Welcome to Mars, Marine. Due to a plague of photosensitivity caused by cheap gas station cheese and retinal parasites, we've had to enforce a strict low-light policy for the sake of our staff. That won't be a problem, right? You shouldn't expect to see much action up here anyway...
This time around we've cooked up something pretty spooky --and just in time for October! Taking a few pages from the love-it-or-hate-it 3rd title in the Doom series, we're bringing a healthy serving of darkness, ambient sounds, and vicious beasties. Not to mention a little extra eye candy for those playing in GZDoom.
In medias res / Glenzinho & Big Ol' Billy Fiat experimentum in corpore vili / Glenzinho Bridges / Joe-ilya Substation Gamma / SuperCupcakeTactics Vae victis / Jaxxoon R Mors certa, hora incerta / HardcoreGamer Ad nauseum / Big Ol' Billy Colonia / Gaspe Malum discordiae / Big Ol' Billy & Glenzinho Ex umbra in solem / Glenzinho
Well we gotta surprise people somehow and it's not like maps were hidden in private until just now except the story device ones I did: every other map pretty much only got finished and submitted one or two days ago besides the ones posted here and they weren't a sure thing.... was a close call this month but it's ended up being a tight kick arse set against the odds.
Okay I had to skip over my map because I couldn't bear the silly music playing over it (using GZDoom). I intended for there to be no music and I was hoping I wouldn't have to make it clear that I wanted the map to have a nothing.mid though I've made this same mistake time and time again.
@mantistoboggan Please change the music of my map back to deafening silence. It ruins the atmosphere and violates my intended vision.
You two keep this up, and I'll fill the map with gorilla .pngs!
We live in a society.
MAP01: Pretty nice. MAP02: A very welcome change of pace from the usual maps of Glenzinho. MAP03: Short and sweet. MAP04: Hello darkness my old friend. MAP05: Actually my favorite map here. Good stuff. MAP06: Pretty cool. MAP07: I spent about half the time in this map wandering around. Also this switch doesn't light up upon activation for me
I also couldn't find a way to leave the map after killing all of the guardians and shooting all the glowing red eyes in sight. I ended up noclipping to finish. I would also appreciate some health at the end for continuous play since I had to start the next map with about 10 HP. A very cool boss arena though. MAP08: Also kind of maze-like but easier to tell which way to go. Neat and the pincer attack of the guardians was a surprise. Could have also used some ending health perhaps but oh well. MAP09: I ran out of rockets shooting at the imps that infinite respawn before realizing I had to do an icon of sin maneuver. Also found an archvile in the lava I don't know if that was intended or not but it upset my rhythm. MAP10: Was expecting more names but I guess that's it.
Cheers Cupper, your map is a nice change of pace too from the usual. If you haven't checked it, the download link is now v2 and has removed the track and placed it in Map06. In Map07 the eyes open a switch in the other corridor there to open the exit door. There shouldn't be an AV in the lava in Map09, perhaps it made its way there sneakily, but it never happened in the many tests before that, it will be checked out that one. Credit map is a small placeholder coz time and not knowing who was actually gonna get their stuff in. I think it's nicely solemn myself but will be reworked for the next version along with potential bug reports and such.
MAP01 : A nice atmospheric and monsterless map, the shotgun made me think there would be some, but there were none, I suggest it be replaced with some armor and health bonuses, as it makes MAP02 not play as intended with the pistol.
MAP02 : Fascinating storytelling, love the "to hell and back" corruption going on, the one-way doors added a nice challenge and the fights are solid.
MAP03 : The sky floor that supercupcaketactics mentioned is here because the floor texture is missing, but the texture existed in the V3 resource pack, so put it back in the pack.
MAP04 : Despite being a Doom 3 themed map, it still feels like cuppy's because of the strange progression. The map is too dark even with the flashlight on, the floors and the walls are still pitch black and I keep bumping into walls and falling into that forsaken nukage pit.
MAP05 : My FDA got wiped by an electrical outage, but I only managed to get halfway through, so the one in the zip is not an FDA for the first half, but the latter half of the map is played blind. It's a repurposed test map, but that area is too cramped with the 64 unit wide halls. The rest of the map was much better, felt a lot like a Tim Willits map, with all these rooms have various ways to approach them and progress, I like how the map gives you all the weapons (except for the chainsaw, though it may be in a secret that I missed. There was a barrel that was stuck in a wall, which prevented some sectors to move around properly and in turn revealed some ugly HOMs.
MAP06 : A nice and solid map, but the green-lit switches made me think I already used them, so I ran around the map until I finally figured out what I was missing. I think this should be swapped with MAP05, as MAP05 is much harder and bigger.
MAP07 : A big ol' map, the big fights were very good climaxes for this map, well done. The little fights before were also just as good.
MAP08 : Too cramped IMO, even Doom 3 isn't that claustrophobic.
MAP09 : I guess that's why the shotgun was there in MAP01? Still doesn't change anything, because the map is focused on the big guns and gives you the SSG immediately as you get into the non-MAP01 territory, I still think it should be replaced with some armor and health bonuses. Excellent arena design, no complaints. Maybe a few more arch-viles, to make them not too trivializable with the BFG.
MAP10 : A credits map with no credits, please put the individual names of each person.
Looking forward to play the set as I was rather busy so I barely had the time to check the other maps. After loading the first map I decided to wait for tomorrow night so I can experience the spookyness at it fullest.
MAP04 : The map is too dark even with the flashlight on, the floors and the walls are still pitch black and I keep bumping into walls and falling into that forsaken nukage pit
Yeah I aimed to have it dark enough that the flashlight wouldn't show too much yet still provide an ample light, though I admit I probably play on a brighter screen (my default gamma setting is usually 1.2). I want you to switch between the base flashlight and the guns, though that becomes more important once you enter that server CPU hub. The nukage pits are there to punish reckless running along with the hallway at the start exist to force the gameplay to slow down and make the player play by my rules mwahahahaha. So overall I think it comes down to either loving or hating it like the real Doom 3 I suppose.
Spooky! It was nice to see the "black sheep" of the series to get tackled here and finally get some fine action for a change, and there are some nice textures that I can see to use in the future. I would have liked to see more substantial maps only because I really wanted to seemore of this theme but the first half was nice in its own way and it was interesting to see some of you pulling something different from what I could expect. I recall a comment by Bill about the maps that in the second half all feature a Guardian fight as the final battle but I don't think it was an issue here. It isn't something that you can really control, heh, but it was a very interesting monster that apparently many of us liked.
MAP01: I don't know but the experiment/archeology gone wrong gave me some Raiders of the Lost Ark vibe. The sky does a good job on the scene here.
MAP02: Interesting trip of disjointed areas but that together build a story and give you some lore too. It reminded me of ALT a bit.
MAP03: It's very simple but good job overall. Personally I would have made some very deep all black pit with 20% damaging floors around, and put the player in more precarious situations where there's the risk to fall down, it would have fit for the horrer-esque vibes of the set.
MAP04: I liked this one a lot, good detail and it isn't too disorienting despite the automap is hidden. One thing that I love of this sets is that how you are able to create a good sense of a story and progression even if the maps are unrelated and made by different authors. Getting to see the sky at end and escape the dark adventure gives you a good feel for a moment, but it isn't over yet...
MAP05: Best map of the set that gives you a lot of explore between techbase, hellish caves and ruins and they all merge together too. I appreciated the more sophisticated secrets like the RK soulsphere, and the celing details you did at the south-west green slime area. A trite (thing 124) it's stuck on a jar and can't move. The only thing that I would criticize is the ending that could have something more memorable to properly close this great level.
MAP06: The secret behind right the start is a trope that I'll never get tired of Looks good but the gameplay is lacking and easy. At the BK there was at least the intention to engage the player but it still turns out to be rather ineffective, just a bunch of low tiers to support the avs. The finale had potential but only 2 guardians don't have enough punch there. Then the big monotextured areas (the last one and the BK part) are more glaring when the rest of the map is well detailed in comparison and they look very 90's which isn't a bad thing per se imo but it doesn't fit here.
MAP07: Bill's take on slaughtermapping I considered the music choice odd and the mood is very different from the rest of the wad, yet the them fits naturally with the other maps and I also can't thnik for another music track to make this map work. I tried two times since I wanted to see if I could pass that's unleashed in the middle of the map. It's easy to run out of ammo since the supplies are conveniently out of the way, and it's also easy to eventually get trapped in one of the room if you aren't careful given that space you have to move. I loved the last part, cool, stylish yet it's simple.
MAP08: Did a demo just fun since glen requested (challenged me??) to.
MAP09: What a mess huh. The spooky demonic horror was perfect to end the wad. Did it with saves as I wanted to take my time to understand what was going on tho.
Cool. I watched Vertigo's playthrough of my map and I believe there were some lines left unhidden when editing it, particularly the two outer walls in the teleporting ambush section. Easy fix is to just select the whole map and mark everything as hidden. Also in the future I want to be credited as 'SuperCupcakeTactics' instead of "Cuppy," noting the moddb credits @glenzinho
It would help if there was a way to learn that the Flashlight (fist) should be used for light as it's brighter than the pistol light, maybe even in a separate README.txt file. From the playthroughs of both Vertigo and Tarnsman I saw they did not know this and it would have helped a lot to know when playing my map in the darker than black darkness.
Last Edit: Oct 25, 2020 22:58:50 GMT -5 by Deleted