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Steel Bloody Ornament - vanila map in DOOM format.


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interesting use of stock textures. A real blend! 

Gameplay was solid, a lot of small fights and traps that were clearly telegraphed, and enough space to move around in. Maybe a bit too many AVs and Revenants.

 


Congrats on the release, here's the video:
 

 

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i really liked it. very colorful, kinda like a collage. and the way you drew the sectors was funky too, squiggly lines - its a fun level though i had to use iddqd at the end with the two cyberdemons since i am not that good a player i guess. lol.

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13 hours ago, Pistoolkip said:

interesting use of stock textures. A real blend! 

Gameplay was solid, a lot of small fights and traps that were clearly telegraphed, and enough space to move around in. Maybe a bit too many AVs and Revenants.

 


Congrats on the release, here's the video:
 

 

Thanks for the video. Av and Revenant are my favorite demons in DOOM 2, and I can't do anything about it).

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12 hours ago, pbldcttr said:

i really liked it. very colorful, kinda like a collage. and the way you drew the sectors was funky too, squiggly lines - its a fun level though i had to use iddqd at the end with the two cyberdemons since i am not that good a player i guess. lol.

What difficulty did you play on? Because if it's on a lower difficulty, that probably means I need to rebalance it more properly.

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Cool map! 

 

A few things:

 

Spoiler

- Big slime trail here, might need to divide the line in two.

- In this same cave, since it takes some time for the exit bars to open up, and I'm sure most people wouldn't flip the switch until the fight is done, maybe there could spawn a few things during that wait.

- Might suggest adding a lift or teleport next to the soulsphere secret (this one), since the backtrack is kinda pointless. 

- These bars need to be usable from this side, because you can softlock yourself the second time you traverse the previously mancs/viles open cave setup. 

 

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20 hours ago, Frank Harper said:

What difficulty did you play on? Because if it's on a lower difficulty, that probably means I need to rebalance it more properly.

 

played it skill 2 on the woof port. rebalancing for easy would be funky, thats how i usually play user maps - it was a challenge but a fun one though.

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20 hours ago, galileo31dos01 said:

Cool map! 

 

A few things:

 

  Reveal hidden contents

- Big slime trail here, might need to divide the line in two.

- In this same cave, since it takes some time for the exit bars to open up, and I'm sure most people wouldn't flip the switch until the fight is done, maybe there could spawn a few things during that wait.

- Might suggest adding a lift or teleport next to the soulsphere secret (this one), since the backtrack is kinda pointless. 

- These bars need to be usable from this side, because you can softlock yourself the second time you traverse the previously mancs/viles open cave setup. 

 

Thanks for feedback! In AV/Pinky room, I will probably reduce the time it takes to lower the bars instead of spawning new enemies, considering that this fight can be ammo costly.

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Looking at the screenshots, I can't believe that you managed to avoid visplane overflow.

Anyway, Vanilla = instant yes for me :P

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16 hours ago, Endless said:

Adored this one. The varied landscape and the clever use of small details, as well as the natural areas, all work together to create something unique and great. Did a little review on my blog if you are interested: https://endlessquesting.wordpress.com/2023/07/13/wad-review-steel-bloody-ornament/

 

Keep it up! Really hope you release more similar levels.

Definitely didn't expect that someone will do full scale review based on my map. It was really interesting to read. Thanks!

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Here's my first time playthrough (with saves). A fine map. The first archvile encounter was kinda tricky. I did figure out how you're supposed to handle it eventually but managed to survive it thanks to luck with pain states before doing it as intended. Gotta applaud myself for surviving the end fight on first try.

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