40oz
diRTbAg
Posts: 5,031
|
Post by 40oz on Apr 1, 2021 12:08:31 GMT -5
Luminous Gloom is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards.  DownloadMAPLIST■ MAP01: Glowstyx - valkiriforce■ MAP02: The Oracles - joeilya■ MAP03: Summit of Mt. Death - walterc■ MAP04: Delirium Tremens - lunchlunch■ MAP05: Mourning Breath - 40oz■ MAP06: Swamp Thing - matador■ MAP07: The Egg Splice - supercupcaketactics■ MAP08: Ascension - joeilya■ MAP09: Mysteriosis - 40oz■ MAP10: Luminous Gloom - 40oz
|
|
|
Post by dr_st on Apr 1, 2021 15:39:30 GMT -5
Wow, this looks totally amazing. I feel like playing through it.
|
|
Lobo
Doomer
Posts: 490
|
Post by Lobo on Apr 1, 2021 18:04:52 GMT -5
Wow, already? Seems like this dbp started last week.
Hope it runs in EDGE this time...
|
|
matador
Doomer
I feel asleep.
Posts: 834
|
Post by matador on Apr 2, 2021 1:21:54 GMT -5
Props to 40oz for getting the resources and demo map up so quickly and stepping in to lead this DBP on such short notice. Played a little bit earlier today and think it turned out rather nicely - feel like everyone was on the same page in terms of theme and gloomy atmosphere. Warped to the end credits level which is quite pretty, imo, and I liked the little credits shrine and the way everyone was represented by props & textures they used (though unless I'm missing something, you forgot to credit yourself 40).
|
|
|
Post by MegaPancakeStrategist on Apr 2, 2021 8:10:00 GMT -5
Sweet! Also the MIDI you chose for my map is exactly the MIDI I had in mind when making it originally! Nice 
|
|
40oz
diRTbAg
Posts: 5,031
|
Post by 40oz on Apr 2, 2021 9:46:55 GMT -5
dr_st, can't wait to hear your thoughts! Lobo, It should! There's no additional features, just standard vanilla/limit removing, new textures only. matador, Same! Everyone did a slammin' job. I had a lot of fun testing this and the maps each have their own identity that coalesces nicely as a whole package. MegaPancakeStrategist, haha i just grabbed the midi you left inside the wad file! I'm glad it worked out because my brain was tired and I didn't have it in me or the time even to go hunting for music myself.
|
|
|
Post by valkiriforce on Apr 2, 2021 10:51:16 GMT -5
Congrats on release, looking forward to giving this a shot!
|
|
Lobo
Doomer
Posts: 490
|
Post by Lobo on Apr 2, 2021 11:02:33 GMT -5
Lobo, It should! There's no additional features, just standard vanilla/limit removing, new textures only. The textures are usually the problem i.e. textures with no patch defined... 😉
|
|
40oz
diRTbAg
Posts: 5,031
|
Post by 40oz on Apr 2, 2021 20:35:16 GMT -5
@princessprozac and I are gonna coop this in a minute
|
|
40oz
diRTbAg
Posts: 5,031
|
Post by 40oz on Apr 2, 2021 20:57:32 GMT -5
nevermind stream fucked up lol
|
|
Lobo
Doomer
Posts: 490
|
Post by Lobo on Apr 3, 2021 0:48:54 GMT -5
Looking good!
I can give it a proper playthrough this weekend.
|
|
40oz
diRTbAg
Posts: 5,031
|
Post by 40oz on Apr 3, 2021 9:12:33 GMT -5
matador, i just played your map finally, post-release, it came out really good! nice job, man!
|
|
|
Post by valkiriforce on Apr 3, 2021 12:14:53 GMT -5
Small bug: I got stuck on the ceiling at the start of MAP06 I guess because of the slanted start area and the higher chair sectors. This happened to me playing it through DOOM Retro.
|
|
|
Post by MegaPancakeStrategist on Apr 3, 2021 19:35:02 GMT -5
It kept slipping my mind somehow to add multiplayer starts in my map.
|
|
Aisleen
Doomer
Totally not Catpho
Posts: 305
|
Post by Aisleen on Apr 3, 2021 22:39:48 GMT -5
|
|
40oz
diRTbAg
Posts: 5,031
|
Post by 40oz on Apr 3, 2021 22:58:14 GMT -5
Replaying this for fun
|
|
|
Post by dr_st on Apr 4, 2021 4:45:25 GMT -5
dr_st , can't wait to hear your thoughts! It will probably take me a while to do a proper full playthrough. So far I've played the first 3 4 maps, using PrBoom+ on Hurt Me Plenty (lazy), pistol start and this is what I can say: * Love the design * Love the Doomed Space Marine sprite * Love the fact that it is not a slaughterwad, cause I'm terrible at those. * Many secrets appear to be not really hidden; is that the intent? * MAP01: Don't recall anything special that caught my attention - plays rather well, no surprises * MAP02 (1): The Berserk "secret" is a great idea. If you get it early on you can conserve a lot of ammo, otherwise you will be constantly close to running out. * MAP02 (2): As someone with roots in "keyboard only" gaming, I am not sure how I feel about the fact that this map is technically impossible without strafe running.  * MAP02 (3): The last room trap was a little too devious compared to the rest of the level. Remember that I am not a good DOOM player by any stretch of imagination.  * MAP03: Is the revenant in the library supposed to be stuck on the teleporter in a way that makes him not a threat? * MAP04 (1): More monsters this time around, but the wide open spaces make it easy to just run around, picking at them from relative safety, while letting them engage in infighting. Managed the whole level without dying. * MAP04 (2): Another trap in the last room, but not a very stressful one, as you can get rid of the Hell Knights and Pain Elementals before waking up the Arch-Vile.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 4, 2021 9:54:32 GMT -5
* MAP03: Is the revenant in the library supposed to be stuck on the teleporter in a way that makes him not a threat? Depends. Did you play it in doom compatibility (-complevel 2, as intended) or boom (-complevel 9)? Just because you killed him before he ever fired doesn't mean he couldn't, maybe the rng made him not fire, it is possible, since the cover is close by and you could be in the hide when he chose to retaliate (if so). But him not leaving a teleporter is a clever thing on walterc's part that not only prevents revenant from accidently teleporting up and thus becoming a harder to take down menace, but helps make progression look intuitive, as it draws attention to teleporter. You can't also get out without getting the blue key once the door is closed, which also helps maintain progression intuitive - preventing getting lost and thus unnecessary backtracking.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 4, 2021 11:05:57 GMT -5
This theme made me think of Ribbiks: dark grey and brown as the base neutral color with a bright one that stands out and truly defines the theme, then isles in the void. Plus some maps had a gameplay that features setpieces in the style too, of course not as brutal as what Ribbiks does. I wonder if the mappers got unconsciously carried away as if they get the inspiration. I liked the contrast in the green color and especially the SHAWN recolor that looks quite cool.
MAP01: I think that your latest maps I played were all rather long affairs, or at least medium size, but this is short compared to those. Despite the map is quite small there's lots of stuff packed to do with keys and secrets to find. And the starting area gives a very good introduction for the theme. MAP02: Not bad. Very tight on the ammo, more than what I was expecting but maybe it was intented to use the berserk ack more initailly to save ammo. The stock brown bricks buildings are ugly and not so fitting with the rest, but I consider this the author's fetish at this point. MAP03: Bland looking, bland gameplay. The lack of details make it stand out badly in the set. Monsters in front of you on the linear path isn't very fun. The fda is demo because by a mistake I overwritten the first demo I recorded
.MAP04: Definetely getting some Ribbiks vibes here, but the difficulty is way more forgiving and in the slaughterish you have an easier time to manipulate the crowd. It was very fun and you already have a good grasp on the visuals and the gameplay. MAP05: Good attention to the details and I liked the little adventure being sent to explore those scattered floating islands. It also has that menacing look where you except some hard sudden traps that are obviously telegraphed, though it feels like the level restraints itselfs when it should push more but that that's in line with your whole
MAP06: What a weird experiment. I'm not sure if the gameplay has an unique direction or is it more a case of spending 90% of the time drawing details and rushing the gameplay in the last days, or maybe it's both. I liked what you did with the theme: starting on your crashed ship in this alien world full of weird and mysterious things to explore. After the initial stupor I was disappointed that nothing was happening and even after most of the monsters teleport the map is pretty much empty. You should give the player a reason to explore your places, be it with progression or with goodies he can find. You can also easily finish the map without killing a monsters. A tower on the cyberdemon area has homs. I see that the map is plenty of tiny sectors for micro details and oddities like the whole map that's divided in squares, all menial work and time wasted at the expense of the layout, gameplay and even the world building. For example the revs hill would be more pratical to do it with a custom texture where you put a black vines patch on the green texture. Messy but you seem to have good ideas and a nice sense of building the narrative in your maps, I hope to see you again in the next projects. MAP07: The return of Cuppy :3 something I can't say I liked it but it's different from his usual. Sort of a trial and error map. Maybe change the green armor to a blue one since the health doesn't exists (all the medikits are in front of the exit, I'm being trolled here  ) and in the cramped space is unavoidable to take a hit or some splash damage. Somehow I did it, maybe there are different strategies to finish it. MAP08: More of joe's ugly buildings. Well it could be worse and it's short. MAP09: It's interesting to spot the patterns after you know the mappers after many maps. The slow monsterless atmospheric intro is nice but less nice after you do it everytime. I feel like repurposed some slaughtermas tropes in a very friendly way, like the turrets of revs that instead of actual threats they are static targets. I liked the big fight, combining cacos and making some teleport at the ledge so you are likely forced to get down on the ground MAP10: The sutble details that remind of the maps at the credits was a cool touch.
|
|
|
Post by dr_st on Apr 5, 2021 1:18:36 GMT -5
Depends. Did you play it in doom compatibility (-complevel 2, as intended) or boom (-complevel 9)? Just because you killed him before he ever fired doesn't mean he couldn't, maybe the rng made him not fire, it is possible, since the cover is close by and you could be in the hide when he chose to retaliate (if so). Whatever the default of PrBoom+. I didn't mean that he was stuck in the way that he couldn't fire (I think he can), just that by not being able to move around, he is not really a threat. But I think it's OK. MAP03 in general is not threatening with plenty of room to maneuver and pick out enemies from safe spots. MAP05- I am not generally a fan of being able to fall out of the level into my death (reminds me of Rise of the Triad that I coincidentally played recently), but it works rather well here. Considering that I only managed to fall once in the beginning suggests that it is not that big of a deal. If you feel like being devious, make it so that it is possible to fall to your death in the exit room.
- In the first area, monsters can fall off the small far island in the southeast and into the void (happened to one of the imps as I was shooting them), which will prevent you from getting 100% kills. Making the outside linedefs impassable to monsters should prevent this, I believe.
- The Arch-Vile with imps room is nice; when not expecting it, you can get stuck between the imps and overwhelmed. If you are ready for it, it is fairly straightforward to blast the Vile with the rockets you pick up prior to this encounter, before he gets a chance to do anything.
- I liked the blue key trap with monsters teleporting in all around you. Dashing to the teleporter will make this battle far easier, as it will remove you from the cross-fire point, giving you more room to maneuver. You still have to avoid all the fireballs, but fortunately there are no revenants here.
MAP06
- Weird is how I'd best describe this experience. It's beautiful, detailed and has tons of passages to explore, but offers pretty much no challenge whatsoever (and remember I'm not even good). It's just so huge, no tight spots, way too much health and ammo, two invulnerability spheres (neither is even remotely important for survival). The Arch-Vile is not a threat with all the pillars, and you don't even need to SSG him, because there is a Rocket launcher nearby. The only way to die is to stand where the Cyberdemon can see you and go make some coffee. Secrets in plain sight including 3 in clearly marked closets in the entry room? What is the point? I think the only one I didn't figure out was the BFG, but you don't even need it. Fighting monsters is not required for progression. It is possible to UV-pacifist this map in <40 seconds without firing a single shot.
- Some slime trails are visible in various areas in the main courtyard, as well as when approaching the Arch-Vile arena with the blue key. Very minor.
- Arachnotron #401 doesn't teleport in, no matter what I do. Maybe it's another complevel thing? Seems like maybe something with the sector heights prevents sound from traveling properly, because when I no-clip into its box, it sees me and teleports successfully.
- Do the rockets south of the entrance section spell "OH NO" or something close to it?
P.S. Shouldn't DBP34 be reflected in the thread title?
|
|
40oz
diRTbAg
Posts: 5,031
|
Post by 40oz on Apr 8, 2021 14:54:23 GMT -5
P.S. Shouldn't DBP34 be reflected in the thread title? I've always put just the title of the wad in the thread title without the "dbpxx" thing since the beginning. It's a personal thing, sorta. I find the naming conventions for most community projects to be a little off-putting and unrealistic. I miss the alien vendettas and memento moris. Players should feel like they're experiencing a new thing each time, so I let the episode title stand alone.
|
|
|
Post by joe-ilya on Apr 9, 2021 16:33:41 GMT -5
Streaming this :
|
|
|
Post by dr_st on Apr 11, 2021 6:07:17 GMT -5
MAP07- What a change of pace. Very tight with lots of monsters. It took me many tries to figure out a good rhythm of using the teleporters around the starting area to lure the monsters into the crushers, while avoiding their attacks. This map is a whole order of magnitude easier from continuous play than from pistol start, because you will have lots of ammo, plasma rifle, and maybe even the BFG. I am not even going to try to beat it pistol-start with no saves at this point.
- Once or twice I managed to get stuck in the opening room, unable to move. Couldn't find a pattern to it, and it seems pretty rare.
MAP08Nothing special in terms of architecture, but the Cyberdemon in the background is a nice gimmick. It isn't hard, you just need to move around all the time. From continuous play you may have enough ammo to actually kill the Cybie early on, but why? It's quite fun to have it obliterate some of the monsters.
|
|
|
Post by dr_st on Apr 13, 2021 16:06:50 GMT -5
OK, I finished the last levels. MAP09Repeats the similar pattern of some of the previous maps - large spacious areas, big but not stressful battles, ending in a significantly harder and claustrophobic final room trap. Well, it's not so hard per se, but may become such, if you are wasteful with health and ammo (of which the map has plenty). Map has a nice flow to it. MAP10Nice credit map. Didn't expect to hear music from Blackthrone, but it's awesome. Does the choice of monsters/items and their numbers (6 imps, 6 revenants, 3 arachnotrons, 26 health vials, 14 armor helmets) have any hidden meaning?  Overall, I very much enjoyed this map set for the ability to play relaxed, taking in the great views without feeling stressed and having to run like crazy all the time to stay alive. MAP07 is the exception and it clearly stands out in this regard. Thank you, valkiriforce, joeilya, walterc, lunchlunch, matador, supercupcaketactics, and 40oz!
|
|
matador
Doomer
I feel asleep.
Posts: 834
|
Post by matador on May 6, 2021 12:10:01 GMT -5
MAP06: What a weird experiment. I'm not sure if the gameplay has an unique direction or is it more a case of spending 90% of the time drawing details and rushing the gameplay in the last days, or maybe it's both. I liked what you did with the theme: starting on your crashed ship in this alien world full of weird and mysterious things to explore. After the initial stupor I was disappointed that nothing was happening and even after most of the monsters teleport the map is pretty much empty. You should give the player a reason to explore your places, be it with progression or with goodies he can find. You can also easily finish the map without killing a monsters. A tower on the cyberdemon area has homs. I see that the map is plenty of tiny sectors for micro details and oddities like the whole map that's divided in squares, all menial work and time wasted at the expense of the layout, gameplay and even the world building. For example the revs hill would be more pratical to do it with a custom texture where you put a black vines patch on the green texture. Messy but you seem to have good ideas and a nice sense of building the narrative in your maps, I hope to see you again in the next projects. Believe it or not, it's actually the details that were rushed but I probably went down that rabbit hole a little too deeply. I'm not sure the gameplay is necessarily a unique direction but it was kind of an experiment in trying to do the big encounter / low difficulty type of gameplay in some of 40's maps but I think I made it a bit too low difficulty as that seems to be the most common critique I've gotten with this one. I probably should've leaned more into an adventure map style in this but I don't think I was really sure how to fill in the space in my map at that time and it only really started to come together during the final moments of the month. Thank you for the further interest in my mapping career though. I do have a map in the latest DBP (which I think is better than my one here) and will probably be sticking around for a while. OK, I finished the last levels. MAP09Repeats the similar pattern of some of the previous maps - large spacious areas, big but not stressful battles, ending in a significantly harder and claustrophobic final room trap. Well, it's not so hard per se, but may become such, if you are wasteful with health and ammo (of which the map has plenty). Map has a nice flow to it. MAP10Nice credit map. Didn't expect to hear music from Blackthrone, but it's awesome. Does the choice of monsters/items and their numbers (6 imps, 6 revenants, 3 arachnotrons, 26 health vials, 14 armor helmets) have any hidden meaning?  Overall, I very much enjoyed this map set for the ability to play relaxed, taking in the great views without feeling stressed and having to run like crazy all the time to stay alive. MAP07 is the exception and it clearly stands out in this regard. Thank you, valkiriforce, joeilya, walterc, lunchlunch, matador, supercupcaketactics, and 40oz! Thanks for playing, I'm glad you enjoyed it (and hope you check out our future ones). Sorry my map was too easy, hopefully I'll be able to balance the difficulty a bit better in my future maps.
|
|