Bri0che Posted April 14 (edited) Hello :) Here is a single and short Boom 1 map. "Experimentation Subject" because this is basically a training map to get me into Boom particularities. Not my first trying on the purpose though, since I've already published a long time ago a similar map. This one may not be the last either as I'm trying to get more confident with all the stuff Boom has to offer... Boom format for DOOMII MAP01 Difficulties implemented Custom texture pack/music implemented This is all you need to know, now... Screenshot : Spoiler Download : https://www.mediafire.com/file/v2sisadmz2xn9dx/ExperimentationSubject.wad/file If you found any bug, tell me, I'll correct it as soon as possible ! Feedbacks appreciated, playthroughs also ! :) Edited April 15 by Bri0che v1.1: adjusted a passage in the map that correct a softlock 6 Quote Share this post Link to post
Custom Longplay Posted April 15 Project Brutality 3.0 - Doom 2 - Map: #362 - Experimentation Subject - [4K60ᶠᵖˢ] 1 Quote Share this post Link to post
Bri0che Posted April 15 (edited) Thank you two for the videos ! I've just patched a soft lock on the map, the map passage in question has been reajusted a little bit Edited April 15 by Bri0che 1 Quote Share this post Link to post
Napeyear Posted April 15 Cool level! I really enjoyed the chaotic start where you are armed with a rocket launcher, mowing down hitscanners and imps that come into the starting room. The level itself was fine and I thought the texturing and item placement was good too. I thought it was a little low on health, especially with the amount of hitscanners in the level, but it was still fun all the same. That archvile fight at the end was pretty vicious too and despite my disdain for platforming it wasn't too bad in the final room. I would like to see you experiment more with boom features in your future levels as I think you could do a lot more when you start digging into all of the tricks boom offers. Managed to clear it with 100% kills and secrets on my second attempt. My first attempt was cut short in the beginning thanks to the revenants at the start, got really unlucky with homing missles lol. Spoiler Clever use of translucent textures to hide the secret too! I liked it. Demo link: https://drive.google.com/file/d/19H00zAG4VkcpI34sLyGV_W9P_QJf2pde/view?usp=sharing My full comments below (as included in the zip file) Spoiler IWAD: Doom 2 PWAD: Experimentation Subject Map: 1 Author: Bri0che DEMO NOTES: Player: Napeyear Skill: 4 (Ultra-Violence) Exe: dsda-doom (Boom) Time: 5:31 Comments: Fun underground earth-base level that has a couple of interesting ideas, and a few boom peculiarities thrown into the mix as well. I liked the way you used the translucent textures, especially how it was used to conceal the red keycard secret. I liked the way you used the blue wolfenstein bricks with the blue ceiling textures, that was pretty creative! and I think levels where you go into a underground base starting from above ground are always cool. Not too much to say as it was a rather short level, but I did feel like it was sort of tight on health, but plentiful on ammo, which was fine but I ran low on health really early on and ended up needing to take it slow all the way to the end (could just be some poor play and awareness on my part though). You did a good job with many of the traps too, I especially enjoyed the blue key trap where the arch vile teleports in and the cacodemons fly into the room, coming down to attack the player. I ended up running away to the telporter because I was getting trapped by the cacodemons above me, and the arch vile ended up following me into the teleporter, which made for a chaotic encounter. Just when I thought I was safe this bastard decides to hunt me down and try to finish me off :P I thought the level itself was sort of cramped (at least when you actually got into the base itself), however , and I had a little bit of trouble navigating the area where the player grabs the red and yellow key, as I kept falling down into the slime due to the tech pillars that restrict player movement. I would probably move those somewhere else if I were you, just so the player isn't fighting with the decor, but that's ultimately up to you. (I also didn't notice the rad suit so that's kind of my fault for taking so much damage lol). I liked the idea of having a optional area that requires a red key card, though I wish it were a little more fleshed out and had another area to explore (maybe a secret fight?) rather than just a monster closet with a SSG. I found the secret after I killed everything else, so I wasn't really able to make full use of the SSG, so I'll give it another spin going for the SSG earlier. I also think having some armor early on or maybe a plasma gun would help with the revenants and hitscanners that appear early on as this was the main source of heavy damage that I took going into the base. I also didn't have many shells and ammo until I progressed inside, until I grabbed the berserk and yellow key. The shotgunner trap at the bottom of the stairs in the entryway was very lethal, and I ended up running back up the stairs just in time before I got smacked with lead, as was the case in my first demo attempt. Overall I thought it was a cool level, albeit rather brief, and I think it could have been expanded upon a little further in a couple of areas, but nothing really bad that stuck out to me. I will say that the pillars did sort of annoy me though, and I thought the hitscanners really made me slow down especially when there wasn't a lot of health or armor to be found in the level (outside of the berserk and loot from the blue keycard). I give it a 7/10. Good level that is tight on health and heavy on hitscanners, I would suggest trying some more boom features out in the future as well! 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.