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[1.1] Un Songe of a Midsommar Nacht


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@Firedust Yes. I'm working on Oripathy II, which is a sequel to my very first Megawad release. I still have many more maps to design, and not all of them will be published on Doomworld so as to keep things interesting :)

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1 hour ago, Firedust said:

Is oripathy a megawad you're working on?

The complete release of Oripathy 1 can be downloaded here. It's good fun!

Edited by Not Jabba

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Spoiler


 

Spoiler

I'll post a proper play-through later LOL

Actually on a second thought, it looks like this map is bugged with Project Brutality. Whoops, oh well

 

 

Edited by Riclo500

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5 hours ago, Riclo500 said:
Spoiler

I'll post a proper play-through later LOL

Actually on a second thought, it looks like this map is bugged with Project Brutality. Whoops, oh well

 

 

Spoiler

This is most definitely an issue with PB, since it probably has to do with the Icon of Sin death room (which you telefrag alongside some barrels). Once my Megawad is complete, I'll make an alternate version which will be compatible with this gameplay mod.

 

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  • 2 weeks later...

I choked hard at the end which was a shame, but here's my first attempt (got it the next time around!) Overall, I liked this map quite a bit. The sort of rolling fighting at the beginning, with the needed "ammo resupplies" walking over to you, felt nice and dynamic. The interior spaces were tense because I knew you'd throw some traps at me, but overall they weren't too rough (more revenants maybe?). Outside, a really nice mix of fresh and cool earthy tones accentuated by the water, and looking at that sky I can practically smell the rain coming in. Attractive castle architecture too. I got turned around a bit navigating as I tend to do in these bigger levels, but it was an enjoyable type of lost. Thanks for sharing this level and I'll look forward to playing Oripathy 1, too!

 

oripathy_pan.zip

Edited by pantheon

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  • 2 weeks later...

I liked the way this map looks, great architecture, atmosphere and textures, reminds me of Quake. I wanted to play it right after I saw the screenshots.

About gameplay: I'm not sure if waking up every enemy at once in the outside area at the beginning is a good idea, because they all come to you, leaving the rest of the map empty, making it slightly boring to explore (although, not that big of a flaw considering it's going to get repopulated later). There was a moment where pinkies spawned behind a monster blocking linedef (at least it seemed like it), making them useless. Enemies love to roam around the map, entering buildings, opening the doors, etc, making the final cleanup a bit tedious for 100% nerds like me. Fights were easy, but that's not really a flaw because it's more of a map with exporation focus, it seems, and I like these types of maps. Most of the damage I was taking was from enemies roaming around and getting behind me, including a fatal jumpscare cyber rocket because I didn't expect him entering the building. Maybe it was an intended design, but sometimes it felt random with all of the roaming around. Also, I know, it was partially my fault, but I didn't find the rocket laucher until the very end and was baffled that you give me so many rockets, but not giving the RL. I even remembered that red door, entered it, pressed the switch, but didn't realise what exactly it did, I missed that little passage with RL (it's kinda small, on the side and doesn't bring your attention to it), and thought it did something else. I found RL when I was looking for last enemies that entered buildings after the last fight. Well, I think that RL should be more noticable, because rockets everywhere can really taunt a player like me that can't find it, but it's up to you. I definitely feel dumb/blind for not seeing it, lol. Also, am I missing something, or you're getting completely softlocked and unable to exit the map if you find a secret exit, make a bridge, and then jump down? Because I can't find any way to access any of the exits now. Obviously, after grabbing BFG, I wanted to use it, so I jumped down, but that bridge can't be lowered, at least I can't find any obvious way to do it. 

Also, some enemies didn't teleport in and one closet didn't open. 

And I couldn't find any legit way to get that supercharge (last secret), especially considering the softlock after jumping down. 

Played on GZDoom.

Anyway, my post may sound critical, but I just wanted to provide some feedback for potential fixes, overall I enjoyed playing it and I'm going to play more of your maps for sure. :)

Spoiler

Screenshot_Doom_20231017_130723.png.2d8addf31544a670c50d346d8d50940a.png

These didn't teleport in.

 

1767724624_2023-10-1713_32_22.png.580b0dc3c4f6e3e01f783b5655c5f9a3.png

Not sure why these guys are still chillin' here, but they are.

 

1040275178_2023-10-1713_34_09.png.f1308a06a70a2f3fcffaa7dd26bac0b1.png

Here's an example of enemies going inside and making fights a bit more awkward.

 

1891300100_2023-10-1713_36_16.png.28d43f936d584e16d0347a43ff587dd1.png

Here's pinkies that can't do anything.

 

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Hello there, @FrankieSturdust ! Thank you for playing my map :)

 

Following your input and feedback, I've made some slight modifications to USOAMN. While both switches that raise and lower the bridge sector are technically repeatable, and while the teleport leading to the secret sector is also a repeatable action, I've made sure to add an additional lift switch to prevent potential soft-locking.

 

If by Supercharge, you mean the Berserk Pack :

 

Spoiler

zG3Sqax.png

i7UNyfw.png

 

I could've probably made it even clearer in the first place, but wouldn't it beat the purpose of a secret sector ? :/ Hard to tell whether it's sufficiently balanced or not.

 

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