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Bloody Catacombs - new UDMF Doom 2 level


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Posted (edited)

                          A nonlinear hellish catacomb filled with gory
                          details, furnaces and skulls. There's a lot of
                          freedom to explore at your own pace, find secrets
                          and collect the keys in any order you find them.
                          All made with Doom 2 resources in UDMF format.

 

                          Monster count: around 320.
                          Length: 15-20 minutes.

                         

                          Enjoy.

 

                          I'd appreciate any feedback you can share!

 

 

>>>>>>DOWNLOAD LATEST VERSION V.1.2: https://mega.nz/file/Dh9DQIYL#FjeFfhr2N31XuSPdQctLyC-T7IDHRfziH1so9M2tSe4                  
                       564745745732.jpg.704e4d6ce2c81df6b5906af268c4be62.jpg

Aa_Bloody_Catacombs3.jpg.8b7a3bc88fe46ce9f19f70242af338b8.jpgAa_Bloody_Catacombs4.jpg.f9d5231926c46255e012643602c60daf.jpg

Edited by DoomRevolver
file update

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Posted (edited)

Loved it! I got 99% of the kills on Hurt Me Plenty. That pinky room with the Berserk was really cool, I did not expect what happened. Im not the type to be able to give worthwhile feedback, but continue with the good work!

Edited by ewwaurik

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2 hours ago, ewwaurik said:

Loved it! I got 99% of the kills on Hurt Me Plenty. That pinky room with the Berserk was really cool, I did not expect what happened. Im not the type to be able to give worthwhile feedback, but continue with the good work!

Thank you! I'm glad you liked that part. I'm definitely going to do that on future maps too xD

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Posted (edited)

It was great! I did play it on HMP first with Cheello's voxels and the visuals are stunning! got all 100% here B-)
Just finished it again on UV and holy hell!

Surprisingly didn't get lost navigating either.

Great work indeed!

 

 

Spoiler

Screenshot_Doom_20240618_001042.jpg

 

Edited by Osh_93
added screenshot (Voxel Mod 2.4 with Parallax textures by Cheello)

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41 minutes ago, Osh_93 said:

It was great! I did play it on HMP first with Cheello's voxels and the visuals are stunning! got all 100% here B-)
Just finished it again on UV and holy hell!

Surprisingly didn't get lost navigating either.

Great work indeed!

 

 

  Hide contents

Screenshot_Doom_20240618_001042.jpg

 

 

Thanks 4 playing!!

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Posted (edited)

A really well-made map at a fairly high level. I wouldn't say it's top tier, but closer. I think there will be many more laudatory speeches, but let's talk about what would make it even cooler. What moments caught my eye that prevented me from really enjoying the map:
- the same ceiling heights throughout almost the entire maze
- the map seems flat despite the fact that there is another level down; no verticality in the gameplay
- there are a lot of compartments, rooms, and niches in the maze, but they are all made with almost the same palette of textures and design; monotonous room design

 

In general, the game can nevertheless bring some pleasure. The logic of the gameplay is quite simple, the brain does not break too much, the only obstacle is only that it is a maze with a uniform design.

 

It's okay to play for an evening, it won't be boring 👍

Edited by NenapoMinayuChtchiyasya

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1 hour ago, NenapoMinayuChtchiyasya said:

A really well-made map at a fairly high level. I wouldn't say it's top tier, but closer. I think there will be many more laudatory speeches, but let's talk about what would make it even cooler. What moments caught my eye that prevented me from really enjoying the map:
- the same ceiling heights throughout almost the entire maze
- the map seems flat despite the fact that there is another level down; no verticality in the gameplay
- there are a lot of compartments, rooms, and niches in the maze, but they are all made with almost the same palette of textures and design; monotonous room design

 

In general, the game can nevertheless bring some pleasure. The logic of the gameplay is quite simple, the brain does not break too much, the only obstacle is only that it is a maze with a uniform design.

 

It's okay to play for an evening, it won't be boring 👍

 

Thanks 4 playing and the feedback

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Posted (edited)

Big, open and sprawling labyrinth of hellish architecture and plenty of alternatives for exploration. Combat encounters are tight and balanced,

and it seems like a lot of polish has gone into testing it. Non-stop action from start to finish, no complaints here.

 

The map could benefit from some height variation, but I understand if you want to keep it a bit claustrophobic.

Found no issues or bugs. It's a good map, I had fun playing it.

Edited by Zesiir

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Posted (edited)
33 minutes ago, Zesiir said:

Big, open and sprawling labyrinth of hellish architecture and plenty of alternatives for exploration. Combat encounters are tight and balanced,

and it seems like a lot of polish has gone into testing it. Non-stop action from start to finish, no complaints here.

 

The map could benefit from some height variation, but I understand if you want to keep it a bit claustrophobic.

Found no issues or bugs. It's a good map, I had fun playing it.

Thanks 4 playing and sharing your impressions. Tbh I avoided too much verticality while making this map to keep it more focused on the catacomb theme and claustrophobia, as you said.  

Edited by DoomRevolver

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1 minute ago, Hyacsho said:

Oh I love this; great work man; keen on checking it out! 

Yo! Glad to see you here. I hope you enjoy it. I'll listen to your feedback as well.

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Boy, I ran right past two different keys I'd seen earlier! It's fine though, although the passageways in at least one section (basically around those alcoves/pillars with crushers in....the east I think.

 

 

 

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6 hours ago, LadyMistDragon said:

Boy, I ran right past two different keys I'd seen earlier! It's fine though, although the passageways in at least one section (basically around those alcoves/pillars with crushers in....the east I think.

 

 

 

It happens, but then you realize what soundtrack you're listening to hahaha Thanks a lot for the gameplay. I gotta say you handled the lava zone at 15:41 very well.

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I like me some hell-flavored Doom maps! Played it for a bit, it's pretty tight. IMHO it could benefit from more sector light variety and more diverse environment design, because right now it looks pretty disorienting. I'll get back with more commentary when I finish it.

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Posted (edited)
20 hours ago, Toxisploder said:

I like me some hell-flavored Doom maps! Played it for a bit, it's pretty tight. IMHO it could benefit from more sector light variety and more diverse environment design, because right now it looks pretty disorienting. I'll get back with more commentary when I finish it.

Cool! I'll read your feedback. Btw are you talking about version 1.2? It's the most recent update. 

Edited by DoomRevolver

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9 hours ago, DoomRevolver said:

Cool! I'll read your feedback. Btw are you talking about version 1.2? It's the most recent update. 

Yes, I downloaded the latest version!

Finally finished it. Had to cheat to get 100% kills because some areas seem to permanently close off at some point, and also to find the red card key because I completely missed the door that led to it. With how new areas open/close constantly and how big the level is, it was a pretty confusing playthrough. It took me nearly an hour to finish on HMP, and while there were some mean packs of boners, the combat wasn't ass-rippingly difficult. I don't know, maybe it's the texturing, but it felt like the environment was in pieces, and it was hard to tell where to go. Maybe that's the intended effect, it fits thematically with the whole hell flair, but it felt like I was worse at reacting to monster encounters simply because of how hard the level geometry was to comprehend. %)

Anyways, it was pretty fun overall. I took notice of the care you've put into supply distribution across the level - even tons of plasma I accumulated over the course of those 50-something minutes despite relying on PG a lot was useful in the end, since it made finishing off the last goatmen near the exit a lot less stressful that it could've been. There was a lot of variety to combat, no species of monster felt overpopulated, and every weapon was useful (even RL, which I usually don't use much). I think you did a pretty good job on this level!

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Posted (edited)
1 hour ago, Toxisploder said:

Yes, I downloaded the latest version!

Finally finished it. Had to cheat to get 100% kills because some areas seem to permanently close off at some point, and also to find the red card key because I completely missed the door that led to it. With how new areas open/close constantly and how big the level is, it was a pretty confusing playthrough. It took me nearly an hour to finish on HMP, and while there were some mean packs of boners, the combat wasn't ass-rippingly difficult. I don't know, maybe it's the texturing, but it felt like the environment was in pieces, and it was hard to tell where to go. Maybe that's the intended effect, it fits thematically with the whole hell flair, but it felt like I was worse at reacting to monster encounters simply because of how hard the level geometry was to comprehend. %)

Anyways, it was pretty fun overall. I took notice of the care you've put into supply distribution across the level - even tons of plasma I accumulated over the course of those 50-something minutes despite relying on PG a lot was useful in the end, since it made finishing off the last goatmen near the exit a lot less stressful that it could've been. There was a lot of variety to combat, no species of monster felt overpopulated, and every weapon was useful (even RL, which I usually don't use much). I think you did a pretty good job on this level!

 

Yo thanks 4 all the feedback! Areas that close off at some point?? I gotta check that out cuz  this map is designed to be fully explorable before reaching the exit. Might be a bug or some mistake I made. I'd appreciate if you could specify the area were that enemy was locked. Maybe you were using the "Strict Doom compatibility" setting? That gives problems with some doors in UDMF maps, as far as I know.

 

I'm glad you enjoyed it. It is intended to feel disorienting in a way. I love games like System Shock were the player feels lost af while also running into traps and monsters. I usually try to capture that in level design. But yeah, I can always improve texture and lightning work on future WADs.

Edited by DoomRevolver

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Cool map! Love the hellish theme and the combat design. As others have said, the map feels a little flat and could benefit from some verticality and moving parts, but otherwise good job!

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