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Post by DannT on Mar 3, 2022 13:14:02 GMT -5
This is a Limit Removing map that centers around vertical gameplay and working your way from a cage at the center of a cavern and up to the surface while the walls unfold around you. As you progress, more of the map is exposed, leading to several paths you can take to clear it all. Jumping/Crouching is disabled. Due to the verticality of the map, freelook is encouraged, but not needed. This map is part puzzle and part combat, so feel free to click around. I've tried to share textures with most of the interactive portions of the map, as to keep random searching to a minimum. Just as a guide, the teleporters at the start will have runes next to them, so they should match a few switches on the inside of the map. The final one will be outside, and is needed to get to the exit. Single Player : Yes Cooperative : Yes Deathmatch : No Difficulty Settings : Yes New Sounds : Yes * New Graphics : Yes New Music : Sin by NIN Tested in: : Crispy Doom 5.10.3 & GZDoom 4.6.1 Monsters: 218/482/686 (Lv 1/2/3) Download: dannarchy.com/doom/AscentIntoHell_v2.zip
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Post by lunchlunch on Mar 4, 2022 19:00:38 GMT -5
I tried playing this for about five minutes then gave up. You start out by forcing the player to take chaingunner damage, knocking the player down to anywhere between 0-20% health right off the bat. All you have is a berserk and the area is set up so that you can't easily reach the chaingunners but they can easily shoot you, plus there's several seconds where you're still waiting for the wall to lower so you can't even get to them but they're shooting you. There should at least be a green armor near the spawn. The verticality is cool but it sucks to take damage from up above because you can't see your adversary. It's possible to open up the wall with the shotgunners from way down below which just confused me. I would have kept playing but I really dislike the start of this map and refuse to play it over and over. doomshack.org/uploads/AscentFDA_Lunch.lmp
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Post by DannT on Mar 7, 2022 12:13:54 GMT -5
Seems to be the common gripe. Avoiding the berserk will lower the immediate wall, but keep the surrounding ones intact. Then you can trigger the stairs and get them out of the way in order to tackle them one by one. Thanks for giving it a try though. Appreciate it.
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Post by lunchlunch on Mar 7, 2022 19:05:37 GMT -5
Okay, I played more of the map and enjoyed my time with it. Still DNF, I think I had like 200 enemies left or something. I plan to finish the map later, maybe with a save before the slaughter section, but this was what I had time for today. The map is fun, it's a little puzzley, but the start of the map is puzzley in a bad way because the problem does not read to the player.The room is too cramped for the player to realize, "Oh, if I take one step forward, one wall moves up, and if I take two steps forward, all of the walls move up." I had no idea the different walls were moving at different times. It was just "Okay, I'm stuck in a tiny room with only a berserk pack, and as soon as I move, the walls start moving up, so I better grab the berserk right away." Even if I noticed the walls were moving up at different times, I would have just assumed they were on a timer. So the problem with the start of the map is that it's unclear there's two separate variables that move two separate sets of walls, because there's not enough space for the player to move around and experiment and figure this out for himself. Only you will know, because you designed the map, and I only knew because you, the creator, told me. I think this start ought to be rethought somehow, you mentioned it's a common gripe, and it was annoying enough for me that I didn't even give the map much of a chance before. Your use of the marble face textures and other textures as switches was a nice theme, and it's cool to see the map unfold. I enjoyed the fights, and they weren't strenuous at all once you learn how to get to the weapons and resources that you need. Though that early section with the arachnotrons/nobles/revenants/and chaingunners needs at least one medikit if not two. There's no cover so you either have to try and run in circles and get everything to infight without taking damage yourself, or you have to abuse the staircase and hope that you don't get blocked off for doing so. Some extra health there would make the player much more likely to try and get everything to infight the correct way instead of trying to cheese the staircase, and would just feel more fair. doomshack.org/uploads/Ascent_LunchFDA2.lmp
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Post by DannT on Mar 8, 2022 11:47:46 GMT -5
Thanks for the feedback. Glad you were able to enjoy some of the other portions of the map. There's definitely some blindness on my part where I'm unable to see how the map would play from a fresh perspective, so that's been very helpful. Always tricky to see what would be a challenge, and what would just end up being an annoyance.
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Post by mayhemicdestrvctor on Mar 8, 2022 12:29:23 GMT -5
im playing it right now
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Post by mayhemicdestrvctor on Mar 8, 2022 12:37:35 GMT -5
the visuals look really awesome and the riddles are really fun , the custom enemies are rlly good i think its one of the best wads i ever played so far because it rlly feels a lot like ur in a hellish weird places full of myths , it reminds me kinda of the stairs in hogwartts but also it is a little too hard for me tho so i hjad to play on im too young to die , but it was still a lot of fun , i also love the way of how u gather ammo really much , it reminds me kinda of doom eternal and idk why cuz it gives me some really nice hell vibes and its so immersive because of that ... its even better than the sigil wad i think if youre a pro because i am not good enough to play it on ultra violence
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Post by mayhemicdestrvctor on Mar 8, 2022 12:38:48 GMT -5
can u tell us how you made this wad because i want to be able to make wads like that too
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Post by DannT on Mar 9, 2022 9:13:34 GMT -5
I'm definitely not a pro, haha. This is only my second map, but I've been playing since Doom came out, so I sort of know what aesthetics suit me.
Truth be told, I look at many others' maps and usually am in awe at the complexity and detail. In this case, I sort of had an idea where I wanted a central column to start opening up as the player progresses upward. The teleporters were originally supposed to be 'save points' of sorts in case you fell back to the bottom and wanted to save time. As I realized how much the moving sectors was going to be a pain, I made the areas a bit bigger so there would only end up being a few distinct 'rooms' so to speak. The rest is just texture placement, some dynamic/moving sectors, and figuring out what wasn't going to break the map too much.
I appreciate the comments. Thank you for playing.
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Post by mayhemicdestrvctor on Mar 9, 2022 9:55:35 GMT -5
i think u mnade some thing extremely great and i love ur style and the visuals are awesome its one of the best maps and very unique
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Post by mayhemicdestrvctor on Mar 9, 2022 10:02:47 GMT -5
i felkt almost like this is what hell is like so it also was a tiny little bit unsettling
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