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Morituri Te Salutant - Roman-themed Single Adventure Map (cl9 - RC1.3 Out Now!)


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14 minutes ago, DreadWanderer said:

Thank you to @EduardoAndFriends for another chance to test in closed beta and provide feedback. This map gets a big stamp of approval from me, it's a tight and excellent romp!

Cheers man!

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DOWNLOAD UPDATE (So soon, what?)

- Stuck in a more interesting thank you map, taken from the original build of the map from months ago. The area was a bath-house with plenty of splishy splash. Thought it gave a more relaxing opportunity for thanks than a black void, lol. :D

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5 minutes ago, Decay said:

Damn, this looks really cool, love the theme.

Thanks man. :) all began because I remembered Hexen 2’s Grecco Roman chapter. Then I revisited Hexen 2 and was like “this is nothing like what I made lol”.

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Can not pass up one of your maps! And this one does not disappoint. Got 100% × 3 on UV and was surprised at how well I did in every one of the fights. Loved the theme and the combat. It wasnt X difficulty but sure wasnt a complete push over either. Didnt find any bugs in my lzdoom run. Gunna file this in with the babylon maps as being my favorite settings. Thanks for making and sharing this!

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1 hour ago, Insaneprophet said:

Can not pass up one of your maps! And this one does not disappoint. Got 100% × 3 on UV and was surprised at how well I did in every one of the fights. Loved the theme and the combat. It wasnt X difficulty but sure wasnt a complete push over either. Didnt find any bugs in my lzdoom run. Gunna file this in with the babylon maps as being my favorite settings. Thanks for making and sharing this!

Thanks so much for playing! 😎 always great to hear your thoughts, IP.

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WOW as the Irish say "This looks fecking savage lad" 😅 Downloading now!

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9 minutes ago, Pomps said:

WOW as the Irish say "This looks fecking savage lad" 😅 Downloading now!

 

I concur, looks fair class biy 😂

 

Translation: will be playing this ASAP

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21 minutes ago, Pomps said:

WOW as the Irish say "This looks fecking savage lad" 😅 Downloading now!

 

10 minutes ago, mancubian_candidate said:

 

I concur, looks fair class biy 😂

 

Translation: will be playing this ASAP


Absolutely lush, as they say in the north of England! ;) hope you guys have fun, cheers!

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Posted (edited)

Not very roman, but very cool map! I especially appreciate that you used the cyberdemons with reduced health.

 

 

Edited by RataUnderground

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3 hours ago, RataUnderground said:

Not very roman, but very cool map! I especially appreciate that you used the cyberdemons with reduced health.

 

 

Thanks for playing. 😎

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UPDATE RC1.2 (8/6/2024) Download link updated.

 

 

Spoiler

Fixed softlock around the blue armour secret. Now the area is fully traversable. Thanks RataUnderground for highlighting that. :)

 

Cheers!

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Nice map! I really liked the visuals and the combat was good for the most part. Was a bit easy at first (UV btw) since I got the bfg secret, but I ended up playing through it again without out it and it was a bit more challenging the second go around. My only complaint would be that the damaging blood floors in the red key area felt a bit overkill for how that fight plays out. But otherwise, great map!

 

Actually, the main reason I restarted was because I got trapped in the garden maze area. For some reason the barricades in front of the cyber didn't go down after hitting the switches on the first playthrough. Not sure why, since it worked fine on the second attempt. Could have been from something on my end I reckon.

 

Oh, and I found another spot that the player can get trapped (Not sure if this is the same as stated above). It's in the blue key area and I took a screenshot to make it easier for me to explain:

 

The middle archway/window wall lowers too far down, making it possible for the player to get trapped by falling in.

Spoiler

930536145_Screenshot2024-06-07145344.png.d2b703582e823f218e874607ce69122b.png

 

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5 hours ago, ByRntStarOEI said:

Nice map! I really liked the visuals and the combat was good for the most part. Was a bit easy at first (UV btw) since I got the bfg secret, but I ended up playing through it again without out it and it was a bit more challenging the second go around. My only complaint would be that the damaging blood floors in the red key area felt a bit overkill for how that fight plays out. But otherwise, great map!

 

Actually, the main reason I restarted was because I got trapped in the garden maze area. For some reason the barricades in front of the cyber didn't go down after hitting the switches on the first playthrough. Not sure why, since it worked fine on the second attempt. Could have been from something on my end I reckon.

 

Oh, and I found another spot that the player can get trapped (Not sure if this is the same as stated above). It's in the blue key area and I took a screenshot to make it easier for me to explain:

 

The middle archway/window wall lowers too far down, making it possible for the player to get trapped by falling in.

  Reveal hidden contents

930536145_Screenshot2024-06-07145344.png.d2b703582e823f218e874607ce69122b.png

 

Cheers, thanks for playing and for your feedback. :) thanks for finding that inescapable ledge in the blue key area, big old oversight right there. Fixed in RC 1.3.

 

Re: the yellow key switch not working, that's a strange one! I've put in two extra walk-over lines in the voodoo doll closet in case it was a weird line skip for RC 1.3. Tested it on the various sourceports and all appears to be well. What port and build are you using? If I've got the build I might test it in that to see if I can replicate the problem. Thanks!

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UPDATE (yah, another one) RC 1.3. Download link in OP updated.

  • Patched up an inescapable pit in the blue key area. 
  • Put more walk-over lines into the yellow key switch voodoo closet in case line-skips are causing issues. Will watch this issue with interest.

More spot fires to be put out as they appear in further updates! :D thanks, y'all

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12 hours ago, mancubian_candidate said:

This was absolutely phenomenal Edz - another 10/10 from me :D

Thanks man, glad you had fun! :p

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I was rudely interrupted by a power outage before I got a chance to finish the map but I like it so far. I got to the obligatory fountain square full of imps in need of a rocketing at least.

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7 hours ago, DoomGuy2077 said:

I was rudely interrupted by a power outage before I got a chance to finish the map but I like it so far. I got to the obligatory fountain square full of imps in need of a rocketing at least.

Oh no! Dang that power outage. :o hope you get to finish ‘er off!

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19 hours ago, EduardoAndFriends said:

Cheers, thanks for playing and for your feedback. :) thanks for finding that inescapable ledge in the blue key area, big old oversight right there. Fixed in RC 1.3.

 

Re: the yellow key switch not working, that's a strange one! I've put in two extra walk-over lines in the voodoo doll closet in case it was a weird line skip for RC 1.3. Tested it on the various sourceports and all appears to be well. What port and build are you using? If I've got the build I might test it in that to see if I can replicate the problem. Thanks!

 

I was using dsda doom. I couldn't replicate the yellow key area problem again, though, so it was more than likely a dumb mistake on my part. Perhaps I never hit the switch or didn't pick up the key since I was rushing through it the first time, so I won't worry about it much if I were you.

 

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41 minutes ago, ByRntStarOEI said:

 

I was using dsda doom. I couldn't replicate the yellow key area problem again, though, so it was more than likely a dumb mistake on my part. Perhaps I never hit the switch or didn't pick up the key since I was rushing through it the first time, so I won't worry about it much if I were you.

 

Cool, thanks for letting me know, appreciate it. :D Will still keep my eye on it going forwards!

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It took me a minute but I finally got around to coming back to this map and I'm glad I did! I honestly think this represents some of your most rich, visually complex mapping that I've seen yet. It's absolutely gorgeous with a fantastic eye for detail almost everywhere you turn. Very nicely done!

 

Gameplay-wise,  it was a nice casual exploration/adventure map that I didn't find particularly difficult at any point. I've seen you do prickly combat before and this felt like most of the fights kind of eased back from that a tad. Most of the AVs in this map being stationary meant they didn't really put much pressure on you if you had good cover, which most fights do. I liked the weaker Cyberdemons which allows you to use them without making any of their implementations a grindy endeavor.

 

Great stuff, I'd play more maps in a set themed like this.

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6 hours ago, LVENdead said:

It took me a minute but I finally got around to coming back to this map and I'm glad I did! I honestly think this represents some of your most rich, visually complex mapping that I've seen yet. It's absolutely gorgeous with a fantastic eye for detail almost everywhere you turn. Very nicely done!

 

Gameplay-wise,  it was a nice casual exploration/adventure map that I didn't find particularly difficult at any point. I've seen you do prickly combat before and this felt like most of the fights kind of eased back from that a tad. Most of the AVs in this map being stationary meant they didn't really put much pressure on you if you had good cover, which most fights do. I liked the weaker Cyberdemons which allows you to use them without making any of their implementations a grindy endeavor.

 

Great stuff, I'd play more maps in a set themed like this.

Ah nice, thanks for playing, man! :) yah wanted to make a fairly breezy romp for this one, despite the heavy map name lol. Thinking of something with a lot more bite for my next outing. Maybe a small episode mapset. Cheers!

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Nice map there! A bit too slaughter-y for my taste, but otherwise it looks and plays both good.

Maybe it's a complevel thing, but when I went to the middle corridor and cleared the enemies, I couldn't go back despite having no keys at all back then, resulting in a soft lock.

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40 minutes ago, taufan99 said:

Nice map there! A bit too slaughter-y for my taste, but otherwise it looks and plays both good.

Maybe it's a complevel thing, but when I went to the middle corridor and cleared the enemies, I couldn't go back despite having no keys at all back then, resulting in a soft lock.

Thanks man. :) at which point during the map does this occur? What had you done so far? Which comp level were you on? Cheers

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1 minute ago, EduardoAndFriends said:

Thanks man. :) at which point during the map does this occur? What had you done so far? Which comp level were you on? Cheers

Right after the beginning, at which point I straight rushed to the place. I didn't set up the complevel because I thought Eternity would handle the complevel thing by itself.

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58 minutes ago, taufan99 said:

Right after the beginning, at which point I straight rushed to the place. I didn't set up the complevel because I thought Eternity would handle the complevel thing by itself.

Ah. If you’re not averse to them, I’d suggest DSDA or GzDoom for this one, or Woof. Some undesirable things occurred on Eternity, which reminds me: I meant to put that in the OP. Sorry bout that! Slipped my mind

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Eternity doesn't currently have robust comp levels (sigh). During testing I tried tinkering with various map-relevant comp flags from the menu in order to try to solve the issue but nothing worked. One possible solution is to create an OPTIONS lump and dump it inside the wad, but this requires identifying the issue then learning Eternity's specific syntax (if the issue even has a relevant line for that). In my opinion it's too much hassle so like Edz said it's better to stick to DSDA, Woof, Nugget, or GZ.

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