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Relic - 4 adventurous maps with devious traps in the jungle!


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Update: essentially finished map03.

It’s got teeth, y’all.


Changed MIDI from a Castlevania church organ banger to a Jazz Jackrabbit one as the prior one wasn’t long enough unfortunately. This one has a strange end which I’m largely happy with, but it’s gonna need feedback to see if I’m doing something fresh or something disappointing.

 

upload hopefully tomorrow! -Edz xoxo

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UPDATE: Map03 has dropped! "Petrichor" (Pronounced pet-tree-core, meaning the smell of rain, but literally meaning "stone blood").

 

It is now bundled in with the first two maps in the download link at the top of the original post. WARNING! It has not had difficulties implimented yet. Play at your own risk or wait for difficulties (gimme a few days). I'm putting it up now in case anyone wanted to give it a bash anyway. Happy Easter, y'all!

 

-Edz xoxo

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19 hours ago, EduardoAndFriends said:

Update: essentially finished map03.

It’s got teeth, y’all.

It does :D Played through the three maps today and had a blast :) Really well designed and the fights are tough but fair. Looking forward to map 4!

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2 hours ago, TheCyberDruid said:

It does :D Played through the three maps today and had a blast :) Really well designed and the fights are tough but fair. Looking forward to map 4!

Thanks, TheCyberDruid! Really appreciate the feedback. :) only one more to go, to the bloody altar at the heart of the temple.

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1 hour ago, mancubian_candidate said:

Just finished Map 3, really really fun stuff! You're fast becoming one of my favorite mappers so keep it up :)

Thanks, Manc! :) gonna get stuck into your vid now. 

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Loved map 3. Another beautiful and fun adventure. Maybe I was more prepared for this one or maybe I got some lucky pathing/infighting but this one didnt kick my ass nearly as hard as any of the traps on #2 always do. Thanks again for making these, this set is turning in to something really special.

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23 minutes ago, Insaneprophet said:

Loved map 3. Another beautiful and fun adventure. Maybe I was more prepared for this one or maybe I got some lucky pathing/infighting but this one didnt kick my ass nearly as hard as any of the traps on #2 always do. Thanks again for making these, this set is turning in to something really special.

Thanks dude! Really glad you liked it. :)

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This one's my fave of the three so far! Don't mind the weird sfx that's my doing

 

 

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17 hours ago, thelamp said:

This one's my fave of the three so far! Don't mind the weird sfx that's my doing

 

 

Wicked playthrough bud, thanks for giving it a bash. Think I’ll make those imp cliffs drop down at some point so they’re not so fiddly. :)

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UPDATE: Map03 now has difficulties implemented. Download link in top post.

Also fixed:

  • The imp cliffs now are much lower so you don't have to squint to see if there's any baddies left to rocket. ;)

Thanks, peeps. Map04 now taking shape. See you SOON.

-Edz xo

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Update: map04 is cooking nicely. Mixing in some DEHACKED witchery for added flavour. Nothing outrageous, just making some keys into different named objects for a stronger narrative finish. (I hope). Once the full skeleton of this map is complete I’ll play through the WAD from start to finish to see how things stitch together. Already getting my head turned by my next Doom outing. This stuff is seriously addictive when you’re inspired.

-Edz xo

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BIG BOY UPDATE! All maps are now complete! (insert dabbing archvile emoji here)

 

Search out all four (plus the thank you map as Map05) at the top of the original post. I hope people have fun, I've had a good time making it. Please, please, please let me know of any issues you encounter - objectively short ammo supplies, not enough health, TOO much health, soft locks, etc. I'll be closely monitoring this thread now that it's all out so do let me know if there are problems ... I can only catch so many after all. Thanks, all!

 

-Edz xo

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I just finished this (HMP, pistol start, about 45 mins playtime).

 

An excellent set of maps. As much as I appreciated the semi-claustrophobic and dystopian vibe of Grime, I feel like this is even better. Two things jumped out immediately:

 

1. The structure of the encounters, owing to the more extended space available (for example, the mini-slaughterfest at the end of 'Petrichor' with the cyber). In particular, some of the best usage of arch-viles in a recent map set. If a player sees one or more of them and goes 'oh crap', you're doing something right. That last fight in 'Don't Lose Heart' can get a bit crazy, but it's made easier by the fact that the cyber can be cheesed by strafing around the sacrificial altar.

 

2. The logical placement of secrets and the generous (but not overly generous) resources. This is one of the few recent map sets where I managed to pick up about 90% of the secrets on a blind playthrough. I'm glad I was able to get that plasma rifle in 'Undertow', or fight 2 archies in a cramped space with an invul in 'Petrichor' without spending too much time doing secret hunting. The fights are definitely tougher than in Grime, but being inquisitive and attentive gives you all the tools needed to come out on top.

 

Overall, I had a blast. The two observations above reminded me of Bri's mapping style, whose work I really like (especially Attack on IO and Fallen Leaves). Other than that, I also loved the soundtrack, the textures, and the little atmosphere and world building details like the red graffiti. This is a real winner, and if you keep going I think you could snag a Cacoward. Well done, mate!

 

 

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42 minutes ago, DreadWanderer said:

I just finished this (HMP, pistol start, about 45 mins playtime).

 

An excellent set of maps. As much as I appreciated the semi-claustrophobic and dystopian vibe of Grime, I feel like this is even better. Two things jumped out immediately:

 

1. The structure of the encounters, owing to the more extended space available (for example, the mini-slaughterfest at the end of 'Petrichor' with the cyber). In particular, some of the best usage of arch-viles in a recent map set. If a player sees one or more of them and goes 'oh crap', you're doing something right. That last fight in 'Don't Lose Heart' can get a bit crazy, but it's made easier by the fact that the cyber can be cheesed by strafing around the sacrificial altar.

 

2. The logical placement of secrets and the generous (but not overly generous) resources. This is one of the few recent map sets where I managed to pick up about 90% of the secrets on a blind playthrough. I'm glad I was able to get that plasma rifle in 'Undertow', or fight 2 archies in a cramped space with an invul in 'Petrichor' without spending too much time doing secret hunting. The fights are definitely tougher than in Grime, but being inquisitive and attentive gives you all the tools needed to come out on top.

 

Overall, I had a blast. The two observations above reminded me of Bri's mapping style, whose work I really like (especially Attack on IO and Fallen Leaves). Other than that, I also loved the soundtrack, the textures, and the little atmosphere and world building details like the red graffiti. This is a real winner, and if you keep going I think you could snag a Cacoward. Well done, mate!

 

 

Fuck me that’s high praise indeed! Thank you so much, those lovely comments mean a whole lot especially any sort of semblance of Bri’s work. I adored Fallen Leaves and Attack on Io! I’m so glad you had a fun experience - your words are a welcome balm following a rather dank week. Cheers mate!

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Well done Buddy, I just finished Map 4 and had a blast (obligatory video incoming)

I'll echo @DreadWanderer here, you are on an absolute roll and have amazing potential. All of your maps have a fantastic understanding of what makes Doom fun and I think you're due a lot of accolades and recognition in the future - keep up the good work :)

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Played the first two levels on UV, failing to get any clears on the FDAs I recorded. Fun stuff! As an old millennial, I like the MIDI selection on Map02. While I never like crawling through tight corridors fighting one or two enemies at a time, these levels work in that style with panache. You really feel the killing power of the plasma rifle in situations like the specter/hell knight trap in Map01. Part of me wants to blame a weird hitch in my keyboard for some of the bad play on display here, because the D key is sticking down when I don't want it to do so, but the bulk of the bad play is, as always, the result of not thinking well or quickly enough. That huge wave of enemies after the first arch-vile pillar trap in Map01 got me good, for instance, and probably killed my ability to deal with the numbered-doors trap, but I shouldn't have run right into their teeth. Looking forward to getting some clears on this one and seeing the rest of the wad!

 

relic_fdas_01-02_mralexander.zip

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8 hours ago, mancubian_candidate said:

Well done Buddy, I just finished Map 4 and had a blast (obligatory video incoming)

I'll echo @DreadWanderer here, you are on an absolute roll and have amazing potential. All of your maps have a fantastic understanding of what makes Doom fun and I think you're due a lot of accolades and recognition in the future - keep up the good work :)

Thank you, my dude! Really look forward to your vid. :p

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4 hours ago, Mr. Alexander said:

Played the first two levels on UV, failing to get any clears on the FDAs I recorded. Fun stuff! As an old millennial, I like the MIDI selection on Map02. While I never like crawling through tight corridors fighting one or two enemies at a time, these levels work in that style with panache. You really feel the killing power of the plasma rifle in situations like the specter/hell knight trap in Map01. Part of me wants to blame a weird hitch in my keyboard for some of the bad play on display here, because the D key is sticking down when I don't want it to do so, but the bulk of the bad play is, as always, the result of not thinking well or quickly enough. That huge wave of enemies after the first arch-vile pillar trap in Map01 got me good, for instance, and probably killed my ability to deal with the numbered-doors trap, but I shouldn't have run right into their teeth. Looking forward to getting some clears on this one and seeing the rest of the wad!

 

relic_fdas_01-02_mralexander.zip

These are awesome, man! I'd love to use some people's real demos for the WAD, actually. Just need to research how they are implemented and find some agreeable folks and boom. Let me know if you're interested; I've never dealt with demo stuff before, but they always fascinated me as a kid and would love to put them in my creations for that extra level of fun. Hope you enjoy the rest!

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6 hours ago, EduardoAndFriends said:

These are awesome, man! I'd love to use some people's real demos for the WAD, actually. Just need to research how they are implemented and find some agreeable folks and boom. Let me know if you're interested; I've never dealt with demo stuff before, but they always fascinated me as a kid and would love to put them in my creations for that extra level of fun. Hope you enjoy the rest!

Hey Edz,

 

I think it's a simple process of opening up the WAD in Slade and copying or dragging and dropping the demo lump into it, then saving it. I tested it today and it works!

If the WAD already has a number of demos, as is the case here with DEMO1, DEMO2, and DEMO3, you can just delete them and add real demos to it with the same names. Check out the short one I provided here. Hope this helps!

 

 

 

relic_map01_shortdemo.rar

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1 hour ago, DreadWanderer said:

Hey Edz,

 

I think it's a simple process of opening up the WAD in Slade and copying or dragging and dropping the demo lump into it, then saving it. I tested it today and it works!

If the WAD already has a number of demos, as is the case here with DEMO1, DEMO2, and DEMO3, you can just delete them and add real demos to it with the same names. Check out the short one I provided here. Hope this helps!

 

 

 

relic_map01_shortdemo.rar

Wowee! I figured it would be something as easy as that. Just tried it and it looks AWESOME. Thank you so much! Would you be interested in providing that demo and two more from different levels for me to use and I'll give you a big, juicy credit at the top of the original post and of course when I get myself into gear and put it on idgames? If not that's totally cool and thanks again for your help. :p

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No problem, feel free to use the MAP01 demo I provided (unless it's too short, in which case I can record something else). Here are a couple more for 'Undertow' and 'Petrichor' respectively. All recorded on UV with complevel 9 - I hope this is correct.

 

As a side note, I've tested the possibility of adding more demos in DSDA-Doom and apparently it's not a problem, as long as the game identifies them as demos. So you can use the format DEMO(x) for the file names, where x can pretty much be any number (e.g. DEMO4, DEMO5 and so on). Let me know if there are any issues with playback or stuff like that.

relic_map02_map_03_demos.rar

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1 hour ago, DreadWanderer said:

No problem, feel free to use the MAP01 demo I provided (unless it's too short, in which case I can record something else). Here are a couple more for 'Undertow' and 'Petrichor' respectively. All recorded on UV with complevel 9 - I hope this is correct.

 

As a side note, I've tested the possibility of adding more demos in DSDA-Doom and apparently it's not a problem, as long as the game identifies them as demos. So you can use the format DEMO(x) for the file names, where x can pretty much be any number (e.g. DEMO4, DEMO5 and so on). Let me know if there are any issues with playback or stuff like that.

relic_map02_map_03_demos.rar

Thanks mate, I’ll give ‘em a squizz tomorrow! Awesome stuff. :D

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Map 4s begining is a lil tough on pistol start but I like it. On the whole this map dosnt disappoint. Only found 2 of the 3 secrets but I'll be back to replay the whole set again and Im pretty sure I missed stuff on the other lvls too. Map 2 wants another go at me after I took it out in the rematch. I did find one bug on 4 (i think) 

Spoiler

On the bridge just before the alter you can walk through the last part of the railing on either side and get stuck down below.

This whole set is wonderfully consistant in design atmosphere and gameplay. If its not out of line of me I'd like to say that I would just slightly rework a little bit of map 5. 

Spoiler

Im of the opinion that at the very end you could remove the tree blocking the view and maybe raise the opening of the mouth of the cave a little so that we could have a better view of the drop ship. I personally had no idea what i was looking at til i noclipped to look around. I just think it could be an outstanding visual to end the set on.

Thank you so much for making this set. Definately shows a progression in your talent from Grime (which I loved as well) Your future is so bright your gunna need shades 😃 My immediate future contains a start to finish run of this set.

Edited by Insaneprophet

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Hot damn, that was awesome, Ed. You got me pretty hot under the collar a couple of times, especially the second round with the number door room, oooh... you cheeky fuck! This is quite the ferocious little set for sure. It's beautiful, deadly and thrilling. My only real complaint is how cramped of the encounters felt at times. Other than that? Well done, mate. You've quickly proven yourself to be a formidable mapper bursting with imagination that people should absolutely be paying more attention to. I can't wait to see what you do next! ;^)

 

 

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1 hour ago, Insaneprophet said:

Map 4s begining is a lil tough on pistol start but I like it. On the whole this map dosnt disappoint. Only found 2 of the 3 secrets but I'll be back to replay the whole set again and Im pretty sure I missed stuff on the other lvls too. Map 2 wants another go at me after I took it out in the rematch. I did find one bug on 4 (i think) 

  Hide contents

On the bridge just before the alter you can walk through the last part of the railing on either side and get stuck down below.

This whole set is wonderfully consistant in design atmosphere and gameplay. If its not out of line of me I'd like to say that I would just slightly rework a little bit of map 5. 

  Hide contents

Im of the opinion that at the very end you could remove the tree blocking the view and maybe raise the opening of the mouth of the cave a little so that we could have a better view of the drop ship. I personally had no idea what i was looking at til i noclipped to look around. I just think it could be an outstanding visual to end the set on.

Thank you so much for making this set. Definately shows a progression in your talent from Grime (which I loved as well) Your future is so bright your gunna need shades 😃 My immediate future contains a start to finish run of this set.

Oh golly, thanks for pointing out those bugs! I concur that having a better view of the drop ship at the end would be a more pleasing finish. Cheers mate!

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The final fight was amazing and really really hard. The wad reminded me of Plutonia, and thats a good thing!

The level design was 10/10. Im not a skilled player at all, it was very hard for me in UV, but i glad that i finished it on UV after getting slaughtered in final fight lol.

 

Great wad, gonna pay attention on your future works.

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