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Dam It All to Hell! - New vanilla-flavored cl2 map


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Dam It All to Hell!

 

Demons have taken over the city's water processing plant!! The electrical grid is failing, sewage is going untreated and there's only days of clean water supply left for the poor, innocent townspeople. Get your butt in there and save the city!

 

I've had sketches sitting around from months ago for a new map that I've finally put together this month. Check it out! 15-20 minutes of 90s inspired action through a water processing plant (and more, if you can find all the secrets!) Kind of a theme park romp through a sandy techbase, underground water treatment facilities and bits of a hellish romp on the side.

 

I haven't implemented difficulties yet, so for now, it's UV only. I'll finish the other difficulties in April, hopefully. Sharing my 2nd version on April 21st, now with the following changes:

- Fixed bugged rooms that could lock you in

- Added HNTR & HMP difficulties

- Fixed some slime trails & texture alignments

- Tweaked some secrets

- Minor ammo rebalancing

 

Unless you all find some major bugs, I'll be uploading to idgames archive in the next week or two. Thanks again everyone who played!

 

Download v2 here from MEGA

Have fun!


Some screenshots:

Spoiler

 

diath1.png

doom58.png.1e3637675bceaf956302bece58940fde.png

diath3.png

 

 

Edited by InTraining
Updated WAD.

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Played through this, pretty nice map! I don't know if the bars which lower are intended to be skippable at the yellow key section, but I managed to do that and exit the level (((relatively))) unscathed. Also in the second screenshot, you might want to auto align those rock textures. It's pretty noticeable that they repeat because of the doors and detailing below.

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2 hours ago, Synami said:

Played through this, pretty nice map! I don't know if the bars which lower are intended to be skippable at the yellow key section, but I managed to do that and exit the level (((relatively))) unscathed. Also in the second screenshot, you might want to auto align those rock textures. It's pretty noticeable that they repeat because of the doors and detailing below.

 

They are intended to be skippable yeah, I originally had a lower ceiling to force the trap on the player but after messing with it, I like having little speedy options for players if they like. In exchange you miss some secrets+the RL for the final fights, it seemed like a fun trade off. Glad you had fun!

 

And thanks for pointing out that door, I know there's more texture bits and pieces I'm sure to have missed. I'll be sure to clean it up as I work on the difficulties. 

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Nice one

I always enjoy it when there are optional section of a map, but even with the auto map I was no able to find the section with the Soul sphere.

Also at 35 min, I managed to lock myself in a previously visited room.

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Its a very good map gameplay is indulging and challenging with calculated ammo distribution which i really liked,atmosphere is catchy and  according....

progression is imaginative,visuals are attractive too with abstract layout....all around solid map....

i finished it on 3 rd attempt and here is my demo recorded with prboomplus 2.6 cl2 there are two issues i found first as you can see in demo, i was stuck in red door area with bars(maybe it was my fault) secondly although i scored all secret but still around 50 monsters didn't showed up so 100% kills were not possible or maybe i missed something again...thanks for sharing this map...

popi9.zip

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Nicely done, fam. This is my new favourite of yours thus far. While it's a little incoherent visually with the different texture choices and lack of a central theme kind of gives it a patchwork vibe, it more than makes up for it with its terrific set-pieces and spicy combat.

 

 

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Finally, I can play more casually and do tons of stupid shit in a row! But in all honesty, I don't like rewinding constantly and just be allowed to play badly. But there are some problems with that like changing strategies mid-stream is stupid. Failed to get the RL. I hope the solution was sufficiently cryptic because I'd just feel stupider otherwise (eh, look who's talking anyway)!

Sorry, good map! Intense all the way through. I hope my grousing doesn't offend you:)

 

PS: HD version will have to process.

 

 

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  • 2 weeks later...

Oh, this is going in the vanilla wad pack right away - that name alone has me sold, LOL.

 

Looks like good, old-fashioned Doom right here. Downloading it now!

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I was out of town for a few weeks, coming back now to make some texture revisions, bug fixes and implement difficulties! Thanks so much to everyone who played, I always appreciate recordings and demos and have watched everything posted, always a joy to see your level in new and unexpected ways based on everyone's playstyle.

 

On 4/2/2023 at 2:30 PM, Delisk said:

Nice one

I always enjoy it when there are optional section of a map, but even with the auto map I was no able to find the section with the Soul sphere.

Also at 35 min, I managed to lock myself in a previously visited room.

 

You were so close! If you want a hint: 

Spoiler

Try poking around the control room a bit more - the room with the crushers right past the Red Key door. In this video you saw the trigger for a brief moment.

 

Multiple people have pointed out the accidentally impossible to exit trap in the SSG room, I had accidentally split a linedef while doing some lighting work and made it impossible to exit. This should be fixed, both by putting it onto a single linedef trigger and making the exit switch repeatable for good measure. Can never be too careful.

 

On 4/2/2023 at 5:10 PM, Zahid said:

Its a very good map gameplay is indulging and challenging with calculated ammo distribution which i really liked,atmosphere is catchy and  according....

progression is imaginative,visuals are attractive too with abstract layout....all around solid map....

i finished it on 3 rd attempt and here is my demo recorded with prboomplus 2.6 cl2 there are two issues i found first as you can see in demo, i was stuck in red door area with bars(maybe it was my fault) secondly although i scored all secret but still around 50 monsters didn't showed up so 100% kills were not possible or maybe i missed something again...thanks for sharing this map...

popi9.zip

 

Appreciate it! I haven't finished watching your demo yet, but on the first attempt you made it so far with some REALLY close calls, really fun to watch. I'll check out your next two attempts soon. I'd especially like to check the monster count issue, there is a teleport trap that I had to revise a couple times to make more consistent, if there's still a problem I'd like to see what went wrong...

 

On 4/3/2023 at 4:59 AM, Biodegradable said:

Nicely done, fam. This is my new favourite of yours thus far. While it's a little incoherent visually with the different texture choices and lack of a central theme kind of gives it a patchwork vibe, it more than makes up for it with its terrific set-pieces and spicy combat.

 

Great video and glad you enjoyed! It's definitely more of a theme park than my previous levels, since I hadn't made anything in a while I crammed in lots of random ideas I had scribbled around just to get them into a map. Great work in the final fight, I got so nervous when I saw the half dozen rev rockets closing in lol

 

On 4/3/2023 at 4:20 PM, LadyMistDragon said:

Finally, I can play more casually and do tons of stupid shit in a row! But in all honesty, I don't like rewinding constantly and just be allowed to play badly. But there are some problems with that like changing strategies mid-stream is stupid. Failed to get the RL. I hope the solution was sufficiently cryptic because I'd just feel stupider otherwise (eh, look who's talking anyway)!

Sorry, good map! Intense all the way through. I hope my grousing doesn't offend you:)

 

PS: HD version will have to process.

 

More than cryptic, it's quite obtuse and something I'm going to give more actual feedback for in my next pass. There's a hidden shootable switch that triggers a wall that's too far away, you can't even hear it! I'll have to make the feedback more immediate, so you can actually realize you've done something incredible and deserve a secret reward. I'm also a constant rewinder and saver, I like to play stupid and make maps where you can play a little stupid, so I think this level worked out. Btw, what port/settings are you playing with here?

 

On 4/16/2023 at 9:27 AM, Custom Longplay said:

Project Brutality 3.0 - Doom 2 - Map: #0270 - Dam It All to Hell! - [4K60ᶠᵖˢ] - [100% Secrets]

 

Well I've never seen Doom looking like this, but whatever floats your boat lol. Pretty cool seeing that level still kind of works even when you can lob grenades and do glory kills. 

 

On 4/16/2023 at 7:34 PM, Doomkid said:

Oh, this is going in the vanilla wad pack right away - that name alone has me sold, LOL.

 

Looks like good, old-fashioned Doom right here. Downloading it now!

 

Glad to hear it, and hope you enjoy!

 

---

 

Revision should be coming in a couple days, unless something goes horribly sideways, with minor tweaks and difficulties available. After finally finishing another map after lazily chipping away at this for like 6 months has given me the mapping itch again, I've got a little sketchbook now with a 6-map set all planned out that I'll be kicking off soon. Thanks again for playing my levels and glad you all had fun!

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Just now, InTraining said:

 

  Reveal hidden contents

Try poking around the control room a bit more - the room with the crushers right past the Red Key door. In this video you saw the trigger for a brief moment.

 

 

 

 

More than cryptic, it's quite obtuse and something I'm going to give more actual feedback for in my next pass. There's a hidden shootable switch that triggers a wall that's too far away, you can't even hear it! I'll have to make the feedback more immediate, so you can actually realize you've done something incredible and deserve a secret reward. I'm also a constant rewinder and saver, I like to play stupid and make maps where you can play a little stupid, so I think this level worked out. Btw, what port/settings are you playing with here?

 

 

 

From Doom With Love

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Hello there! Just finished playing this morning. Even though I played on Hurt me Plenty I managed to die a few times, so I must be getting old or your map is hard! :D Either way, here's a demo of me playing if you want a good laugh haha.

 

https://drive.google.com/drive/folders/1zkWx4v6bmQl-9QAgzDGaSnfKRmnJrksy?usp=sharing

 

Either way, I really enjoyed it :) It might as well have been an official release map in my eyes. It felt really retro. Nice job.

Edited by Wo0p

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8 hours ago, Wo0p said:

Hello there! Just finished playing this morning. Even though I played on Hurt me Plenty I managed to die a few times, so I must be getting old or your map is hard! :D Either way, here's a demo of me playing if you want a good laugh haha.

 

https://drive.google.com/drive/folders/1zkWx4v6bmQl-9QAgzDGaSnfKRmnJrksy?usp=sharing

 

Either way, I really enjoyed it :) It might as well have been an official release map in my eyes. It felt really retro. Nice job.

Thanks so much! Until just now, UV was the only difficulty, so it was harder than you were expecting.

 

I've now updated diath.wad to v2, with some balance tweaks, bugfixes, slime trail killin' and texture aligning. Plus it now has support for ITYTD/HNTR/HMP, I only did my own brief playtesting on these so hopefully they work for everyone wanting to play on easy and normal. Any feedback is appreciated before I upload the final version to idgames.

 

Download link is here and in the updated OP.

Edited by InTraining

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