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Post by Havoc Crow on Feb 14, 2021 8:49:25 GMT -5
Title: Tribute to the Lamplighter Game: Doom II Compatibility: Boom Tested on: prboom+ Music: "Other World 1" from "YU-NO" (originally composed by Ryu Umemoto; MIDI sequenced by ShinkoNet) Additional credits: Textures from cc4-tex. Sky texture from Mechadon's Box 'o SkiesDifficulty settings: Yes Multiplayer: Players starts only Average playtime: 12-16 minutes Description:[unreadable] ...she rebelled or perhaps grew senile, as even angels may do, and her work became sloppy and grotesque. Her creations would explode into lethal radiation tearing invisibly across the cosmos, or collapse on themselves into blots of gnawing, murmurring void... [unreadable] ...in an attempt to curry her favor, and direct her destructive might to their own ends... [unreadable]-- Preliminary translation of Tablet XXVII A linear map of moderate (?) difficulty.
Screenshots:
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40oz
diRTbAg
Posts: 6,107
Member is Online
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Post by 40oz on Feb 14, 2021 15:22:15 GMT -5
I've never played any of your maps before, but I assume you've done some work before because this is very good. The detail and texture alignment is very clean, the lighting is impressive, the new textures fit cohesively. Very nice job.
I did like most of it, but I did start to get frustrated towards the end, and eventually got frustrated and gave up after dying to the very last trap so many times. Although it was difficult on UV, in general it played very nicely. Very little features of the maps were offensive to me. The following are mostly minor gripes.
A lot of these traps have a tendency to deplete my entire ammo inventory. There are quite a few areas where you drop off into a new area with no way to return. If I don't use the intended weapons, I can be light on some ammo, and maxed out on others with no way to collect the ammo I left behind, which can make the traps that come next pretty tough, resource wise. There's no way for me to know this without having played the map multiple times in advance. I feel like a backpack would be really kind here.
Additionally, it was often pretty difficult sometimes not to step on essential items mid-dodging like medikits when I have 97% health, or shellboxes when I have 48 shells. At this stage in this level, I can't really think of many ways I'd shuffle the items around. This is because most of the trap designs are centered around tight spaces without much place to move. In your next maps you might want to consider building out more locations/alcoves specifically just for the items you intend to drop in there.
There's two super shotguns in this map, I don't know how I would have been expected to get through this if I missed the first one. The cacodemons in the trap just before said super shotgun heavily abuse the high ledges. I have to employ a lot of technical crowd control to keep them from getting a lot of unfair verticality on me with their infinite heights. I'd probably consider a different kind of encounter here in my opinion.
I liked how the last part repurposed the start area but the area uses a lot of floor detail and impassable lines for all the monsters there. I had a really hard time controlling my player character and dodging missiles when I needed to, and I really just kinda stopped having fun at that point.
I hope to see some more work from you in the future. I'd like to see your future maps utilizing other linedef actions other than teleport ambushes to summon monsters in too.
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 721
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Post by nnn✓ork on Feb 15, 2021 18:06:32 GMT -5
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Post by Havoc Crow on Feb 16, 2021 15:49:57 GMT -5
Thanks a lot for the comments and demos 40oz, nnn✓ork! I had no idea that softlock was possible, haha.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,072
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Post by joe-ilya on Feb 19, 2021 10:14:31 GMT -5
FDA : doomshack.org/uploads/joeFDAtttl.lmpGood visuals, but too cramped for gameplay, every trap just restricts the movement too much and I can barely dodge anything, especially if there's a crossfire which forces to move no matter what, having more room would immensely help the fun factor of movement, the final fight especially takes a big hit because of this cramped design. The last fight is awful, there's too much going on and you die swiftly if something goes a little wrong, trying to conquer the revenant spot surrounds me with hell knights, conquering the hell knight spot is pointless because of the mastermind in the open there, standing in the middle gets you quickly surrounded by everything, standing in the balconies leaves you with no cover and no space to move, I genuinely think you were playtesting with saves there. So I did it pacifist and nothing teleported, and I beat it, GG.
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Post by Havoc Crow on Apr 18, 2021 10:34:05 GMT -5
Hello, everybody — after a long delay, here's an improved version of the map: Attachment DeletedOverall, the map remains very similar to v1. Changes include: - the fight for the blue key, and the final battle, have been redesigned: monsters trickle in one group at a time, rather than all at once. This should make these fights less frustrating and (slightly) easier. - the super shotgun has been moved to make it impossible to miss. - a railing was added to the stairs in the red key room, to keep players from falling into the drink and getting mobbed. - fixed a softlock in the damaging floor hallway (found by noisyvelvet). - a number of minor aesthetic fixes. Unless any critical flaws are discovered, I'll be uploading to /idgames soon.
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Post by Havoc Crow on May 10, 2021 4:36:33 GMT -5
The final version is now up on /idgames! Thanks for all your feedback.
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