DM_Workz Posted May 21, 2023 (edited) Trenchworkz Faciltiy -------------INFO------------------------------ Map Name: Trenchworkz Faciltiy Map Created by, DM_Workz 21/05/2023(Play Testing by Jimgo & Rarlow) ------------------------------------------------------ DOWNLOAD - TW_Facility 1.03.zip - DOWNLOAD ------------------------------------------------------ UPDATE 1.01 - [22/05/23] - Hid some line-defs used for 3D floor trickery and Monster closets that show up when you collect the Automap (thank you biodegradable for finding those!) Update 1.02 - [24/05/23] - Added Ambient music Track. Added Custom Skybox. Changed SSG room to unlock after Yellow Key to improve flow of encounters. Disabled Jump and Crouch. Update 1.03 - [02/06/23] - Removed soft-block encountered when returning to Trenchworks area. Added Teleporter to final arena to allow player to return to facility for secret hunting. Removed erroneous 'counts as secret' triggers on some decoration items - NB: there now 13 secrets, all of which are findable. Tweaked final arena encounter triggered on red-skull key gate. ------------------------------------------------------ Compatible Source Port - GZDoom only Map Format - UDMF IWAD - Doom II Difficulty - Medium Reccomended Mods - Plays really well with Ultimate Doomer, Doomguy Weapon pack. -------------DESCRIPTION------------------------ Hey there everyone. Long time Player / Lurker, first time Poster. This is my very first Doom II WAD, I've been working on it for about 4 months now and am finally happy enough to set it free into the world for some Feedback. This single Map WAD is a Tech-Base key hunt leading to a tough (ish) boss fight - There should be a fair amount of challenge but its not overly punishing. The Wad contains only 1 Map, which should take around 15-20 minutes all told. There are a good chunk of secrets to find if you keep your eyes open. I have only balanced for Hurt me Plenty difficulty, if enough people enjoy I'll go back and balance for others if there is enough interest. The Map uses a texture set ripped from 'Chasm the Rift' (see Credits) and is themed around a grimdark military facility (Imagine that!) with a Trench section to mix things up. I'd love some feedback - please feel free to comment or DM me on Doom World or add me on Instagram. I want to get good at this so I don't mind constructive criticism, despite this being my first attempt. I really hope you enjoy playing this as much as I've enjoyed making it. DMWorkz ---------------SCREENSHOTS----------------- ----------------CREDITS------------------------ Textures - Ripped from Chasm the Rift (Action Forms Ltd) by user 'zrrion the insect' Additional Textures - Ripped from Duke Nukem 3D (Apogy / 3D Realms) Additional Textures - Crate texture taken from the fantastic Trenchfoot Mod. Dark Ambient Track - Taken from Sergeant Mark VI's 'Dark Ambient' addon pack. Other Resources taken from Realm667 Prop Repository; Marine Corpses by MDK, Chair by Ghastly_dragon, Food by DavidRaven, Doom64 Lamps by Gothic. ----------------------------------------------- Instagram; https://www.instagram.com/dm_workz/ ----------------------------------------------- Edited June 2, 2023 by DM_Workz 17 Quote Share this post Link to post
Shulbocka Posted May 21, 2023 Screenshots looks awesome! Great work from what I can tell, and I'm definitely downloading this. Not just because of the map title, but this looks like a great map for the Trench Foot mod as well. 0 Quote Share this post Link to post
John Rain Posted May 21, 2023 (edited) Really enjoyed this one, it looks good, a lot of nice detailes and distinctly looking areas, a lot of secrets Spoiler Dopefish, Civvie and Romero references were especially cool From the gameplay perspective map wasn't superhard but also wasn't a cake walk, hardest fight for me was probably the one in the teleportation control room. Final fight can be really dangerous as well Spoiler but secret invul made it way easier. I'm not complaining though :) Overall a really really cool and fun map, really impressive as your fisrt work and a very good map in general Edited May 21, 2023 by John Rain 0 Quote Share this post Link to post
princetontiger Posted May 21, 2023 This looks wicked. I can't wait to play later today! 0 Quote Share this post Link to post
DM_Workz Posted May 22, 2023 14 hours ago, John Rain said: Really enjoyed this one, it looks good, a lot of nice detailes and distinctly looking areas, a lot of secrets Reveal hidden contents Dopefish, Civvie and Romero references were especially cool From the gameplay perspective map wasn't superhard but also wasn't a cake walk, hardest fight for me was probably the one in the teleportation control room. Final fight can be really dangerous as well Reveal hidden contents but secret invul made it way easier. I'm not complaining though :) Overall a really really cool and fun map, really impressive as your fisrt work and a very good map in general Ah mate, thank you so much! glad to hear you enjoyed it. Also stoked to hear you found those 3 secrets - I was worried that I hid one of them a little too well! The Teleport control room went through a few iterations before I was happy with it - Its chaotic, which I was going for, but quite manageable when you take advantage of infighting. Thanks again for the comment / feedback! 0 Quote Share this post Link to post
DM_Workz Posted May 22, 2023 15 hours ago, Shulbocka said: Screenshots looks awesome! Great work from what I can tell, and I'm definitely downloading this. Not just because of the map title, but this looks like a great map for the Trench Foot mod as well. Cheers, I'd love to hear what you think after playing! I haven't tried it with Trenchfoot yet so couldn't say - utterly brilliant Mod though. 0 Quote Share this post Link to post
DM_Workz Posted May 22, 2023 14 hours ago, princetontiger said: This looks wicked. I can't wait to play later today! Hope you enjoy! lemme know what you think after, good or bad, I'm looking to improve my doom-craft :P 0 Quote Share this post Link to post
Biodegradable Posted May 22, 2023 Oh man, this is a terrific map. I adore the texture work and theming, the level progression is straightforward but engaging and the easter egg secrets (that I found anyways) were a real treat. Nicely done, fam. 2 Quote Share this post Link to post
DM_Workz Posted May 22, 2023 3 hours ago, Biodegradable said: Oh man, this is a terrific map. I adore the texture work and theming, the level progression is straightforward but engaging and the easter egg secrets (that I found anyways) were a real treat. Nicely done, fam. Mate thank you so much for recording your playthrough! it was really cathartic getting to watch someone play through the whole thing start to finish and hearing your thoughts as you went! So the missing Texture errors - I'll need to look into, I think thats some of my Dev textures I forgot to fully remove. The Random Triangles and squares you saw on the AutoMap are linedefs I used for 3D room trickery that I forgot to "hide" I've just fixed that now and re-uploaded. Rookie mistake that didn't occur to me until you saw them! I hear your point on the SSG - It was a purposeful choice to hold it back for so long - though now I'm wondering if it would work well as a reward for the Yellow Key rather than the Red key... that way the player would have it before the Trenchworks... I'll have a play with that Idea and see how it feels! Once again, I really appreciate you playing this and providing your honest feedback! All the best! 1 Quote Share this post Link to post
princetontiger Posted May 22, 2023 Hey man, this map is terrific. I want to see more people play through this. it's a gem. 0 Quote Share this post Link to post
DM_Workz Posted May 23, 2023 9 hours ago, princetontiger said: Hey man, this map is terrific. I want to see more people play through this. it's a gem. Thats really kind of you to say - thank you! 0 Quote Share this post Link to post
LadyMistDragon Posted May 24, 2023 Pretty nice! I really liked the little bits of Doomcute and the scripts when some machines are pressed, not to mention the Civvie and Romero Easter Eggs. Also, very nice Arch-vile placement near the last key, along with generally well-staged encounters! 2 Quote Share this post Link to post
DM_Workz Posted May 24, 2023 9 hours ago, LadyMistDragon said: Pretty nice! I really liked the little bits of Doomcute and the scripts when some machines are pressed, not to mention the Civvie and Romero Easter Eggs. Also, very nice Arch-vile placement near the last key, along with generally well-staged encounters! Thank you so much for playing this through! I'm glad you enjoyed it! Its so cool to actually watch someone play though the map - its surreal for me! I'm thinking of changing the SSG room to being a reward for the Yellow key - as a few people have mentioned now that it would of been useful sooner. I'm suddently very self concious about the Music - truth be told I haven't learned how to change it yet + am a little new to the community so didn't realise its a bit lame to use the basic tunes!! I'll learn this for my next map :P Glad you enjoyed the ArchVile encounter! I'd love to hear if there where any encounters you thought could be improved? Once again, thankyou so much for playing my Map. really made my day! :) 2 Quote Share this post Link to post
RDETalus Posted May 24, 2023 (edited) 41 minutes ago, DM_Workz said: I'm suddently very self concious about the Music - truth be told I haven't learned how to change it yet For this sort of map, you might consider using ambient sounds instead of music. It might be more appropriate because your map is pushing towards Half-Life in terms of atmosphere, detail and realism You can add a line in the MAPINFO lump that disables player jumping as well, in-case you want to absolutely prevent players from skipping progression accidentally Edited May 24, 2023 by RDETalus 0 Quote Share this post Link to post
DM_Workz Posted May 24, 2023 2 hours ago, RDETalus said: For this sort of map, you might consider using ambient sounds instead of music. It might be more appropriate because your map is pushing towards Half-Life in terms of atmosphere, detail and realism You can add a line in the MAPINFO lump that disables player jumping as well, in-case you want to absolutely prevent players from skipping progression accidentally Thank you! I've watched a MAPINFO tutorial and implemented some changes including some Dark Ambient, and disabling Jump/Crouch. I really appreciate your advice here. 1 Quote Share this post Link to post
RDETalus Posted May 25, 2023 17 hours ago, DM_Workz said: implemented some changes including some Dark Ambient This is definitely a huge improvement over the default MAP01 music. It absolutely works for establishing a mood in the beginning sections of the map. 1 Quote Share this post Link to post
Clippy Posted May 28, 2023 excellent map thanks for superb recommendation @Biodegradable] 1 Quote Share this post Link to post
DM_Workz Posted May 28, 2023 7 hours ago, Clippy said: excellent map thanks for superb recommendation @Biodegradable] @Clippy,mate, thank you so much for playing through this! and thanks again @Biodegradable for the recommendation! I think the SSG being behind the Yellow Key seems to work a little better - locking it behind Red was a little too late in the game. I've got some notes to take away for some final improvements based on listening to you both play; 1. Add a teleporter to return to the main area for secret hunting. 2. Add a switch to lower the bars in the trench works if you go back around (rookie mistake). 3. Fix the misaligned texture in the Teleporter room. 4. Look into some punchier music. I'm still amazed anyone is giving my first map the time of day - The feedback I've gotten from this community so far has been just brilliant. Now to start working on the follow up I suppose! :D 2 Quote Share this post Link to post
Biodegradable Posted May 29, 2023 2 hours ago, DM_Workz said: Now to start working on the follow up I suppose! :D Oh fuck yes >:^) 0 Quote Share this post Link to post
Rex705 Posted June 3, 2023 The skybox won't work for me do I need a custom texture pack to play this? 0 Quote Share this post Link to post
DM_Workz Posted June 5, 2023 On 6/3/2023 at 3:52 PM, Rex705 said: The skybox won't work for me do I need a custom texture pack to play this? Hey man - the skybox wont work if you are using software rendering mode in GZdoom. you'll want to play it in Open GL 0 Quote Share this post Link to post
Custom Longplay Posted June 10, 2023 Project Brutality 3.0 - Doom 2 - Map: #0305 - Trenchworks Facility - [4K60ᶠᵖˢ] 0 Quote Share this post Link to post
DM_Workz Posted June 15, 2023 On 6/10/2023 at 10:40 AM, Custom Longplay said: Project Brutality 3.0 - Doom 2 - Map: #0305 - Trenchworks Facility - [4K60ᶠᵖˢ] Wow, it certainly is a very different experince when played with Project Brutality huh? Glad to see I caught you with my anti 'door fighting' ticks a few times! Hope you enjoyed it the map overall. Any feedback for me? 0 Quote Share this post Link to post
alopecia_assassin Posted January 31, 2024 yooo, thanks for the map! Dark, trenchie, body horror, also i love a good chaingunnin zombie horde segments! Plenty of ammo, a bunch of secrets, and cool use of vertical combat throughout. Lookin forward to future maps ! 0 Quote Share this post Link to post
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