Origamyde Posted September 20, 2023 (edited) Spoiler Version 1.1 : - Fixed some enemy behavior to ambushing the player across the central sector's landscape - Modified an enemy's closet sector (Spider Mastermind) so as to allow its teleportation into the central sector - Fixed another monster closed with no proper tag within the central Red Key sector - changed some Pinkies to Lost Souls to make sure they no longer clog another monster closet near the optional Yellow Key sector Hello there, fellow DOOMers ! I'm back with another mapset, woo ! :O This one is quite peculiar : called Un Songe of a Midsommar Nacht (which is a play on Shakespeare's play A Midsummer Night's Dream ), it is Oripathy II's MAP15, and features as such a secret exit as well. Will you find it, or perish against the cruel onslaught of demons that will inevitably swarm you ? >:) Download link : >>> USOAMN.zip <<< You will find in this wad : - 801 monsters, more than MAP04 - Thermal Burnout, but not quite as much as Oripathy's MAP32 - The Modren Man ! - About 20-25mn of gameplay ! - Action ! - Violence ! - Drama ! - Custom Textures ! - A secret Easter Egg ! - And music by James Paddock, Cammy and Bloo ! As always, thank you for playing my maps and feeding me your delicious feedback. It really means a lot to me, especially with the half-completion milestone reached on my Megawad project :) Spoiler This map automatically disables crouching and jumping. /!\ NOT COMPATIBLE WITH PROJECT BRUTALITY /!\ Edited October 18, 2023 by Origamyde version 1.1 18 Quote Share this post Link to post
Firedust Posted September 20, 2023 Is oripathy a megawad you're working on? 0 Quote Share this post Link to post
Origamyde Posted September 20, 2023 @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 :) 2 Quote Share this post Link to post
Not Jabba Posted September 20, 2023 (edited) 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 September 20, 2023 by Not Jabba 3 Quote Share this post Link to post
Riclo500 Posted September 22, 2023 (edited) 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 September 22, 2023 by Riclo500 1 Quote Share this post Link to post
Origamyde Posted September 22, 2023 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. 0 Quote Share this post Link to post
pantheon Posted October 3, 2023 (edited) 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 October 3, 2023 by pantheon 1 Quote Share this post Link to post
FrankieSturdust Posted October 17, 2023 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 These didn't teleport in. Not sure why these guys are still chillin' here, but they are. Here's an example of enemies going inside and making fights a bit more awkward. Here's pinkies that can't do anything. 1 Quote Share this post Link to post
Origamyde Posted October 18, 2023 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 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. 0 Quote Share this post Link to post
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