Kugamo Posted November 29, 2023 (edited) After a few weeks of learning the tools, I made this and finally completed my first map! Its a rather small project, one map, >200 monsters. But its got a BIG gimmick. SANCTOLINIFINIUM Face an onslaught of demons in a mind bending arena of death and illusion... and escape if you can. But beware, even the mightiest cannot defy its permanent mark on their minds. I only tested it with GZDoom | Doom 2 It can be alittle unstable, and you'll understand why if you play it. To avoid crashes I'd disable freelook, and resizing the game can fix the black walls that render on the horizon. HAVE FUN, if you play it LMK how i did :0) https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sanctoinf https://drive.google.com/file/d/1k0aZHy3c_ukxfKOwrAnhIX2EBbvqeDY_/view?usp=sharing Edited December 7, 2023 by Kugamo 10 Quote Share this post Link to post
plums Posted November 29, 2023 (edited) Hah, that was wild. A lot of fun, though the multiple arch-viles at the end were kind of annoying since it can be hard to tell how to actually take cover from them. I just barely had enough ammo, I ended up berserk-punching the final baron. Also the end switch seems a bit wonky, I ended up just pressing on the side of the EXIT pillar a bunch and then I finished the map? Anyhow still enjoyable, very unique map and about the right length of time for this kind of gimmick. I couldn't get the black bars to go away unfortunately, maybe it doesn't work on Linux. Someone who knows more about UDMF maps than me might be able to help you fix it. Edited November 29, 2023 by plums 1 Quote Share this post Link to post
LadyMistDragon Posted November 29, 2023 PLEASE, don't require six keys for a map this small, it's just a dumb idea. Otherwise, it's a finely executed enough concept, albeit one I don't really have the energy for right now. 2 Quote Share this post Link to post
Kugamo Posted November 29, 2023 (edited) 14 hours ago, plums said: Hah, that was wild. A lot of fun, though the multiple arch-viles at the end were kind of annoying since it can be hard to tell how to actually take cover from them. I just barely had enough ammo, I ended up berserk-punching the final baron. Also the end switch seems a bit wonky, I ended up just pressing on the side of the EXIT pillar a bunch and then I finished the map? Anyhow still enjoyable, very unique map and about the right length of time for this kind of gimmick. I couldn't get the black bars to go away unfortunately, maybe it doesn't work on Linux. Someone who knows more about UDMF maps than me might be able to help you fix it. Spoiler I am glad you had fun with it, I maybe was too stingy with the ammo.. still getting a feel for that design wise. I wanted players to finish all the waves before they could finish the map, so as a guarantee I put the end door behind a small minigame of activating 5 eye pillars that descend sequentially starting with the switch in next to the end door (you have to actually expose yourself to the final wave navigating around the map to activate the eye pillars before exiting, instead of just rushing the exit door). But I think I could have executed that better, its not very clear what to do. Thanks for playing! 49 minutes ago, LadyMistDragon said: PLEASE, don't require six keys for a map this small, it's just a dumb idea. Otherwise, it's a finely executed enough concept, albeit one I don't really have the energy for right now. Spoiler Thanks for trying my WAD, but it seems to me you gave yourself a worse experience. You rushed every single wave immediately, due to the nature of the map having more than the amount of enemies one wave spawns at one time is overwhelming and unplayable. I put the deceptive block on the exit to discourage playing it this way. The exit door doesn't actually require 6 keys, you can see my intention for it in my reply to @plums , you can call it dumb but I think without the patience to pace out your fights you're going to have a bad time regardless. Edited November 29, 2023 by Kugamo removing YT link in the reply, :o) 3 Quote Share this post Link to post
plums Posted November 29, 2023 Yeah I went back to it after I posted and figured out how to get the exit properly. I think for the eye-switch minigame it would be better if each eye-switch stayed until you hit it, at which point it immediately started to rise while lowering another one. That might require some scripting to work properly. Having the exit pillar say it needs six keys is unnecessary and a bit misleading. Also I guess I was able to press on the exit linedef through the outer enclosure; you could probably block this from happening but I'm not super knowledgeable on UDMF. If nothing else you can make it a walkover linedef. I thought ammo balance was generally fine, you could add a bit more I guess, but having to punch out the last enemy isn't a huge deal IMO. Some people may disagree. 1 Quote Share this post Link to post
LadyMistDragon Posted November 29, 2023 (edited) 4 hours ago, Kugamo said: Reveal hidden contents I am glad you had fun with it, I maybe was too stingy with the ammo.. still getting a feel for that design wise. I wanted players to finish all the waves before they could finish the map, so as a guarantee I put the end door behind a small minigame of activating 5 eye pillars that descend sequentially starting with the switch in next to the end door (you have to actually expose yourself to the final wave navigating around the map to activate the eye pillars before exiting, instead of just rushing the exit door). But I think I could have executed that better, its not very clear what to do. Thanks for playing! Hide contents Thanks for trying my WAD, but it seems to me you gave yourself a worse experience. You rushed every single wave immediately, due to the nature of the map having more than the amount of enemies one wave spawns at one time is overwhelming and unplayable. I put the deceptive block on the exit to discourage playing it this way. The exit door doesn't actually require 6 keys, you can see my intention for it in my reply to @plums , you can call it dumb but I think without the patience to pace out your fights you're going to have a bad time regardless. There's basically nothing that tells the player that "one wave" teleports in at a time. It's just a mess of perspective-warping sectors and monsters coming from every which way. There's not a single reason to think that you won't end up surrounded or else out of ammo if you don't keep moving. I know maps that one obviously has to be patient in but this isn't one of them. It's an experimental design so maybe everything doesn't have to be spelled out but that doesn't mean everyone is automatically going to play the same way or something close to it. Edited November 29, 2023 by LadyMistDragon 1 Quote Share this post Link to post
Kugamo Posted November 30, 2023 1 hour ago, LadyMistDragon said: There's basically nothing that tells the player that "one wave" teleports in at a time. It's just a mess of perspective-warping sectors and monsters coming from every which way. There's not a single reason to think that you won't end up surrounded or else out of ammo if you don't keep moving. I know maps that one obviously has to be patient in but this isn't one of them. It's an experimental design so maybe everything doesn't have to be spelled out but that doesn't mean everyone is automatically going to play the same way or something close to it. I don't know, my philosophy is come and see. There is a switch in a level, what does it do? Spoiler (Only give you access to a skull key and nothing else, and there are a bunch of them one after the other and they all do... nothing else, but just grant you access to some keys.. that a need for hasn't even been presented to you in any way... and after you start flipping them demons start teleporting in, when they weren't before... (but they're clearly there just for the skull keys, that you dont need)) There is actually alot that can be communicated about will happen through the context around it. And doing so effectively is something I'm still learning, as well as how different players will play differently. But even at the end of the most context communicating switch there still remains unknown as to what it will do, I feel like how players confront that is their responsibility (some mappers even add traps to confound that for fun). Did I do it the best way I could have? No, probably not. This is my first map ever, there are some things I wish I could have done that I just dont know how to. Anyways I appreciate the feedback. 1 Quote Share this post Link to post
Zoti Posted December 1, 2023 I like the concept of the map and its creation. Out of curiosity I activated all the switches and... I quickly regretted it!;) 2 Quote Share this post Link to post
Arwel Posted December 3, 2023 Quite disorienting, but interesting experience! One of the most unusual gimmicks ever! 1 Quote Share this post Link to post
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