40oz
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Post by 40oz on Mar 31, 2018 21:55:09 GMT -5
Monuments of mars is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. Download MAPLIST◙ MAP01: Breakout - 40oz ◙ MAP02: Mt. Orion - 40oz ◙ MAP03: Ares Compound - Phobus ◙ MAP04: Drill Station - 40oz ◙ MAP05: Mortar for Martyrs - anonimvio ◙ MAP06: Steel Militia - Scotty ◙ MAP07: Geothermal Gymnastics - Noisyvelvet
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Aisleen
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Post by Aisleen on Mar 31, 2018 23:01:36 GMT -5
Aw yea, cool! Here are some quick, not so thoughtful write ups of the first 3: MAP01: Breakout - 40ozCool tan techbase! A map that isnt too easy or hard, with plenty of good visuals thanks to good texture combinations and good lighting. Only tension was felt with the pain elementals. Im not sure how do you max this map because i kinda ran out of ammo with all the meat sponges (but i could be wrong). Real good MAP02: Mt. Orion - 40oz
A adventure map id like to write home about. Fantastic vista with the titular mountain there, and the gameplay of climbing up it was satisfying. Difficulty is still not that hard, somewhat easier than the 1st map, but still what a journey! Nice midi too. I like how you progress the structure. Best of the set so far MAP03: Ares Compound - Phobus
Havent played a Phobus map in awhile, but this is nice stuff. Chaotic with the hitscanners here, but i think there are plentiful of supplies to remedy it. Mid teir monsters pop up more often with this map, so that caused me trouble leading up to my death in the demo Visual are something that reminds me of the late 2000s/early 2010s, as with the general vibe so far. That mountain that houses the lost souls is SICK, and the inner techbase in cool too. I think im picking up what the pack does best: Lava mountains and tan techbases A 20 (i think) minute demo to go with the review (died on map03) Gotta try the others
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nnnvork
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Post by nnnvork on Mar 31, 2018 23:47:14 GMT -5
oops my map is bugged in complevel 2.
Tag 11, 'W1 Lower to Highest Floor' is borked (operates the 3 monsters for the west Blue Key fight). There's only one adjacent sector, but maybe the floor is trying to lower to itself because of the two guiding lines? Those lines prevent the archvile from going to wrong teleport in case of its blocked destination. The rest of the map worked fine. I could exit with all but those 3 kills. You'd think I would test in the right complevel, but i'm actually pretty dumb.
sorry. everything is ruined. all my fault too.
Also thank you, 40oz, for the detailing aid on my map. Also, if it weren't for 40oz there'd be more loose hitscanners, lost souls, and arachnotrons camping the start, so the players should thank him too. I appreciate the more consistent end product.
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Deleted
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Post by Deleted on Apr 1, 2018 0:05:35 GMT -5
Super duper cool!
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Aisleen
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Post by Aisleen on Apr 1, 2018 0:43:07 GMT -5
Heyas, quick write ups for 4,5,6 coming along. Map07 and conclusion will come later after my sanity comes back ;-) MAP04: Drill Station - 40ozQuirky map, but i didnt really enjoy it. The ledge navigating is unique, but its hard to play the map with constantly checking your movement and shooting monsters, but oh well it maybe the main concept of "using my movement against me" (i strangely have no qualms with platform maps tho). It also looks simplistic and... kinda dull. Cybie overkilled me XD MAP05: Mortar for Martyrs - anonimvioThis map is just exposure everywhere! Baddies take all the covers in this map, possibly the most difficult in the set so far. On pistol start, i dont get the decision to withhold the ssg tbh, makes gameplay much less enjoyable imo. Detailing is certainly modern and good looking, but structure and architecture wise its unexciting. But an ok map. Also, slime trails everywhere! (Pics below) MAP06: Steel Militia - ScottyI can definitely see Scotty's distinct style now, even if i cant describe it! (let me try: curves plus uhh... skillsaw like action?) This is not one of Scotty strongest works, as i feel its a bit... shallow, lack of a better word. Still, theres enough challenging "modern" style action (but not like the one in map05) to keep people playing. I fail these maps so awkwardly that demos cease to exists, except for map04 (but still a bad demo anyway).
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Deleted
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Post by Deleted on Apr 1, 2018 5:43:15 GMT -5
Glad to see this make it to release - thanks for the fvaourable review notcatpho.
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40oz
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Post by 40oz on Apr 1, 2018 7:37:50 GMT -5
oops my map is bugged in complevel 2. Tag 11, 'W1 Lower to Highest Floor' is borked (operates the 3 monsters for the west Blue Key fight). There's only one adjacent sector, but maybe the floor is trying to lower to itself because of the two guiding lines? Those lines prevent the archvile from going to wrong teleport in case of its blocked destination. The rest of the map worked fine. I could exit with all but those 3 kills. You'd think I would test in the right complevel, but i'm actually pretty dumb. sorry. everything is ruined. all my fault too. I managed to get to the exit in my playthrough... I didn't see anything go wrong. If you know what it is, maybe I could update the link with a hotfix? Also those slime trails in MAP05, wtf they definitely weren't there before ??? I can already tell I'm going to hate release day for every one of these DBPs lol
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Aisleen
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Post by Aisleen on Apr 1, 2018 8:41:43 GMT -5
The finishing! MAP07: Geothermal Gymnastics - NoisyvelvetOh my... quite a difficult final map, fitting climax for a string of dicey maps in this set. The enemies, the setpieces, so frickin dangerous! And thats if i dont die in between I wish there was some armor before the BK, would make the level less frustrating to restart over and over again. Geometry of this map aint helpin. Its like im playing dark souls. Nice sector decor, the rest feels kinda disjointed and loose tho, theme wise its a very abstract playground. The ending was lol XD OverallThis was a nice cp to play through. Gorgeous texture pack and theme, but gameplay difficulty felt a bit too harrowing (but then i keep playing on uv so thats maybe invalid, but srsly whats with 05 and 07 XD). I personally like 01 and 02 by 40oz, very nice maps with a good feel to them And phobus's offering was gud too. Others were ok. You can dip 04 in lava tho >
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40oz
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Post by 40oz on Apr 1, 2018 9:01:01 GMT -5
but gameplay difficulty felt a bit too harrowing Was it really that tough? I kept giving the mappers a hard time about softening their maps. Many of them made changes but they were pretty confident their maps were fine. (I told you so!)
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Aisleen
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Post by Aisleen on Apr 1, 2018 9:37:17 GMT -5
but gameplay difficulty felt a bit too harrowing Was it really that tough? I kept giving the mappers a hard time about softening their maps. Many of them made changes but they were pretty confident their maps were fine. (I told you so!) Well, i think that thought mostly comes from my experience with 05 and 07. -05's problem with me is that cg/rev turrets + lack of ssg or viable weapon like a rl until a bit deep in the map makes playing the early parts in uv to be quite grueling -07 is.... well, i think that the core map design is like that, plus its the final map so ill cut it some slack, but an early armor (green is enough) is appreciated, not to mention its a bit weird to move around in the map Im not playtester tho, it comes mostly from my thoughts.
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40oz
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Post by 40oz on Apr 1, 2018 10:13:42 GMT -5
That's ok! All feedback is valuable to me.
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Deleted
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Post by Deleted on Apr 1, 2018 10:33:50 GMT -5
There's a HOM in my map. When a secret switch is activated, a secret teleporter lowers under the ground. I don't recall this happening before.
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Deleted
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Post by Deleted on Apr 1, 2018 11:32:19 GMT -5
Fdas...MAP01: it's okay. MAP02: it's okay. After you pick the key you have lots of time to skip the teleporting monsters. Maybe there's a little problem with the mancubus below the ground. MAP03: surprisingly hard with low ammo and lots of windows and monsters you keep to wake at every area you go. MAP04: ugh gimmicks MAP05: good overall MAP06 got far too scary in the end MAP07 too hard to do without saves, but it's cool, bonus point for AV midi, I liked the layout and structure of the map Idk maybe I'm not the best person to comment on the visuals since I'm not fan of these kind of limited selections of textures that at times reeks of speedmaps. Maybe the sets could be exanded a bit so mappers have more choices to detail and do stuff but we are only at the first project, with the second in development, so there's time to improve in the future.
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nnnvork
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Post by nnnvork on Apr 1, 2018 20:35:47 GMT -5
I seem to have fallen victim of Good-At-Own-Map Syndrome. When I went over 40's changes, I actually told him it felt possibly too easy on uv. To my credit, I did have a blue armor at the start on HMP; HNTR had less monsters on top of that, notably half the viles/pinkies at the trench fight. Though if a player is playing UV and then a hard map comes out of left field, then i can see the frustration. The vile/demon trench is kinda bullshit though. but i love it Entering from the west tower (RK) seems a bit harder than the east one (BK). Probably could've had an invuln sphere or more ammo or something near the Yellow key i guess too. Here's a new version i guess if you are quick-fixing. www.dropbox.com/s/whe0dgup5n89bgp/dbp1_noisy_wip1_v5.wad?dl=1-Changed 'lower to highest floor' to 'lower to lowest floor' for blue key. Easy-peasy fix. -Fixed a weird rogue sector that was causing a HOM, and also was shared with control sector.
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Aisleen
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Post by Aisleen on Apr 7, 2018 10:02:26 GMT -5
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40oz
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Post by 40oz on Apr 7, 2018 10:36:10 GMT -5
I submitted a slightly modified version to /idgames that fixes the slimetrails and teleport HOM referenced above in anonimvio's map, and included noisyvelvet's revised version. No word yet on if the file has been accepted or rejected yet.
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Post by valkiriforce on Apr 7, 2018 19:51:22 GMT -5
Man I got some catching up to do - I'm really looking forward to playing this and Ezekiel soon!
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Deleted
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Post by Deleted on Apr 7, 2018 19:58:40 GMT -5
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40oz
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Post by 40oz on Apr 8, 2018 10:11:35 GMT -5
Thanks scotty for recommending it to him!
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40oz
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Post by 40oz on Apr 8, 2018 11:32:51 GMT -5
Could someone send MrZzul a message thanking him for playing it for me? Also ask him how he gets his demos to play as his desktop wallpaper. I want my desktop to do that too!
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Deleted
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Post by Deleted on Apr 8, 2018 11:37:47 GMT -5
Also ask him how he gets his demos to play as his desktop wallpaper. I want my desktop to do that too! Woah me too :o
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Post by Killer5 on Apr 8, 2018 15:37:17 GMT -5
40oz No worries it was a fun wad. I use a program called wallpaper engine (you can find it on steam). I simply record videos of my demos and then turn them into video wallpapers in wallpaper engine. Just make the video wallpapers a playlist and you are good to go.
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franckFRAG
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French doomer and mapper. Author of Swift Death; Muskadet; Plutocracy...
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Post by franckFRAG on Apr 10, 2018 17:21:42 GMT -5
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40oz
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Post by 40oz on Apr 10, 2018 20:23:07 GMT -5
You definitely have to finish TNT: Resistance. Its too good!
Monuments of Mars is pretty short and easy. If you dont die too much, you'll get through it in an afternoon. MrZzul played through the whole thing in 30-45 minutes.
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40oz
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Post by 40oz on Apr 12, 2018 15:33:27 GMT -5
Here's Bryan T and vezita max playing Monuments of Mars with gameplay mods (eek!)
Thanks Bryan T and vezita max!
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