IcarusOfDaggers Posted March 25, 2023 (edited) When I attempted another mapping stream and failed miserably at it, I was left with a map that needed finishing. This one was started on youtube channel (now the videos are deleted), but finished off the video. So here is a small, dark and frantic castle map. Have fun! Download Link: RC1:https://doomshack.org/uploads/Summoned RC1.wad Archive: Spoiler https://doomshack.org/uploads/Summoned.wad IWad: Doom2 Mapslot: Map01 Difficulties: Yes Monster count on UV: 128. Tested on: Crispy Doom (v5.11.1), DSDA (v0.24.3), GZDoom (V4.8.2) Jump/Crouch: No Freelook: Up to player. Known issues: GZDoom Brightmaps will make it easier to spot the enemies. Do not run down the stairs into the circle. A player discovered an accidental softlock. to be fixed in RC2 Credits: Music: Doom 2 - Into Sandys City Textures: Slade3 Recolor, 32in24-15_tex_v2 (Implemented in wad) Changelog: Fixed the exit. Turns out I turned it into a switch. Not sure how I missed that one. Screenshots [Due to the short staycation of doomguy, only few photos exist] Spoiler Edited March 27, 2023 by IcarusOfDaggers 10 Quote Share this post Link to post
Clippy Posted March 25, 2023 Vid is processing but here is advaqnced screening - with other vids in the hopper I won't make this public for a bit Just had to be first lol PS fix your ending time to buy groceries 0 Quote Share this post Link to post
RED77 Posted March 25, 2023 Cool map, Hot start but it became easier. The exit is broken I think. I walk on it but it wont trigger. 0 Quote Share this post Link to post
IcarusOfDaggers Posted March 25, 2023 My bad on the exit. It's now fixed. Thanks for playing. 0 Quote Share this post Link to post
Dopaminecloud Posted March 25, 2023 I like how you used the initial steady flow of lost souls and cacodemons to set the tempo up a bit. Item grabbing in some of the rooms was a bit sporadic, feels a bit like pacman which isn't my thing, I like when it feels like a decision to head for something. I had fun running around making everything mad though. Hitting all the switches and dealing with the consequences, there's plenty of resources to be reckless. Cute secrets too. 1 Quote Share this post Link to post
LadyMistDragon Posted March 26, 2023 So, um, I tried recording in Crispy for the first time, and perhaps it could've gone a bit better. Nice fancy architectural bits though, and I think I discovered both of the secrets in the castle itself but I didn't get to leave. lmd_cast;e.zip 0 Quote Share this post Link to post
IcarusOfDaggers Posted March 26, 2023 (edited) 1 hour ago, LadyMistDragon said: So, um, I tried recording in Crispy for the first time, and perhaps it could've gone a bit better. Nice fancy architectural bits though, and I think I discovered both of the secrets in the castle itself but I didn't get to leave. lmd_cast;e.zip Ah yes, you get the unfixed version of the map, that had exit as S1 instead of W1. My bad. Edited March 26, 2023 by IcarusOfDaggers 0 Quote Share this post Link to post
Cilian Posted March 26, 2023 (edited) I recorded a demo of playing this summ-uvblind.zip (played on crispy with complevel 2, hope that's the intended complevel) It's a nice map. I like its visuals, it just looks very good with all the well picked textures, different light levels and varied architecture. I have nothing to say about the visuals because I don't know what but it looks good. The map starts pretty interesting, it's very tight on ammo so I had to use the pistol a lot and even punched out some imps, all these lost souls and cacodemons constantly flying in also made the start feel oppressive but once you get to the big room where the plasma gun and rocket launcher is it starts giving you much more ammo it gets much easier compared to the beginning but still keeps being "annoying" with various sniping imps and hell knights and makes you continue walking carefully. It starts being scarier only at the final fight when archviles teleport in but I can't say if inconsistent difficulty is bad or not. There's also a way to get softlocked, you can jump to the thing on the screenshot from the stairs and fall into the lava pit (edit I accidentally sent the post while I was writing it somehow) Edited March 26, 2023 by Cilian 0 Quote Share this post Link to post
IcarusOfDaggers Posted March 26, 2023 (edited) 19 hours ago, Cilian said: I recorded a demo of playing this summ-uvblind.zip (played on crispy with complevel 2, hope that's the intended complevel) It's a nice map. I like its visuals, it just looks very good with all the well picked textures, different light levels and varied architecture. I have nothing to say about the visuals because I don't know what but it looks good. The map starts pretty interesting, it's very tight on ammo so I had to use the pistol a lot and even punched out some imps, all these lost souls and cacodemons constantly flying in also made the start feel oppressive but once you get to the big room where the plasma gun and rocket launcher is it starts giving you much more ammo it gets much easier compared to the beginning but still keeps being "annoying" with various sniping imps and hell knights and makes you continue walking carefully. It starts being scarier only at the final fight when archviles teleport in but I can't say if inconsistent difficulty is bad or not. There's also a way to get softlocked, you can jump to the thing on the screenshot from the stairs and fall into the lava pit (edit I accidentally sent the post while I was writing it somehow) Hey, unfortunately the demos that you and ladymistdragon recorded both desync for some reason. I'll take a look when I get resolved. However, how did you get on top of that circle? I do not think you can go there from the stairs or from the imp-spine ledge. If you used jump, then that is not an innate feature of doom. I hope I get the demos working, but in the meanwhile did you use the jump key or did you just straferun there? Edited March 26, 2023 by IcarusOfDaggers 1 Quote Share this post Link to post
Cilian Posted March 27, 2023 4 hours ago, IcarusOfDaggers said: Hey, unfortunately the demos that you and ladymistdragon recorded both desync for some reason. I'll take a look when I get resolved. However, how did you get on top of that circle? I do not think you can go there from the stairs or from the imp-spine ledge. If you used jump, then that is not an innate feature of doom. I hope I get the demos working, but in the meanwhile did you use the jump key or did you just straferun there? The demo was recorded with complevel 2, also did you edit the wad after sending it? Can't think of any other possible reason, I downloaded this version https://doomshack.org/uploads/Summoned. I didn't use a source port jump, you can strafe run (SR40) from these stairs on the screenshot and with some luck (it's random) you can get on the circle Another screenshot: Spoiler 0 Quote Share this post Link to post
IcarusOfDaggers Posted March 27, 2023 (edited) 13 hours ago, Cilian said: The demo was recorded with complevel 2, also did you edit the wad after sending it? Can't think of any other possible reason, I downloaded this version https://doomshack.org/uploads/Summoned. I didn't use a source port jump, you can strafe run (SR40) from these stairs on the screenshot and with some luck (it's random) you can get on the circle Another screenshot: Hide contents Ahh then it indeed, needs a fix... I'll take a look at it later this week. Also finally got the demos to work. nice run. @LadyMistDragon Sad to see you died, but was still a fun to watch demo. I also noticed I may need a few more torches and/or louder monsters to guide the player. you're not the first one to look for progression Edited March 27, 2023 by IcarusOfDaggers 1 Quote Share this post Link to post
Custom Longplay Posted April 5, 2023 Project Brutality 3.0 - Doom 2 - Map: #0258 - Summoned - [4K60ᶠᵖˢ] 1 Quote Share this post Link to post
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