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1k1k - A COMPACT Doom 2 Community Project [RELEASED]


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@FletcherHonoroma

Here you go, the demo: demoMAP06.zip

 

I think all fights are good, but the final archvile timing is a but late imo, cuz he can just start zapping you immediately or decide to not go for resurrection, and with lowered pillars its mostly guaranteed way to get damaged, so its pretty luck depended if I didn't miss anything

Same kinda goes for first archvile, but less. Because you need ammo on pillars you destroy your cover, and if you unlucky, he can easily zap you in the end

 

As a bonus there is an "ArchvilePuncher3000" with the dumb strat, that works only half of the time

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24 minutes ago, EagerBeaver said:

What is the cause?

Cuz ambush enemies do get alerted when you shoot, and start searching for a player, the weird part is - they can do this in 360 degrees

Top of the player hitbox is still visible form the room, so pinky notices doomguy with his "butt view" and goes for an attack

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26 minutes ago, EagerBeaver said:

By the way, everyone, I've noticed a strange bug in my level.

 

The pinky demon in the teleporter hallway is set to "Ambush" (and he also doesn't look at the window), but he still wakes up, if you stay on the left to the building and start shooting. What is the cause?

 

It looks like this.

  Reveal hidden contents

257810844_strangepinkybehavior_1.jpg.f79d3e3480cdc819958e950dad4be3cf.jpg381009032_strangepinkybehavior_2.jpg.c68902cf989454b2eee49002fa76f0cf.jpg

 

Probably because the pinky can see the player.  When a monster with an ambush flag set hears a sound they go into a "ready to ambush" mode allowing them to see in full 360°.  In your setup you probably want to make two lines sound blocking behind the pinky.

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4 minutes ago, SG. said:

so pinky notices doomguy with his "butt view" and goes for an attack

 

Didn't know about that before. Thanks for explanation.

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@EagerBeaver ah, i see... damn, i was trying all the pressed switches, why didn't i think to press this one, i can't explain. I must've thought it was already pressed because of the texture, that often happens to me with reversed switches. In the case of a 1k1k map, it's not a big deal, because it's small, it's my fault for not giving that switch i try when i pressed everything else more than once.

 

19 minutes ago, SG. said:

@FletcherHonoroma

Here you go, the demo: demoMAP06.zip

 

I think all fights are good, but the final archvile timing is a but late imo, cuz he can just start zapping you immediately or decide to not go for resurrection, and with lowered pillars its mostly guaranteed way to get damaged, so its pretty luck depended if I didn't miss anything

 

Wait a second... Map06 has a second archvile? Did i play an older version again? :D

 

@Gothic Box i see you made some changes to the map. I like the SSG fight now, much more space to deal with what's in there. Had a lot of trouble with the revenants, mostly because of bad luck, the amount of homing missiles i got was insane. But truth be told, these type of intense, high pressure maps are my Achilles Heel, and there will be much more deaths to come, when i get to the other submissions with similar combat.

 

Spoiler

 

 

@DankMetal i think your latest version is the same as the one i commented on some time back. Even if it's not, i can't notice many changes. I still feel it's a very nice map, i like the secrets and the layout, but i think the combat can be improved if you simply make all the doors to stay open once you press them. As they are right now, they slow down the tempo, and are too much of an advantage for the player and too much of an obstacle for the enemies.

 

Spoiler

 

 

 

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3 minutes ago, Tangra said:

Did i play an older version again

you did, lol

there is WIP version for new map06, on page 14 iirc

Edited by SG.

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1 hour ago, SG. said:

@FletcherHonoroma

Here you go, the demo: demoMAP06.zip

 

I think all fights are good, but the final archvile timing is a but late imo, cuz he can just start zapping you immediately or decide to not go for resurrection, and with lowered pillars its mostly guaranteed way to get damaged, so its pretty luck depended if I didn't miss anything

Same kinda goes for first archvile, but less. Because you need ammo on pillars you destroy your cover, and if you unlucky, he can easily zap you in the end

 

As a bonus there is an "ArchvilePuncher3000" with the dumb strat, that works only half of the time

Thanks for the feedback, I haven't yet watched your demo, but I will in a bit!
Definitely agree with you about the Archvile at the end. It needs to either come earlier, or the pillars rise again so you have cover once more. I'll be changing that when I have the chance!

The first fight revolves around lowering your cover in exchange for more ammo. It could do with some improvement certainly, and I'm not so sure about having armour and shotgun shells there too. Perhaps just rockets would be better.

I'll give your demo a good watch later and change things accordingly. Thank you very much!

 

51 minutes ago, Tangra said:

Wait a second... Map06 has a second archvile? Did i play an older version again? :D

 Sorry about that, I ought to have updated my original post also. 

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57 minutes ago, Tangra said:

i think your latest version is the same as the one i commented on some time back. Even if it's not, i can't notice many changes. I still feel it's a very nice map, i like the secrets and the layout, but i think the combat can be improved if you simply make all the doors to stay open once you press them. As they are right now, they slow down the tempo, and are too much of an advantage for the player and too much of an obstacle for the enemies.

Wait, i think you played an older version, cuz i made almost every door "open stay" for deathmatch. I can't use my pc at this moment to see if i did the door thing or not.

Here's the last update just in case:CHAPEL.7z 

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@DankMetal sorry for missing the new one, i did search the thread from the last page backwards, so i can see the newest versions first, but it's still easy to miss a link. I will stop posting videos for the slots after 10 and will wait to see if Yop will agree with posting the links to all maps in the front page.

 

@FletcherHonoroma i will record a video for the new version of Map06 tomorrow. I did a quick try for now, and got to the lowering elevator with the four pillars in the center. There are a lot of interesting ideas here, lots of geometry changes. I like stuff like that.. I play with very dark settings, and the part with the big elevator was almost pitch black, so i had a lot of trouble there and decided to stop for now. I don't understand how some items and weapons are collected... are you using a Plutonia style voodoo script? Also, the explosion on the elevator that damages the player, is that a barrel pushing a voodoo doll over trigger lines? The rest i'm not going to comment on. @SG. mentioned it's a WIP, so you probably know about the missing textures and other issues. The texturing itself i assume is temporary too, and most of the startan will get replaced? What are you going to do with the other map if this one ends up on slot 06?

Edited by Tangra

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@Tangra Apologies that you have to replay my map again, I should've been clearer on updating it. I agree that the arena is too dark, I wasn't sure if that was just me. It's a bit of a strain to see, I won't lie. The elevator lift uses a voodoo setup not dissimilar to the same setup that @ABearInThaWoods uses for his dispenser tricks. The barrel pushes the player forward across all the linedefs triggering the actions, it's supposed to appear as just the elevator breaking. The textures and detailing at the moment are very much temporary, I don't like to detail until I'm certain about the level geometry.  

As for the other slot which @Gothic Box and I are both working on - while I can't speak for him, I'm really pleased with how it's turning out. We've been filling it with even more trickery and ideas than we have space for. Gothic Box has brought some great, unique ideas to the table and has a good hand for challenging combat as you probably have noticed from his Map 09. It's been a real pleasure to collaborate with him.

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Map Name: Medbay 

Number: 08

Music: Shells by Jimmy

Custom Textures: FILECS_1, FILECS_2, FILECS_3, BIGHSDR1, HSPODR_3, ICUWALL1, ICUWALL2, ICUWALL3, ICUWALL4

Download: 1K1KMAP08.zip

Edited by Solmyr
changes due to feedback.

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6 minutes ago, Solmyr said:

Map Name: Medbay 

Good little map! Nice to see another tyson map :)

The only small change I would like to see: medikit to be moved away from the entrance to the flesh zone, cuz even trough it doesn't breaks the balance of the map, wasting a bit of health might be a bit meh

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35 minutes ago, Solmyr said:

Download: 1k1kMAP08

 

Is it possible to make an alternative upload? For some reason, dropbox is not available to me from home. I can only use it at work, with a different internet provider.

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46 minutes ago, SG. said:

Good little map! Nice to see another tyson map :)

The only small change I would like to see: medikit to be moved away from the entrance to the flesh zone, cuz even trough it doesn't breaks the balance of the map, wasting a bit of health might be a bit meh

Thanks man, and about that medikit i moved it away from that door.

21 minutes ago, Tangra said:

 

Is it possible to make an alternative upload? For some reason, dropbox is not available to me from home. I can only use it at work, with a different internet provider.

I swapped the dropbox link for a forum attachment, tell me if you could download the map.

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27 minutes ago, Solmyr said:

I swapped the dropbox link for a forum attachment, tell me if you could download the map.

 

Yes, thank you! I'll post feedback and playthrough tomorrow.

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@Solmyr MAP08 - Medbay

 

Another nice Tyson map, glad to see more of these cropping up, there's still @Higo Doragon's MAP31 I must play. I think you've struck a really nice balance for difficulty, never unfair, but it's never too easy. Most fights are taken piecemeal on UV. I noticed, however, that on HMP the bedroom was more difficult (there being two Imps which now accompany the Revenant.) I assume this is an accident.
The visuals are lovely and clean which suit the setting of a hospital nicely and the layout is similarly pleasing. Overall, I really enjoyed this map which proves the old adage "less is more" is as true as ever.

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@SG. Really appreciate the demo! Definitely a lot to take away from your playthrough and a lot that will be updated too! I'll be sure to fix the things you mentioned as well some other things I spotted in your playthrough. Once again, thanks for taking the time play and record that, it's invaluable!

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21 hours ago, Tangra said:

 

@Yop have you considered adding the download links to the maps in the main post? It really is rather difficult for playtesting to have to go through all the pages and use the search option to find the maps. What is worse, you don't even have the names of the maps listed there, so i have to search them by author, and go through hundreds and hundreds of unrelated discussion posts, until i find the download links. Even then i can't be 100% sure if i have the latest versions of the maps. This will create a lot of trouble for playtesters going forward. I assume you have all the latest versions of the maps on your PC, so if you don't want to go through the same trouble of searching the pages for the links, just re-upload them yourself and add the links to the front page... You can even upload them in one zip file, as long as the names of the maps, corresponding slots and authors names are there as well to make it less confusing.

I have updated the main post to include the zip of all completed maps so far.
If any version in that zip is outdated or not included let me know and shoot me the download. but i think i got em all.

Edited by Yop

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@FletcherHonoroma completed the new version of Map06 and to answer your questions...

 

- The Archvile pillar room was quite dark for me, but like i said, i play with dark settings - vanilla lighting and pallete tonemap mode to simulate the software look in hardware mode. In the video, it's slightly brighter, because the recording makes it like that. In the final sequence where the floor moves down, it was very hard to see. I suggest testing it in Crispy Doom, and see how it is for you. If you find it the too dark, then up the light by 16, if you think it's fine, then leave it as it is.

- The Arachnotron room is fine, it's not overcrowded, and i found how to exploit it, which you'll see. Edit: Almost forgot... i was a bit sloppy and that's probably why, but i almost ran out of ammo in this room, and couldn't deal with all the monster there, i had run past the arachnotron, and because of that, a missed the revenants that spawn in its place.

- The Final Fight is timed well, but i would've prefered if the necessary ammo was inside the small exploding elevator, ready to collect. I play without weapon autoswitch, and when i did the semi-run yesterday, i didn't even realize that i collected the SSG via voodoo doll script. I only found out when i tried to switch to it to see if i got it somewhere in the dark. In the recorded run, i had a similar problem, i ran out of ammo, before the next ammo script triggered, and then when it triggered, i didn't notice it and beause i didn't expect it, i spend some time trying to berserk a bunch of revenants and barons, dying like moron. I should've noticed that i got 40 shotgun shells, but you know what i'm not used to do in this game? Looking at my ammo count when i'm out of ammo :D Now that i know how this encounter plays out, it will be much more manageable. The second archvile pops out of nowhere and can be a problem, like @SG. mentioned. He zapped me good. Overall, i think this is the better and more fun version of the map. Just make it pretty now.

 

Spoiler

 

 

@Solmyr i've never been a good puncher in Doom, and when i see a Tyson Map, i'm always nervous to try it. But your map is more casual-friendly and i didn't i have much trouble completing it. Still died once because i wouldn't be me if i didn't. Love the simple hospital layout and the texture choices. The map represents its name  well. Now here's a crazy idea, that imp in the exit room is a bit anticlimactic. I think an archville will be a worthy boss for this map. You have plenty of space to hide from him in the rooms below, once the elevator goes down. You just have to lure him there, to either fight him or trap him and run away towards the exit. 

 

Spoiler

 

Edited by Tangra

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On 9/20/2023 at 10:46 PM, FletcherHonoroma said:

I noticed, however, that on HMP the bedroom was more difficult (there being two Imps which now accompany the Revenant.) I assume this is an accident.

You're right those imps were supposed to be on UV, i have moved them to their proper difficulty setting.

 

2 hours ago, Tangra said:

Now here's a crazy idea, that imp in the exit room is a bit anticlimactic. I think an archville will be a worthy boss for this map. You have plenty of space to hide from him in the rooms below, once the elevator goes down. You just have to lure him there, to either fight him or trap him and run away towards the exit. 

Good thinking, i swapped the imp for an arch-vile and added a blue armor in the exit elevator to help the player tank the archie's attack and to help deal with potential resurrected monsters.

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@Tangra Thank you very much for the feedback and for taking the time to record a video, especially since I know you had already recorded the old version before. Sorry about that again. I'll definitely be addressing the points you made in your comment, they'll all be very helpful for making improvements! 

@Solmyr I won't lie that Imp actually killed me by surprise two times. Fool me twice, shame on me. Punching an Archvile does sound devilish lol

Once again, thank you both, @SG. and @Tangra for the feedback and recordings!

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15 hours ago, FletcherHonoroma said:

@Tangra Thank you very much for the feedback and for taking the time to record a video, especially since I know you had already recorded the old version before. Sorry about that again. I'll definitely be addressing the points you made in your comment, they'll all be very helpful for making improvements! 

 

Nothing to be sorry here m8, it was my mistake for missing the newest version. And i'm glad i played both maps.

 

@Higo Doragon what have you done? :D I don't think a difficulty bump was needed here. When i played the first version of the map, i thought it was hard but never unfair. I don't remember exactly what the differences are, but i'm almost sure the two timed archvile corner closets weren't there, and they create a big problem. Once you get on the upper level and all the revenants and archviles spawn in, you get ambushed from both sides, so the only strategy is to clear one side as fast as possible, while ignoring the archviles in the central platform for now. Once one of the wings is cleared, you quickly have to run there, because the monsters from the other side are closing on you. But once you take cover in the room you just cleared, and you get pressed by the revenants and archviles from the other wing, the corner closets in both rooms open and release an archvile right next to you with no place to hide, and only rockets to fight him in close distance. I still like the map, but i can beat it without dying probably once in every one hundred (or a thousand) tries, and i still have to get lucky. It's too extreme.

 

 

Spoiler

 

 

@yourlocalchef  i did both of your maps. I've said it before, i like them both, especially the mixture of themes. The first map is pretty straightforward but fun with the going up and down puzzle and the monster spawning in different locations. The Infected Library has a lot more going on. I love the geometry changes, they make the map seem a lot bigger and varied than it is. I felt the health distribution was a bit low. There are many scenarios where you have to take damage, but there almost nothing to compensate for it. I would add a berserk pack on the ledge from which you drop to fight with the mancubus/archvile/baron fight. There is some health packs down there, but having no health on you, when going into that fight, in such a tight space, can be frustrating. That's why you'll see me reload constantly if i take a hit before that. The corridor that leads to the fight is so tight, it's impossible to dodge anything, and there's at least one revenant waiting for you there. Also, i have an issue with the soulsphere secret. If the only way to get it is by parkour on the bookshelves, then almost no one will get it. The distance between some of the shelves is too big, and requires pro speedrunner skills to make the gap. Let me know if there is another way to get the sphere.

 

Spoiler

 

 

Spoiler

 

 

@NinjaDelphox after playing your map on all lower difficulties, i finally got the courage for a UV playthrough. The opening is extreme, and can often get you stuck between enemies, especially when trying to get the SSG. Maybe i didn't have the best strategy for getting the gun, now that i think of it, i should have made another full circle around the map, to lure the revenants away from it, but eh, too late for that. The big obstacle at the start is the archvile. Because of him, i couldn't kill anything, and let him resurrect it, it would have been an endless grind. So it was an interesting scenario, to run around, avoiding the enemies and looking for an opening to kill the archvile. I'm not going to say anything about the cyberdemons, i'm just terrible at fighting them. As for the last fight... thank you for making it completely optional, because as of right now, i don't think it's possible to go for 100% on UV. There wasn't enough ammo, and 4 archviles will resurrect a lot of the fallen revenants. So yeah, i think it's a cool map, with lovely visuals, just need some more cell for the last fight and a better player than me. By the way, what is the point of the chainsaw that lowers when you trigger the final fight? Are you making a little joke there? :D

 

Spoiler

 

 

@SG. it's been some time since i played Map16. I forgot to look for that secret armor you told me about last time. Anyway, the map is nice and i couldn't find any issues with it. Love the doomcute in the opening room, looks like you're in a house that has been consumed by hell, and you start in the last room that's still intact.

 

Spoiler

 

Edited by Tangra

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There's a couple maps which I've yet to play it seems and a few I need a refresher on before I leave feedback! So far, I've been really blown away by all the submissions. There's some incredible mapping talent in this project. 
I know, a while ago, I said I'd leave feedback on @NinjaDelphox's MAP15 and @ABearInThaWoods' updated MAP30, unfortunately I still have not gotten around that which I apologise for. I'd like to replay them before I leave proper feedback, but in short, I really like them both and don't think either needs further modification!

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4 hours ago, Tangra said:

looks like you're in a house that has been consumed by hell, and you start in the last room that's still intact

Kind of, the idea behind the visuals was a small "what if", in which you locking yourself form the rest of the world in a small house, because of paranoia, and this decision slowly makes your condition even worse: now you not only treat everything outside as a purely hostile, you even believe, that the walls of your own little shelter are gonna to betray you (which is happening in the map)

 

Funny enough this story was born just cuz I wasn't able to make a window for the room look good, and thought "well, what if the dude in this house doesn't need it?"

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4 minutes ago, SG. said:

Kind of, the idea behind the visuals was a small "what if", in which you locking yourself form the rest of the world in a small house, because of paranoia, and this decision slowly makes your condition even worse: now you not only treat everything outside as a purely hostile, you even believe, that the walls of your own little shelter are gonna to betray you (which is happening in the map)

Man this story is fucking sick, sounds like a horror movie plot

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@Treehouseminis great map concept, but i think i said that the first time i played it. I like how you took the available space and divided into four separate arena fights at a different height. Great visuals too. I couldn't notice any issues worth reporting.

 

Spoiler

 

 

@Raith138 i think your maps were the first i ever tested in this CP, so it's hard for me to notice what exactly you've changed, sorry for that. Your second map is fine, but it needs a few tweaks. Right now, it's very exploitable, you'll see how i was able to take on the revenants one by one using the cave layout to manipulate their movement. The problem here is that they spawn in one location and too far from the player, while the cave geometry and the monster closet that opens up early, traps them in. You can make them spawn closer to the entrance of the cave, so they don't get stuck in the walls, or you can make them spawn in two locations at the same time. Also, the monster closet in question, the one near the exit, is not surprising enough. If you move it to the opposite side of the cave, the monsters will attack the moment it opens up, and also make it less of a trap for the teleporting revenants later on (if you decide not to change their spawn location). The way it is now, you hear the closet open, but the monster don't come out until they see you, so the effect is lost. I've also talked about the Wolfenstein 3D texturing before, but that is all a matter of opinion, so i'm not going to bother you with it again, but consider adding more texture variety.

 

Spoiler

 

 

@dac this is a great, fast-paced semi-slaughtery arena. I really liked it the first time, and nothing has changed in my opinion. For me, this is the right amount of challenge for this slot, it never feels unfair. It looks great too.

 

Spoiler

 

 

 @tumedaskihutaja_37685 if i'm not wrong, you want to be credited as "NightRiding Doom", so that's what i did, let me know if you want it changed. This of course is not a blind run of the map, as i already did a few tests when we talked about it on discord. My suspicious about the last closet were correct, there is a problem with the sound propagation. If you don't fire a shot when you enter the last room (which is when the walls to the closet drop and now the sound can travel inside), the monsters are not going to spawn in, and that makes the last fight skippable. You'll see it the video, i could've finished the map, but triggered the fight intentionally. Otherwise, the map looks great. It is a bit slow paced at the begging in the tight corridors, as they are packed full of monsters, but i don't mind that, it's not hard to take them out one by one. Thank you for removing that cacodemon at the start.

 

Spoiler

 

 

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5 hours ago, Tangra said:

 

@tumedaskihutaja_37685 if i'm not wrong, you want to be credited as "NightRiding Doom", so that's what i did, let me know if you want it changed. This of course is not a blind run of the map, as i already did a few tests when we talked about it on discord. My suspicious about the last closet were correct, there is a problem with the sound propagation. If you don't fire a shot when you enter the last room (which is when the walls to the closet drop and now the sound can travel inside), the monsters are not going to spawn in, and that makes the last fight skippable. You'll see it the video, i could've finished the map, but triggered the fight intentionally. Otherwise, the map looks great. It is a bit slow paced at the begging in the tight corridors, as they are packed full of monsters, but i don't mind that, it's not hard to take them out one by one. Thank you for removing that cacodemon at the start.

 

  Hide contents

 

 

 

 

Crediting is correct, I'm changing my forum name to NightRidingDoom after the timer expires. 

I am aware the last fight can be skipped, but so far I have not found a solution that could not be bypassed or triggered early. I also expect that the player will start humping walls or punching walls to reveal progression while he is waiting for the wall. I have a few ideas, but none have stuck so far. I am not very comfortable in vanilla design, so for now, i'll say it's a "feature" until I find a way to change it. 

 

One thing to keep in mind: Since GZDoom makes spectres visible (Shadow effect isn't set to fuzz), it does change the difficulty slightly. Also, with autoswitch turned off in GZDoom, the rocket launcher grab loses it's intended effect. I have tested my maps in Crispy Doom, which (I believe) don't have those effects.  For now it is pretty close to how I intended it to work. So it is going to stay as final unless I find a way to lock in 2 monsters in the room without cramping up the map even more.

 

If I move the trigger line to the front of the door, then blind player wil lbe caught off by 2 archies and sandwiched in, making it easy for player to end up  panicking and dieing. That would become a frustrating experience, if the player does not realize to kill the arch vile from distance first.

 

Edited by tumedaskihutaja_37685

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