you run over it, just like in the first fight.

BTW, the fight with the cacos and light platforming can be cheesed easily by running back into the previous room.
I'd actually suggest locking you IN here, just make sure the player can't quickly escape whatever barrier appears and end up being locked out.
BSqlo0m.png

As for the sky thing:
You need to go into the TEXTURE lump and make sure the SKY1 texture uses the same width and height as whatever custom sky patch you tell it to use.
q0FRsgh.png

M3vXspI.png
No need to rename the patch you want to use to RSKY1, you can remove and add patches here:
6zBY2df.png

I'm a little confused on the sky texure stuff.  I can tell it looks different and smoother when in visual mode in UDB but when I go to test the map it looks the same as it did before.  Maybe I edited the wrong file somehow? 

 

Thanks for all the help so far though :) 

Edited by Treehouseminis

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16 hours ago, Treehouseminis said:

I'm a little confused on the sky texure stuff.  I can tell it looks different and smoother when in visual mode in UDB but when I go to test the map it looks the same as it did before.  Maybe I edited the wrong file somehow? 

 

Thanks for all the help so far though :) 

You're welcome, glad to be of help!

All you need to do with the sky is open TEXTUREx and find the SKY1 texture.
In the part where you add and delete patches that the texture uses, up in the top-right, delete RSKY1 and then add in OSKY28.
After that, check the bottom left corner and change the width and height to match the custom patch, in this case it's 1024 and 200.

Make sure to save the changes when you exit the texture editing window.


The wad already has OSKY28 added into TEXTUREx and PNames, so maybe try deleting RSKY1 from both TEXTUREx and PNames, Doom should then just use the SKY1 texture with OSKY28 as the patch. At least, that's my guess.
 

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Played MAP01 and MAP02 and i must say im having a lot of fun with the mapset. Its like a weird combination of things TNT does, but with a clear and huge influence from Sunder (Havent played Abaddon yet). I really like how you slowly introduce the player to the slaughter stuff, its always very atmospheric and silence then out of nowhere you put the player in a giant room and you know whats coming. Loving the Control references, i guess The Hiss here takes the form of Hellish corruption, very clever.

 

Overall amazing job, cant wait to see the full slaughter experience that you said MAP04 offers.

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7 hours ago, dashlet said:

Played MAP01 and MAP02 and i must say im having a lot of fun with the mapset. Its like a weird combination of things TNT does, but with a clear and huge influence from Sunder (Havent played Abaddon yet). I really like how you slowly introduce the player to the slaughter stuff, its always very atmospheric and silence then out of nowhere you put the player in a giant room and you know whats coming. Loving the Control references, i guess The Hiss here takes the form of Hellish corruption, very clever.

 

Overall amazing job, cant wait to see the full slaughter experience that you said MAP04 offers.

Thanks for the review so far!  It's been a long time since I played TNT stuff so the comparison is interesting to me, but it's a very good comparison :) 

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On 3/13/2023 at 12:09 AM, dashlet said:

Played MAP01 and MAP02 and i must say im having a lot of fun with the mapset. Its like a weird combination of things TNT does, but with a clear and huge influence from Sunder (Havent played Abaddon yet). I really like how you slowly introduce the player to the slaughter stuff, its always very atmospheric and silence then out of nowhere you put the player in a giant room and you know whats coming. Loving the Control references, i guess The Hiss here takes the form of Hellish corruption, very clever.

 

Overall amazing job, cant wait to see the full slaughter experience that you said MAP04 offers.

Thanks for the review so far!  It's been a long time since I played TNT stuff so the comparison is interesting to me, but it's a very good comparison :) 

 

edit idk why this posted twice my bad

Edited by Treehouseminis
Double post

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1 hour ago, thelamp said:

 

Sorry you got a little more frustrated.  There are 2 teleporters in the big pit, with the imps/cyberdemons.  and when testing the caged archvilles can be shot from below with the auto aim, you don't need to climb the stairs.   I dont aim to be super mean with this slaughter stuff.

 

Map03 is a little shorter. There isnt a bfg fight.  Map04 is full slaughter though so if you dont feel up to it I understand.  Thanks for the playthroughs anyway :) 

 

but yeah my maps are linear, I should try something else in the future lol

Edited by Treehouseminis

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I played MAP3 again recently and noticed missing textures here:

HJYaRyf.png

You can also run back out of this room before the door closes, but you get softlocked outside:
TLZyOUP.png
Making the entrance into a long-ish hallway and having the door be at basically the opposite end to the trigger that closes it would fix this.
Making it close at fast or turbo speed will mean you don't have to space the trigger and the door as far apart, though, so you shouldn't have to lengthen the entrance too much.

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30 minutes ago, knifeworld said:

I played MAP3 again recently and noticed missing textures here:

HJYaRyf.png

You can also run back out of this room before the door closes, but you get softlocked outside:
TLZyOUP.png
Making the entrance into a long-ish hallway and having the door be at basically the opposite end to the trigger that closes it would fix this.
Making it close at fast or turbo speed will mean you don't have to space the trigger and the door as far apart, though, so you shouldn't have to lengthen the entrance too much.

Oh I thought I had those textures on that weird double door.  Good note one the yellow door too.  

Edited by Treehouseminis

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Just beat map 01 on HMP with Xaser's Vesper because I wanted to get a good feel for it. I gotta say, this is fantastic. I love the Control references - especially the phone room that brings you to the last fight. That last fight may have kicked my ass quite a few times but I figured it out, sort of, and managed to beat the map in a little under 35 minutes. It really feels like you're playing through essentially 3 or 4 maps worth of combat and honestly, I can't say enough about the level and combat design. I'm one of those folks who primarily play Doom for the mods, so I can safely say The Lab is the hardest map I've beaten and also the map which has the most monsters I've beaten (with saves, of course!) so thank you for making this set of maps. Can't wait to get good enough to play through the rest of them!

 

Of course, I should also say this is very inspiring stuff for me as a mapper! I only have one map here at the moment, but I've been planning to make a secret map for it which has that sort of liminal space feel to it and your maps nail that atmosphere if map 01 and what little I saw of map 02 are any indication!

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39 minutes ago, GoalDude-00 said:

Just beat map 01 on HMP with Xaser's Vesper because I wanted to get a good feel for it. I gotta say, this is fantastic. I love the Control references - especially the phone room that brings you to the last fight. That last fight may have kicked my ass quite a few times but I figured it out, sort of, and managed to beat the map in a little under 35 minutes. It really feels like you're playing through essentially 3 or 4 maps worth of combat and honestly, I can't say enough about the level and combat design. I'm one of those folks who primarily play Doom for the mods, so I can safely say The Lab is the hardest map I've beaten and also the map which has the most monsters I've beaten (with saves, of course!) so thank you for making this set of maps. Can't wait to get good enough to play through the rest of them!

 

Of course, I should also say this is very inspiring stuff for me as a mapper! I only have one map here at the moment, but I've been planning to make a secret map for it which has that sort of liminal space feel to it and your maps nail that atmosphere if map 01 and what little I saw of map 02 are any indication!

Awesome thanks so much!  Yeah map01 last fight can be tricky, but when testing if you stay opposite wall where the cybers spawn and focus on the pinkies it becomes a breeze, imo.  

 

Map04 has the most direct Control references I think

 

I like making slaughter stuff that isnt crazy difficult.  I cant single segment stuff like Sunder or Abandon, but they're still a blast to play, even on HMP.  Like I wont ever put crazy platforming that's so common, cuz I suck at it lol.  

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  • 1 month later...

Hey, just dropping by I've been grinding away at getting good in order to play these maps through a couple of different ports (mostly because I keep finding interesting ones)! That last room in map 01 does get a lot easier if you focus on the pinkies, so thanks for the tip there.

 

With that out of the way, I have a possible bug to report: attempting to exit maps 01 and 02 when playing in Doom Retro causes the game to stop responding. It works just fine in DSDA-Doom, though!

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4 hours ago, Matt Eldrydge said:

Hey, just dropping by I've been grinding away at getting good in order to play these maps through a couple of different ports (mostly because I keep finding interesting ones)! That last room in map 01 does get a lot easier if you focus on the pinkies, so thanks for the tip there.

 

With that out of the way, I have a possible bug to report: attempting to exit maps 01 and 02 when playing in Doom Retro causes the game to stop responding. It works just fine in DSDA-Doom, though!

Glad you chipping away at em!  As for Doom retro I've never used it.  Idk if it supports boom comp levels or not.  I really only use prBoom, or dsda(though mechanically and feel wise I cant tell the difference) and GZdoom for any maps or mods that require it

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From what I've seen, it does support Boom complevel so it should be working fine. It's not a big deal for me, I just happen to like how its software renderer looks over DSDA-Doom's. :)1948968130_LabThe(6).png.6af4c22722c49b0db3e09ef7056527c7.png802661617_LabThe(5).png.d287c7aa2bea683b4ba4b9c65070bb04.png850318321_LabThe(3).png.e305da1682c1bf8d7694675c7eded902.png

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1 hour ago, Matt Eldrydge said:

From what I've seen, it does support Boom complevel so it should be working fine. It's not a big deal for me, I just happen to like how its software renderer looks over DSDA-Doom's. :)1948968130_LabThe(6).png.6af4c22722c49b0db3e09ef7056527c7.png802661617_LabThe(5).png.d287c7aa2bea683b4ba4b9c65070bb04.png850318321_LabThe(3).png.e305da1682c1bf8d7694675c7eded902.png

Can you do a level skip and will it work?  Like idclev.

 

Also yeah those screens are more atmospheric, I'm used to the level being a bit brighter lol

Edited by Treehouseminis

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I finished Meat Machine just now and I don't really know what to say - other than thank you for such an amazing experience.

 

doom49.png.07901bb4cfd6fb62c3154f2b14cdc21b.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I was afraid during most of the fights in Foundation, but getting to the astral plane section while Legion of the Lost played was simply beautiful and made me feel like I could see this through the end. I can't commend you enough for what you've achieved here.

 

Expect a playthrough of it soon!

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4 hours ago, Matt Eldrydge said:

I finished Meat Machine just now and I don't really know what to say - other than thank you for such an amazing experience.

 

doom49.png.07901bb4cfd6fb62c3154f2b14cdc21b.png

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I was afraid during most of the fights in Foundation, but getting to the astral plane section while Legion of the Lost played was simply beautiful and made me feel like I could see this through the end. I can't commend you enough for what you've achieved here.

 

Expect a playthrough of it soon!

Thanks so much that means a lot!  

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Well, I decided to come back to this and I finally broke thru that archvile fight. I'm glad I came back to this but ultimately I do think that fight is flawed as it's way more difficult than anything else in this wad; unless map04 becomes even more crazy :o! I guess I will find out soon

 

 

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2 hours ago, thelamp said:

Well, I decided to come back to this and I finally broke thru that archvile fight. I'm glad I came back to this but ultimately I do think that fight is flawed as it's way more difficult than anything else in this wad; unless map04 becomes even more crazy :o! I guess I will find out soon

 

 

The double Vile hallway, the main strategy I found is you have to go back and forth between the 2 areas quickly, like 4-5 rockets and switch, rinse repeat.  If you hug the back wall the Viles almost never target you, in my experience in testing.  But cross the first indented floor area and they will.  Every time I stayed on one side for too long you get overrun.  Also makes me think I should put even more rockets in there as IME I always had a few left to deal with the Revs in the next area.

 

But yeah thanks for playing!  Map04 is a lot of spectacle, but the bigger fights, save for maybe 2, you should be able to find a way to circle strafe a way to victory.

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