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Elysium (Release)


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Basic Info:

Game: Doom II

Engine: Prboom (v2.6.66+), GZDoom (v4.10.0+)*

Map(s): 1 (Boom)

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Screenshots

Spoiler

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Download Link: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/elysium

 

Overview:

I'm not sure how to explain the premise for this map's theme. To make a long story short: I wanted to spoof the rows of portraits from DVII's Hell's Vendetta and this is the ultimate fruit of that idea. Aside from the pictures of vtubers on the walls, this map was also me attempting to settle into mapping in Boom format and I'm happy with the results. I've also developed a slight addiction to voodoo doll scripting but that's neither here nor there.

 

The map itself is fairly long (takes me about an hour on UV) and chock full of big hordes of monsters. Difficulty settings are implemented (along with coop+dm starts) though I will warn that, due to the large size of the map, testing is about at BPRD levels-that is to say: everything works and I can get through on UV but some parts may be harder than intended.

 

That said, I hope you lot enjoy.

 

*Playing with GZDoom nets a better looking status bar, some minor sound adjustments, and a Titlemap

Edited by CrazedCleric
Updated Image and Download Links

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A nice long slaughter map I'd recommend to anyone with the time for a long ride! The custom textures are really nice!

 

Maybe I'll do a video, though it's frustrating that the colosseum will HOM unless OpenGL is applied (it's not something I like using in Boom source ports)

Edited by LadyMistDragon

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Ok, decided to try this one on GZDoom! Sorry I somehow ended the video before the best part, it was later than I normally play Doom. 

 

There could definitely have been a little more ammo for some of the incidental encounters with the Revenants. The series of fights around the blue key was shockingly well balanced, I played a little incompetently though.

 

 

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I've finished this last night, I did like your inspiration on Hell's Vendetta from Deus Vult II because that's honestly my favorite map out that wad, especially the portraits.

I've found a visual bug in the arena where all the hitscanners are spectating (which it reminds me of Gladiator from Going Down) in software rendering. DSDA-Doom's Software and Nugget Doom has this visual issue, but playing in OpenGL on DSDA-Doom doesn't affect this.
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And somehow I was able to bump the Megasphere secret (Thing 1612) without opening the wall that's behind there.

 

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16 hours ago, S3M_XM said:

I've found a visual bug in the arena where all the hitscanners are spectating (which it reminds me of Gladiator from Going Down) in software rendering.

The Going Down level was where I got the spectator idea. Unfortunately, I'm not sure what can be done about the software HOM. I'll have to look more into Doom tricks.

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