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Post by lunchlunch on Feb 27, 2023 21:46:18 GMT -5
Jaded is a large slaughtermap like many others, meaning it is a dark techbase with flashing green highlights. It is sandwiched between two gimmick maps that are only there to round out the wad and flesh out the atmosphere. Its influences are probably obvious but I'll mention a few anyways- Fractured Worlds, Miasma, Magnolia, Abandon, Occula, Newt, etc. Included with the wad are UV-MAX demos recorded for each map as a show of good faith that I believe in the fairness of each and every fight. Criticism is welcome though, particularly for lower difficulties which weren't playtested by anybody other than me. I did spend many hours tweaking HMP though, it's as much the "intended experience" as UV, just scaled down. Huge thanks to Cammy for their MIDI compositions and shoutout to BiZ and Meowgi for their playtesting and detailed notes. The full credits are in the .txt file. Tested with DSDA-DOOM 0.24.3 Software rendering and translucent textures are recommended. DOWNLOAD HERE: Jaded.zip
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Post by AskYourDrAboutUVFast on Feb 28, 2023 0:07:05 GMT -5
congrats on the release lord lunch.
This map was lots of fun to play and I found myself playing a few of the fights over after I had beaten them because they were such good fun (the cramped cyber fight in the green? keycard building and the enemy carousel come to mind in particular).
Epic midi, props to the composer.
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Post by Killer5 on Feb 28, 2023 21:42:40 GMT -5
Yo. Fun map. I finished with 9/11 secrets with all kills. I couldn't figure out how to get what appears to be a cell charge or something right near the exit and I cannot remember which other one I missed.
As for the map itself I enjoyed my time with it. All of the areas look very pretty. The most memorable fight for me was without a doubt the rl fight with the hks in front and perched revs on the sides which eventually tp in after getting the key on the other end of the hallway. I also really liked the initial fight and this skirmish on a skinny staircase with revs forcing me back and then cacos coming in from behind. I also appreciated the vile usage. I think it was all well done here.
I guess I have a few nitpicks with the map. The amp is still very good, but this is what I was thinking when finishing up. The following are all obviously my opinions only: 1. There isn't really a final fight to the map and many of the fights felt similar in regards to size and type of fight. I also can't really remember any gimmmick fights in the map which would have broken them up a bit. This left me feeling a bit like 'oh the map is over' at the end.. or something. Hard to describe. There wasn't a particularly memorable section of the map to me. Maybe adding a bfg fight would have helped out with this. You made me find all six keys so I wanted to have something crazy at the end in comparison to everything else. 2. The locales of the fights in the map were all quite same-y. Something that tourniquet did in Miasma that always stuck out to me was make a few areas, which were entirely optional, that looked like nothing else in the amp (even though they were still green). I guess this is the metal area with the gk(?) and the gsk. These areas are very memorable to me for that reason. Something super crazy/abstract would have really helped make an area more memorable (I think this is why I remember the rl fight because it was a far cry from the formula of arena -> run and around kill stuff until the pressure is gone). 3. I think making all of the keys required kind of hurt the map. This made me feel that since the keys are required it isn't really exploration off the beaten path but rather required content I have to find - so I am always on the beaten path and the odds of finding a super crazy setpiece somewhere diminishes greatly (because generally secret key fights are very unique/different from the rest in the map). Maybe this is something that is overdone but this is ALWAYS something I look forward to in a map like this and I never got that payoff when playing the map. 4. The fights kind of felt like the same sort of difficulty for the most part to me, save for the fights I mentioned previously. I would say definitely try adding in some super tight fights with very few monsters and also a fight which is MUCH larger in scale than the rest to vary it up because I did start to think 'oh it is another arena' when I was finishing the map up.
Still was a fun time though.
I enjoyed the first and third maps as well. Although I had a lot of trouble finding my way out of the platforming section with the cyb sniper in the middle.
Fun wad. Nice one.
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Post by lunchlunch on Feb 28, 2023 22:25:45 GMT -5
Killer5 Thanks for the feedback! 1. I definitely get that, especially after watching a couple people play it. Maybe I'll stick a huge arena at the end for RC2. It would be less anti climactic and feel like everything led up to it. 2. I like in other people's maps when there's areas that look like nothing else in the map but in my own I kind of look at it as a copout, I like the challenge of making different looking areas with the same textures. Might not have been totally successful here though so I'll keep it in my pocket for next time. Thinking about it now, I could have made more use of the blue range of the palette as a way to differentiate areas from the larger green portion of the map. 3. It wasn't preferred but in trying to connect the arenas and keep different routes available, I settled for requiring all keys. I definitely get where you're coming from, I wasn't thrilled about it myself, it was kind of a last resort, I just didn't know how else to structure it. 4. Yeah, I guess the fights are pretty similar in size, I'll have to keep it in mind next time I make a map like this to vary things with tight skirmishes and larger fights. I really think I'll add a huge final arena though and that should help a tiny bit with the pacing/structure. About the fights all being the same difficulty, that might be a matter of my skill cap. I made the fights just about as hard as I can handle while still being able to beat them consistently. I guess I still could have peppered in easier fights to mix things up though. You gave me a lot to chew on, thanks!
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 722
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Post by nnn✓ork on Mar 1, 2023 0:57:36 GMT -5
Here's a chill ass HNTR playthrough. I fell out of Map03 but I expected what I was getting into. Probably not worth watching but I post these at viewers discretion. noisy_jadedRC1_hntr_4.zip (77.94 KB) Should've played this continuous but oh well. Cool map. That slim gothtex support trim always looks good when I see it. I usually see it in RED MAP but now I see it in TURQUOISE-GREEN map and that's neat. I like the floor details and gotta lean into that aspect more when I map, no reason not to get as fanciful as fuck. Large grandiose maps like this are always neat. I kinda rolled my eyes when I saw square platforming sequences though, for better or for worst... It's not first of it's "kind" per what it's mostly inspired by, so my impressions might be slightly drumroll pls... jaded!, but still gives a good impression anyways and is a good ass map.
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Post by lunchlunch on Mar 1, 2023 7:19:58 GMT -5
I'll always watch a demo, thank you. Pretty cool to see you one-shot the FDA. Clutch fight against the Nazis in the stopper map too. Sorry about the softlock, I could have sworn I set those to impassable. You missed out on a ToD inspired fight where you have to two-shot cybs in sequence.
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Post by use3d on Mar 3, 2023 13:05:24 GMT -5
It's beautiful!
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