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Chaos Factory - Single Player Map (-cl2 Limit-removing)


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A little map in need of some serious playtesting love, of which i have none to give at the moment. I'm burnt out, i'm tired, and i have to work all week like a dog, before i can get some free time for dooming again. I am trying to make an episode for Doom 2, and this map will be somewhere in the mix. 

 

Name: Chaos Factory
Format: Doom/Doom 2
IWAD: Doom 2
Gameplay: Single Player
Tested in:  DSDA-Doom (very little). Needs testing in Crispy Doom
Difficulty Levels: Yes
Textures: CC4 Texture Pack
Crouch and Jump: Disabled
LINK: https://www.mediafire.com/file/ncsyzi0c6w7td9y/ChaosFactory.wad/file

 

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Spoiler

1yGPalk.png

 

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Edited by Tangra

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I've tested this in DSDA-Doom, Crispy Doom, GZDoom (Doom (Strict)), Helion, Doom Retro, & Eternity.

All the ports work normally, but I've reported a couple of things during my multiple playthroughs.
 

Spoiler

Wouldn't the switch (Linedef 3343) be a repeatable lift so it would be less repetitive to go back going through two lifts to press the switch to lift it up again?

In DSDA-Doom, one the Hell knights (Thing 586) is stuck.

The yellow "door" (SW1COMP (Linedef 1252)) should be a door because it opens like a door.

There's a texture called "RSKY1" that can't be found.

 

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@S3M_XM thank you for your discoveries. I think i fixed the problem with that stucked HK. I don't know what's going on in that sector but there's plenty of room, and there is distance between the three HK's. I deleted and remade the sector, and did a quick test, it seems to be working now.

 

The yellow switch that acts like a door is a personal choice. I usually prefer my doors to lead to somewhere. This fake door/switch, only leads to the switch that lowers the bars to the blue key, and since in vanilla there's no key-locked action to lower directly the bars, i had to do it this way. I want the player to know in advance that once he gets the yellow key, it serves to lower the bars to the blue key and it's not meant to be just a door.

 

The sky problem should be fixed as well, for some reason the error didn't appear to me on DSDA, but it's an oversight in the mapinfo lump. Should be okay now.

 

And i forgot to fix the lift in question... I assume you're talking about the bridge that connects the central and western buildings? At first i made it like that on purpose, so the player can have the choice to keep the bridge down when he's done with the yellow key area. But the more i think about it, there is no point of that, it should indeed be a repeatable lift. I will change it tonight, it's not that urgent now.

Edited by Tangra

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  I was going to say that you really dont miss, with every release being a bulls eye that hits dead center on a target consisting of cocentric circles with layout surrounding the design which encompasses detailing and holds gameplay at the middle of everything. But this one feels even better yet, you are clearly firing on all cylinders right now. Its no secret that Ive liked all of your levels and Chaos Factory takes one of the top spots. It gave me a strong feeling of immersion and storytelling reminiscent of the first time I played UAC Refining Station 5 with the way we start the level after having just dropped out of the sewage pipes that we crawled through to gain entrance to this UAC facility hidden away in a remote canyon. Upon entering the base proper a large ammount of the occupying force is alerted to our presence and we will have to fight tooth and nail to make any headway, breathing room is at a primium and safe spots are nearly non existant. The central tower provides access beyond the perrimeter fence but sucurity on the inside is even stiffer with revenants and cacos swarming you while hell knights and mancubuses provide covering fire. Zombies and imps clog the hallways and rooms making clearout a non stop job as you hunt down key cards to get deeper into the heart of the complex. Overseeing everything overunning this courrupted UAC outpost is a spider mastermind who is only too willing and eager to accomidate you by sacraficing her entire top brass and elite guards in an effort to abort the invasion as soon as you drop in, plasma gun in hand, ready to massacre the entire lot of em. Luckily you are carrying enough cells and rockets to blow this party up like a posicle stand long before spider mama has enough time to make her croonies drink the kool aid and suicide herself. The archviles who port in from hell to rally the troops and get the situation back in hand as to reinvigorate the assault are too little too late and find themselves in the un-enviable position of standing alone to witness the chaos youve unleashed before themselves too succumbing to the onslaught that is your wrath. I wanna make a special shout out to the secrets that made this tiny area even more rewarding to explore, the mega sphere was immenselly satisphying and the mega armor was ingenious if infurriating and exasperating.

 

  I loved this one! Thanks for sharing your creations!

Edited by Insaneprophet

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@Insaneprophet wow, that is too nice, maybe more than i deserve. It's always fun to read your interpretation of the maps, as they are more or less open to the imagination of the player. So whatever you want, that's the story of what's happening here. I only need to tie up the continuity with that sewage entrance, i guess the map that precedes it should end in a sewer, which is funny because i made the opening map to end in such way, but Chaos Factory is planned for map 06-07, so i can't use it earlier. I guess i'll be going liquid crazy with this episode, already have plans for a nukage map and a foundry, so i'll wait and see where these two will take me.

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@Zahid Thanks for playing. Right now the map is in the early testing state, so i haven't quite balanced it yet difficulty wise, and there might be a bit too much health, so i can see it getting easier once you clear the initial horde that occupies the facility. I always place more health for testing, just to be sure, then in the process i trim it down until i feel it's the right amount. Everything will land in place eventually when i have the time to do a few more runs of my own. I think some of the later encounters could use a few more monsters as well. 

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  • 2 weeks later...
  • 2 weeks later...

 

 

Challenging fights for a gorgeous looking level.

The final infight is pretty much a mandatory tool to survive. Special thanks to that one spawning monster while I was holding a Rocket Launcher.

 

Looking forward to more!

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On 3/8/2024 at 5:18 AM, Tangra said:

A little map in need of some serious playtesting love, of which i have none to give at the moment. I'm burnt out, i'm tired, and i have to work all week like a dog, before i can get some free time for dooming again. I am trying to make an episode for Doom 2, and this map will be somewhere in the mix. 

 

Name: Chaos Factory
Format: Doom/Doom 2
IWAD: Doom 2
Gameplay: Single Player
Tested in:  DSDA-Doom (very little). Needs testing in Crispy Doom
Difficulty Levels: Yes
Textures: CC4 Texture Pack
Crouch and Jump: Disabled
LINK: https://www.mediafire.com/file/ncsyzi0c6w7td9y/ChaosFactory.wad/file

 

PICS:

 

  Reveal hidden contents

1yGPalk.png

 

tEYWkci.png

Thanks for sharing, I will surely try it out and will update you soon. But I will try it later because right now, I want to buy admission essay assignments and I already found https://academized.com/buy-admission-essay website through which I am gonna buy it. When I am done buying it, after that I will try it and will update you, if I face any error.

 

 

Thanks for sharing, I will surely try it out.

Edit: I tried it and it is worth spending my time on it. I appreciate you for your work.

Edited by JohnKeesler

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