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Infernal Invasion: A Single Map Wad


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Hi there, You should check your download link.. you must to erase the first part "http://xn--https-rfa//" so the link can work as a direct attachment download link

Edited by FEDEX

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I remember playtesting this one, it's pretty cool. Good visuals in general, I think. It's a bit on the easy side. When I was testing this it was a bit less than 15 minutes, pretty fun map. I like most of the encounters here and it's fairly simple but holds up I think.

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Nice little visual details, a few good little ambushes,

Spoiler

particularly nasty use of a couple of Pain Elementals in a room full of acid where there is just enough room and floor to hope around on, and also that Arch Vile you meet right at the end when you're on a thin ledge so you have to throw yourself backwards to dodge it.

Also nice non-linear core segment, being able to come around to stuff from behind was a nice bonus.

 

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48 minutes ago, thelamp said:

Really nice map!
 

 

So it turns out the reason the revenant near the end managed to turn into a ghost monster and kill you during the lift ride. And not to mention this is a rare glitch and it managed to happen TWICE in one sitting

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It happened because the revenant got crushed by the door, just a quirk of Doom haha. It's an option that can be turned off if I didn't like it >:)

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Decided to take another little look at the map, what is this door here for?

Spoiler

It seems random and doesn't have anything inside, nor is it marked as secret. Is this from a leftover secret or something?

doom20.png.3061561326f8c1e539c4fe61bfd47ab9.png

 

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9 hours ago, Paf said:

Decided to take another little look at the map, what is this door here for?

  Reveal hidden contents

It seems random and doesn't have anything inside, nor is it marked as secret. Is this from a leftover secret or something?

doom20.png.3061561326f8c1e539c4fe61bfd47ab9.png

 

Oh yeah i forgot to tag that as a secret and put an item in there. there might be something there on lower difficulties 

 

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I don't have Doom as of now, but looking at thelamp's playthrough I can't help but notice the upgrade in your map design here since some of your Graved maps.

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4 hours ago, KubaloBlackMT said:

I don't have Doom as of now, but looking at thelamp's playthrough I can't help but notice the upgrade in your map design here since some of your Graved maps.

Yeah, i've improved a lot since then. I might be releasing more single maps in the future

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16 hours ago, Paf said:

Decided to take another little look at the map, what is this door here for?

  Reveal hidden contents

It seems random and doesn't have anything inside, nor is it marked as secret. Is this from a leftover secret or something?

doom20.png.3061561326f8c1e539c4fe61bfd47ab9.png

 

Alright I fixed it. Thanks for letting me know 👍 

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Pretty good. Some nice bits of environmental storytelling and it was very nice how all the outside areas could be visited (mostly)!

 

 

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A lot of nice ideas here. 

 

Music and enemy use are both in line with a creepy atmosphere. So I would not be shy to play up the darkness a bit more indoors (going down to 96-128 more), especially in areas without combat. The dark outdoor regions were what I was hoping for. (And in the darkest areas, it can be a strong effect to fade to 64-80 at edges/corners/cracks the player can't reach.) Contrast between light and dark in the same area goes quite well with this type of design and pacing. This page has some screenshot examples. 

 

The final encounter is a bit of an anticlimax because everything bunches up where it is easily handled. Would be cool to have a lot more stuff downstairs to deal with. Also the archie can't be dangerous because worst case scenario you guide it out of the door and then take potshots at it and it can't follow you. 

 

That forklift is really good. Using the fire and zzzwolf textures for colored lights is a clever way of doing that. 

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9 hours ago, baja blast rd. said:

 

A lot of nice ideas here. 

 

Music and enemy use are both in line with a creepy atmosphere. So I would not be shy to play up the darkness a bit more indoors (going down to 96-128 more), especially in areas without combat. The dark outdoor regions were what I was hoping for. (And in the darkest areas, it can be a strong effect to fade to 64-80 at edges/corners/cracks the player can't reach.) Contrast between light and dark in the same area goes quite well with this type of design and pacing. This page has some screenshot examples. 

 

The final encounter is a bit of an anticlimax because everything bunches up where it is easily handled. Would be cool to have a lot more stuff downstairs to deal with. Also the archie can't be dangerous because worst case scenario you guide it out of the door and then take potshots at it and it can't follow you. 

 

That forklift is really good. Using the fire and zzzwolf textures for colored lights is a clever way of doing that. 

Thanks for the feedback!

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I played this with supercharge 3. Had fun, loved the aesthetic, reminds me of a DOOM 1 level with all the techbase detail. While some encounters were kind of easy I did feel that if you made a wrong move you were suddenly very low health and for me at least it felt like there's too few health items to be found. Maybe I missed some in the secrets that I didn't find. Do agree with Baja that the final bit would be a lot more interesting if there were more enemies downstairs and if the archie wasn't so easy to deal with. Doing archies right something I have to learn too.

 

And yes the forklift is great but let's not forget those computers.

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12 hours ago, Palindrone said:

I played this with supercharge 3. Had fun, loved the aesthetic, reminds me of a DOOM 1 level with all the techbase detail. While some encounters were kind of easy I did feel that if you made a wrong move you were suddenly very low health and for me at least it felt like there's too few health items to be found. Maybe I missed some in the secrets that I didn't find. Do agree with Baja that the final bit would be a lot more interesting if there were more enemies downstairs and if the archie wasn't so easy to deal with. Doing archies right something I have to learn too.

 

And yes the forklift is great but let's not forget those computers.

Thanks for the feedback!

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