Hypothermia is a single slaughter map for boom(complevel 9) that mainly uses icy themes. Eventually, I'd like to expand it into a proper 5-7 level mini wad. For now due to time issues I'd rather realease and update it map by map as I progress. It also gives me a better chance for balancing. I often included some smaller fights of this type in maps, but this was my first attempt at a full-scale slaughter map.
The level is around 15-20 minutes long. It should be pretty managable difficulty-wise if you ever played anything similar, but I can always tone it down a bit more if needed. Difficulty settings are now implemented! I'm satisfied with how it plays now though and can beat it consistently without dying. Secrets are only used as easter eggs.
The story is pretty simple: You just woke up in your cryo chamber and realised that the whole base situated on the moon of pluto, Charon is overrun by demons. And this makes you angry 😈 (Actually almost all of the moons in our solare system are used for wads.)
I posted a couple of screenshots before.
Built and tested with: prboom+ and gzdoom ( I also tested it with dsda-doom but the midi sounds terrible in this version) Download
To do list: -More maps -Bigger ammo pickups in dehacked -Menu and UI stuff
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. HypothermiaDemo The 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.
Last Edit: Nov 22, 2021 23:27:26 GMT -5 by lunchlunch
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 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.
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.
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