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[Boom] Bruin Keep [Released on idgames!]


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------------------------Map Info------------------------

Maps: 01

Map Genre: Slaughter/Adventure

Map Length: 45-60 mins
Monster Count: 1350-1500 depending on difficulty setting
Difficulty Settings: Yes, they're all implemented
IWAD: Doom2

Difficulty: If we go by mtpain27's difficulty scale this should probably be a b+/a- (roughly, i'm not mtpain so i cant really judge exactly like him)

Coop 2-4 player: Starts only, not tested

Deathmatch: Not implemented

Build time: 6 months

Complevel: Boom strict (should be complevel 9 i think?)

------------------------Port Info------------------------

Map format: Boom

Recommended ports: Dsda, prboomplus or zdoom variants

Tested with: Gzdoom
No crouching or jumping. Freelook is not needed but feel free to use

 

------------------------Description------------------------

Over the last few years I've noticed that there is a growing sentiment of dislike towards hr2.wad, which has been kind of a surprise to me. Yes, it is a product of its time, but it has many great things going for it. Because of that, I decided to create some kind of tribute towards hr2, since it was a wad that i thoroughly enjoyed and liked (granted I've only played it in continuous UV, not with pistol starts).

 

This map is that tribute, a single map wad which features a brown castle, with a medium-high difficulty, which resembles the idea of what Hr2 is within my subjective perspective, and how hr2 felt when I first played it. It features a custom dehacked chaingun replacement, a midi by Thyrbse and similar looks to hr2. Expect a mixture of action-packed arena-based combat and corridor shooting, with little exploration and a mostly linear layout. There are also a few tributes to fights in Stardate 20x6 Map02 and Alien Vendetta Map10. There are a bunch of sound replacements, but the wad only uses the default doom2 textures.

 

I've also followed a different approach to level design, where in my previous maps id design the geometry first and then put the monsters, while on this map its the opposite, the fights were designed first and then the geometry was made to accommodate those fights (Thank you nirvana). This map was also my first venture into boom based maps, previously i've only made stuff for udmf.


------------------------Credits------------------------

Midi by thyrbse

statusbar from hellground by eternal

chaingun sprites by HellcatX

Dehacked by death_destiny

Testing: A few of my friends zntr, tkaai and sebadg34. The lamp for his playthrough on yt :)

 

Special thanks to:

-Doomkid for inspiring me to use dehacked instead of decorate and mtpain27 for the podcast they tend to run

-Eternal for its kick ass hud

-Thyrbse for his great midi

-Nirvana for his podcast and talks about level design

 

A full list of credits can be found inside the wad file


------------------------Screenshots------------------------

https://imgur.com/a/FFBQUQr

Spoiler

Screenshot_Doom_20230328_225814.png.386431bae29f48909e3633fdc8b7268f.png

Screenshot_Doom_20230328_225851.png.584007e127e11fbf0c5cd0605728d2ef.png

Screenshot_Doom_20230328_225902.png.05d92e44c17ad7e08697b9466a254004.png

Screenshot_Doom_20230328_225930.png.d1f0250cd32136c3b98a7da2da36d3ae.png

Screenshot_Doom_20230328_225950.png.b9a0502c1218732cf74936ca14a89cbf.png

 

Download link: bruinkeep103.zip

 

Small question: how the hecc do i upload stuff to idgames database?

 

I haven't tested this map yet with prboom/dsda, mainly because i prefer how the mouse feels on gzdoom, so please let me know if you find any bugs or things that should be tweaked or balanced! I hope you enjoy this map, its only the second level I've released, but i feel as if I've improved a bunch. Hopefully you find it entertaining

 

Thanks for reading this wall of text!

 

------------------------Changelog------------------------

Spoiler

V1.01
-Fixed the lift for the blue key fight on prboom

-Attempted to fix the sky bug mentioned by Treehouseminis, thank you!

V1.02

-Fixed a weird linedef issue where on dsda and prboomplus it would render incorrefly

-Clumped up the rockets at the starting area

V1.03

-Added rockets in blue key and shells
-Fix for the hellknight and revenant fight
-Fix secret
-Added blue armor on the library
-Unclumped rockets at the start and moved them around
-Road to yellow key is more obvious now

 

Edited by faad3e

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Pretty tough map!  Probably on the limit of my skill level, the very last fight right before the exit took me over 20 tries.  I knew it was doable so I kept at it lol.  I did find some visual bugs at the beginning. I do find levels of this length that dont have the "Sunder Spectacle"(big detailed vistas, bigger fights etc) as I call it can feel like they go on too long.  This was almost at that point for me. But overall great job. Played on prBOOM on UV

 

I think my favorite fight was the bigger one towards the end, one with caged chaingunners and a mega that lowers right when you need it lol

 

I did find some weird visual bugs toward the beginning.  Something weird with the sky or missing textures somewhere.  I paused the game to save and it kept the paused screen in play until I moved again.  Maybe a prboom thing.

 

I think it was a bug not sure, but the lift in the blue key stair fight didnt work for me.  I couldn't find a switch to activate or shoot.  I no clipped up there and was able to start the fight.  Also the floor texture on the lifts bugs me because it's a more tech base flavor but I'm just not picking that. 

Spoiler

786867124_PrBoom-Plus2.6.24_14_20237_27_37PM.png.c76c5a77563886ed997efac5cdfbaf4c.png2004775782_PrBoom-Plus2.6.24_14_20237_20_18PM.png.7725017783cad4c168ce7c00429fadc3.png

 

Edited by Treehouseminis
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2 hours ago, RED77 said:

That was a brutal map. I made it about 1/3 thru and then turn to IDDQD. Good stuff.

Thank you!

 

2 hours ago, Astro X said:

Screenshots look amazing!

 

https://www.gamers.org/cgi/IdgamesUpload.html

Ill upload it once I implement a few fixes for prboom, thanks!

 

2 hours ago, Treehouseminis said:

Pretty tough map!  Probably on the limit of my skill level, the very last fight right before the exit took me over 20 tries.  I knew it was doable so I kept at it lol.  I did find some visual bugs at the beginning. I do find levels of this length that dont have the "Sunder Spectacle"(big detailed vistas, bigger fights etc) as I call it can feel like they go on too long.  This was almost at that point for me. But overall great job. Played on prBOOM on UV

 

I think my favorite fight was the bigger one towards the end, one with caged chaingunners and a mega that lowers right when you need it lol

 

I did find some weird visual bugs toward the beginning.  Something weird with the sky or missing textures somewhere.  I paused the game to save and it kept the paused screen in play until I moved again.  Maybe a prboom thing.

 

I think it was a bug not sure, but the lift in the blue key stair fight didnt work for me.  I couldn't find a switch to activate or shoot.  I no clipped up there and was able to start the fight.  Also the floor texture on the lifts bugs me because it's a more tech base flavor but I'm just not picking that. 

  Reveal hidden contents

786867124_PrBoom-Plus2.6.24_14_20237_27_37PM.png.c76c5a77563886ed997efac5cdfbaf4c.png2004775782_PrBoom-Plus2.6.24_14_20237_20_18PM.png.7725017783cad4c168ce7c00429fadc3.png

 

Yeah the last fight is very tricky and I struggle with it too, im definitely not consistent with it. And I gotta say im guilty of making maps that go on for too long xd, its been a bad habit of mine since i started mapping

 

I tried running the wad with prboom and the blue key lift does not work there, ill try and implement a fix for it and upload a new version soon. Floor texture is gonna get fixed too :), its a remnant from the initial development of the map (fun fact, the blue key room was the first room i made for that map)

 

update: I tried replicating the sky texture bug on prboomplus2.5.1.4 but I had no luck, still, i tried implementing a fix for it!

 

Thank you for your feedback and bughunting!

Edited by faad3e

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10 hours ago, faad3e said:

Thank you!

 

Ill upload it once I implement a few fixes for prboom, thanks!

 

Yeah the last fight is very tricky and I struggle with it too, im definitely not consistent with it. And I gotta say im guilty of making maps that go on for too long xd, its been a bad habit of mine since i started mapping

 

I tried running the wad with prboom and the blue key lift does not work there, ill try and implement a fix for it and upload a new version soon. Floor texture is gonna get fixed too :), its a remnant from the initial development of the map (fun fact, the blue key room was the first room i made for that map)

 

update: I tried replicating the sky texture bug on prboomplus2.5.1.4 but I had no luck, still, i tried implementing a fix for it!

 

Thank you for your feedback and bughunting!

I wonder if it's a flipped linedef thing gzdoom doesnt care about, but I have no idea lol.  

 

Edit: I forgot to check my prboom version and I'm running the newer 2.62

Edited by Treehouseminis

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22 hours ago, Treehouseminis said:

I wonder if it's a flipped linedef thing gzdoom doesnt care about, but I have no idea lol.  

 

Edit: I forgot to check my prboom version and I'm running the newer 2.62

 

Thanks again! ill download that version later today and try running it there to see what i can find

 

Edit: I ran the newer version of bruin keep (1.01) on prboom plus 2.62 and found no issues :)

Edited by faad3e

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  • 2 weeks later...

What a brilliant slaughter experience!

 

I achieved full transcendence by warming up with

Spoiler

 

 

 

 

 

And then looping

https://trau-ma.bandcamp.com/album/fizz

in later, harder and more intense, fights!

 

PS:

Missing texture I guess (played in DSDA):

Spoiler

 

doom11.png

doom12.png

doom13.png

 

 

Edited by Arwel

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On 4/24/2023 at 2:42 PM, Arwel said:

What a brilliant slaughter experience!

 

I achieved full transcendence by warming up with

  Hide contents

 

 

 

 

 

And then looping

https://trau-ma.bandcamp.com/album/fizz

in later, harder and more intense, fights!

 

PS:

Missing texture I guess (played in DSDA):

  Hide contents

 

doom11.png

doom12.png

doom13.png

 

 

thanks a lot for playing my wad! sometimes i worry whether the difficulty is too bullshitty but im relieved that you enjoyed it :). i checked out trau-ma and it definitely puts you in the zone for slaughter

 

i've also managed to fix the bug you reported, i didnt really know what caused it, but i fixed it by splitting the linedef into 3 different segments and moving it a bit to the right

 

Spoiler

linedef.png.9a138b2bbd93dc5076d11faf6ed0d93a.png

 

 

i've updated the wad to version 1.02 which fixes the bug

Edited by faad3e

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