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Scorn (4 new maps!) RC3


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18 minutes ago, Serathis said:

I liked this one a lot. Whats up with all the mapnames past map 6?

 

I usually just picture more maps and right down the names so I don't forget. I get to a point though where I can't make anymore at the time.

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Played the first two maps and they are pretty great :) Love the design. The only thing that wasn't that great was that the way to get the yellow key on map 2 is a bit too cryptic in my opinion. It would help a lot if you could see it so you know you have to get there.

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Played first 3: your maps are great - that second one got me ... a few times - but I love your super detailed small punchy techbase stuff

 

will be back some day for more

 

later than sooner gots a ramp map to make

 

 

 

 

 

 

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I now completed all 6 maps. They are really great! Loved the challenges and the visuals. For the last fight, I needed a lot of tries 

Spoiler

and of course only found the secret after I killed all enemies.

 

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It's amazing what one can achieve with vanilla textures and slightly different color palette. The levels were bite sized and really fun.

 

Great mapset!

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9 hours ago, Treehouseminis said:

My only complaint about this set is that its too short!  Fun as heck.

 

Thanks! I enjoyed making these maps so I might expand this wad down the line. Stick around!

 

bh187-predator.gif

 

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lots of fun. recorded the first three maps (hurt me plenty + pistol start + corruption cards, i'm not good at the game!) and died once at the start of the third map.

edit: really like how vanilla and nice they feel. nothing super crazy, just a well done project, executed wonderfully. kudos, please do more.

 

 

Edited by Pistol Starter

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Hello! I played this in about half an hour just, well, half an hour ago. Used dsda-doom, UV pistol starts. As always, great consistent fun times with your maps, never a miss. Your usage of stock textures alongside similar custom assets is a delicacy here. If I have one only, let's say suggestion, it would be to add extra trouble for when you pick up the secret BFG in the last map, because I took it after the goat horde was dealt with decent rocket treatment (if I do say so myself) and that might probably be the case for most players on a first time, so it's up to you of course.

 

Thanks for making this! Of course hope to see more from you!

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1 hour ago, galileo31dos01 said:

Hello! I played this in about half an hour just, well, half an hour ago. Used dsda-doom, UV pistol starts. As always, great consistent fun times with your maps, never a miss. Your usage of stock textures alongside similar custom assets is a delicacy here. If I have one only, let's say suggestion, it would be to add extra trouble for when you pick up the secret BFG in the last map, because I took it after the goat horde was dealt with decent rocket treatment (if I do say so myself) and that might probably be the case for most players on a first time, so it's up to you of course.

 

Thanks for making this! Of course hope to see more from you!

Thanks! I'm re-working that end fight in map06. I originally put the bfg there as a bonus for anyone that might need it, but in practice it doesn't really pan out. I'm always appreciative for feedback when it comes to things like this.

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47 minutes ago, Bri said:

Thanks! I'm re-working that end fight in map06. I originally put the bfg there as a bonus for anyone that might need it, but in practice it doesn't really pan out.

 

For what it's worth, I thought the setup was finely tuned as it was - good number of goats, the pain elemental deviating your attention from them so they can swarm your area, likely a homing fireball or two raining every couple seconds (if you didn't snipe them before that is, though you feel inclined to get to closer range and that can automatically enable the next fight which is a good trade imo), and I commend the practically "free" exit once the goats are fully out because, idk, it's unusual, lets me to choose what to do, to stay or not.. my mind changed a lot about forced lock-ins -where you can't do B without having finnished A- throughout the time so this gets a personal approval, take this with a grain of salt though. It's mainly that the BFG being bonus could bring up a bonus excuse to waste on at any point, specially on a first time, as it's the first and only time it's introduced in the set. 

 

Anyways, oh I forgot to mention the torches, they reminded me of the fiery skybox in PSX doom :D

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Great first two maps! Here's my playthrough with some written commentary/feedback (it's uploading, should be available in one hour or so). I can also record the rest of the maps when I play them if that's useful! 
 

 

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Here's the rest - these maps are exactly what I look for - SHORT punchy and easily digestible - more of this please!

 

I loved it!

 

 

 

 

 

 

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I never comment on YT because I can never be arsed logging into it, but I am enjoying this mini-series, Clippy. "Mancs wanting to be left alone while they wait for their pizza rolls" is such a mood.

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5 minutes ago, Daytime Waitress said:

I never comment on YT because I can never be arsed logging into it, but I am enjoying this mini-series, Clippy. "Mancs wanting to be left alone while they wait for their pizza rolls" is such a mood.

 

haha glad you enjoyed it - fun times fun maps - will always play Bri maps!

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Playlist with all 6 maps beaten pistol-start HNTR single-segment blind (updating, should be done by the end of tonight).

Spoiler

 

Well, what a treat this was! Are people just reminiscing on Scythe this year or what? This is the 2nd 2023 release in a row I've played with short, punchy gameplay and there's even a Scythe community project in the works. 

 

Really enjoyed this one, may be a bit late to the party but I figured you might want some more footage of people beating your maps (although be warned, these uploads have super quiet volume, something that will be fixed in future playthroughs). No qualms with difficulty, it was a bit out of place having this weird rocket slaughter festival at the very end when the rest of the set is nothing like that, but eh, who knows, I only played on HNTR. Only complaint I have is in MAP02; once you lower the water levels at the end, there's no going back and any monsters up there you haven't killed stay alive up there. A choice, for sure, but something I'd personally fix. Always satisfying to see that 100% killcount at the end of any map! :) 

 

Favorite map was definitely MAP05, that elevator gimmick, while nothing that hasn't been done before, was really fun to see in action. Layouts are also very tight and loop in on themselves. I like that the secrets aren't that hard to find either, I didn't find all of them (not even close) but it was clearly telegraphed that some switches led to secrets, and in most cases, just a matter of quickly running back to grab it. 

 

GGs and have a great rest of your day! :)

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Thanks, I'm glad you enjoyed it. I've made fixes for most things, including going back in map02, for the next version.

 

I do agree the little slaughter part at the end of map06 feels a bit out of place. I may tone it down a bit, especially since I'm adding more maps, so it would aid the incline in difficulty better rather than having a sudden spike.

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Hi, I've updated the wad to RC3. New maps! Check the OP for download. Thanks!

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I really enjoyed this project when it had six levels and now we have even more, awesome. I actually liked the final battle in the older version, but I see the point of the changes you made and it plays well. I never really was a big fan of hell levels in Doom(I know, it sounds kinda ridiculous, lol), because they tend to be boring and samey, you know red skies, red lava,  rocks...But there are exeptions that have it's own unique visual style, and second episode of Scorn is definetly one of them, looks interesting and cool, loved it.

Spoiler

Also not a big fan of Icon of Sin fights in general, but it isn't a big deal, it's fine

Overall great work as always.

 

By the way, I didn't comment on your other stuff, but I must say that you are my favorite mapper when it comes to short episodes, I played most of your works, Attack on Io, Vow of Vengeance, Elysium's Curse, Hydrosphere, Fallen Leaves and all of them were enjoyable, I really like your style, combat is never too hard but at the same time always interesting and engaging, with new different setups, a lot of hitscan enemies to mow down with chaingun, a lot of barrels to explode or pinkies to beat with berserk, you always manage to make this episodes feel FUN from start to finish. Hydrosphere is probably my favorite right now, I often play it after I get up if I have some free time before work just to get my brain to wake up, lol.

 

Would love to see more episodes, maps, megawads, anything really from you, you are a badass!

Edited by John Rain
missed a word, I am a dummy

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@John Rain Wow, thanks man! I'm extremely flattered.

Spoiler

I know most people don't like Icon fights, but I'm sort of in the minority and still like them; I like the pressure they can put you under, especially with bad RNG. Plus, mine has blood oozing out of its brain which is awesome, lol.

 

I've also reuploaded the file but with a clean version that doesn't have most custom sprites and sounds, since not everyone likes them and it's good to have the option.

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  • 2 weeks later...

It's taken me an age to get around to playing the second mini-ep, and I was enjoying my time with more Scorn immeasurably until the YK didn't show up on map 09... No biggie, because the amount of rockets left over from the first map in Blood Rite (love the changes to the final fight, btw) were about to make me finally give up on my habitual continuous run and go for a pistol start on HMP anyway, but I thought you'd like to know if something wasn't tagged.

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Oops! I'll sort that out once I get around to it. Cheers!

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This was a lot of fun. Very well balanced, not too difficult but vey engaging all the way through. I dig the RL and PG centric gameplay, pretty much allows you to pick the pace yourself and leaves room for very aggressive play. Good work once again!

 

FDAs for all maps in the attachment, played on UV with dsda-doom 0.26.2

FDA_Scorn_01-10.zip

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I didn't get to play this right away since I was busy with other things, but now that I have played it I can once again say you've nailed it. Well balanced compact maps with high interconnectivity are clearly the name of the game here. I also concur on the rocket and plasma centric gameplay being fun, I normally groan when the SSG is withheld from me for a while but here it's executed in such a way that I didn't. Never did it feel like I needed the SSG before it was given to me.

I was down with the idea of MAP08 being a tyson map as I progressed through its starting rooms, when I soon got weapons then I was left wondering what your version of a true tyson map could look like. Not to imply MAP08 was wasted, its ending fight was one of the WAD's strongest, just something to consider for future WADs perhaps. You even managed to make a tolerable Icon of Sin map. At this point I'm wondering what exactly it is you suck at because I've yet to see it.

 

I'll admit this set didn't grab me visually in the same way some of your other work has but what is here looks good. The thing I liked the most that stuck out to me was the foliage against the burning sky in the later maps. I think MAP09 in particular stands out visually.

 

I played in GZDoom, my usual. I didn't see much in the way of softlocks or bugs but I did catch some texturing errors in MAP09. A missing texture in this chaingunner ambush and a see-through pillar interior:

 

Spoiler

missingtexture.png.710d3ce25924ed08150a9da4cbf5c596.pngseethroughpillar.png.2016f62883b21aa2171a1af62fe5ede7.png

 

Edited by YoshiTheMage

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