Post by lunchlunch on Nov 15, 2021 16:52:16 GMT -5
10x10 is a modest set of 10 BOOM-compatible maps made as mapping exercises in which I restricted myself to using ten stock textures and ten stock FLATs in each (with some universal textures such as switches, doors, DOORTRAK, lights, etc.). Pistol starts are intended but I won't put a gun to your head. Since this is Part One, there are only five of these maps. In addition, there is a secret map that will probably be unpopular. Starts out at Plutonia difficulty then treads into slaughter-lite territory by MAP05.
Post by JadingTsunami on Nov 15, 2021 18:13:21 GMT -5
Very cool! Playing this now and really enjoying it. Difficulty curve is serious but so far doesn't feel unfair at all. I'm especially enjoying the creative sky transfers. You somehow made the 10-texture limitation not seem stifling at all: the levels feel cohesive and well put-together visually.
JadingTsunami Keeping the textures fresh and giving every room a unique look was the main goal of the project so I'm glad that came through. Hold onto your butts because that serious difficulty curve spikes even higher in MAP05. I've had some complaints about it. There was a guy that recorded his playthrough, which I really appreciated and was enjoying quite a bit, but then he threw a bit of a tantrum when he couldn't beat MAP05 (he wasted all of his cells at the start of the fight, saved, and never tried the fight over again actually making use of the cells). Hopefully you fare better in that map, but if not, I am open to any feedback you might have. walterc I actually always pick out my textures first before mapping. I usually just pick them based around a color scheme. It takes some experimenting, but when you have them all side by side, it's easy to see what works together and what doesn't.
Last Edit: Nov 21, 2021 3:09:01 GMT -5 by lunchlunch
Played the first 2 levels so far; really like it, it flows quite well. Playing on HMP to make it more casual. So, the MAP02 trap with two Hell Knights + Revenant becomes a two Arch-Viles + Revenant trap on UV? Guess I'll be staying on HMP then.
I played through the first three levels and I'm really enjoying it so far. Will finish the rest of the wad eventually. The maps are beautiful and I wouldn't be able to tell that you only used a set amount of textures. Each room feels unique enough and the environments are varied. Showing off all the textures before each level was another great idea! I recorded a couple of demos as well although I played all of them really slowly.
MAP01 Demo A pretty solid introductory level, the challenge, and resources were spot on. The demo is my first attempt.
MAP02 Demo I struggled a bit more with this one and died four times but the deaths are completely my fault. It would have been much harder without the secrets. The best part is where you have to face three arch-viles in a timed session. The only thing I didn't really like was the mancubus in the starting room. I had to kill it with a pistol each attempt to save my precious shotgun ammo as it was really scarce.
MAP03 Demo Another FDA. Played it extremely slowly but it was worth it in the end. This one is my favorite so far with many unique combat puzzles. I especially liked where arch-viles are trying to get you from small windows while you have to dodge some barons. The first cyberdemon fight was also thought-provoking, you can definitely see in the demo how much time it took me to actually start it. Not to mention his sick new clothes.
Yeah, I really liked MAP03 as well. The battles are cramped but not too cramped.
Also I have to say that this is one of the most thorough efforts to differentiate skill levels I've seen in recent WADs. Completely different monsters and items between easy, medium and hard really make this a compelling play for players at varying degrees of competence.
I found the first map to be fun and nerve wracking with those monsters getting you from behind and close quarter encounters with AV's. I especially liked the part where you had to hide behind the pillars as you advanced to the rocket launcher and two AV's in the window above. It's cover based gameplay without the 3rd person cover based mechanics; the best of both worlds.
Last Edit: Nov 24, 2021 8:49:12 GMT -5 by kvsari: fix name
Post by lunchlunch on Nov 24, 2021 17:39:24 GMT -5
Thanks for your comments and demos, guys, I've had a lot of fun watching these today. dr_st I really tried to do what I could to make sure the different difficulties were scaled and balanced, I'm glad it's working out for you. I can see what you mean about the DOOM (2016) arena vibe. When I first started making maps, I had only played the IWADs, but I was also playing through DOOM Eternal on my XBOX and I think that really influenced me towards making and playing arena-based maps. Fryuko Wow, playing it safe in MAP03 definitely was worth it. That was really cool to see you learn and master the map at the same time, especially the claustrophobic cyberdemon room. Great FDA, very tense. That mancubus in MAP02 is definitely a bastard, I'll admit. You can pistol him to save ammo but it was balanced so there's just enough shells to kill him with, and if you get the hidden backpack near the start, even more so. joe-ilya Ya know, sometimes I forget just how damn good you are at the game until I watch a demo of yours. Blowing through encounters with ease and finding every secret is one thing, but it's the little things like standing precisely at the edge of a tall lift to trigger it from above so you don't have to wait for it down below that really make this clear. I wasn't aware anybody actually played continuous without saves, but it looks like a ton of fun after seeing you do the whole WAD in one go this way. It really makes dying even more of a punishment. Great playthrough, and God bless you for UV-MAXing the secret level. kvsari Thanks for the demo. It was fun to watch you figure out the soulsphere secret. You were pretty curious about certain walls with DOORTRAK on them, and I'll confirm for you that everything in this WAD that has DOORTRAK on it will open somehow. I love watching demos but if at any point during the more challenging levels this starts to feel like a chore for you, don't feel obligated to record, I want players to have fun first and foremost. If it doesn't get frustrating though, keep 'em comin'!
Last Edit: Nov 24, 2021 17:49:47 GMT -5 by lunchlunch
I like the second level even more. It's nice seeing how you have put a lot of thought into the structure of the map. I like the revenants on the pillar in the blue key room and how the third revenant portals in on a pillar that is back in the door alcove preventing you from hanging back to punch the pinkies. Also as the revenants are high up so trying to make them infight with the mancubi is pointless. The AV trap for the yellow key is devious yet gentle at the same time. By staggering the opening of the AV closets you really punish timidity but reward pushing in hard. I made three attempts at this map during the day and finally got it in the end. I really needed to find all the secrets to beat this level.
In addition to the consistent theme achieved by limiting each map to 10 textures / 10 flats - I really liked the consistent touches across levels - the hidden switches for the secrets, the enemies present in each secret (which forces you to find them all if you want 100% kills), the timed traps, the usage of deaf monsters facing away from you (giving you the option to survey the scene and planning the infighting), the Arch-vile crushers. Probably a few other things I forgot.
Really nice mapset, looking forward to seeing the second half.
Oh, and the secret map was hilarious. Is there an actual secret exit to it? I didn't find it.
Thanks for more demos, kvsari and silverminer SilverMiner OK I've done this with most of the lifts, good idea (some of them still require longer wait times because reasons). I'm also setting them to turbo speed instead of fast. dr_st Thanks for all the feedback. Consistency was definitely a priority. There's no secret exit in the secret map currently but I'll have to add one if I make another weird level for the MAP32 slot. 40oz Lemme know if you have any suggestions!
Last Edit: Dec 6, 2021 3:14:03 GMT -5 by lunchlunch
Very creative encounters and the maps are very beautiful! I finished up to MAP04 and started getting burned out by MAP05. MAP04 took a lot out of me. The maps are very tough but I was determined to win. The monster density in most of these encounters is very heavy. I had a really hard time with a lot of it. I'd liken it to playing a lot like Sunlust at times. I did feel like I was fighting with the terrain a lot. The detail in the floors are pretty bumpy, details jutting out of the walls are easy to clip on, and even the vertices used on some of the straight lines will sap my velocity if i touch the map geometry at all, which happened often. It made a lot of my deaths feel unfair.
I really like the design. Theres a lot of creative encounters I've not seen imitated quite like this in many of the maps I've played, and the gameplay is very tantalizing in a way that makes me want to keep playing but I am a little hot-headed right now and could use a break lol
Post by lunchlunch on Dec 14, 2021 12:25:38 GMT -5
40oz Thanks for the feedback and FDAs! I'm in Mexico but was able to watch the FDAs on my phone thanks to your tip from before.
>I did feel like I was fighting with the terrain a lot I see what you mean, there's some wall detailing in places that you got snagged on that I can set to impassable. The MAP04 secret area could be less bumpy, especially with those tight doorways. I'll look at what else I can do to lessen these types of hiccups.
>MAP04 took a lot out of me It's difficult but really not so bad if you don't get hellbent on cheesing the initial archvile fight MAP05 is brutal, mostly the turreted cyberdemon fight behind the blue door. It's kind of fucked up and not super blind-friendly, it might be helpful to try it with saves first. I think this map will end up close to the end of the set. If you hate it, just skip to the secret map, which is partly inspired by a level of yours.
Sorry about the softlock in MAP02, I'll have to get that door closed faster or something. I have to fix the cheese in this area too, everyone's doing that.
Last Edit: Dec 14, 2021 18:47:25 GMT -5 by lunchlunch
Tried to continue recording some demos where I left off. I managed to complete MAP04 without dying although I skipped around half of the arch-viles during the finale. I wasn't confident enough to pull it off alive. The demo is not my first attempt, but I forgot a lot since the last time I played this.
MAP04 Demo Recorded through the latest version here.
I really enjoyed the increased scale of fights here and none of them felt unfair. The non-linear design is also pretty great. I did all my previous attempts in a completely different order, but the one in the demo turned out to be way more efficient. I couldn't find any of the secrets, but I was not actively looking for them. Only had problems with the starting room but that is my fault, I'll have to get better at dealing with Archies. I might as well missed a hidden weapon there that would make it easier.
Gave a couple of attempts to map05 as well, but I just kept dying at the first key fight with all the imps and cacos. I'll need some strategies before attempting it for real.
Post by lunchlunch on Jan 15, 2022 22:10:56 GMT -5
Fryuko Oh hell yeah, I didn't think anyone was gonna touch this again until the final release. Thanks, your demo added some joy to my work shift. Glad you're into the escalating scale of the fights, the most recent map I made for the project has over twelve hundred enemies. The route you took is my preferred route and you handled the first Archvile fight really well actually. There's not a secret weapon for it but there is a secret berserk in that room. Map05 is fucked up. Quite mean.