dmh094 Posted April 1, 2024 (edited) I wanted to make a Plutonia type level, liking the aesthetics and difficulty from that wad since I first played it. I'm not sure If I got it down exactly right but I tried my best. I hope you all enjoy! Feedback is greatly appreciated! _______________________________________________________________________________ Title : Frantic Filename : FRANTIC.zip Release Date : 01/04/2024 Completion Date : 01/04/2024 Author : Dmh094 Email Address :Danmhill02@gmail.com _______________________________________________________________________________ * What's included * New Levels : Map01 Sounds : No Graphics : Yes Music : Yes _______________________________________________________________________________ * Play Information * Game : Doom II Map # : Map01 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Difficulty Setting : All Other Game Styles : No ________________________________________________________________________________ * Construction * Base : From Scratch Editor(s) used : Ultimate Doom Builder Build Time : 23/3/24 - to 1/04/24 Tested With : DSDA, GZDOOM * Copyright / Permissions * Authors MAY use this level as a base to build additional levels. You MAY distribute this PWAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, USB, etc) as long as you include this file intact. https://drive.google.com/file/d/1WgMEXEWz1uC2tbHiL74xhfa8XU4VX-v5/view?usp=sharing SCREENSHOTS: Edited April 1, 2024 by dmh094 12 Quote Share this post Link to post
EnkiduGilgachad Posted April 1, 2024 (edited) Maybe I'm missing something obvious, but I'm getting a bunch of missing textures. Other than that, I'm liking the level! EDIT: yeah maybe I just need to use prboom plus instead Edited April 1, 2024 by EnkiduGilgachad 2 Quote Share this post Link to post
dmh094 Posted April 1, 2024 (edited) Drag both wads onto whatever source port you have and it should work :) Edited April 1, 2024 by dmh094 0 Quote Share this post Link to post
EnkiduGilgachad Posted April 1, 2024 Just now, dmh094 said: Drag both files onto whatever source port you have and it should work :) Yup, thx! 2 Quote Share this post Link to post
dmh094 Posted April 1, 2024 17 minutes ago, EnkiduGilgachad said: Yeah, good map :D Thanks for playing! glad you enjoyed it :) 1 Quote Share this post Link to post
Napeyear Posted April 1, 2024 (edited) Really well made level that I enjoyed playing! It really nailed the Plutonia vibe and it made for a nice little challenge, especially at 1:00AM when I could barely stay awake. Played it on HMP and managed to beat it on the first demo attempt getting 100% Kills and Secrets. (technically 3rd attempt but I was messing with demo record settings, and I didn't even move from the spawn when I was fixing it up so you can be the judge of that lol). Would love to see more of this in the future from you. Demo link: https://drive.google.com/file/d/1IWsWsf3xlgpRSbnkqVqne_WndHGZqfAY/view?usp=sharing My full comments below (as included in the zip file) Spoiler Edit: I forgot to mention in the notes, I think that on HMP removing the megaarmor from in front the yellow keydoors would have also made the final fight more challenging. Not sure if it was because I already grabbed it earlier from the secret, but I didn't feel super threatened especially when there was a supercharge and a handful of medikits to keep me in the fight, but otherwise, nice work dude. Spoiler IWAD: DOOM2 PWAD: FRANTIC Map: 01 Author: Dan Hill DEMO NOTES: Player: Napeyear Skill: 3 (Hurt me Plenty) Exe: Dsda-Doom Time: 5:53 Comments: Very good map that feels very reminicesnt of plutonia. The 32in24 textures make for a nice blend with the rocky underground areas and the wooden, more plutonia esque architecture. The megaarmor secret was pretty well placed, requiring a strafe jump that is hard to pull of in middle of all the chaos that goes on at the start of the level and after acquiring the red key. I ended up grabbing it after all the fighting was over with prior to grabbing the BFG, and I felt well prepared for the ensuing massacre with the cyberdemon after grabbing the supercharge alongside the megaarmor. It felt like a level that would appear in a PRCP project, and I think you did a great job nailing the plutonia vibe, with lots of revenant and chaingunner focused combat pieces, and a very liberal use of arch viles. One thing you will notice in my demo (hopefully you aren't screaming through your monitor at me!) is that I totally forgot I picked up the BFG when I killed the cacodemon and pain elemental that guarded it... You'll notice I killed the cyberdemon with a SSG and started the yellow key fight using rockets, chaingun and the SSG before I realized what I had done wrong.. After the yellow key fight demonstrated my neglect of the BFG, I had plenty of cells (go figure) and it made the final brawl when you open the yellow key bars a little easier, but not to a fault, as I think this makes your wad an interesting level to play twice. Do you save the BFG for the end? Or use it up on the cyberdemon to get the yellow key a little easier? I ended up shooting a BFG shot as soon as I stepped backwards into the teleport linedef in front of the yellow key bars, wasting a ton of cells in the process, probably well deserved after forgetting I picked up the BFG earlier haha... Not sure if the teleport was intentional, but I could have done without it, as it seemed to take me out of the fight and I was really confused about what was going on at that point (you can see me scrambling around trying to get back up top to the exit area) but I managed to survive, and finished the level in sub 6 minutes. I give the level an 8/10, just because I felt the teleport at the end sort of through me off a bit, and because I felt like the level could have been just a little bit longer. With that being said, I think you made an excellent level, and was definently worth the effort that you put into it. Perhaps a sequel or an episode in the future would be nice, as I would love to see more maps in this style from you. I think the plutonia vibe suits your mapping style quite nicely. Nice work Dan! Edited April 1, 2024 by Napeyear Additional comments left out in demo notes 2 Quote Share this post Link to post
dmh094 Posted April 1, 2024 (edited) 13 minutes ago, Napeyear said: Really well made level that I enjoyed playing! It really nailed the Plutonia vibe and it made for a nice little challenge, especially at 1:00AM when I could barely stay awake. Played it on HMP and managed to beat it on the first demo attempt getting 100% Kills and Secrets. (technically 3rd attempt but I was messing with demo record settings, and I didn't even move from the spawn when I was fixing it up so you can be the judge of that lol). Would love to see more of this in the future from you. Demo link: https://drive.google.com/file/d/1IWsWsf3xlgpRSbnkqVqne_WndHGZqfAY/view?usp=sharing My full comments below (as included in the zip file) Hide contents IWAD: DOOM2 PWAD: FRANTIC Map: 01 Author: Dan Hill DEMO NOTES: Player: Napeyear Skill: 3 (Hurt me Plenty) Exe: Dsda-Doom Time: 5:53 Comments: Very good map that feels very reminicesnt of plutonia. The 32in24 textures make for a nice blend with the rocky underground areas and the wooden, more plutonia esque architecture. The megaarmor secret was pretty well placed, requiring a strafe jump that is hard to pull of in middle of all the chaos that goes on at the start of the level and after acquiring the red key. I ended up grabbing it after all the fighting was over with prior to grabbing the BFG, and I felt well prepared for the ensuing massacre with the cyberdemon after grabbing the supercharge alongside the megaarmor. It felt like a level that would appear in a PRCP project, and I think you did a great job nailing the plutonia vibe, with lots of revenant and chaingunner focused combat pieces, and a very liberal use of arch viles. One thing you will notice in my demo (hopefully you aren't screaming through your monitor at me!) is that I totally forgot I picked up the BFG when I killed the cacodemon and pain elemental that guarded it... You'll notice I killed the cyberdemon with a SSG and started the yellow key fight using rockets, chaingun and the SSG before I realized what I had done wrong.. After the yellow key fight demonstrated my neglect of the BFG, I had plenty of cells (go figure) and it made the final brawl when you open the yellow key bars a little easier, but not to a fault, as I think this makes your wad an interesting level to play twice. Do you save the BFG for the end? Or use it up on the cyberdemon to get the yellow key a little easier? I ended up shooting a BFG shot as soon as I stepped backwards into the teleport linedef in front of the yellow key bars, wasting a ton of cells in the process, probably well deserved after forgetting I picked up the BFG earlier haha... Not sure if the teleport was intentional, but I could have done without it, as it seemed to take me out of the fight and I was really confused about what was going on at that point (you can see me scrambling around trying to get back up top to the exit area) but I managed to survive, and finished the level in sub 6 minutes. I give the level an 8/10, just because I felt the teleport at the end sort of through me off a bit, and because I felt like the level could have been just a little bit longer. With that being said, I think you made an excellent level, and was definently worth the effort that you put into it. Perhaps a sequel or an episode in the future would be nice, as I would love to see more maps in this style from you. I think the plutonia vibe suits your mapping style quite nicely. Nice work Dan! Hello there! I'm glad you liked it! I really tried to go for that Plutonia look and vibe without being a total unfair map designer :P That blue armor secret was originally a bfg but I thought that made the player a little too over powered near the start of the map so I changed it around. Looks like I made the right choice! I've updated the map a little bit since you played it, taking out the bfg and replacing it with a plasma rifle. I also removed the teleport and added an extra ambush before the yellow key as well as moving the cyber fight to the end of the map. Minor changes but I thought they made the map a little better to play, so if you want to check out the new version its up to you! I'm actually making a 6 Map wad right now using the otex texture pack. I might put this map in there, not sure but I've actually completed map01. No idea when that will be coming out as I'm a mapper that usually spends time on a map and then gets rid of it cause I don't like it all that much hahaha. I'd say my hit rate is probably 1 in 5 maps actually get completed :P Anyway, thanks for the feedback! it is very much appreciated! Thanks for playing! Edited April 1, 2024 by dmh094 2 Quote Share this post Link to post
dmh094 Posted April 1, 2024 (edited) 27 minutes ago, Napeyear said: Really well made level that I enjoyed playing! It really nailed the Plutonia vibe and it made for a nice little challenge, especially at 1:00AM when I could barely stay awake. Played it on HMP and managed to beat it on the first demo attempt getting 100% Kills and Secrets. (technically 3rd attempt but I was messing with demo record settings, and I didn't even move from the spawn when I was fixing it up so you can be the judge of that lol). Would love to see more of this in the future from you. Demo link: https://drive.google.com/file/d/1IWsWsf3xlgpRSbnkqVqne_WndHGZqfAY/view?usp=sharing My full comments below (as included in the zip file) Hide contents Edit: I forgot to mention in the notes, I think that on HMP removing the megaarmor from in front the yellow keydoors would have also made the final fight more challenging. Not sure if it was because I already grabbed it earlier from the secret, but I didn't feel super threatened especially when there was a supercharge and a handful of medikits to keep me in the fight, but otherwise, nice work dude. In the new version that final fight is harder so we'll see what people think I guess haha :P I'll probably end up doing some work on it over the next few days :) My toughest challenge is getting the visuals right. If I cant make a room look good I'm totally unmotivated :P Reveal hidden contents IWAD: DOOM2 PWAD: FRANTIC Map: 01 Author: Dan Hill DEMO NOTES: Player: Napeyear Skill: 3 (Hurt me Plenty) Exe: Dsda-Doom Time: 5:53 Comments: Very good map that feels very reminicesnt of plutonia. The 32in24 textures make for a nice blend with the rocky underground areas and the wooden, more plutonia esque architecture. The megaarmor secret was pretty well placed, requiring a strafe jump that is hard to pull of in middle of all the chaos that goes on at the start of the level and after acquiring the red key. I ended up grabbing it after all the fighting was over with prior to grabbing the BFG, and I felt well prepared for the ensuing massacre with the cyberdemon after grabbing the supercharge alongside the megaarmor. It felt like a level that would appear in a PRCP project, and I think you did a great job nailing the plutonia vibe, with lots of revenant and chaingunner focused combat pieces, and a very liberal use of arch viles. One thing you will notice in my demo (hopefully you aren't screaming through your monitor at me!) is that I totally forgot I picked up the BFG when I killed the cacodemon and pain elemental that guarded it... You'll notice I killed the cyberdemon with a SSG and started the yellow key fight using rockets, chaingun and the SSG before I realized what I had done wrong.. After the yellow key fight demonstrated my neglect of the BFG, I had plenty of cells (go figure) and it made the final brawl when you open the yellow key bars a little easier, but not to a fault, as I think this makes your wad an interesting level to play twice. Do you save the BFG for the end? Or use it up on the cyberdemon to get the yellow key a little easier? I ended up shooting a BFG shot as soon as I stepped backwards into the teleport linedef in front of the yellow key bars, wasting a ton of cells in the process, probably well deserved after forgetting I picked up the BFG earlier haha... Not sure if the teleport was intentional, but I could have done without it, as it seemed to take me out of the fight and I was really confused about what was going on at that point (you can see me scrambling around trying to get back up top to the exit area) but I managed to survive, and finished the level in sub 6 minutes. I give the level an 8/10, just because I felt the teleport at the end sort of through me off a bit, and because I felt like the level could have been just a little bit longer. With that being said, I think you made an excellent level, and was definently worth the effort that you put into it. Perhaps a sequel or an episode in the future would be nice, as I would love to see more maps in this style from you. I think the plutonia vibe suits your mapping style quite nicely. Nice work Dan! Edited April 1, 2024 by dmh094 1 Quote Share this post Link to post
dmh094 Posted April 1, 2024 SORRY EVERYBODY! there was a teleporter issue in v1.1 but it is now fixed! 2 Quote Share this post Link to post
Napeyear Posted April 1, 2024 Hey Dan just finished a playthrough of version 1.2. This time I played it on UV and managed to clear it in 7:24. There were a lot of minor changes to the level I noticed that ended up making a big difference in how I played the level and I really liked it. Most notably the way you restructured many of the main fights and the teleporting monster traps. I also think you did the right thing switching the BFG out for the plasma gun right before the player gets the red key. Most of my thoughts remain the same as my previous post/demo notes but I think that those small changes you made to the level really improved the overall experience. As usual, my demo link is below along with my notes. Demo link: https://drive.google.com/file/d/1r45HxJScQFb1LTF-ylikiyzkAo4ryqdF/view?usp=sharing My full comments below (as included in the zip file) Spoiler My thoughts are relatively similar to that of my previous demo notes. This time I did play it on Ultra Violence instead of HMP and I almost died way more often than my previous demo attempts on earlier versions of this WAD! One big thing I liked was how better structured the teleporting monster encounters were, most notably the bridge at the beginning and the yellow key fight (how the barons and chaingunners teleport onto that crate behind the player). This made some of the encounters from the previous version a lot more dynamic and lends its self to more emergent gameplay, with the monsters being more spaced out instead of crammed together in the same room often behind each other. I also really liked how you swapped the BFG with the plasma gun, I think it was more approrpiate for the level given the monster density and the overall structure of the fights. You did a good job with ammo placement as well, not sure if I mentioned that before in my earlier notes, but I never felt like I had too much ammo, but also didn't feel as though I was going to resort to my fists and pistol haha. I had some issues with the cyberdemon teleporting in front of the exit teleporter. Not sure if I just missed the linedef that lets him get into the main level, or if he was somehow stuck in his monster closet on something. I could hear him for about 30 seconds before he came into the fight, but by no means did this ruin the experience and encounter for me, just something I think you should be aware of depending on whether you intended for this to happen or not :P I give it a 9/10, a nice improvement on an already good level. Swapping out different monster types with one another and modifiying some item placement goes a long ways in making a level better. It's nice to see those seemingly minor changes improve the overall experience for the player. 0 Quote Share this post Link to post
LadyMistDragon Posted April 1, 2024 Here's a playthrough of the older version, where things get increasingly out of hand by the end. It's nice to see something a little different! 1 Quote Share this post Link to post
dmh094 Posted April 1, 2024 30 minutes ago, LadyMistDragon said: Here's a playthrough of the older version, where things get increasingly out of hand by the end. It's nice to see something a little different! Yeah, you could say things a little bit out of hand :P Thanks for playing! I'm glad you liked it :) I'm always trying to think out of the box! 2 Quote Share this post Link to post
dmh094 Posted April 2, 2024 6 hours ago, Napeyear said: Hey Dan just finished a playthrough of version 1.2. This time I played it on UV and managed to clear it in 7:24. There were a lot of minor changes to the level I noticed that ended up making a big difference in how I played the level and I really liked it. Most notably the way you restructured many of the main fights and the teleporting monster traps. I also think you did the right thing switching the BFG out for the plasma gun right before the player gets the red key. Most of my thoughts remain the same as my previous post/demo notes but I think that those small changes you made to the level really improved the overall experience. As usual, my demo link is below along with my notes. Demo link: https://drive.google.com/file/d/1r45HxJScQFb1LTF-ylikiyzkAo4ryqdF/view?usp=sharing My full comments below (as included in the zip file) Hide contents My thoughts are relatively similar to that of my previous demo notes. This time I did play it on Ultra Violence instead of HMP and I almost died way more often than my previous demo attempts on earlier versions of this WAD! One big thing I liked was how better structured the teleporting monster encounters were, most notably the bridge at the beginning and the yellow key fight (how the barons and chaingunners teleport onto that crate behind the player). This made some of the encounters from the previous version a lot more dynamic and lends its self to more emergent gameplay, with the monsters being more spaced out instead of crammed together in the same room often behind each other. I also really liked how you swapped the BFG with the plasma gun, I think it was more approrpiate for the level given the monster density and the overall structure of the fights. You did a good job with ammo placement as well, not sure if I mentioned that before in my earlier notes, but I never felt like I had too much ammo, but also didn't feel as though I was going to resort to my fists and pistol haha. I had some issues with the cyberdemon teleporting in front of the exit teleporter. Not sure if I just missed the linedef that lets him get into the main level, or if he was somehow stuck in his monster closet on something. I could hear him for about 30 seconds before he came into the fight, but by no means did this ruin the experience and encounter for me, just something I think you should be aware of depending on whether you intended for this to happen or not :P I give it a 9/10, a nice improvement on an already good level. Swapping out different monster types with one another and modifiying some item placement goes a long ways in making a level better. It's nice to see those seemingly minor changes improve the overall experience for the player. Hello again! thanks for giving this second version a try! I'm glad you liked it better the second time :) Yeah, I thought the encounters needed some sort of improvement. Turns out it worked out better :) the plasma was definitely the way to go I think. Something about the bfg just didnt work exactly right. More Frantic action with the plasma? (See what I did there?) I always try and get the right ammo placement haha. I actually can't stand it when I have to resort to fists and pistol. Personally I think its a more a hinderance to the gameplay rather than a challenge, but to each their own :P Hmm. Strange about the cyber. Maybe he got stuck in a animation frame or something? couldn't get over the linedef? Not sure what happened there. :/ Got to a 9 baby! Glad you liked the improvements! Hope you see you play future wads :) You give some great feedback! 1 Quote Share this post Link to post
AshtralFiend Posted April 4, 2024 Great map! You really nailed the "modern Plutonia Style"! Not your "deadliest" map, but, even so, doesn't allow you to get your guard down! Good battles, accompanied by detailed architecture. My only two pointers are: - Maybe there could be a couple more rockets inside the first tunnel to deal with the incoming wave, Then again, I had fun dancing around the revenants (as you can see in the video); - As Napeyear said, the cyberdemon has a weird spawn delay. In the practice run, I ate a rocket because I was focused on clearing the final revenants. I knew he was around there somewhere, and still got caught by surprise xD. Other than that: 10/10, keep it up 1 Quote Share this post Link to post
dmh094 Posted April 5, 2024 21 hours ago, AshtralFiend said: Great map! You really nailed the "modern Plutonia Style"! Not your "deadliest" map, but, even so, doesn't allow you to get your guard down! Good battles, accompanied by detailed architecture. My only two pointers are: - Maybe there could be a couple more rockets inside the first tunnel to deal with the incoming wave, Then again, I had fun dancing around the revenants (as you can see in the video); - As Napeyear said, the cyberdemon has a weird spawn delay. In the practice run, I ate a rocket because I was focused on clearing the final revenants. I knew he was around there somewhere, and still got caught by surprise xD. Other than that: 10/10, keep it up Thanks for playing! I always think my maps are under made but people seem to like my level of detail haha so always a good thing! hmm might add a couple of rockets then :) yeah I dunno what’s wrong with cyber. Works fine for me but delays with other players :/ I’ll have a look at what’s going on there cheers Dan 2 Quote Share this post Link to post
Custom Longplay Posted April 9, 2024 I left a small impression in my comment on your map. Very nice little map from you. Project Brutality 3.0 - Doom 2 - Map: #357 - Frantic - [4K60ᶠᵖˢ] 2 Quote Share this post Link to post
dmh094 Posted April 12, 2024 Hey! Thanks for checking it out! I'm glad you liked it! Im getting better at mapping (Slowly but surely) Wasn't designed for a project brutality run but it seems to work well haha. I think in future I might have to put two files in. A vanilla version so the map can be played with mods and the way I designed it to play. Should get some interesting results :) Again, thanks for playing! appreciate it :) Cheers Dan 1 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.