Jump to content

Decomission - [1 Limit Removing map / RC2]


Recommended Posts

That was freaking awesome, the map looks beautiful its got great attention to detail from the shadows to light sources to basically everything, the layout is very cool with lots of optional paths/fights and lots of well hidden secrets that were a lot of fun to hunt, I'm a huge fan of the secret outdoors area. 

 

I don't think I can recall playing any other map where you only get hitscan weapons, but I appreciate playing something different and the run n' gun was fun, the encounters felt fair and balanced. Also the music choice made my day, jazzy tunes and Doom 2 bases can never go wrong. 

 

Here's my attempt at uv-max where I failed cus I somehow missed 1 enemy lol, but anyways this was absolute top-tier stuff and an instant favorite for me, thanks for sharing!

decomissionuvmax-00003.zip

Share this post


Link to post

Cute tech map, shame that the rest never materialized because it seems like it would have been pretty relaxing. Thanks for sharing.

 

deco-maribo.zip - Casual playthrough with a bunch of unsuccessful futzing around for secrets at the end, plays back in DSDA-Doom v0.27.5.

Share this post


Link to post

Very pretty and comfy map!! I'm a bit rusty so i'm glad difficulty was a bit chill (although i got some consecutive nasty revenant homings and almost died at one point). I'm a bit techbase biased but i loved how it looked too, especially with all the little details like one gray computer panel with a flashing yellow light carved onto it, the diamond shaped lights with diamond shaped sector lighting, and ofc all the geometry and texturing too. Nice work :)

 

It's not a 100% or anything special but here's my blind playthrough demo on UV: decomission-mattfright.zip

Share this post


Link to post

Very clean! I love the little peaks at the forest in the backdrop. I assume in your original project you get to go to these forests, so I am calling this a prequel to The All-Ghosts Forest.

Share this post


Link to post

I was already sold on the aesthetics and I fell in love with this level when I played it.

 

 

I like how you made the Chainsaw the only reliable weapon for the first minute or so of the level, I rarely see wads relying on this gimmick.

I find particularly interesting that there seems to be an entire area locked off by a Red keycard that I couldn't find. This kind of "secondary quest" leads you to adventure type maps when you can find the secret that lock them. I finished this level with over 50 monsters left alive and I feel finding the Red key will bring much more to the level that it first appears.

 

Excellent work!

Share this post


Link to post

Quite enjoyable.

 

1 small bug. As fefor also noticed, 100% kills are impossible, due to lines 8892 etc. do not have a corresponding sector tag ( chaingunner at sector 1914 ).

 

Also minor, but sector 193 could have a higher floor. If playing without mouselook, the player is just able to shoot the switch on line 5804

Share this post


Link to post

Excellent map! I remember playtesting this ages ago and liked it just as much this time around. The texture usage is impeccable, and the meticulous attention to lighting reminds me of Dimensions of the Boomed (of which I am a huge fan). While you say it's a standard romp, the visuals alone elevate it from standard to high quality, and the gameplay is just as well polished. Weapon/ammo balance to monster count/density was spot on.

 

Since hawkwind already pointed out the stuck chaingunner, I'll point out something less important. Considering the attention to detail and importance of secrets, I feel linedefs 320 and 434 should be made to be shown as impassable on the automap to not confuse secret hunters too much. Same goes for linedef 2590.

Share this post


Link to post
Posted (edited)

hi! just played this in uv. love the clean crisp aesthetics. gameplay-wise, the map is much easier than your [alfonzo throws hands with the purple people eater] map (really liked that map too) as the architecture allows a lot of chances to trigger infighting. but battles were still to not to be taken lightly as hitscanners were in abundance. ammo+health were also very well balanced in uv. i did not get the red key though (the secret was too obscured for me), but i'm terrible at finding secrets anyway. overall, an awesome map. i like it, lots :)

Edited by rita remton

Share this post


Link to post

Beautiful map, could have ran around it for ages admiring the visuals and layout! 1 monster seems unkillable as mentioned. Combat was great, only really a couple of moments where it feels dicey but that's probably down to sloppy playing on my part, the resources are there. Overall its not especially high pressure which I appreciate, and the spaces seem to encourage jumping in and working with them, which I extra appreciate.

 

Demo attached, 4th attempt - missed the red key secret on the first two and on the 3rd I ran out of ammo in the cliffs area as I didn't do a quick sweep before going through the teleporter. Nearly died there this time too but I got lucky. Mad chainsaw rush to the shotgun at the start!

 

I'd happily play more like this, so it seems a shame that this is as far as the mapset will go. Been there, so fair enough. Thanks for sharing!

decom.zip

Share this post


Link to post

Daaaang.......the jazz midi is one thing but it's pretty well made too! The start is quite hairy but not in an overwhelming sense. Very well done!

 

Kind of open-ended in a way, although maybe it took a little too long to reach the first outside ledge seen. But it's nice how much of the map is optional. Too bad the SS was such a pain to acquire (:

Share this post


Link to post

This map felt like an @Egg Boy map. That's a good thing. I love the Eric Alm esque and secret hunting. I spent an hour UV-maxing it and it was worth it.

Share this post


Link to post

I'm really glad to hear you guys enjoyed this! I just updated the op with a newer version that fixes the stuck chaingunner and some automap tweaks. Please redownload.

Share this post


Link to post
Posted (edited)

Finished my UV playthrough of RC2 in 12:20, finding 2/5 secrets. As other people already said this is level very reminiscent of Erik Alm's works, and I loved the interconnected level design along with the optional areas that the player can take once they are near the end of the level. It was really fun even though you only have hitscan weapons and a chainsaw, but if I'm being honest I didn't realize that fact until I completed the level, and saw how other people mentioned it in the comments on this thread lol. None of the fights felt unfair or too easy and it felt like all of the items and monsters were placed purposefully instead of just simply taking up space in the level, without any thought put into it. I liked how you could see other parts of the level from various locations, including the start room, along with the cohesive level design. Not one area of the map felt out of place in relation to the overall level. Excellent work!

 

Demo link: https://drive.google.com/file/d/1LjQ99tCKnc7ROLcM0u6AYCXg_9F3w6uM/view?usp=sharing

 

My full comments below (as included in the zip file)
 

Spoiler

IWAD: Doom 2
PWAD: Decommision (RC2)
Map: 1
Author: Breezeep

 

DEMO NOTES:
Player: Napeyear
Skill: 4 (Ultra-Violence)
Exe: Dsda-doom
Time: 12:20

 

Comments: Superb level! Really enjoyed the balancing and progression, and I felt it was as close to perfect as it can get in terms of balance on UV difficulty. Despite being limited to hitscan weapons, it never felt like I was outgunned or outnumbered by the higher tier monsters, and I thought that each encounter was really well designed, along with great health, ammo, and armor placement. I loved how open ended the level was and it makes for a fine map to UV-Max, as the player can go into the blue key doors in any order they choose, or skip them out right and head straight for the exit. I enjoy how levels like this allow the player to move around the map freely, with plenty of space to dodge projectiles from the many well placed monsters that snipe you from a distance.

 

This level makes good use of one of Romero's design rules, being if you see something in the distance, you should be able to get there or somehow interact with it. Many examples of this can be found throughout the map, as revenants, imps and hitscanners from later parts of the level can be seen from various locations, even the starting room of all places! I only found two secrets, being the red keycard and the SSG, and I missed one or two of the optional blue key doors I'm pretty sure, but overall the exploration was very well done. You were generous in rewarding the player with powerups for exploring the level, which is huge plus. The main highlight for me was the blue key fight, where the floor lowers all the way down and you are forced to deal with hell knights, imps and shotgunners who block your exit, after which you are tasked with putting down the revenants and imps that spawn above you when you make your way back to the upper floor (was really cool how the stairs that lead to exit door are lowered as well, meaning that the player can't simply bolt for the exit).

 

This level was awesome! I give it a 9/10. It felt like an level that would appear early on in a scythe-esque episode, especially with the player being restricted to hitscan weapons and a chainsaw in a well designed techbase, great work!

 

 

Edited by Napeyear

Share this post


Link to post

That was great. A little tight in resources

I had to cheat for the red key secret. 

great atmosphere. 

Share this post


Link to post

Nice map, very neat layout and full of cool details! Combat is moderate but thoughtful, secrets are really hard to find.

I only ever found the dopefish one, and it was just a random wall with zero visual cues that it's interactible.

A lot of monsters seem to be locked behind the red key, but I can't even imagine how to get there.

Share this post


Link to post
Posted (edited)

As others have said, beautiful map and the lighting is awesome. Although you overrelied a little bit too much on boxes in corners in my eyes ;D It was also too hard for my taste, can't imagine beating it on UV.

 

 

Edited by dasfrodo

Share this post


Link to post
16 minutes ago, dasfrodo said:

It was also too hard for my taste, can't imagine beating it on UV.

 

 

 

Good news for you (at least I think), you beat it on HMP and UV don't seems to be very different (same amount of monsters, with one or two differences on type of monsters, from what I saw more or less same items/ammo/health (but quick look on that part)). That said, I might be completly missing something, only people who have played both could really tell the differences (I played ITYTD and confirm it's a really good map, will try HMP later).

Share this post


Link to post
Posted (edited)

Oh hi.

 

I really liked this map. The detailing was very good and the attention to lighting really stood out. I also liked the palette change. It's subtle, but tasteful and gives the map a whole different flair.

 

breezeep-decomission-rc2.zip

 

Blind demo recording, dsda-doom v0.27.5, -complevel 2. I couldn't find any secrets and missed a bunch of kills. If I do have a complaint, I guess it's that it's too easy to forget about some blue door earlier in the map. I also didn't see the red key and only spotted it when rewatching the demo. At any rate, it's a very good map and I enjoyed it a lot.

Edited by scrm

Share this post


Link to post

Great map! Works so well. The yellow lights as shown in the screenshot are such a nice detail.

Share this post


Link to post

This was really nice! Alot of extra stuff to do even after the exit is accessible, which was interesting. Nice music too.
 

 

Share this post


Link to post

Really a fantastic map. Custom textures and detailed lighting go great with the techbase themes.

 

Balanced combat, engaging gameplay flow. I had a blast.

 

Super hard-to-find secrets though.

Share this post


Link to post

Enjoyed the map! Played on HMP. Being of only modest ability, I had a lot of trouble in a couple of spots. I could tell they were supposed to be challenging but one in particular felt like I needed to be lucky to even survive. Not sure whether it's a skill thing or a difficulty thing as I've only been (obsessively) (re)playing classic DOOMs for a few weeks now.

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...