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Mystery 1, 6-level slaughter style wad


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Hello! This is my first wad. Mystery 1 contains 6 slaughter maps. I have not set the difficulty settings, so the maps are going to be really hard for some players. Though primarily made for single playe you can also play it co-op, 4 player starts available. I hope you'll enjoy :)

 

https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mystery1

 

IWAD: Doom2

Port: PrBoom+ (complevel 9)/ZDoom/Zandronum

 

Some screenshots:

 

Screenshot_Doom_20171008_190834.png

Screenshot_Doom_20171008_190945.png

Screenshot_Doom_20171008_191024.png

Screenshot_Doom_20171008_191200.png

Screenshot_Doom_20171008_191242.png

Screenshot_Doom_20171008_191340.png

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I tried it and got destroyed.  Hopefully you'll upload some videos of it?  Nice work.

 

(this is Bryan T btw... :)

Edited by Rowsol

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  • 2 weeks later...

The maps look good and the game-play is good, but the maps a too easily broken, especially in coop. In several places, the player enters a room, and the way out is blocked, but that also blocks the way in. If the trapped player dies or disconnects, the map is broken. All that needs to be done to fix it is to provide some way for the other players to get in.

 

You said in the txt file that you won't change your maps. Would you mind if I do it? My goal would be to make the smallest changes I can to make it more coop-friendly, preserving your original vision for the maps. Furthermore, I would submit it to you for approval before uploading it to the public. I would love to host these maps on my Zandronum server, but some minor fixes are needed first.

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  • 3 weeks later...

With permission granted and the final result approved via private messages, here it is with fixes for coop: mystery1coopfix.wad

 

Changelog:



Changes in mystery1coopfix.wad:

MAP01:
 - Where you hit a switch to lower a lift and you have to wind your
way through a simple maze to get to it, made it less frustrating by making the
columns not block the player, who can now weave smoothly around those corners.
Also made the columns 24 on each side instead of 32 to fit the texture better,
and to prevent the players from seeing inside the column.
 - Where you hit a switch to temporarily open a door and then you eventually hit
another switch to get back out, changed it so the door stays open until you
cross a once-only line that closes it. Before, it was possible to get trapped in
that room if you hit the outside switch again (which caused the door to close
again) after finishing the room (which prevented the player from opening the door
again).
 - Where you cross to lines that close bars to the exits from that room but also
opens a teleport into the room, moved those lines further apart to make it less
likely that only one of the lines activates.
 - Provided a means of escape from the pit with the teleport platform in the
middle.
 - Made the rooms with voodoo dolls and where monsters teleport from not show on
the automap.
 - Implemented skill levels.

MAP02:
 - Made the rooms with voodoo dolls and where monsters teleport from not show on
the automap.
 - When the exit opens, the door to the exit room now opens as well so the
player can go back and gather health, armor, and ammo before exiting.
 - The exit room door can now be opened more than once from the outside, so the
map won't be broken if a player dies inside, or disconnects from the server.
 - The pits with revenants in the first room can now be raised from the inside,
in case the player survives the revenants.
 - Moved a pair of trigger lines further apart to make it less likely that only
one is activated.
 - Provided a means of escape from the pit with the red key.
 - Provided a means of escape from the S-shaped pit near the blue key.
 - Implemented skill levels.

MAP03:
 - Made the rooms with voodoo dolls and where monsters teleport from not show on
the automap.
 - Implemented skill levels.

MAP04:
 - Made the rooms with voodoo dolls and where monsters teleport from not show on
the automap.
 - Provided a way to teleport into a room where the doorway closes behind the
player, so the map won't be broken if the player dies, disconnects, or teleports
out of the room before hitting that vital switch.
 - Implemented skill levels.

MAP05:
 - Made the rooms with voodoo dolls and where monsters teleport from not show on
the automap.
 - Made a hard-to-see switch brighter, until it is used.
 - Made a switch that opens bars that close behind the player repeatable, so the
map won't be broken if a player dies or disconnects inside that area before
opening the door to exit the area. Did the same thing to another switch for the
same reason.
 - Implemented skill levels.

MAP06:
 - Made the rooms with voodoo dolls and where monsters teleport from not show on
the automap.
 - Made the back side of the red door not require a key, in case a player with
the red key lets in a player without it, who would then have been trapped.
 - Moved a pair of trigger lines further apart to make it less likely that only
one is activated.
 - A couple of inescapable pits are now escapable.
 - In several areas where the player gets temporarily trapped, made sure that
there is always a way for other players to get in, mostly by opening the bars
from the outside, but in one case, a teleport was needed.
 - Implemented skill levels.

 

This will be on my Zandronum server with my OPWeapons soon, after a couple weeks of Tartarus.

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  • 2 weeks later...

These maps are now on my second Zandronum server (Empyre's Little Server 2) with my OPWeapons for 2 weeks, or longer if they are a big hit.

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  • 2 weeks later...

I know Yousuf has already seen these videos, but I have a playlist of all of the levels that I got through from this wad if you all would be interested in checking out the playthroughs I have up. I beat all of the levels.

 

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14 minutes ago, mArt1And00m3r11339 said:

I know Yousuf has already seen these videos, but I have a playlist of all of the levels that I got through from this wad if you all would be interested in checking out the playthroughs I have up. I beat all of the levels.

 

This isn't remotely related to Slaughtermax and doesn't need to be posted in this thread.

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1 hour ago, loveless said:

This isn't remotely related to Slaughtermax and doesn't need to be posted in this thread.

The only reason why I'm sharing my playlist here is because I wanted to show it to other people involved in this thread. The person who designed this wad is one of my subscribers on YouTube (has a channel name "Unknown Space Marine").

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