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[DONE] DOOMIUM II: A Community Project focusing on Short and Frantic Maps (BOOM+UMAPINFO)


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Starting my playthrough. Playstyle is UV pistol starts, keyboard only, GZDoom 4.11.3

 

Map01:Re-Zero by @fai1025

Kills-100%, Secrets-100%, Death Count:Zero

 

A surprising start for a megawad based on fast, frantic action. You can play it that way, but this map's nature is slow and creepy, a feeling fortified by @Alfonzo's fantastic midi Wheezer

 

This is a beautiful little gritty, grimy, industrial techbase with outstanding texture flow, great atmosphere, and an overall sense of menace. There's some nice bits of Doomcute, with outdoor benches and even a trash bin near the exit. The action is good with a nice mix of monsters, though the sting comes from the hitscanners. One note is that the exit is a bit odd since you have to go back upstairs to find the switch that lifts the bar in front of the exit door,

 

One of the reasons this map is a little slow is because of . . .

 

. . . Dat Rocket Launcher secret!

 

I saw the rockets, so I knew it was there, and I wasn't leaving these premises without it, but dang was it hard to figure out. I saw the first obvious secret switch, and I expected that one to open up the secret, which I was certain was in the alcove by the lift near the Blue Key. Instead, that switch revealed another secret switch, which I was again certain would open up the alcove by the lift near the Blue Key. But no! Instead, it revealed a shootable switch that I didn't see for another minute or so. I shot the switch and heard a sector move. I was again certain it would be in the alcove by the lift near the Blue Key, but no, it wasn't! Where the heck is it? I wondered. Well, I found it, and then the other secret, which was a nice little gimme after the RL.

 

I found a softlock near the exit. If you continue up to the small outside area -- Sector 393 -- you can't get back in without crouching.

 

All in all an excellent opening map.

 

 

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Posted (edited)

@fai1025 The compilation doesn't have the latest versions of my maps I posted here.

Before wrapping up, I made 2 changes to both of my maps:

 

DMIUMGOTHICMAPS_RC3.zip (May 26th, 2024)

In MAP07 I changed how the sectors blocking the chaingunners at the start work. In map22 I removed the pillar blocking the Spider Mastermind's sight at the end.

 

Also I remember MAP19 having a dark sky texture, but in the compilation it uses the vanilla Doom 2 city sky.

Edited by Gothic

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Posted (edited)

Map02:Sewer Hall of Some Processing by @Li'l devil 

Kills-100%, Secrets-No Secrets on This Map. Death Count:Zero

 

This is a fun and fast-paced map, although once you're past the opening -- which I surprisingly survived -- it's very very easy. Combat morphs into basic corridor-clearing with no worries about being flanked by hostile Hellspawn. Just march forward with your finger on the trigger and mow 'em down. This changes at the exit fight when enemies teleport into a couple of spawning points. Amazingly, I didn't take a hit in this battle. My chaingun was smoking! ;D

 

So why did I enjoy myself if it's so easy? Well, it was easy, but you still have to run and dodge and keep shooting almost all the time. This map has a driving action midi, Chyornyi Obelisk, by Seryi Svyatoy, that kept me pumped for inflicting endless slaughter on my hapless enemies. I just flat-out victimized them, sort of a rare thing for me since I'm not a very good player, but this map made me feel badass. :D It will be interesting to see what better players have to say about this map.

 

One way to increase the danger is to get better action from the monsters shooting at you from the windows above. They pose almost zero threat, so I ended up taking out several just by shooting at their bald heads. Lowering the windowsill to the floor, and perhaps widening the windows, would give these snipers a better opportunity to damage the player.

 

Looks-wise this map is fairly basic; low detail with a simple layout. That said, the textures are well-chosen and it looks alright. L'il devil said they wanted a minimalist map, and that's what they delivered.

 

In the end, a good time was had by all.

Edited by Steve D

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Posted (edited)

Map03:Hell's Brand New Juice Factory by EagerBeaver

Kills-100%, Secrets-100%. Death Count:Zero

 

This map came closest to taking out The Ancient Doomer, but my Stumbling Drunken Monkey Fu skills carried me through. I'll confess that the Plasma Gun Fight dropped me to 56% health, so I decided to replay it without making a million mistakes and sailed through without taking a hit. I shocked myself. Importantly, the remaining combat left me more or less unscathed, so I wouldn't have died even without savescumming. ;)

 

That said, I really enjoyed this map. EagerBeaver strikes a nice balance between exploration and action, the latter of which is occasionally intense, as at the Plasma Gun Fight. I like how Eager has windows into other areas throughout the map, giving it a vivid sense of place. Eager said that Toxin Refinery is the inspiration. Good choice. That fantastic map inspires me, too. Another great choice is @Jimmy's midi Into The Furnace, which complements the map perfectly. A cool vibe throughout.

 

As it turned out, I found the secret exit halfway through, long before the normal exit, and . . . I probably won't survive @knifeworld's Orbital Spawning Platform Omega, but I'll play it next before moving on to Map04. Back to Map03; the secrets are all easy to find, which again helps give this industrial-style, but brightly lit map its mellow vibe. At first I worried that this would be an annoying teleport puzzle and switch-hunt, but since I took what seems to be the ideal path -- yellow key first -- everything worked out great.

 

I have no suggestions for improvement. This is a very fun, very cool map.

Edited by Steve D

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Posted (edited)
1 hour ago, Steve D said:

One way to increase the danger is to get better action from the monsters shooting at you from windows up above. They pose almost zero threat, so I ended up taking out several just by shooting at their bald heads.

Heh. I don't want to make any more changes to the map because that would mean I need to do a lot of rebalancing and balancing is something I'm already bad at.

 

Also, minor nitpick: you mixed up the song name and the artist, although maybe fai mixed it up in the credits?

Edited by Li'l devil

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1 hour ago, Li'l devil said:

Also, minor nitpick: you mixed up the song name and the artist, although maybe fai mixed it up in the credits?

 

I'm pretty sure I got that right. I copy-pasted from your post, and so far I haven't seen credits from the boss.

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1 hour ago, Li'l devil said:

although maybe fai mixed it up in the credits?

no, I haven't started doing the credit txt

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Oh I see, I guess I got used to writing the artist first, then the song title, not the other way around. I fixed that in my post.

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Here's an updated version of Map23

 

Changes include flagging the secret exit as a secret and adding some detail at the start.

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On 5/26/2024 at 8:20 AM, Gothic said:

Also I remember MAP19 having a dark sky texture, but in the compilation it uses the vanilla Doom 2 city sky.

@DoctorNuriel what was the sky texture you used? I remember you didn't specifically mentioned it so I might mistaken it.

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2 hours ago, fai1025 said:

@DoctorNuriel what was the sky texture you used? I remember you didn't specifically mentioned it so I might mistaken it.

I don't recall the name specifically but it was OTEX, dark blue night sky with a treeline and the Moon to the southwest :) I'll check what it was called once I get back to my laptop!

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PRE-RELEASE 0.4.0

 

Alright this would be the last pre-release builds, if there's no more bugs or changes I will release the wad as a new post, and uploaded on idgame.

again thanks for all the works, we're finally done!!

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3 hours ago, fai1025 said:

if there's no more bugs or changes

is it intentional that revenants and mancubi are stuck on the cubes in map30 on ITYTD?

Many monsters like barons just telefragged themselves when teleporting onto the map

I played with Zdoom 2.8.1f

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Posted (edited)
7 minutes ago, SilverMiner said:

is it intentional that revenants and mancubi are stuck on the cubes in map30 on ITYTD?

Many monsters like barons just telefragged themselves when teleporting onto the map

I played with Zdoom 2.8.1f

 

i-bet-some-idiot-will-ignore-this.gif.415cb0758d829ebeca3f521779893207.gif

Edited by JackDBS

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30 minutes ago, JackDBS said:

 

briefly: running in dsda-doom cl9 doesn't help much

 

tldr:

I won't even try to load dmium in gzdoom ever

gzdoom isn't zdoom

calling people idiots in the name of the gif is rude

readme states gzdoom is among recommended ports to play the wad

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@DoctorNuriel

since you dont answer in discord imma ask it here,

Whats the source for the midi used in your map, I can't find it anyway, and you didn't mention it in your post

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2 hours ago, fai1025 said:

@DoctorNuriel

since you dont answer in discord imma ask it here,

Whats the source for the midi used in your map, I can't find it anyway, and you didn't mention it in your post

My apologies! It's a MIDI rendition of "Welcome Home" by Coheed and Cambria.

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Fixed a broken sector that should be merged but wasn't. When running over linedefs that lower tagged sectors, the unmerged one insta snapped up to the ceiling and blocked you from exiting. No idea how I missed this during extensive testing...
Also moved other control sectors back to their old positions so you can hear walls moving again in the final areas.
Squashed some nodebuilder errors and slimetrails again, they're about as fixed as they'll ever be now.

KW - Doomium2 - Map14 Freezing Depths Updated 090624.zip

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