Fryuko
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Post by Fryuko on Nov 22, 2021 5:34:02 GMT -5
Hypothermia is a short slaughter wad for boom(complevel 9) that mainly uses icy themes. The wad has five levels. I often included some smaller fights of this type in maps, but this was my first attempt at a full-scale slaughter experience. The story is pretty simple: You just woke up from your cryo sleep and realized that the whole base situated on the moon of Pluto, Charon is overrun by demons. And this makes you angry 😈 Maps are balanced for pistol start. Secrets are used as easter eggs without real rewards. Difficulties: -HMP is just a toned-down UV with fewer monsters. -HNTR is renamed to Imperturbable Journey now. The monster count is greatly decreased, it is a fraction of the original one. Some monsters are also replaced with weaker ones. Gameplay should mostly feel the same but without requiring much effort from the players. It's perfect for anyone who wants to play on autopilot and experience the levels. Crimson-Vile replaces the SS: Health:550 Speed:13 Spams revenant missiles as long as the player is in it's line of sight. Mostly used as turret, area denying enemies along arch-viles. As in large numbers they would completely destroy the framerate. Built and tested with: prboom+ and gzdoom Download RC2 Maplist:
MAP01 - Cryo Geysers - Monster Count: UV:1288 / HMP:1000 / IJ:206
MAP02 - Cold Hospitality - Monster Count: UV:633 / HMP:547 / IJ:303
MAP03 - Human Improvement Process - Monster Count: UV:1150 / HMP:904 / IJ:443
MAP04- The Melting Machine - Monster Count: UV:2935 / HMP:2285 / IJ:1428
MAP05 - Nostromo Chasma - Monster Count: UV:6244 / HMP:4495 / IJ:2375
Credits: Ukiro - OTEX Textures - 40oz, Supercupcaketactics Props - Captain Toenail, Esselfortium, Danlex Monster sprites - Amuscaria, skillsaw MIDI - MegaSphere, Myrgharok, Jmickle, Psyrus, Decino Changelog: V1.0 -Bunch of graphical(alignment and light) tweaks to map01-map04 -tweaked the secret on map03 for easier access -fixed the lowering platforms during the outdoor barracks fight on map03 -added new graphics -added map05
V0.42 -Fixed a soft-lock on map02 -tweaked the pacifist fight on map02, now it's less rng reliant -increased the wave timers during the finale on map02 -replaced the midi of map01 with a more chill Psyrus track -replaced the difficulty fonts
V0.41 -map easy nerfs, missed a bunch of heavy-hitters last time
V0.4 -MAP02 is now finished -map04 difficulty settings -revamped easy and medium difficulties for all the maps (especially map03) -removed the arch-viles from map01's ending again. -tweaked the blur sphere fight on map03
V0.31 -Map04 balancing, removing stuck monsters -Partime added for map04 -some map02 progress
V0.30 -changed up the map order (the previous map02 is now map03) -added map04 -map 03 invisibility fight received some more balancing -added a green armor for the bridge fight on map03 -added monster blocking linedefs for the redkey and megasphere on map03 -some fixes for stuck monsters -cybers teleport away after finishing the first fight on map01, no more grindy stuff.
V0.23 -nerfed the invisibility fight -added more ammo to the final arena(cells)
V0.22 -added some safety crushers to kill stock chaingunners during the conveyor fight
V0.21 -Added a new secret to MAP02 -fixed the conveyor fight, while keeping its spirit alive -overall more ammo and balancing -Difficulty settings are now implemented
V0.2 -Added MAP02 -MAP01: -Added a new secret referencing 10x10 by lunchlunch -Nerfed the amount of plasma ammo during the finale -Added 4 arch-viles in the exit room
V0.12 -Difficulty settings are now implemented -Added backtracking once players finish the level -Inlets are now impassable in the armory -New placeholder Titlepic
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Post by lunchlunch on Nov 22, 2021 23:26:06 GMT -5
Damn, it's pretty cool to see a map that's recognizably yours but at a much larger scale. I loved this. Played through it once with saves then successfully recorded a demo after about six attempts. HypothermiaDemoThe only problem I ran into was that when I played through it with saves, somehow a revenant ended up falling off a wall or something and ended up back on the orange fortress side of things, and I couldn't find a way to open those gates back up to kill him, I just had to go through the exit. I think the item balance is right in the Goldilocks zone of really helpful but not overly generous. The hardest part of the map IMO is when the first four cyberdemons teleport in. You can get blocked off pretty easily and I was never consistent with it. Most of my failed demo attempts happened here but luckily for me it's very early into the map. I played with DSDA DOOM, and I didn't have any issues with the MIDI, but I use the SDL soundfont because if I remember right, DSDA's default soundfont makes a lot of MIDIs sound like garbage. One nitpick is I wish the insets near the starting weapons were set to impassable, it feels pretty janky running around in there. Loved this map a lot, it really inspires me to want to make something on this scale too.
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Fryuko
Doomer
Sold my soul
Posts: 99
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Post by Fryuko on Nov 23, 2021 7:05:54 GMT -5
Thank you, I really appreciate your demo and feedback! You managed to pull off a fantastic run and I'm glad you enjoyed it
The lack of backtracking is bit of an oversight from my part. I started implementing it, but it's quite difficult to do without making it explotable and Coop compatible at the same time. I'll make the whole map accesible again once players use the final four switches in the next version. Along with impassable inlets.
The fight with the 4 cybies can be easier or harder depending on how you start it I guess. Personally I always kill off all the revenants before picking up the plasma to have more space, never managed to beat it the way you did, which should be the harder and less tedious way.
I'm really corious what you will come up.
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40oz
diRTbAg
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Post by 40oz on Dec 14, 2021 10:11:24 GMT -5
I haven't been able to get past the first part so far. This is a really obnoxious amount of monsters to kill with not very good weapons. If I can live long enough, the four cyberdemons wipe everything out and I have to grind them all to death with underpowered weaponry and no backpack. I'd really like to be able to see the rest of the map but this is a lot of work.
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Fryuko
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Post by Fryuko on Dec 15, 2021 3:06:01 GMT -5
Thank you for your feedback 40oz ! Now I see that I might have gone overboard with the amount of monsters, althought this is somewhat intentional so as the limited arsenal. But not to this extent. I'd like to make it more accessible if possible. Implementing difficulty settings could be a good solution. I'll try to rebalance the map around HMP as the new main difficulty and keep the original as some sort of extra challenge. This worked with many wads before so I hope it can help to resolve issues here as well.
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Fryuko
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Sold my soul
Posts: 99
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Post by Fryuko on Jan 5, 2022 12:13:04 GMT -5
Took me some time, but I finally added all the difficulty settings and improvements previously mentioned. The concept of difficulties changed a bit since last time but one of them should be accessible for almost anyone.
-UV is mostly the same. -HMP is just a toned-down UV with fewer monsters. (The map starts out of 2 cybies instead of 4 etc.) -HNTR is renamed to Imperturbable Journey now. The monster count is greatly decreased, it is 15% of the original one. Some monsters are also replaced with weaker ones. Gameplay should mostly feel the same but without requiring much effort from the players. It's perfect for anyone who wants to play on autopilot and experience the levels. (I saw somewhere recently that some people are actually interested in slaughter maps with a small number of monsters as playing them empty would be too boring.)
Here are the kill counts for different difficulties to be more apparent. UV:1288 HMP:1000 IJ:207
Changes: -Difficulty settings are now implemented -Added backtracking once players finishes the level -Inlets are now impassable in the armory -New placeholder Titlepic
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on Jan 25, 2022 18:43:59 GMT -5
Were there skill settings in the previous version? I played and beat this not too long ago on HMP. No demo though, since I was using DSDA's rewind feature to get through it. I think my favorite fight is probably the big outdoor one with all of the imps.
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Fryuko
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Post by Fryuko on Jan 26, 2022 2:48:18 GMT -5
Thanks for playing matador! No worries about the demo. I keep forgetting that dsda-doom has this many features, I guess I'll have to start using it more eventually. There were no skill settings before the update, so before Jan 5. I'll add a different version number after each update and a changelog from now on to prevent unnecessary confusion.
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Fryuko
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Sold my soul
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Post by Fryuko on Feb 6, 2022 15:33:51 GMT -5
MAP02 is here! Download 0.2This map ended up being much longer than the first one even with a smaller monster count. It has 9 fights with somewhat mixed difficulties, I would still consider most of them rather easy although three of the encounters can be rather challenging. I couldn't achieve a deathless run for now, but it should be possible. I recommend playing with saves for now, as I'm still trying to do a proper run. Difficulty levels are not yet implemented, I'll add those soon. One thing I'm not super satisfied with is the conveyor belt fight. I had to realize that the speed of scrolling floors is completely different in gzdoom and in prboom. I had to find a solution where they still work in both source ports without soft-locks.
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Post by lunchlunch on Feb 7, 2022 4:53:27 GMT -5
I was excited to see a Hypothermia update today. The 10x10 secret in MAP01 made me smile real big I could not finish MAP02. Got to the conveyor fight. The map felt fair until that fight and the bridge fight just before it. I really enjoyed all of the map until then, every arena has clever combat chess, and the texturing and lighting effects are beautiful. The design is distinctively Fryuko, I had a lot of fun playing what I could of the map tonight. I recorded a tiny bit of my gameplay at the end. The bridge fight is good, with the perfect monster type/count/placement, but there's not enough ammo there. I don't know if this is because I went the blue key route first or what. The fight already felt really tight on ammo, I used all of the rockets and cells up on the pinkies and had just barely enough to take out the archviles if I made no mistakes, but then there's still like a dozen or so of the hell nobles and all of the mancubi left alive! I show this at the beginning of the video. I could have used like ten more rockets and a cell charge pack for this fight. I have no idea how you're supposed to get through the conveyor fight. I tried for fifteen, maybe twenty minutes, then recorded for another eight minutes just to show you some of my attempts, but then I had to quit. Even if I somehow scraped through, it would have felt like RNG to me and like there's no way I could replicate it. I don't know if I'm the wrong skill level but for me it felt unfair. The conveyor felt janky, and I did my best to avoid this room altogether when I could. I never wanted to take the teleport loop because occasionally Doomguy would skip over the teleport linedef and get caught at the end of the hall, unable to move backwards against the conveyor. Even if this weren't the case and I could take the teleport every time, I would still avoid it, because I don't get how to ride the conveyor without slamming into, and getting stuck on, one or two or five enemies that are half on/half off the conveyor and therefore stuck in place and causing a pileup. The blue arch near the corner is another obstacle in this way. The archvile seems to have way too much of a vantage point, being able to zap you anywhere along the conveyor. The only safe space is right below him. That wouldn't be so bad if you could focus him but the cyberdemon rockets make this impossible, whether cybie's stuck blocking off the majority of the conveyor, or zipping past at high speed. I felt guaranteed to take a rocket or a zap if I so much as entered this dark place. The cyberdemon was like the icing on the cake for me when it comes to feeling like you don't even want the player to experience the conveyor gimmick and do everything you can to make that L-shaped hallway as inhospitable as possible. Whether in the conveyor room, or out among the cacodemons, all of my deaths seemed to occur because I got blocked off by enemies and couldn't move or even plasma my way through them. I really wanted to get through this room to see the rest of the map, but this fight is beyond my abilities. As of 2:50AM, this YouTube video is only 12% uploaded, but I'll leave the link here and hopefully it's uploaded by the time you see this. Hypothermia 02 Gameplay
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Fryuko
Doomer
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Post by Fryuko on Feb 7, 2022 7:11:25 GMT -5
Thanks for your honest feedback lunchlunch . I'm glad you were excited and sorry that I couldn't meet the expectations. I did not intend to make the conveyor fight unpleasent or frustrating for the player. Just wanted to experiment with new features, turns out it's not for me. I'll return to the drawing board and redesign that specific encounter as my goal still is to make a fun experience relative to the genre. The solution for the fight was the usage of teleporters, but making the whole ordeal work in all targeted source ports was a real nightmare which might have resulted in jankyness. I'm pretty sure it is not related to your skill level and it is more of a mistake on my part. I'll try my best to fix this. I'll also increase the amount of resources in the mentioned places and check all parts of the level more thoroughly. I've got some new feedback which brought up the overabundance of ammo on map01 as a negativity and I tired to fix that. Now it turned into the opposite I guess. Edit: I came up with a solution which cleans everything up and still keeps some aspects of the original idea. I'll do some serious testing before releasing anything else though as I should not let such oversights happen again.
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Post by lunchlunch on Feb 12, 2022 5:00:35 GMT -5
Wonderful map. Looks and feels pretty professional. Got through it without much trouble this time around. My favorite fight is probably the one on top of the dam. The blursphere fight was the hardest for me, this is the only one that gives me pause as far as trying to record a demo goes. I like the way you salvaged the conveyor with the chaingunner/archvile setup at the end. I had trouble finding the red skull key because it was covered by a caco corpse. I just ran around aimlessly for awhile thinking I missed a switch somewhere until I picked it up by accident. Maybe this key could go somewhere more noticeable. Or it could have monster-blocking lines for the 32-64 units around it. I feel the same about the megasphere that pops up for the final fight, this was also fairly hidden by corpses. I had 400 cells starting the big final fight here so maybe two cell charge packs being replenished alongside the megasphere would be nice. I know symmetry is your bread and butter but I think interspersing a couple more asymmetrical arenas like the blursphere fight would be nice in future maps. Or even like how the big fight in MAP01 is mostly symmetrical but the caco-laser-pits being asymmetrical changes the flow of the fight there in a more interesting way. Three issues I ran into (https://imgur.com/a/krw17sI) First image- A few cacos somehow started coming up and out through the lasers before I even pressed the switch or fired a shot or anything. Everything else stayed in place though. Second image- The first time I went through the teleport, I came out clipped into this wall. I tried to replicate it but was unable to. Third image- Thirty enemies remaining at the end of the level, so I IDCLIP'd to your monster closets to find these guys still here. I had been playtesting 10x10 and accidentally loaded both 10x10.wad and Hypothermia.wad from the launcher so maybe this could account for one of these glitches somehow but it didn't seem to have any effect other than giving the cyberdemon the leather-daddy HFFM sprites and changing the INTERPIC. Awesome map though, there's quite a variety of combat puzzles and they're all a lot of fun. I think I like this map even more than the first, which is a promising sign for more to come.
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Fryuko
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Post by Fryuko on Feb 12, 2022 9:45:07 GMT -5
Thanks for your feedback again! The dam encounter was meant to be a filler between two arenas actually so I'm really surprised by that. A happy accident.
I came to the same conclusion as you regarding the invisibility fight and the lack of cell ammo during the finale. So I updated those right before you posted your comment. (replenishing ammo sounds more fun tho) The more I tried to beat the map saveless, the more issues came to light at the invis fight. Sometimes it was the easiest of them all at other times it completely destroyed me, it just was not consistent enough. For now, I removed a bunch of pinkies as they swarmed the player the quickest, I'll see how this turned out when I search for those new bugs and adjust it more accordingly.
I'm constantly trying to remind myself not to make every room symmetric, but they always end up like that unconsciously. Even the conveyor arena started out asymmetric, but by the time I finished it, it was back to symmetric again. Planning stuff way ahead of time might help to prevent it. I'll do something about items buried underneath all those bodies and will fix the bugs. Finding out how you teleported in the wall will be the hardest.
The next map is planned to be more puzzle-heavy in nature. It might just turn into a symmetric mess again though.
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Fryuko
Doomer
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Post by Fryuko on Jul 12, 2022 2:06:14 GMT -5
Sorry for the bump, but the first version of map04 is here: Download:0.30 (changed up the level order a bit, ex-map02 is now map03) Let's hope this release goes better than the last one. Probably my biggest map. Has 9 fights and the usual choose betwwen tho fights approach. Play time is somewhere between 40-50 minutes on an average playthtough. Not as challenging as the previous one. I still think that ammo might be a bit to abundant. You get the bfg almost right away, so this turns it into a spam map. I'll try to avoid doing this again. Originally I had more plans with puzzles platforming and crushers, too bad I can't come up with better fight designs. I was constantly running out of usable linedefs during the finale so I had to cut back on smaller fights and on detailing. A new dehacked monster also makes an appearance here, detailed in the description.
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Post by lunchlunch on Jul 13, 2022 2:59:37 GMT -5
MAP04 lags from the very start on my machine, I'm gonna miss out on this one. I do have a MAP02 FDA for you, because I thought that was the new map at first. After the FDA, I tried playing through with saves and got frustrated that there's not enough ammo to kill all the hellknights, even with lots of infighting. Then I checked the thread and saw it's in the MAP04 slot. Makes sense now. I was impressed by your bold use of STARTAN as well... I do like what's currently on display in the map, the fights are lots of fun. EDIT - forgot the link - files.catbox.moe/1gpbat.lmp
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Fryuko
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Post by Fryuko on Jul 13, 2022 4:50:32 GMT -5
Thanks for the demo and feedback! I'll make sure to watch it.
Yeah map02 is pretty bare bones as of right now. There is barely enough resources to complete the first encounter. What's there is my attempt at planning some fights and finding new texture combinations, it also helps with making the layout more interconnected. I'm usually not a huge fan of blockin-out maps in advance, but wanted to give it a go nontheless.
Sorry to hear that the new map runs poorly. I had some frame drops in the central area too, but thought that it's only a gzdoom issue, as it ran just fine with dsda. I'll try to look into it, there might be a solution to make the performance better.
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Fryuko
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Post by Fryuko on Sept 25, 2022 7:13:44 GMT -5
A new update is here, with the now completed map02 and implemented, tweaked difficulties for each map. Download 0.41It was one of my first attempts at fully blocking out a map in advance. Has the lowest enemy count of the wad and is completely linear, but sorta loops around itself thanks to the new method. I tried out a couple of new things, such as a puzzle fight and platforming( which I had to cut out, as it was rather frustrating). Also drew, and modified my first textures here.
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40oz
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Post by 40oz on Sept 25, 2022 9:08:05 GMT -5
Your screenshots are outstanding Fryuko. Really impressive work with the detailing and texture alignment.
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BIG DICK NIGGA
this post is a lie about my bodily proportions
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Post by BIG DICK NIGGA on Sept 25, 2022 11:59:58 GMT -5
-HNTR is renamed to Imperturbable Journey now. The monster count is greatly decreased, it is a fraction of the original one. Some monsters are also replaced with weaker ones. Gameplay should mostly feel the same but without requiring much effort from the players. It's perfect for anyone who wants to play on autopilot and experience the levels. Respect for doing this! Few mappers bother to accommodate us people who actually have a life and girlfriend and job and Fortune 500 company etc etc etc. I might give it a spin on one of the lower difficulties, the designs look sweet and I actually like "easy slaughtermaps", like I'm on some power fantasy shit.
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Fryuko
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Post by Fryuko on Sept 28, 2022 4:26:43 GMT -5
Thanks for the comments! Respect for doing this! Few mappers bother to accommodate us people who actually have a life and girlfriend and job and Fortune 500 company etc etc etc. I might give it a spin on one of the lower difficulties, the designs look sweet and I actually like "easy slaughtermaps", like I'm on some power fantasy shit.I I kinda went overboard on lower difficulties with my previous releases and wanted to make this one more accessible. Tried to balance it to be beatable without thinking and with one hand if that's someone's thing. Although I still think most would play it on uv or just straight up skip it due to the nature of the genre.
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