Jump to content
This Topic

Brownian Movement, a little Boom mapping challenge.


Recommended Posts

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 by PasokonDeacon

Share this post


Link to post

Nice status bar change. And daaaang, that rocket launcher secret was clever! I think you already know of the HOM thanks to Pasokon:)

 

 

Share this post


Link to post

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...

Share this post


Link to post
  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

Share this post


Link to post

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 👍

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...