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Desecration of Memory [GZDoom 4.10.0]


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Well, this is a thing. What started as a diversion from a larger map pack, turned into a rather bleak project of it's own.

 

But first: Tech Specs.

 

Game: DOOM2

Map Format: UDMF

IWAD: DOOM2.WAD

Download: doomshack

Tested on: GZDoom 4.10.0 x64

Intended Experience: Run & Gun, Puzzle, Atmospheric

Difficulties: Ultraviolence only, I may add other difficulties later on, but I'm wanting to just get this finished rather than sit on it.

Recommended settings to use:

 - Mouselook

 - Dynamic Lighting ON

 

So onto the map itself.

 

So while this is my second released map, it's not the second map I've started. While in the process of working on a sci-fi based mapset, I kept coming across all these rad stone textures, and some modern real world textures that I thought were cool. So to save my sanity I decided to do a quick map to get some of the ideas I had when seeing all the awesome textures out so I could get back to working on the big chungus mod. What I didn't expect was that this project would take almost a month to get done.

 

This whole thing has kinda turned into a lesson on how scope creep can make projects take far longer than expected.

 

I'm not going into full detail about every area, and I've deliberately left areas out from the screenshots as to avoid too many spoilers. Which means that nearly everything past the Yellow door is spoiler territory. This map has been a great learning experience, as I've gotten to grips with some of the neat functions of GZDoom that I didn't have access to on my previous Vanilla only map. I finally took the time to actually learn how ZScript works, alongside stumbling my way through trying to comprehend how to package everything in a single wad before coming to the realisation that I'm not shackled to the WAD format if I'm targeting GZDoom.

 

The key things I was aiming to expand on was the use of custom textures, as well as other custom resources. I'm not at the level of creating my own textures from scratch, but there's some textures used here that are of my own creation, or at least created from kitbashing some other textures together. I also managed to create some hanging braziers. There's also some custom music, although I've not created a MIDI version, as teaching myself how to program a MIDI track went beyond the scope of this project. I'd even say the custom music went beyond the scope, but I couldn't help myself. I also began to start weaving in more narrative, but I was very conscious of not laying it on too thick and spelling things out too much. Hopefully.

 

I've also tested this with Brutal Doom v21, and while I've been able to complete the map, it's not the smoothest experience. It's still a whole heap of fun.

 

Anyway, time to get back to working on some choons.

 

--goose.

 

EDIT: I noticed a missing sky texture in one section that escaped the texture cull process. That's been added in. I also updated the credits with one important one that I missed. Don't tell dave. He does good work.

 

Here be some screenshots:

Spoiler

 

Screenshot_Doom_20230316_161956.png

Screenshot_Doom_20230316_162011.png

Screenshot_Doom_20230316_162035.png

Screenshot_Doom_20230316_162211.png

Screenshot_Doom_20230316_162242.png

Screenshot_Doom_20230323_174330.png

Screenshot_Doom_20230323_174418.png

 

 

Edited by loosegoose
putting screenshots in a spoiler tag

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Excellent map! So after a few aborted attempts, the key to progress eventually became clear, but it was never too obvious. Though I did have to cheat in the blue key maze because as it turns out, I totally manage to blow my streaks when I'm on a roll. 

 

You're not kidding about spoilers, although I'd argue more so after the blue key door. Let's just say things get really weird and also reminiscent of a boomer shooter that will remain nameless. The heavier narrative framing toward the end, and especially the music changing arrangements for the final battle really capped things off! The ending should probably have been expected though.

 

Oh and I tried recording a video, but quicksave key stops it for some reason. No matter. An hour and half seems like it'd be a bit long.

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Cheers for giving the map a go!

 

I'm not gonna lie, said boomer shooter is still near the top of the list of my favourite games from the past 5 years. I also may have forgotten that I had borrowed some textures from said game. Don't tell Dave that I forgot to add him into the credits.

 

While I was updating the credits, I also added in a missing sky texture. Things should be more purple now.

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This seriously should be getting a little more attention! Like it's not really necessary to explain why MyHouse.wad is more relatable but wads are like this are just one more piece of evidence of Doom's ability to depict surrealism! Even the more frustrating bits make sense when you try to understand how everything that's here ultimately flows into each other in the end.

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Key Maze solution

You cheeky, fuck.

 

Edit: What is this, the year of fucking with my headspace?

Edited by Scuba Steve

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