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[Limit Removing] VANILIUM - A very small map for you to blast through!


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Seems like an alright map. Texture choices are a little strange in places but I think you have the right idea with variety. 

 

But PLEASE, lower the volume on that MIDI, because that mix is REALLY harsh on the ears. I do like the track choice tho, always nice to hear MIDI renditions of UT99 stuff. 

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Screenshot_Doom_20231113_172237.png.725709cf49b7457f236027045cd8c7bf.png

 

17 monsters on HNTR? I'll take an easy win against the demons any day but surely Hell has more opposition than that, even for the newcomers. Either way, cool architecture and texturing! Reminds me of something straight out of a quality Community Chest 2 map. I'd record a demo if I weren't using GZDoom. Me no good at platforming otherwise the completion time probably would've been at least a minute lower. 

 

Not bad, I should probably play it on Nightmare as intended sometime. You have what it takes to make a cool layout and definitely a pretty cool aesthetic style, just maybe a bit of work on the gameplay front.

 

RE: loud MIDI, I didn't run into this problem but then again I play with my music at 0.25. Was noticeably louder than the titlescreen music but it wasn't that big a deal.

 

Thank you for the upload! ^^

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28 minutes ago, OpenRift said:

But PLEASE, lower the volume on that MIDI, because that mix is REALLY harsh on the ears.

I have to say this is something I noticed early on, and completely forgot about. As I'm no midi composer, I will try to find a better version of this tune specifically with better mixing!

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A limit-removing map named Vanilium? The horror!

 

In all seriousness, this is a nice little map. Doesn't require thought in terms of combat but it's still pleasant to be in..
..I should be taking notes on texturing from this. :P

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Extremely tame but very cute map, makes me think of other various bite-sized Scythe-y works that play best after you already know the map, since the fun is in finding a quick method.

2 hours ago, Oxyde said:

made in roughly 8 hours with speedrunning in mind.

Here's an FDA (standard demo format) and a 47 second UV-Max on the first route that came to mind, hope you make more in the future. - vnlm-maribo.zip

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8 hours ago, LadyMistDragon said:

Was this made with any particular project in mind?

 

 

Indeed this is the first level of a larger-scale Limit Removing project I am working on (mostly on and off). Releasing some levels publicly allows me to catch feedbacks on what I am doing and wrong. So far, it seems the difficulty is the main focus point!

Thank you for the video, cool looking assets you have there!

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very simple but effective design but almost zero gamelay feels like a deathmatch wad rather than single player...just 24 monster and all are weakest, that secret with rockets prove that you hardly put a thought to gamelay as there is no rocket launcher 

good for seeing around and alright progression though

my prboom cl 2demo on uv and nightmare skill took 2 min to max it

nm.zip

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It took me longer to find the trick to discovering a secret than to fight the enemies in this nice map!

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Very neat map! It feels like a classic Doom 1 level almost, or something from NRFTL if it had more traditional techbase textures and had a very easy MAP01. I'll recommend it, even on Nightmare its a quick and easy play! Good job.

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19 hours ago, Biodegradable said:

Nice to see a new map from you, Oxyde. I enjoy your style.

[Video]

 

Thank you for the video!

Spoiler

I noticed you seemed to have a fixation on the role of the shootable switch. I should have been more specific in the description that this level isn't meant to be played with freelook! The switch actually opens the connection between both ends of the map (blue key connected to the crates area), it's a simple bonus, nothing more to it.

 

 

 

17 hours ago, Riclo500 said:

Very short but really good! The midi was nice and I thought the visuals were great.
[Video]

Thank you for the video!

Using weapon mods isn't something I tried the level with, but it sure seemed to work! Interesting gameplay!

 

 

 

5 hours ago, Zahid said:

very simple but effective design but almost zero gamelay feels like a deathmatch wad rather than single player...just 24 monster and all are weakest, that secret with rockets prove that you hardly put a thought to gamelay as there is no rocket launcher 

good for seeing around and alright progression though

my prboom cl 2demo on uv and nightmare skill took 2 min to max it

nm.zip

The secret with rockets is part of a buildup towards a larger project (full scale megawad), so it makes sense in that aspect. I should have edited this secret in this released version specifically. Thank you for sharing the demo!

 

 

 

4 hours ago, Zoti said:

It took me longer to find the trick to discovering a secret than to fight the enemies in this nice map!

I didn't expect the secrets to be that difficult to find, but it's a nice indicator of how tricky some of these can be to find.

Thank you for playing!

 

 

 

1 hour ago, Roebloz said:

Very neat map! It feels like a classic Doom 1 level almost, or something from NRFTL if it had more traditional techbase textures and had a very easy MAP01. I'll recommend it, even on Nightmare its a quick and easy play! Good job.

Thank you for playing!

 

 

20 hours ago, Maribo said:

Extremely tame but very cute map, makes me think of other various bite-sized Scythe-y works that play best after you already know the map, since the fun is in finding a quick method.

Here's an FDA (standard demo format) and a 47 second UV-Max on the first route that came to mind, hope you make more in the future. - vnlm-maribo.zip

Thank you for the demo! Interesting that while your route is quick, it's still not the quickest. Keep an eye out for speedrun tricks

 

 

 

21 hours ago, Synami said:

A limit-removing map named Vanilium? The horror!

 

In all seriousness, this is a nice little map. Doesn't require thought in terms of combat but it's still pleasant to be in..
..I should be taking notes on texturing from this. :P

Thank you for playing, glad you enjoyed this level!

Let me know if you'd like some advice/help on texturing stuff!

 

 

 

22 hours ago, StellarWind said:

I like the Midi! It indeed gives vibes of UT99 or System Shock 2 osts. 

Thank you for playing!

Indeed, UT music, intense and fast paced, as we expect from a game like Doom to get a swinging mood going fast!

 

 

 

22 hours ago, bioshockfan90 said:
  Reveal hidden contents

Screenshot_Doom_20231113_172237.png.725709cf49b7457f236027045cd8c7bf.png

 

17 monsters on HNTR? I'll take an easy win against the demons any day but surely Hell has more opposition than that, even for the newcomers. Either way, cool architecture and texturing! Reminds me of something straight out of a quality Community Chest 2 map. I'd record a demo if I weren't using GZDoom. Me no good at platforming otherwise the completion time probably would've been at least a minute lower. 

 

Not bad, I should probably play it on Nightmare as intended sometime. You have what it takes to make a cool layout and definitely a pretty cool aesthetic style, just maybe a bit of work on the gameplay front.

 

RE: loud MIDI, I didn't run into this problem but then again I play with my music at 0.25. Was noticeably louder than the titlescreen music but it wasn't that big a deal.

 

Thank you for the upload! ^^

I'll confess and fully admit that gameplay/monsters/balance isn't something I am good at. I definitely need more practice in that area. I still think this level works well enough in what it is supposed to be, that is, an introductory level to a megawad with increasing difficulty.

Thank you for playing!

 

 

 

22 hours ago, plums said:

Short and sweet. I love the circular structure in the first shot.

Thank you!

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Your skills ARE up to par bud never doubt yourself lol - yeah there isn't much to talk about here in combat - but I really admire how you used stock textures - I never seen doors like that and I personally love em - you have a devious secret hiding thing going on too. If you make the action well, actionny - you would have something even more here - I'll keep my eye on ya if you make more stuff - 

 

 

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On 11/18/2023 at 7:34 PM, Clippy said:

Your skills ARE up to par bud never doubt yourself lol - yeah there isn't much to talk about here in combat - but I really admire how you used stock textures - I never seen doors like that and I personally love em - you have a devious secret hiding thing going on too. If you make the action well, actionny - you would have something even more here - I'll keep my eye on ya if you make more stuff - 

[Video]

 

Thank you for the video!

Once again, I should have specified that this level isn't meant to be played with freelook! Also it seems the secrets are super confusing so I will work on better aspects of these for the next levels!

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1 hour ago, Oxyde said:

Thank you for the video!

Once again, I should have specified that this level isn't meant to be played with freelook! Also it seems the secrets are super confusing so I will work on better aspects of these for the next levels!

 

There's not really much here for free look to mess up anyway besides that button which I shot from the right vantage point anyhow 🤪

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  • 1 month later...

Great microcosm of material techbase structuralism. Highlight is the middle wing structure in general, very strongly defined with lots of interesting sightlines (the tekgreen dimly lit corridor and the exterior exit shot being really cool) and would be a great place to develop a longer map from.

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