Quin Posted May 3 (edited) Introducing Murder In Metropolis Pt. 1, a Vanilla-compatible map designed with aesthetics and gameplay in mind. A personal observation of mine is that the urban areas of the original Doom II only abstractly resemble the locations they were attempting to create, yet they often lack the core qualities, or essence rather, that said areas possess. This is an attempt to rectify that within vanilla limitations, replete with working pumping equipment, cars, buildings, and industrial stations. This map is a part of two, with the next aiming to create a realistic city plaza with cars and stoplights! [Replaces Map17] Around 3 - 4 Weeks Typical Playtime: 8 - 11 Minutes Credits: PatchTex by Gothic Midi Track by Jamie Robertson Ports Tested: Chocolate Doom (No crashes or hitches on my end...) Crispy Doom Doom Retro https://drive.google.com/file/d/1ut0W5iGi42PY263fPaLB6nmbnbW1zF70/view?usp=sharing Edited May 3 by Quin Edited by request 20 Quote Share this post Link to post
Zahid Posted May 3 (edited) when i opened it and found out monster count is only 94 on a map of this size i think it would be mostly empty but you brilliantly set up the fights even with low number of monsters as this map size can adjust much more monsters but it felt near perfect this way too.... other than fights,design and visuals are great too esp love the strategic use of height variation along lava floor. bfg secret is very smart step esp if there is no other way for it other than av jump..... health is slightly generous but ammo is bit extra generous gave quite a chances for mistakes. i dont think you created it intentionally but trap after red key was a bit funny as monster appears where player seems to run out to, instead of arena.. a solid,fun and brilliant map imo my 2 death fda and first exit speedrun of uvmax prboom cl2 uv skill iddt used popi9.zip EDIT: clicking your download link landed me to some wrong adress i ought to remove the last words "=drive_link" to open the link and download the wad kindly recheck link again Edited May 3 by Zahid typos 2 Quote Share this post Link to post
LadyMistDragon Posted May 4 That meme that ends with "Perfection" comes to mind regarding this map when compared with the TNT one. That is some seriously fiendish enemy placement! Are you still planning on the other TNT map perchance? 1 Quote Share this post Link to post
Quin Posted May 4 21 hours ago, Zahid said: when i opened it and found out monster count is only 94 on a map of this size i think it would be mostly empty but you brilliantly set up the fights even with low number of monsters as this map size can adjust much more monsters but it felt near perfect this way too.... other than fights,design and visuals are great too esp love the strategic use of height variation along lava floor. bfg secret is very smart step esp if there is no other way for it other than av jump..... health is slightly generous but ammo is bit extra generous gave quite a chances for mistakes. i dont think you created it intentionally but trap after red key was a bit funny as monster appears where player seems to run out to, instead of arena.. a solid,fun and brilliant map imo my 2 death fda and first exit speedrun of uvmax prboom cl2 uv skill iddt used popi9.zip EDIT: clicking your download link landed me to some wrong adress i ought to remove the last words "=drive_link" to open the link and download the wad kindly recheck link again Thanks for the feedback and the demo too. I came to the conclusion that adding excess enemies would overwhelm the player and seem tiresome, as I aimed to create an encounter that would be defined as hard, but not 'Slaughter'. Glad to know that I am getting in the flow of using Doom II monsters quite well. 19 hours ago, LadyMistDragon said: That meme that ends with "Perfection" comes to mind regarding this map when compared with the TNT one. That is some seriously fiendish enemy placement! Are you still planning on the other TNT map perchance? The TNT map will receive adjustments in the gameplay department once the second map comes into fruition. I am also considering using my previous maps for a community project that will feature other people's work done in the Vanilla-compatible format. Thanks for the feedback too. 1 Quote Share this post Link to post
apichatpong Posted May 5 That's one great map ! As Zahid and LadyMistDragon said : brilliant and sneaky combat design ! I first tried it on HMP and managed to beat it with some saves and a nice amount of deaths. Almost every fight need a bit (but never excessive amount) of strategy (from the beginning where you can choose infight or, if you advance at the right moment, the mancubus fire early enough to explode the barrels around him and kill himself, to the ending archviles fight (i'll come back to it), with in the middle those archviles appearing in sneaky places where they can ressurrect easily chaingunners of worse, those pain (in the a..) elementals etc). I guess it's eaisier with the BFG but I never managed to get flames in the right direction to do the AVjump on prboom+ (though it was easier on gzdoom where you can "choose" more easily the direction of the jump). FWIW : Two differently important combats can be cheesed : the highly placed baron in the red key area wake up with sound and so can be snipered (very anecdotic), the cyber became less threatening when you realise its rockets are blocked by the platforms where you find soulsphere and megaarmor. One last word about combats : I had a strange "bug"(?) while playing the map on gzdoom, and then again on prboom+ (complevel 2). For some reasons, the 5 archviles in the last fight sometimes all teleport and stay near the exit, sometimes three of them teleport near the exit and two behind you (so you're sandwiched). It's beatable in any option anyway (though second option is way harder). It felt good to play a dense, "short" map when I recently spent some hours on very long maps, the layout is cool and well thought for combats (some decorating items are well placed to annoy you and reduce the effect of some of your rocket shots), the detailling also cool, yeah : i'll finish as I started : great map ! (I'm on my way through UV, easier because I know the map, harder because more high-tier ennemies and you have to manage ammo) 2 Quote Share this post Link to post
apichatpong Posted May 5 (edited) Well, I beat the map UV with some saves (one kind of achievement for me !!) and right now I'm trying your other maps HMP. Your three doom 1 maps play all different and are really punishing, once again some strategies are needed (for instance on CQ* using,, at the right time, the secret, among lots of other things). The TNT map is also great. Man, you begin to have an impressive collection of good maps ! * Regarding that map, I found it hard to put soulsphere on HMP when there is invuln on UV for the first cyber ;-). Ok, you have the BFG in the same room on HMP but when, like me, you are a bit dumb and jump to the soul sphere, release the cyber and don't see BFG on first run... this lead to a bad snipping moment : killing a cyber on tight corridor with only plasma ! I'm just kidding. Really a great map ! End of the off-topic. Edited May 5 by apichatpong 2 Quote Share this post Link to post
sandwedge Posted May 7 fun challenging map! some real oh shit moments later on. Only annoyance I had was that the areas are fairly cramped and I found myself getting hung up on those damn lightposts a lot lol. You could maybe remove a couple ornaments to make that a bit smoother if you like. But cool map. 1 Quote Share this post Link to post
Oxyde Posted May 19 I'm very late to the party on this one (life has been busy recently). This was a very cool level. Combat is something is something unusual, and tons of archviles near the end make for a spicy run. I was ridiculously lucky with the Cyberdemon! 2 Quote Share this post Link to post
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