ABearInThaWoods Posted November 4, 2023 (edited) Hello there! This is actually my first solo project so I'm pretty proud to have gotten this to a releasable state. Information This wad was developed in about 5-6 weeks, between September and late October 2023. Boom Format (cl9) Each map can be completed UV-Max between 2-5 minutes All maps are made with 10 textures and 10 flats All maps were designed with a 1024x1024 unit play area Textures from 32in24 Primarily tested in DSDA-Doom. DeHackEd .deh file is provided in the zip Screenshots Spoiler UPDATE 1.1 Hello again. I've been hard at work updating the various errors in this wad. While I was doing these updates I decided to expand the scope of this set and start working on a Phase 2. As mentioned in the thread I've been inspired to create an additional 10 maps using the themes created in the original 10, but build them as full scaled versions including the original 1024 maps. I've considered naming these PLUS maps but I think they deserve their own identities so thus they will have their own names going forward. Before we get into the new map here are the updates made to the original 10 maps. Changelog for RC1.1 Spoiler Map01 -Scrolling for the blue trim has been removed - This was poorly implemented on my part and don't fit the aesthetic I wanted for this map. This change brings this map more in line with Map11's visual themes too. -Transparency removed on waterfalls - Again this was poorly implemented by me. This was the first map I made in Boom so I wasn't aware of how it worked yet. Map03 -Invisible walls have been implemented in a better way that works on all source ports with GL and Software rendering. (Thanks to @DeetOpianSky for the suggestion) -Texture alignment issues fixed Map04 -Homey teleporter added for players that reach a certain point of the map but fall back into the pit. It was something requested by multiple players (Shoutouts to @fuGue_tv and @ProfBloom) Map05 -Similar to Map03, invisible walls have been implemented in a better way that creates a more consistent effect across source ports and renderings. Map06 -Similar to Maps03 and 05, invisible walls have been implemented in a better way. -Skybox error corrected (was only visible for mouselook players) Map09 -Edits made to some existing walls to prevent seeing sleeping monsters through walls. -Scripted intro has been sped up, making restarting the map much less tedious Map10 -Some behind the scenes stuff done to make editing easier in the future. Won't affect gameplay at all... I think... Map11 -Added NEW MAP: So after releasing the wad and watching several playthroughs (thanks to everyone who played and shared their footage) I decided to start work on a new map using Map01's selected textures and themes. This map is probably one of the more ambitious projects I've undertaken in Doom mapping and it's possibly my proudest achievement thus far. This map is titled "Enslaved Oceans" and it takes place in some sort of dark, demon-infested water processing facility that hides ancient ruins beneath. While there is a branching path in the middle of the map it is a mostly linear experience with fights that escalate in size and difficulty as you progress. I would describe the difficulty as moderately difficult. High skilled players should be able to complete this in a single segment without issue while moderate players may need to use saves to make it through. My average completion time is around 32 minutes. This map is designed for pistol start and features over 900 enemies, the highest monster count I've personally dropped so there's that. Currently there are not difficulties implemented for Map11 it is designed for UV skill. There's a reference to an old map of mine in this =) Screenshots for Map11 Spoiler Download Google Drive (Updated Dec 21 2023 - Version RC1.1) MediaFire (Updated Dec 21 2023 - Version RC1.1) Background Spoiler Near the end of 2022 I took a pretty long break from mapping and Doom in general. After about 8 months I wanted to jump back in and I decided to join the 1k1k community project, which was basically just a 1024 megawad, and made two maps for it. Around the same time @MtPain27 dropped his episode for @lunchlunch's 10x10 project. The video and the set were so inspiring to me that I decided to do something in the same vein but with a twist. So, like Reeses mashed chocolate and peanut butter, I took the 1024x1024 unit restriction and combined it with the 10 textures/flats restriction, and created this. As an additional challenge I decided to use this as an opportunity to learn Boom mapping, as I had never worked in a format outside of limit-removing Doom 2 (and two UDMF maps.) Map Titles and Music Spoiler Map01: Out of the Blue / Warren G - Regulate Map02: Mom Said We Need A Techbase / Sonic CD - Stardust Speedway Bad Future Map03: The Tony Saunders Experience / Offspring - You're Gonna Go Far Map04: Gaia Gordita Crunch / Vectorman - Underground Map05: Habitual Linedef Stepper / Frank Zappa - Sinister Footwear 2nd Movement Map06: Chickenscratch / Toejam & Earl - Big Earl Bump Map07: Gutrot / Primus - Antipop Map08: Forbidden Milkshake / Pizza Tower - Tubular Trash Zone Map09: Welcome to Die House / Splatterhouse 3 - Introduction Map10: Caco Clouds Connected / In Flames - Clouds Connected Map11: Enslaved Oceans / No More History from the Ultimate MIDI Pack - Cammy Feedback is highly encouraged. In the future I would like to take these maps and expand them into full scale variants without the 1024 restriction. For the meantime I want to perfect this first set before I get into any larger scale projects. Edited December 22, 2023 by ABearInThaWoods 26 Quote Share this post Link to post
Zahid Posted November 4, 2023 i personally don't like such limited area maps...though you try hard it seems,but still some maps seems very identical gameplay wise here is my demo i finished all maps just leaving map 4 and 9 coz didnt like these map esp map 4 nice visulas though prboom cl9 uv skill 1,4.zip 2 Quote Share this post Link to post
ABearInThaWoods Posted November 5, 2023 1 hour ago, Zahid said: i personally don't like such limited area maps...though you try hard it seems,but still some maps seems very identical gameplay wise here is my demo i finished all maps just leaving map 4 and 9 coz didnt like these map esp map 4 nice visulas though prboom cl9 uv skill 1,4.zip Thank you for playing and for the demos, I appreciate your honesty. I definitely got some good information from your demos, like marking progression a little better in maps 5 and 8. Like I mentioned at the end of my first post, I do plan on making full sized versions of these maps, so you may end up enjoying those more than these. Thanks again! 0 Quote Share this post Link to post
Yop Posted November 5, 2023 (edited) I'll give it a play seems like it could hold some promise, i did like your map05 submission to 1k1k a lot. Edited November 5, 2023 by Yop 1 Quote Share this post Link to post
LadyMistDragon Posted November 10, 2023 Just wanted to say this was pretty cool! The crater and football field maps were quite nice and finally the last map really brought it as it should. It did feel quite constrictive to handle in certain maps though. 1 Quote Share this post Link to post
fuGue_tv Posted November 19, 2023 full playthru linked below. fun maps. sorta repetetive gameplay because of the size, but the theme for each one was 10/10 and I think I liked the idea on map04 the most. It was very cool to be in the volcano as everything melted around you. I think that one is really nice the way it is, but the rest could probably be fleshed out to be bigger maps. Def check out the playthru if you didnt catch it livehttps://www.twitch.tv/videos/1981614649 1 Quote Share this post Link to post
ABearInThaWoods Posted December 22, 2023 Wad has been updated with a few fixes and an entirely new map. Check it out in the first post! 0 Quote Share this post Link to post
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