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Subterror [MBF21]


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Posted (edited)

Neat map. I love anything Crumpets related so couldn't said no to this one. Played on hmp and enjoy it a lot. It does quickly evolves from what Crumpets its to something different once you reach the outside area. I liked the final fight, and it seems that its some sort of tribute to that one cyberdemon/archvile fight on Crumpets map05, which its a very memorable fight for me

 

Also: a missing texture here (Seems to happen once this sector lowers to free the archviles)

Spoiler

doom00.png.101af8539fdfeeaa97fda466d80a34c3.png

 

Edited by dashlet

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I've just updated the download link in the OP to fix the large HOM found by @Vile and @dashlet, thank you for pointing that out!

 

It's also here if you hate scrolling up: RC2

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Great map, channels green-ified Crumpets but goes off into its own slaughter territory. The extensive use of the green rain outside makes for this very fuzzy look in the little hub areas between the 3 keys, very unique and fun to look at. Hope we see some more maps from this Secret Santa session get published.

A painfully messy casual UV playthrough on RC1, -dsdademo, v0.27.5 - subterror-maribo.zip

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.......

 

Pretty good, though I didn't feel the secret fight accessed by the tiny teleporter really added much.

 

 

 

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Sexy green map! definitely pretty cramped and bouncy in a few places which contributed to a couple of silly deaths (other than death by skill issue.)
After clearing the first couple of outside areas, I tried the fights that had BFGS in them first, because

Spoiler

I wanted it for the pack of viles hiding behind a wall because I thought I would face them sooner, might have suffered more because of that.


HOM in the rev imp fight:
eBW7wnY.png

Take my absolutely abysmal dsdademo. Recorded using RC2, on dsda 0.27.5.
:P My poor 14 year old laptop barely just handled the acid rain (hence the sluggish play at the first outdoor part), plenty of goofy deaths, and my rockets got eaten by the sky at one point, if that was intentional to

Spoiler

stop players pre-rocketing the viles

, you're evil and a legend at the same time.
subterrorrc2_kw.zip

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Posted (edited)

Great atmosphere, no demo from me 'cause ain't no one need to see that, it wasn't as hard as I thought it'd be mind you.

 

IDK if you meant to leave the rain on fullbright, IMO it looks much nicer without it at the cost of a few visible columns of more illuminated light in the distance.

 

Comparison shots:
 

Spoiler

Currently:

JKbgXIX.png

 

With rain not bright:

yJcgmh4.png

 

 

Full Dehacked if you want to change it, should be demo-compatible:

Spoiler

 


Patch File for DeHackEd v3.0
# Created with WhackEd4 1.2.4 BETA
# Note: Use the pound sign ('#') to start comment lines.

Doom version = 21
Patch format = 6

[STRINGS]
HUSTR_1 = level 1: Subterror

Thing 92 (Rain Short)
Bits = TRANSLUCENT

Thing 94 (Rain Tall)
Bits = TRANSLUCENT

Frame 926
Sprite subnumber = 0
Duration = 2

Frame 927
Sprite subnumber = 1
Duration = 2

Frame 928
Sprite subnumber = 2
Duration = 2

Frame 929
Sprite subnumber = 3
Duration = 2

Frame 934
Sprite subnumber = 0
Duration = 2

Frame 935
Sprite subnumber = 1
Duration = 2

Frame 936
Sprite subnumber = 2
Duration = 2

Frame 937
Sprite subnumber = 3
Duration = 2

 

 

 

 

Edited by plums

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Thank you all for playing!

 

17 hours ago, Maribo said:

Hope we see some more maps from this Secret Santa session get published.

 

Hopefully more of them do, but that depends on whether the mapper & recipient want that to happen (I can't force 'em :P)

 

14 hours ago, knifeworld said:

stop players pre-rocketing the viles

 

I'd love to say it was intentional, but I didn't realise that those archviles got woken up until I added some stimpacks there! Kept it in though cause I enjoyed the idea of the player crapping themself when they woke them up lol

 

2 hours ago, plums said:

IDK if you meant to leave the rain on fullbright, IMO it looks much nicer without it at the cost of a few visible columns of more illuminated light in the distance.

 

I'm conflicted, because while the non-fullbright rain definitely looks better, it looks significantly less dense & overwhelming and I think it'd take away from the effect I wanted to get by using so many of the rain props. I'll have mess around with it and see though - thank you for sending an altered dehacked to make it easy to test :P

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1 hour ago, finnks13 said:

I'm conflicted, because while the non-fullbright rain definitely looks better, it looks significantly less dense & overwhelming and I think it'd take away from the effect I wanted to get by using so many of the rain props. I'll have mess around with it and see though - thank you for sending an altered dehacked to make it easy to test :P

Fair enough. FWIW I thought the rain was very dense when I first saw it, and the non-bright one doesn't quite have that impact, but it didn't take long for it to just sort of fade into visual noise. Anyhow no worries if you keep it as is.

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I had a lot of fun... I upgraded to a mac mini m2 8/512  last week and it played really well... previously, my macbook air would have choked on this type of map.

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Posted (edited)

Nice map. Short & sweet. Challenging without traumatizing. My kind of difficulty. The moment you first step into the rain is quite impressive. Good atmosphere. Wistful. And the music fits perfectly (ribbiks makes such awfully beautiful MIDIs...).

Also my first PWAD of 2024. Hurrah! :)

 

Just one thing: the stairs that lead to the final area are quite inconspicuous - I couldn't find them myself and after 5 minutes of aimlessly wandering through the map, I downloaded and skipped through @knifeworld's demo to find it. Perhaps the stairs could be made a little broader or less hidden.

Edited by Gregor

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making a post here to show my support for this map - fills the Crumpets-shaped hole in my heart with a little extra and makes good use of the rain from Elysion (my beloved). Great interconnected layout, very fun - play it! :3

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FYI, you can make the rain its own new thing with dehextra and not have to worry about replacing any existing things.

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1 hour ago, Ralphis said:

FYI, you can make the rain its own new thing with dehextra and not have to worry about replacing any existing things.

 

This event was Boom only, so that wasn't really an option. Hopefully our next event will allow that :)

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5 hours ago, Ludi said:

 

This event was Boom only, so that wasn't really an option. Hopefully our next event will allow that :)

 

Ah I see. I only suggested this because I see MBF21 is the requirement and every MBF21 supporting engine should also support dehextra.

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