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"OCTATE" - My first map, dedicated to my father John W. Anderson (aka "Dr. Sleep")


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I found it incredibly interesting to read all that, so I decided to try the map out.

 

Spoiler

 

It's shocking to me how good this is for a first map, I love everything about it, gives me heavy TNT E2 vibes, with the techbase theme using various textures from silver to marble, the simple details like all the computer panels, the laid back combat, the starry sky, etc - the visuals of this map in general are quite fun to look at.

 

I especially love the lighting, for a first map the lighting in this is really good, and the music really mixes in well with the combat of this map, the secret to exit the map was a bit frustrating though, it took me like 15 minutes to find it.

 

 

A very solid effort, especially since this is your first map, I'm glad you're proud of it, you should be.

I hope to see more stuff from you in the future! After playing this, I'm very interested in seeing what you make next.

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I can't begin to imagine the rollercoaster of emotions this experience has taken you on, OP, but your attempt to honour your father's legacy by taking up his craft is admirable, and I'm touched that we get to go on that journey with you.

 

Even without the personal attachment, this is an especially impressive first map - there are just so many moving parts that, for someone taking their first steps into mapping themselves, I can't even fathom attempting to load even half as much into one space. The adorable doomcute and detailing; the use of literal moving parts and teleports; the fact that the progression isn't too cryptic, but you can't shut your brain off entirely (especially for that exit - well played). I thoroughly enjoyed my customary first shot on HNTR, and am very much looking forward to seeing how you scale up the difficulty on other levels.

 

The only negatives I could attribute to it at all is that the MIDI (which is a grand choice) is mixed way too loud, and I got softlocked into the spider cage.

 

As someone who has actually never played Dr. Sleep's maps, I'm gonna leave it to the old guard to compare where you're similar and where you leave your own mark, but if this is what you're punching out for a first attempt, I can't help but hope you find your home within this community and continue to gift us with such enjoyable work.

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I remember downloading "Crossing Acheron" after it was hailed as one of the best WADs of 1994 on this very site. I loved it and shortly after playing it I made a level for The Ultimate Doom in 2011 inspired by it. Not long after John passed, I remember playing a few Doom WADs which had dedications to him on their custom intermission screens. I'm sure many from this community wish he would still be here to make more of his amazing work.

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A very lovely map, and absolutely phenomenal for a first effort. I loved the more classic and laid back gameplay, and the combat slowly ramping up in difficulty while staying true to the style that inspired it. The mixture of tech and marble worked really well for me, the way you use the marble in particular reminded me of the similar aesthetics in the Inferno series. The recurring figure of 8 pattern (or is it infinity? or both?) is a very nice touch and reinforces a visual and thematic consistency that is also something I've always associated with the Inferno maps. Your music track fits the more adventure and exploration focus of the map really well and is a very nice tune in its own right. I didn't have too much trouble with the secret exit, I thought the visual hint was well done, and while it's an unconventional design choice the personal importance is very understandable.

 

Congratulations on a great first release! I cannot imagine what the past year must've been like, but I'm happy for you that you have found an outlet, and reading your post it seems like you are coming to terms with the shock and are in a better place than you were last summer. John Anderson was and still is one of my favourite mappers, it is such a joy to play a map that captures the spirit of his design but also infuses it with an energy that's entirely your own, it's such a successful fusion of styles. Thank you for sharing the map with us. I hope you decide to stick around and continue mapping, you've certainly got the talent, but whatever you do I wish you all the best.

 

1 hour ago, LGmaire said:

the techbase theme using various textures from silver to marble, the simple details like all the computer panels, the laid back combat, the starry sky, etc - the visuals of this map in general are quite fun to look at.

I especially love the lighting, for a first map the lighting in this is really good

Whenever I look back on my reaction to first playing John Anderson's maps back in the 90s, two thoughts immediately spring back into my memory: "the texturing is impeccable" and "the lighting is really, really good." It is only fitting that almost 30 years later these same two qualities would stand out so much in a map made by his son.

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That is an incredible story to a map. My condolences. I'm gonna download it and edit my post later once I've gotten around to playing it.

 

Edit:

Preemptive extra Edit: I seem to have messed up the framerate in my settings. Sorry for the horrible desync issues.

 

This map certainly took me by surprise. Beginning with the music; holy crap! I'm generally used to just hearing midi soundtracks in Doom, so immediately I was slightly taken aback from the different music format. Not to mention the track itself. The driving percussion creating a decently paced track that evokes visions of games like Marathon; all of this sliding into a final contemplative section at the end to allow a moment to take in your surroundings in their entirety.

 

Right after that, though, are the just-as-striking visuals. I've been hearing comparisons to TNT Evilution thrown around, and I can honestly agree with the thought. Large, deliberately decorated locales and mostly laid-back, but occasionally pulse pounding combat with some fairly obscure, and in a single case necessary, secrets. Most interesting in this particular map were the frequent rapid teleports to redirect a sudden trap in another direction. It hits you with the disorientation of the trap twice and was very effective at keeping me on my toes throughout.

 

Shoutout to the one fight that I definitely wasn't prepared for but came out fine regardless, I nearly soiled myself when that archie showed up. Probably the singular scariest moment I've had since I started checking out peoples' individual maps on this website so far. 

 

Other than that, I don't have much more to say. The map goes through 3 individual key hunts before delivering you unto the exit. It's challenging, but mostly fair, and first playthroughs should free up a good 30 minutes or so to get a hang of the flow of the map.

 

That being said: This map is incredible for a first map. There are issues like a softlock in the Arachnotron room with the Baron ambush and some missed texture work in places, but I recently made a first map, and it doesn't hold a candle to this at all. This must have been a monumental effort.

 

Final verdict: A job well done. If this is truly your first map, you're well on your way to becoming a Doom mapping legend.

Edited by Pickles

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Really great first map! I love the unique texture variety and cute attentions to detail like the desk computers throughout the map or bevels in the waterfalls. Combat is nice and breezy and the map itself flows pretty naturally to me, especially for your very first outing. I'm relatively new to classic Doom so I've only heard of your father through his level in episode 4 of Ultimate Doom (one of my favorites from that episode, coincidentally) and through learning more about this community as I've grown to care more about the game. That said, he clearly has a lasting legacy, and it seems just from the few replies already you've done a stellar job living up to it. I hope we get to see more mapping from you in the future!

 

3 hours ago, Daytime Waitress said:

and I got softlocked into the spider cage

 

Almost happened to me as well, the door was weirdly vibrating in place but when I interacted with it at a different angle it opened up fine. Was worried it was an issue with the port I was using instead of a bug in the map itself; would you happen to be using Woof?

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holy shit this was unexpected as hell

 

this is actually a pretty great first map, ngl. i'm gonna concur with @LGmaire and say that it gives off some pretty heavy tnt vibes, though more from their other works than from evilution. in general it has a really great 90s feel to it - honestly, if it weren't for the non-midi music, i'd be convinced that i was playing something from 1996. i'm a sucker for 90s maps, so please take that as a compliment!! i'm not sure if you'll be staying in the community or not, but if you do, i'd love to see more maps from you.

 

3 hours ago, Daytime Waitress said:

As someone who has actually never played Dr. Sleep's maps, I'm gonna leave it to the old guard to compare where you're similar and where you leave your own mark, but if this is what you're punching out for a first attempt, I can't help but hope you find your home within this community and continue to gift us with such enjoyable work.

it seems pretty different from his style, though you'd need more than one map to really be able to tell. the lighting is definitely very reminiscent of dr. sleep tho, i will say that much

Edited by roadworx

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54 minutes ago, dististik said:

Almost happened to me as well, the door was weirdly vibrating in place but when I interacted with it at a different angle it opened up fine. Was worried it was an issue with the port I was using instead of a bug in the map itself; would you happen to be using Woof?

 

Nah, dsda 0.24.3.

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1 hour ago, Daytime Waitress said:

 

Nah, dsda 0.24.3.

 

I got softlocked in that room running PRBoom+ on -complevel 7.

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What an absolutely extraordinary story. I first joined the community around 1997 or so when I got on the Internet, and even before then I knew of Dr Sleep's legendary status thanks to things like magazine cover CDs featuring new maps. Even his earliest maps showed a level of care that was often wanting in many other releases from the same time period. I do not have time to play this tonight, but absolutely will this weekend. The shots look great. My sympathies for the loss of both of your fathers, especially at such a young age.

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Really cool map my man!

Almost unbelievable that it's a first release. whether you meant it or not, you've really nailed that mid 00's doom map feel, instant nostalgia.

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That was a really nice map. Very pretty visuals and good gameplay. I like the music you chose for it too. I haven't played anything by Dr. Sleep apart from E4M7 which is a map I like, but I will at some point.

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That's very interesting story! Here's my playthrough. I thought the Spider Mastermind was misplaced as it offers no challenge, at least if you're not speedrunning. Also the rather long waits at the end, first for the pillar coming down and after that for the lift felt unnecessary. At least there should be monsters teleporting in imo. Overall, a really good and interesting first map, and I really hope to see more from you!

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Oh my goodness...! let me tell ya'...  just seeing the post title and reading your story was enough to get me choked up...!

 

Having taken the time and played this, and being fairly familiar with his past work, I feel confident in saying... Your father would have loved this...! It is.. so steeped, in old-school charm... lots of non-secret secrets, it's somewhat interconnected, and little things, like the high contrast lighting, and how the shadows are drawn really do bring to mind his work. Honestly even having the map require you to find a secret, in a way feels like an homage to maps of old where progression wasn't always clear.

 

To think this is your first map, honestly blows my mind, it's a great map, and a beautiful homage to a figure the community loved very dearly... he would have been so proud~!

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Yeah, man, that was honestly fantastic. I fell into pretty much all of your traps, even when I was expecting them, and loved the experience as a whole. Great and creative use of texture, a fun layout with some really satisfying loops. I never knew your dad, but I know he'd been very proud of that. Really glad I played your map, and I hope you continue mapping!

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Well, Dr. Sleep's son releasing a map as a way to connect with his father was not on my Bingo card for the year. That was some story to say the least! 

 

The map is really good! I can tell there was a lot of effort put into it, as this was pretty in-depth for a first map by a newcomer to Doom in general. The lighting, skybox, and music choice is a very nice combo, and really help bring that 90s map feel to this. Stuff like non-secret secrets (some with monsters in them) also make this feel like a 90s map to me. The Spider Mastermind by itself in a room also screams 90s to me. I've only every played Dr. Sleep's Ultimate Doom map, so I can't really compare this map to his, but this on its own is a very good map! Idk if you plan on making more maps, but I would not be opposed to that!

 

The only issues I had were some weird texturing issues in the screenshots below. I played on GZDoom if that matters. (There's also a similar one to the starting room that I forgot to take a screenshot of, nearby the hidden invul in the reactor area)

 

Screenshot_Doom_20230717_164119.png.ad74e4cfc4c1c537e4b0726c46da46c3.pngScreenshot_Doom_20230717_162759.png.746ba836582627feb194b3f6b9b7cec3.png

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See buddy, told you they'd like it ;)

 

Seriously though, it's been amazing helping you out with this map, testing it, and watching grow from a concept to a complete wad file. It's an amazing level and I'm so glad to have gotten to know you over the course of its development. 

 

Here's to many more!

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This was a fun and unique feeling map!

 

It exudes classic vibes, but has a dreamlike quality, no doubt aided by the music, which I really liked. Combat was mostly laid back but there were a couple of difficulty spikes that were fun and engaging. The texturing was very tidy overall, with lots of nice little details and great lighting. I also got softlocked in the Arachno cage, but its cool. I think what's more important is that hopefully, this was cathartic for you and that you enjoyed making it.

 

Thanks for sharing this, and your story, with us. 

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1526860865_Screenshotfrom2023-07-1720-23-13.png.a1bbc68323c2b58668f3615422f2ce4f.png

 

It was good enough that I cheated to get to the end of it so I could do it on a single play.  Using Give Megasphere 3x via GZD console, so yeah I took a lot of damage while playing on HMP.

Difficulty 6/10

 

Has a lot of good monster placement just with low tier monsters used very effectively. Lots of surprise teleports that arent dirty at all, but rather just refills the map a tiny bit to keep the action going. Nothing even close to slaughter or dirty tricks. Very straighforward map that was just used tactically well.

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This felt like a really special experience to play, so I can only imagine what it must have felt like to build this. The deft and confident usage of vanilla textures in this map are leagues beyond most beginner work; your architecture, theming, and lighting are just as impressive, and the latter of those three in particular really makes this feel like Dr. Sleep's own work, painted with a finer brush.

 

I think the music and your wise choice of sky are really what tie Octate together. The resounding reverb of your minimalist instrumentation makes it feel like it's pouring in through the windows, sung by the deep space sky itself. It makes one feel alone, but not lonely - like a bittersweet dream.

 

My condolences for both your father and your dad. Please take care of yourself - I hope this isn't the last we'll hear of you.

Edited by Cammy

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1 hour ago, Mr. Hypnos said:

Sorry if this is a dumb question, but what is "softlocked"?

 

It's a kind of generic gaming term to mean as a player getting stuck in a position where you can continue playing the game but where continuing progress is impossible. As a blanket Doom example imagine it as getting stuck in a deep pit away from the level's exit with no lift to take you out.

 

What specifically happened to me (and a couple others it seems) is in the cage with the arachnotron after opening the door from the inside, the baron teleported in and the door got stuck in a weird closed state while I was fighting it. I'm away from my PC at the moment but I can take a closer look later and try to replicate it so you know what to change to make sure it doesn't happen to more people.

Edited by dististik

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Glad you finally posted this. 75 likes already! (yes I had 75% secrets)

 

And as I said when we exchanged private messages. This is a brilliant first map. I thought the gameplay was great from start to finish, very classic, abstract and old school. And I also thank your late biological father for the inspiration he has given for many of my own maps including my tribute map in Community Chest 3. When the right time comes we shall meet one day I think.

 

Maybe not the most realistic but it was fun to play. Very tight on ammo and health (at times). I got through it even though it was a struggle for me as I played it on my laptop. I had 2% of health remaining when I found the megasphere. Cyberdemon battle was good and was expected. Spiderdemon was a surprise but I destroyed it with the SSG. Found 3/4 secrets missing the soulsphere in the octagon room.

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Got around to replicating it; it seems like if you try to open the door before it fully closes it breaks and the only reason I was able to open it up again was because you have the two linedefs next to the door also set with action 31.

 

ER4z4Nr.png

 

A video of the bug in question:

 

 

I'll be honest in that I've never seen a door act like this before; even if I remove the tag from the main door's linedef it still behaves this way. Hopefully someone with a little more experience can shed some light on the matter as I couldn't find anything particularly helpful for how to fix this with a cursory Google search. If it helps I'm playing in Woof! and it seems that PrBoom+ and DSDA-Doom also experience this issue so perhaps it's due to the ports faithfully emulating vanilla behavoir?

 

Edited by dististik

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Got around to replicating it; it seems like if you try to open the door before it fully closes it breaks and the only reason I was able to open it up again was because you have the two linedefs next to the door also set with action 31.

 

ER4z4Nr.png

 

A video of the bug in question:

 

 

I'll be honest in that I've never seen a door act like this before; even if I remove it's tag from the main door's linedef it still behaves this way. Hopefully someone with a little more experience can shed some light on the matter as I couldn't find anything particularly helpful for how to fix this with a cursory Google search. If it helps I'm playing in Woof! and it seems that PrBoom+ and DSDA-Doom also experience this issue so perhaps it's due to the ports faithfully emulating vanilla behavoir?

 

 

Hmm, bizarre. If I had to take a guess, I’d say it probably has something to do with those two linedefs  on each side with the same door action that’s causing it to malfunction. I can try removing the 2 vertices and see if it behaves properly later today. Thanks for taking the time to troubleshoot it. 

Edited by Mr. Hypnos

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6 hours ago, Mr. Hypnos said:

That is so awesome, I would love to play your level. I actually just downloaded "Crossing Acheron" a few weeks ago and really enjoyed it. Believe me, I wish he was still here as well. I would've loved to discuss his levels with him and even just Doom in general. It genuinely hurts to think that I'll never get to meet him, at least in this lifetime.

 

It was the first and only level I did for The Ultimate Doom back in 2011, it's called "A Marine's Dream":

 

1122721489_Capturadepantalla2023-07-18071823.png.24f7ee3cc8fabb8228f590f8cf137357.png

 

That's a screen from the map, I remember specifically borrowing those demonic-looking cubes that give the sensation of floating without support from "Crossing Acheron". Play my map if you want (link) but it's really not that good, I have done more and better stuff since then. Although recently I saw someone playing it on YouTube with a Doom 64 texture pack and it looked a lot better with those, but it's still not the work I'm the most proud of. Thanks for taking interest!

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4 hours ago, pcorf said:

Glad you finally posted this. 75 likes already! (yes I had 75% secrets)

 

And as I said when we exchanged private messages. This is a brilliant first map. I thought the gameplay was great from start to finish, very classic, abstract and old school. And I also thank your late biological father for the inspiration he has given for many of my own maps including my tribute map in Community Chest 3. When the right time comes we shall meet one day I think.

 

Maybe not the most realistic but it was fun to play. Very tight on ammo and health (at times). I got through it even though it was a struggle for me as I played it on my laptop. I had 2% of health remaining when I found the megasphere. Cyberdemon battle was good and was expected. Spiderdemon was a surprise but I destroyed it with the SSG. Found 3/4 secrets missing the soulsphere in the octagon room.


Thank you again for taking the time to play my level and for helping me out with with that texture bug on the octagon lift, so glad that you spotted it! The blue soul sphere actually isn’t one of the 4 secrets, though I suppose it certainly could be since it has the potential to be overlooked. I’m definitely going to check out your tribute map very soon. I’ve been wanting to play it for a while now but have been so immersed in wrapping up Octate that I haven’t had time to do much else. 

Edited by Mr. Hypnos

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