Soupcan pyro Posted March 7, 2024 (edited) So I decided to give myself a little challenge for this map. Mapping it with the Boom format, and limiting the textures to Brown/Brownish textures. Format: Boom Tested on: PRBoom+ and GZDoom WAD: Doom 2 Download here: Brownian Movement.zip 2.65 MB · 83 downloads Update 1:Patched a HOM effect in the dual baron room Edited March 16, 2024 by Soupcan pyro Updated the map 18 Quote Share this post Link to post
Soupcan pyro Posted March 7, 2024 (edited) Hope you enjoy! Edited March 7, 2024 by Soupcan pyro Moved file to OP 0 Quote Share this post Link to post
PasokonDeacon Posted March 7, 2024 (edited) Why not just add the DL link to your OP, and spruce up the topic title (complevel/port, map theme, etc.)? Did a sloppy FDA, DSDA-Doom as usual: Brownian_Movement-FDA-UV-cl9-PasokonDeacon.zip Identifying Brown: Yup, It's Brown!™ And it's also a fun series of easy-breezy canyon base encounters. I think UV monster placement could use a tune-up in some spots—the penultimate lock-in with the barons and pinkies didn't pressure me much at all thanks to cover (revs or archies, though...). Maybe swap out the barons for pairs of imps on HNTR, two barons on HMP, and additional revs for UV. Consider keeping two of the lost souls in the RK caco closet on HMP/UV, also, to close off the room escape a bit more. I appreciate your restraint in having just one key trap, with the YK and BK encounters already populated to exert pressure from across room sections. I don't know what your difficulty goals are here, but it feels like an accessible early map for an episode or megawad. On the whole, it looks nice thanks to a decent amount of detail and lighting compensating for the texture restrictions. I've skimmed through your previous releases and am already seeing a good uptick in complexity here, though more spikes and dead trees on the cliffsides couldn't hurt. Corridor and door widths all felt accommodating for this level of action and running, and my instinct would tell me to use more open-stay actions so that enemies and projectiles might flow more freely as you enter and exit areas. The occasional repopulation during backtracking also helped signpost a couple things I'd stupidly missed, mainly the door to the BK room. My favorite part overall is the stretch from the BK door through to the first lock-in trap: some atmospheric bends outside the base with more threats than before, culminating in a chance to some low-tiers and flyers against a big 'ol manc. Maybe add an optional path, bending around from after the baron lock-in back to the YK room in case players missed anything. I took a peek in the editor and found out why the baron fight room had weird rendering bleeds during play (also with incorrect light levels). Make sure to close your sectors unless these are the results you were hoping for! The second secret managed to elude me while recording, yet I would have had it if I'd noticed the conspicuous button sector embedded in that COMPWALL strip (very cool palette choice by the way). Reveal hidden contents Good stuff. I hope you keep working on anything you've planned. For better or worse, this feels like a very polished speedmap layout that's got just enough to warrant a replay. Edited March 7, 2024 by PasokonDeacon 2 Quote Share this post Link to post
LadyMistDragon Posted March 8, 2024 Nice status bar change. And daaaang, that rocket launcher secret was clever! I think you already know of the HOM thanks to Pasokon:) 0 Quote Share this post Link to post
Zahid Posted March 8, 2024 good map...gave me retro vibes....ammo and health balance is great..... one imp is stuck on ledge along megaspher which i cant reach and last area where 2 baron appears got a huge HOM or mirror effect glitch still an enjoyable map prboom cl9 uv skill fda ended uo a max demo after 2 deaths popi9.zipFetching info... 0 Quote Share this post Link to post
Soupcan pyro Posted March 13, 2024 On 3/7/2024 at 7:06 AM, PasokonDeacon said: Why not just add the DL link to your OP, and spruce up the topic title (complevel/port, map theme, etc.)? Did a sloppy FDA, DSDA-Doom as usual: Brownian_Movement-FDA-UV-cl9-PasokonDeacon.zip Identifying Brown: Yup, It's Brown!™ And it's also a fun series of easy-breezy canyon base encounters. I think UV monster placement could use a tune-up in some spots—the penultimate lock-in with the barons and pinkies didn't pressure me much at all thanks to cover (revs or archies, though...). Maybe swap out the barons for pairs of imps on HNTR, two barons on HMP, and additional revs for UV. Consider keeping two of the lost souls in the RK caco closet on HMP/UV, also, to close off the room escape a bit more. I appreciate your restraint in having just one key trap, with the YK and BK encounters already populated to exert pressure from across room sections. I don't know what your difficulty goals are here, but it feels like an accessible early map for an episode or megawad. On the whole, it looks nice thanks to a decent amount of detail and lighting compensating for the texture restrictions. I've skimmed through your previous releases and am already seeing a good uptick in complexity here, though more spikes and dead trees on the cliffsides couldn't hurt. Corridor and door widths all felt accommodating for this level of action and running, and my instinct would tell me to use more open-stay actions so that enemies and projectiles might flow more freely as you enter and exit areas. The occasional repopulation during backtracking also helped signpost a couple things I'd stupidly missed, mainly the door to the BK room. My favorite part overall is the stretch from the BK door through to the first lock-in trap: some atmospheric bends outside the base with more threats than before, culminating in a chance to some low-tiers and flyers against a big 'ol manc. Maybe add an optional path, bending around from after the baron lock-in back to the YK room in case players missed anything. I took a peek in the editor and found out why the baron fight room had weird rendering bleeds during play (also with incorrect light levels). Make sure to close your sectors unless these are the results you were hoping for! The second secret managed to elude me while recording, yet I would have had it if I'd noticed the conspicuous button sector embedded in that COMPWALL strip (very cool palette choice by the way). Reveal hidden contents Good stuff. I hope you keep working on anything you've planned. For better or worse, this feels like a very polished speedmap layout that's got just enough to warrant a replay. Expand Yes, I can confirm that its brown. Also much thanks for finding the problem for the Dual baron room 1 Quote Share this post Link to post
SleepyVelvet Posted March 13, 2024 Here's a brown playthrough. noisy_Brownian Movement_fda.zip Can confirm that you have met your design goals. 1 Quote Share this post Link to post
bioshockfan90 Posted March 13, 2024 100K 97I 100S HNTR saveless first try, couldn't figure out if the megasphere was just decorative or not and I'm going to assume that it is. Fun map to start my (very slow) day, it's funny - I've been playing a lot of TNT and the backtracking in this level reminds me of a lot of TNT levels although not as painfully executed. It's chill, fun brown action that isn't that hard and just looks good. Some of the texturing is uh, unique I guess? It's not a bad thing, just something I picked up on. I understand this was one of your goals, anyway. Good stuff 👍 0 Quote Share this post Link to post
Aeddes666 Posted March 13, 2024 (edited) Edited March 13, 2024 by Aeddes666 0 Quote Share this post Link to post
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