dmh094 Posted April 12, 2024 (edited) After the events of Final Doom, our marine returns home for some long deserved rest. But as he rests his head on the pillow and closes his eyes, He finds himself back in the world of demons and devastation, fighting in an arena similar to that of his previous journey. Is this a Nightmare? Have the armies found a way to invade the very mind that is so good at outwitting their plans. Who knows? Whatever the answer, there's one thing for certain: Even in the nightmares The Doom Slayer will rip and tear! The plan is for this to be a 6 map miniwad set after the events of Final Doom in a kind of PTSD dream state The doom slayer is going through. With currently one map finished, the wad should be releasing sometime later this year. But for now, here is a sample of the first completed map! Title : The Plutonia Nightmare Filename : The_Plutonia_Nightmare_demo.zip Release Date : 012/04/2024 Completion Date : Ongoing 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 : 5/4/24 - Ongoing 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. GOOGLE DRIVE LINK: https://drive.google.com/file/d/1QsGQCRJIVAo0xOPNeH2JyzEF0MEopdvp/view?usp=sharing SCREENSHOTS: Edited April 12, 2024 by dmh094 13 Quote Share this post Link to post
AshtralFiend Posted April 13, 2024 This is a great start for a promising mini-wad :D The map turned out great! Looking forward to the rest! There isn't much I noticed in terms of bugs. The only things I can point out are: - you can cheese the pain elemental at 6:00; - The vine textures in the box at 7:30 bleed through the floor; - I think you can get soft locked if you jump off the invisible bridge right after killing the cyberdemon... At least in the first run, I found no way out of there. Keep up the good work 2 Quote Share this post Link to post
dmh094 Posted April 14, 2024 20 hours ago, AshtralFiend said: This is a great start for a promising mini-wad :D The map turned out great! Looking forward to the rest! There isn't much I noticed in terms of bugs. The only things I can point out are: - you can cheese the pain elemental at 6:00; - The vine textures in the box at 7:30 bleed through the floor; - I think you can get soft locked if you jump off the invisible bridge right after killing the cyberdemon... At least in the first run, I found no way out of there. Keep up the good work Won’t be out for a while but I’m making steady progress I think :) gonna be working on it on and off so I can release some single maps in between 😁 hmm might have to have teleport in then. Thanks for pointing it out :) ah right gotcha. I’ll have to fix those little details :) the sector was meant to be impassable. Might of cancelled out when I reset it to be self referencing. thanks for checking it out! Glad you like the wad so far! Appreciate the feedback :) cheers Dan 1 Quote Share this post Link to post
Riclo500 Posted April 15, 2024 This was really nice! Good job so far 1 Quote Share this post Link to post
dmh094 Posted April 16, 2024 (edited) On 4/15/2024 at 10:05 AM, Riclo500 said: This was really nice! Good job so far Hello there! Thanks for playing :) Thanks! I’ll try my best with the rest 😂 still got a long way to go :P Edited April 16, 2024 by dmh094 0 Quote Share this post Link to post
Napeyear Posted April 18, 2024 (edited) Great work Dan, I had a lot of fun getting destroyed by this map on UV, and managed to UV-Max it on my 6th demo attempt. I knew it was a plutonia level going into it, but I managed to get killed way more than I was expecting. Nice work with the traps and monster placement, it was brutal without being too ridiculous. As AshtralFiend already said, there were a couple of issues, most notably the invisible bridge being a softlock trap for the unsuspecting player. I learned this the hard way on one of my demo attempts which sucked, but I liked the level so much that I didn't let it spoil my impression of it and gladly went right back in for another attempt. I really liked the final encounter with all the revenants spawning in, as it was the typical Plutonia chaos that we've grown to love (or hate depending on who you ask) over the years of playing Doom. I'm very interested in the rest of this episode now that I've played the demo! Demo link: https://drive.google.com/file/d/14N2N8BvlV7ZksdHBRRxYLROik7fNWZD4/view?usp=sharing My full comments below (as included in the zip file) Spoiler IWAD: Doom 2 PWAD: The Plutonia Nightmare (Demo) Map: 1 Author: dmh094 (Dan Hill) DEMO NOTES: Player: Napeyear Skill: 4 (Ultra-Violence) Exe: dsda-doom (Boom) Time: 10:27 Comments: A nicely designed, albeit brutal, level with some devious revenant and archvile traps! When I downloaded this map I expected plutonia style gameplay, but I guess I got more than what I bargained for, as my first demo attempted ended in the start room, with the arachnotron and revenant comboing me out. The difficulty was the highlight of this level for me, although don't get me wrong the details and layout were well done too. The cyberdemon area had some glaring texture misalignment issues, however, and many of the upper textures needed to be unpegged as it stood out pretty badly, especially when compared to the rest of the level which was pretty much perfect with texturing and detailing. I thought you went really hard on the difficulty, at least on UV, and succeeded in making a level in the vein of plutonia, with plenty of hitscanners, revenants, and arch viles in the mix. The cyberdemon encounter was pretty cool too, though I wish the plasma gun wasn't so far down the hall, as it was a huge gamble getting it while the cyberdemon was in between attacks. I did get lucky on one of my failed demo attempts and managed to get him to infight with an arachnotron, while on another attempt I died going for the plasma gun. The last fight with the revenant swarm and archvile in the rear was pretty cool too. On my 5th demo attempt I ran out of ammo as the arch vile was respawning everything, so I died right at the exit sadly, but I think it was my fault for running away and allowing the arch vile to resurrect all the revenants that were teleporting in. Ammo and health was remarkably generous given the difficulty of many encounters, and I think it was good that you gave the player plenty of powerups and armor, as I was taking the majority of damage from the revenants and hitscanners that were in the distance. You set up many of the fights with telporting monsters, and I think that was very reminiscent of what you would find in OG plutonia and modern plutonia reiterations, so I would say you achieved your goals for this level, albeit with some flaws to iron out. As others already said, the bridge needed to be set to impassable on both sides, as one of my demo attempts ended by me getting softlocked. I intentionally checked both sides of the bridge to test for this, and ended up paying the price for my curiosity lol. Also, I'm not sure how I feel about the first archvile encounter, with it teleporting next to the start room as I felt like it was kind of cheap. As I was dealing with the monsters on the way to the mancubus platform, a horde of pinkies along with the arch vile cornered me, and I had no room to navigate and I swiftly met my end on my third demo attempt in this manner. I also didn't care much for the monster placement in the room that was across the invisible bridge, as the arachnotron and revenants kind of just took up all the space in the room, and I ended up just luring them to the door way and taking potshots to clear them. Overall, really cool level with some cool traps and excellent detailing, definetly felt like a map that would appear in the middle of a great plutonia mapset, with the brutal traps and hardcore gameplay throughout. I give it a 7.5/10 due to the flaws I mentioned earlier, but it would be an 8.5 or 9 if those errors were worked out (they should be easy to fix so don't worry too much about my rating lol). Great work, this was about as good as your previous plutonia-style map I reviewed earlier this month, can't wait to play the full episode! Edited April 18, 2024 by Napeyear 2 Quote Share this post Link to post
ryiron Posted April 18, 2024 I like Plutonian maps. A not quite fda: oup-ryiron.zip. I thought it was complevel 3 initially, and couldn't get out of the starting room, so didn't spoil much. You might want to add a complevel 9/Boom to the description. I also wasn't able to exit since I got softlocked behind the bridge. I got all the kills though, so it's still a moral victory. For the invisible bridge you can use boom's 242 action rather than self referencing sectors which is a bit easier. The gameplay is decent, but I don't know if it is particularly Plutonia like. The map has a fair amount of hanging back and picking enemies off from a distance or ducking out from safe corners (the cyber especially is more of a chore to kill rather than fun). Plutonia's combat has more pressure, forcing you into the middle of fights. Having some traps which release enemies behind the player to keep them moving forwards into fights could help give it more of that Plutonia feel. The aesthetics are on point though. Looking forward to seeing the other maps in the series. 2 Quote Share this post Link to post
dmh094 Posted April 26, 2024 On 4/18/2024 at 3:34 PM, Napeyear said: Great work Dan, I had a lot of fun getting destroyed by this map on UV, and managed to UV-Max it on my 6th demo attempt. I knew it was a plutonia level going into it, but I managed to get killed way more than I was expecting. Nice work with the traps and monster placement, it was brutal without being too ridiculous. As AshtralFiend already said, there were a couple of issues, most notably the invisible bridge being a softlock trap for the unsuspecting player. I learned this the hard way on one of my demo attempts which sucked, but I liked the level so much that I didn't let it spoil my impression of it and gladly went right back in for another attempt. I really liked the final encounter with all the revenants spawning in, as it was the typical Plutonia chaos that we've grown to love (or hate depending on who you ask) over the years of playing Doom. I'm very interested in the rest of this episode now that I've played the demo! Demo link: https://drive.google.com/file/d/14N2N8BvlV7ZksdHBRRxYLROik7fNWZD4/view?usp=sharing My full comments below (as included in the zip file) Hide contents IWAD: Doom 2 PWAD: The Plutonia Nightmare (Demo) Map: 1 Author: dmh094 (Dan Hill) DEMO NOTES: Player: Napeyear Skill: 4 (Ultra-Violence) Exe: dsda-doom (Boom) Time: 10:27 Comments: A nicely designed, albeit brutal, level with some devious revenant and archvile traps! When I downloaded this map I expected plutonia style gameplay, but I guess I got more than what I bargained for, as my first demo attempted ended in the start room, with the arachnotron and revenant comboing me out. The difficulty was the highlight of this level for me, although don't get me wrong the details and layout were well done too. The cyberdemon area had some glaring texture misalignment issues, however, and many of the upper textures needed to be unpegged as it stood out pretty badly, especially when compared to the rest of the level which was pretty much perfect with texturing and detailing. Hey there! sorry for the late reply! been pretty busy the last week or so :P Glad you are likening the difficulty! lately I've been trying to get into making harder maps. Seems like its paying off haha :P as for the alignment issues, they are fixed in the latest version which has yet to be released Hopefully I will get that out pretty soon :) I'm glad you like my style of detail! As I've said before, I always think my mpas look pretty meh when I'm making them. The mind of a perfectionist hey? On 4/18/2024 at 3:34 PM, Napeyear said: I thought you went really hard on the difficulty, at least on UV, and succeeded in making a level in the vein of plutonia, with plenty of hitscanners, revenants, and arch viles in the mix. The cyberdemon encounter was pretty cool too, though I wish the plasma gun wasn't so far down the hall, as it was a huge gamble getting it while the cyberdemon was in between attacks. I did get lucky on one of my failed demo attempts and managed to get him to infight with an arachnotron, while on another attempt I died going for the plasma gun. The last fight with the revenant swarm and archvile in the rear was pretty cool too. On my 5th demo attempt I ran out of ammo as the arch vile was respawning everything, so I died right at the exit sadly, but I think it was my fault for running away and allowing the arch vile to resurrect all the revenants that were teleporting in. That was the aim! Wanted to make a map that would be challenging to me haha. I've played so much doom Sometimes I think maybe the maps I make are a little too hard for the beginner player. Then again it is called Ultra violence for a reason I guess? Anyway :P The Plasma is meant to be a challenge To get to! Thats why I made the little rooms off from the hallway in order to hide from the rockets. Maybe I'll move the plasma down a couple of beams, but I dont want it to be to easy for the player. Yeah while I was amking that last fight I was really reminded of ghost town for some reason. Not sure why :P On 4/18/2024 at 3:34 PM, Napeyear said: Ammo and health was remarkably generous given the difficulty of many encounters, and I think it was good that you gave the player plenty of powerups and armor, as I was taking the majority of damage from the revenants and hitscanners that were in the distance. You set up many of the fights with telporting monsters, and I think that was very reminiscent of what you would find in OG plutonia and modern plutonia reiterations, so I would say you achieved your goals for this level, albeit with some flaws to iron out. Thanks! Still got to work on it a bit for the final release of course! I didnt want to have to level be to brutal on the player. Better to put a bit of excess health in the mix rather than have the player confused and run out of health causing a rage quit. haha On 4/18/2024 at 3:34 PM, Napeyear said: As others already said, the bridge needed to be set to impassable on both sides, as one of my demo attempts ended by me getting softlocked. I intentionally checked both sides of the bridge to test for this, and ended up paying the price for my curiosity lol. Also, I'm not sure how I feel about the first archvile encounter, with it teleporting next to the start room as I felt like it was kind of cheap. As I was dealing with the monsters on the way to the mancubus platform, a horde of pinkies along with the arch vile cornered me, and I had no room to navigate and I swiftly met my end on my third demo attempt in this manner. I also didn't care much for the monster placement in the room that was across the invisible bridge, as the arachnotron and revenants kind of just took up all the space in the room, and I ended up just luring them to the door way and taking potshots to clear them. Yeah, the bridge is for sure an oversight. It will be fixed when the update is released. Hmm, I spose I could change the archvile for something else. Gotta think what though. I'll have to get back to you on that one. Yeah that last room is an bit of a cluster of monsters. I will have to sort that out at some stage haha On 4/18/2024 at 3:34 PM, Napeyear said: Overall, really cool level with some cool traps and excellent detailing, definetly felt like a map that would appear in the middle of a great plutonia mapset, with the brutal traps and hardcore gameplay throughout. I give it a 7.5/10 due to the flaws I mentioned earlier, but it would be an 8.5 or 9 if those errors were worked out (they should be easy to fix so don't worry too much about my rating lol). Great work, this was about as good as your previous plutonia-style map I reviewed earlier this month, can't wait to play the full episode! Awesome! really glad you liked it! And I appreciate the feedback! its good to see someone looking at both sides of the coin! I have some interesting ideas coming up for future maps which I think you will like, so fingers crossed I can get the set out soon! Im working on like 4 maps at once at the moment haha :P Thanks again! Cheers Dan On 4/18/2024 at 3:34 PM, Napeyear said: 1 Quote Share this post Link to post
s4f3s3x Posted April 27, 2024 Hmm I reached the exit and yet I was still hearing a tons of monsters' noises behind walls (expecially in the Megasphere/Plasma corridor). Somehow they didn't teleport in - and now that I'm reading about Cyberdemons and stuff I understand why the exit felt so quiet and underwhelming 0 Quote Share this post Link to post
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