EduardoAndFriends Posted January 5 (edited) Hey there, cool Doom World folks! This is Into The Sandy City, an explosive single map set in a verdant, crumbling city with lots of barrels to pop baddies with and cause untold mayhem! This is, in essence, a light slaughter map but (I hope) done in a fun way. IMPORTANT INFO: IWAD: Doom II Comp Level: 9 (Boom) Sourceport(s): Tested on GzDoom v4.11.3 and DSDA v0.27.4 NO JUMPING OR CROUCHING. NAUGHTY! DON'T DO IT! Mouselook is all good, I won't tell. Map #: Map01. (Map02 is a THANKS that stops you stumbling into Underhalls) TAKE NOTE: Let green torches be your guide. Green = go! DOWNLOAD HERE: (Beta 5 - 12/03/2024) https://www.dropbox.com/scl/fi/um6x9tsoy3rmwij1cb4hr/BBB01-Beta-6-08-03-2024.zip?rlkey=xckyvtm5lk5nqc8zatd1f7zlw&dl=1 I have the intention for this to be the first map in an anthology series - Bloodbath Babylon - all featuring similar visuals, vibes, hefty combat but not connected in any particular way. Essentially, this string of maps could occur anywhere in this mysterious, sand-choked city which has risen from the desert. More maps will be plopped out when I have the urge to make them. I already have another one semi completed, but I feel in no rush to shoot them out. This map was inspired by me remembering the fun game City of Brass and how the streets fitted together really nicely. Great game. Also Painkiller. Love Painkiller. The Story: The UAC (yeah, those guys) are up to their tricks again. UAC archaeologists established a dig on the site of an ancient Babylonian city, at the heart of which once sat the fabled Tower of Babel. These wicked scientists discovered a manuscript, the reading of which lead to the possession of the supplied armed forces and with a grinding that shook the earth, stones and turrets pushed their way through the bedrock of ages. When the dust cleared, where previously there stood a parched desert, now stands a lush oasis bristling with greenery, cool water, and humming with life. Demonic life. The haunted city has been reborn. Our hero was unceremoniously called in from his well earned shore leave for another mission. Penetrate the city. Kill all in sight. Get to the Tower. And bury it under the sand once again. New stuff! Sexy new barrel sprites I cobbled together: Sexy new plasma gun sound and sprites (gotta go with green). Sound courtesy of Eviternity II. Extra weak lost souls (you're welcome, as they tend to travel in packs). Obligatory EduardoAndFriends FastPistol (TM). Lots of explosions! A delicious stewboy MIDI! CREDITS: A massive THANKS to @Biodegradable and @LightningBoltForever for taking a peek and doing preliminary testing for this map. Their feedback was really helpful and hugely appreciated. :) Massive thanks also to @DreadWanderer for in-depth dev testing and for highly detailed feedback. Thanks, fam! Textures courtesy of the hugely talented Ukiro by way of OTEX (imbedded in the WAD for future map usage, hence the WAD's size) and Insane_Gazebo by way of Sunder. All appropriate credits will be addressed when it's ready for an idgames upload. Plasma sound and foliage sprites from Eviternity II. Appropriate credit will be addressed same as above. Barrel from Hexen which I fudged around with. Music: map music by stewboy and title and intermission tune by Jimmy Paddock. Map02 is "Neighbouring Tribes" by stewboy. Appropriate credit will be addressed same as above. I think that's it. Will add more if I've forgotten anything. PICS: Any and all feedback most welcome! I hope you have fun. -Edz xo Edited March 12 by EduardoAndFriends edit shmedit 70 Quote Share this post Link to post
Insaneprophet Posted January 5 (edited) This is a must play 😀 Will be the first thing I do when I get off work 😀 @EduardoAndFriends this has never happened before, dropbox wont let me download the wad... wants me to make an account... ive never needed an account before... didnt really want to make one... Edited January 5 by Insaneprophet 1 Quote Share this post Link to post
TheCyberDruid Posted January 5 What a great map! Love the design and the difficulty :) Looking forward to play more. 1 Quote Share this post Link to post
DreadWanderer Posted January 5 (edited) A new Edz map just dropped? Count me in! I'm gonna playtest it and keep you updated with any (possible) bugs I find. Edit: Just played this. I'm very happy with it, the visuals are luxurious and it flows very nicely. My only very minor disappointment was that there wasn't a really big fight and it's mostly low to mid tiers, but it makes sense if it's going to be part of a larger set where you maybe want to put this early in the map order. Sometimes I felt like the ammo was a bit tight but I managed. I like how you disempower the player for a large chunk of the map then finally bring out the SSG halfway through, it's cathartic. I did find a bug, some peeps did not spawn. Not sure if it's my fault or not, perhaps I didn't cross a linedef properly. Here's the screen: Edited January 5 by DreadWanderer 1 Quote Share this post Link to post
EduardoAndFriends Posted January 5 2 hours ago, Insaneprophet said: This is a must play 😀 Will bw the first thing I do when I get off work 😀 1 hour ago, TheCyberDruid said: What a great map! Love the design and the difficulty :) Looking forward to play more. 58 minutes ago, DreadWanderer said: A new Edz map just dropped? Count me in! I'm gonna playtest it and keep you updated with any (possible) bugs I find. Thanks dudes. Was really enjoyable to make and to also whip up the house textures myself which are a remix of a few different things. 🙂 3 Quote Share this post Link to post
DreadWanderer Posted January 5 1 minute ago, EduardoAndFriends said: Thanks dudes. Was really enjoyable to make and to also whip up the house textures myself which are a remix of a few different things. 🙂 Sorry I didn't want to edit my first post, but I thought you should know that the monsters that failed to spawn did spawn in after I took the backtracking teleporter. Right after I crossed the moving vertical platforms in the water, I heard them teleporting in. I assume that's where the linedef is. Didn't check in UDB yet but it was a bit weird. 0 Quote Share this post Link to post
EduardoAndFriends Posted January 5 (edited) 41 minutes ago, DreadWanderer said: Sorry I didn't want to edit my first post, but I thought you should know that the monsters that failed to spawn did spawn in after I took the backtracking teleporter. Right after I crossed the moving vertical platforms in the water, I heard them teleporting in. I assume that's where the linedef is. Didn't check in UDB yet but it was a bit weird. Spoiler Hmm. That is weird. If it’s the cacos and elementals, they get triggered by lines around the red key not near the platforms. And I think one of those guys is the archie at the end who gets released after you hit the last switch? I shall pop in my monocle and investigate. Thanks matey Edited January 5 by EduardoAndFriends Edit 1 Quote Share this post Link to post
EduardoAndFriends Posted January 5 23 minutes ago, magicsofa said: The title really needs an "Or, ..." But where to place it, now that is the question 1 Quote Share this post Link to post
DreadWanderer Posted January 5 1 hour ago, EduardoAndFriends said: Hide contents Hmm. That is weird. If it’s the cacos and elementals, they get triggered by lines around the red key not near the platforms. And I think one of those guys is the archie at the end who gets released after you hit the last switch? I shall pop in my monocle and investigate. Thanks matey Are you supposed to run from above to the red skull platform? That's what I did. I saw the stairs but it seemed to me that they're not accessible from the ground level. Maybe that's why it happened, I probably skipped a linedef. To be more accurate about that previous comment: the cacos the elementals and the final archie triggered the spawn around the berserk when I was backtracking. 1 Quote Share this post Link to post
beanenator Posted January 5 Can we get a whole level set, just with Tropical island hijinks? 1 Quote Share this post Link to post
EduardoAndFriends Posted January 5 8 hours ago, DoomGappy said: Did you say... Reveal hidden contents Sandy city? Too bloody right! 2 Quote Share this post Link to post
EduardoAndFriends Posted January 5 3 hours ago, TheDuckXD said: This was really good, excited to see more! Thanks! 1 Quote Share this post Link to post
EduardoAndFriends Posted January 5 7 hours ago, beanenator said: Can we get a whole level set, just with Tropical island hijinks? We certainly will, eventually. I've got another one made, just need prior testing before I pop it up on ol' Doom World. :p 1 Quote Share this post Link to post
EduardoAndFriends Posted January 5 8 hours ago, DreadWanderer said: Are you supposed to run from above to the red skull platform? That's what I did. I saw the stairs but it seemed to me that they're not accessible from the ground level. Maybe that's why it happened, I probably skipped a linedef. To be more accurate about that previous comment: the cacos the elementals and the final archie triggered the spawn around the berserk when I was backtracking. Spoiler Yes, the only way to get the red key is to use the rocket launcher elevation to jump to it. There is a diamond of lines around the base of the red key that lets the cacos and elementals loose. "triggered the spawn around the berserk" - I'm really confused sorry, haha! There is no spawn around the berserk ... bugger, if only there was a video I could look at to see precisely what you mean. One fix I'm likely to implement is to have a switch lower the red key and let loose the flying guys so as to not rely on walk over lines, which can be unpredictable. What sourceport are you using? I'll try it again in every 'port I've got that runs Boom to see if I can replicate your problem. Cheers matey 1 Quote Share this post Link to post
DreadWanderer Posted January 6 14 minutes ago, EduardoAndFriends said: Reveal hidden contents Yes, the only way to get the red key is to use the rocket launcher elevation to jump to it. There is a diamond of lines around the base of the red key that lets the cacos and elementals loose. "triggered the spawn around the berserk" - I'm really confused sorry, haha! There is no spawn around the berserk ... bugger, if only there was a video I could look at to see precisely what you mean. One fix I'm likely to implement is to have a switch lower the red key and let loose the flying guys so as to not rely on walk over lines, which can be unpredictable. What sourceport are you using? I'll try it again in every 'port I've got that runs Boom to see if I can replicate your problem. Cheers matey Hey Edz, thanks a lot for the reply. I've attached a screenshot marking the exact spot where I first heard them teleporting in after backtracking. I tried it a few times and sometimes they don't teleport at all. I'm running the latest version of DSDA. 0 Quote Share this post Link to post
EduardoAndFriends Posted January 6 Ah I see. Mmhmm, you hear it there because they’re teleporting up on the house to the right of the red key on the other side of the wall. As to why they take so long or are delayed / don’t teleport, I’m completely mystified. I just tried again in every combination of movements on DSDA, GzDoom and Woof and they always come in. Ho hum. Guess I’ll resort to using a switch for that if they sometimes don’t come in at all. So damn strange that after using different speeds, angles and heights, I’ve never had that happen lol. The archie won’t teleport in until the very end switch, so he should be fine. Thanks dude. Sorted through the whole map in UDB again and don’t see any culprit.. a proper Doom mystery! 👀 1 Quote Share this post Link to post
DreadWanderer Posted January 6 15 minutes ago, EduardoAndFriends said: Ah I see. Mmhmm, you hear it there because they’re teleporting up on the house to the right of the red key on the other side of the wall. As to why they take so long or are delayed / don’t teleport, I’m completely mystified. I just tried again in every combination of movements on DSDA, GzDoom and Woof and they always come in. Ho hum. Guess I’ll resort to using a switch for that if they sometimes don’t come in at all. So damn strange that after using different speeds, angles and heights, I’ve never had that happen lol. The archie won’t teleport in until the very end switch, so he should be fine. Thanks dude. Sorted through the whole map in UDB again and don’t see any culprit.. a proper Doom mystery! 👀 I'll do another run tomorrow from start to finish and let you know what happens. Thanks. 1 Quote Share this post Link to post
EduardoAndFriends Posted January 6 UPDATE: New version added to the download link. Fixes: Switch replaces walk-over lines for the red key. Should hopefully eliminate issues with skipping. Shunted the red key fountain back a bit so the switch area isn't too squishy. :) 1 Quote Share this post Link to post
EduardoAndFriends Posted January 6 1 minute ago, DreadWanderer said: I'll do another run tomorrow from start to finish and let you know what happens. Thanks. Cool man, cheers. Have a go at the Beta 2 that I've replaced the previous one with at the top. Added a switcheroo. :^) 2 Quote Share this post Link to post
DreadWanderer Posted January 6 Just now, EduardoAndFriends said: UPDATE: New version added to the download link. Fixes: Switch replaces walk-over lines for the red key. Should hopefully eliminate issues with skipping. Shunted the red key fountain back a bit so the switch area isn't too squishy. :) A hard working hero, cheers! Gonna do my run on this updated version. 1 Quote Share this post Link to post
DoomGappy Posted January 6 1 hour ago, EduardoAndFriends said: Too bloody right! I gotta play it, then! Soon... 1 Quote Share this post Link to post
Death Bear Posted January 6 Hell yeah! Look forward to the rest! Enjoy the playthrough by this silly ole' bear! (Noticed one particular misaligned support texture around 18:30.) Spoiler 2 Quote Share this post Link to post
EduardoAndFriends Posted January 6 3 hours ago, Death Bear said: Hell yeah! Look forward to the rest! Enjoy the playthrough by this silly ole' bear! (Noticed one particular misaligned support texture around 18:30.) Hide contents Brilliant stuff, Bear! Thanks for playing. Argh, darn that misaligned texture haha! Thanks for spotting that, I'll whip the bugger into shape for the next update. :D 1 Quote Share this post Link to post
EduardoAndFriends Posted January 6 UPDATE: As I had some time up my sleeve today, I've put in place some more changes for Beta 3. Download link up above. Fixed misaligned texture (thanks, Bear). :) Added some more ammo for ease of playing. More signposting for the red key leap. More updates to come as needed. Thanks! 1 Quote Share this post Link to post
EduardoAndFriends Posted January 6 (edited) 19 hours ago, Insaneprophet said: This is a must play 😀 Will be the first thing I do when I get off work 😀 @EduardoAndFriends this has never happened before, dropbox wont let me download the wad... wants me to make an account... ive never needed an account before... didnt really want to make one... Sorry man didn’t see your update. Aww nuts. That’s annoying. I’ll try a Google Drive link. EDIT: There's now a Google Drive download link in the OP. :) Edited January 6 by EduardoAndFriends edit 3 Quote Share this post Link to post
Wo0p Posted January 6 1 hour ago, EduardoAndFriends said: Sorry man didn’t see your update. Aww nuts. That’s annoying. I’ll try a Google Drive link. EDIT: There's now a Google Drive download link in the OP. :) Rawr! This looks hot and cosy :O literally. Will play soon! The Google Drive link is private methinks D:! Can't access it. 2 Quote Share this post Link to post
EduardoAndFriends Posted January 6 2 hours ago, Wo0p said: Rawr! This looks hot and cosy :O literally. Will play soon! The Google Drive link is private methinks D:! Can't access it. Nuts, I’ll fix ‘er up in the morning. Sorry bout that! 2 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.