Christophine Place Posted May 29 (edited) Hello there! Puzzles and Pieces is very small set of monsterless vanilla puzzle maps made by me, and makes use of Patchtex (by Gothic) and plenty of mapping tricks and exploits. Each map is set in a small comfy environment to walk around and solve little brain teasers in. So what's the story of this wad? Well, last night you got home feeling incredibly tired and wanted to immediately go to bed, but oh no you silly sod! You left your door unlocked and now those pesky revenants and hell knights have taken you away, and now you must find your way home. Extra screenshots: -------------------------------------------------------------------------------------------------- WAD INFO: IWAD: DOOM2Complevel: 2 (Vanilla Doom)New Maps: MAP01-08Singleplayer: Designed forCo-op/Deathmatch: Player Starts only Known bugs: MAP04 doesn't work in ZDoom derived ports. Please play in Woof or DSDA etc. >>> Download Link <<< Edited May 29 by Christophine Place 52 Quote Share this post Link to post
Ludi Posted May 30 Chris continues to amaze me with her doom-cute and vanilla black magic. Congrats on release!!! 3 Quote Share this post Link to post
stephyesterday Posted May 30 Excellent set. As someone who mostly maps in complevels 9 and 21, i have no clue how you went about making so many of these puzzles in cl2, let alone vanilla, but on top of the impressive technical work, all these maps are great little bite-sized puzzles that aren't too tough but still make you sit and think for a bit. Full of great visuals and doomcute as well. Great stuff, keep it up! 2 Quote Share this post Link to post
Aurelius Posted May 30 A really neat set of maps, always love to see more complex vanilla mechanisms in action. Enjoyed all the puzzles. It takes some doing to make vanilla puzzles feel distinct enough from each other given the limited set of tools, but I think you pulled it off nicely here. Found one "bug": Spoiler In MAP06, if you rush into the storage room after opening the door, you can actually get past the W1 Door Close (fast) line action before the door it's supposed to close has even fully opened, letting you backtrack to the room with the dynamite without going down into the pit. This makes the dynamite appear in the cave, but if you try to blow it up it just disappears because the second part of the setup is only activated when you go past the other storage room door, which is not necessary if you backtrack like this. It won't break the map, but it looks funky finally blowing up the wall without the dynamite there. My solution would be to move the door closing linedef further away from the door, and also swap the S1 Door Open Stay to a fast version. Another thing that's not really a bug, but messed with my brain: Spoiler In MAP07, the number of torches of a certain color corresponds to the lowest number visible on that color's column, but for some reason my intuition said that it should be the number of times you need to press each color's switch. So there's one blue torch, but that means you don't press the blue torch switch at all, which messed with my brain more than a few times, heh. Not a massive "issue", but might cause confusion in some players. It shouldn't be too difficult to change the colums to start from "0", though. In terms of the visual setup, you could have the columns raise next to the numbers instead of in front of them, starting at zero height, then raising to 1, 2, 3, and finally 4, where the floor'd be all the way to the ceiling. Or something to that effect. Keep it up! Would love to see more stuff like this in the future. 2 Quote Share this post Link to post
dashlet Posted May 30 (edited) Really cool set of maps. Could not solve all of them but it was fun to see all the mechanism and quirks you used throughout the maps, my favorite one been the box you push in map04. I also liked how some rooms and maps had a escape room vibe to them, and the radiohead midis fitted pretty well. Anyways theres one suggestion i like to point out about map02: Spoiler It confused me for a bit which switch was reveal by solving the puzzle on the path to the right. The exit door shows you that the left bar was lowered. It made me thought that somehow i solved the left path puzzle first and that somehow the path to the right was still unsolved. I suggest changing this so that the path to the right reveals the switch on the right side of the door and viceversa to the left side. Edited May 30 by dashlet 2 Quote Share this post Link to post
Maribo Posted June 2 Lovely, soul-healing, comfy Doom. Great for making tea and playing through on a lazy Sunday. papi-maribo.zip - v0.27.5 playthrough of every map in one go. Obviously lacks the vocal commentary of a video playthrough, but perhaps the minor confusion and flailing is entertaining enough on its own. :) 6 Quote Share this post Link to post
SleepyVelvet Posted June 3 Really pleasant and comfy stuff. We need more stuff like this. Beat it proudly in 42 minutes. I really wish I recorded this one, of all the wads. No puzzle spoilers here, but I was gonna comment on "nice Miko-vators", and then I noticed it was animated textures doing the work. Clever stuff. 2 Quote Share this post Link to post
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