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Post by Tangra on Feb 16, 2024 6:39:27 GMT -5
Finally got to make something. It's a medium-sized level (10-15 minutes), and it's sort of a follow-up to my Zen 2212 A.D. map, which i want to turn into an episode eventually. Name: Alpha Complex Format: Doom/Doom 2 IWAD: Doom 2 Gameplay: Single Player Tested in: Crispy Doom, DSDA-Doom Difficulty Levels: Yes Textures: CC4 Texture Pack Crouch and Jump: Disabled LINK: www.moddb.com/games/doom-ii/addons/alpha-complexPICS: imgur.com/a/1OgzEnE
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Post by Deleted on Feb 16, 2024 11:34:44 GMT -5
i like
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Post by AskYourDrAboutUVFast on Feb 18, 2024 2:44:29 GMT -5
dsda-demo on UV w/ saves+loads. use latest dsda-doom for playback
alpha.wad
Fun map. Some people might be put-off by all the hitscanners but it feels like classic doom to me. The map looks great and is crisply textured and expertly detailed. I really like the sector work for your ceiling lights, very creative. A couple notes:
- I was pretty low on hp most of the time and found myself wishing i had some extra bullets near the start of the map for the chaingun.
- I got really unlucky and ran out of rockets at the double vile fight in the crate maze area by the blue key and there was pretty much no way for me to staunch the unending flow of revs and stuff being rezzed with just the pump-action and chaingun. My second attempt I was much more fortunate and the viles trickled to the front of the pack and were killed quickly. I think this fight might be tough to balance because a lot of it depends on if the viles get stuck in the back or make their way to the front quickly. I personally dont like the idea that the player can get really screwed here if they have bad luck and would lean towards adding a couple extra rockets for them in this area.
- I really wish the SSG secret came earlier in the map. I felt like it really would have been nice to have for something like the blue key fight, where I maybe could have turned around my bad run where I ran out of rockets. By the time I got to the SSG secret I had a boat-load of rockets which made the SSG feel sort of obsolete so I just left it so you could see how the map played when the player doesn't get it.
- Final fight was a little tricky. I died a few times but eventually worked it out. I wound up just camping in the little cubby where I hit the last switch. Wish there was more of a reason for me to run around on the platforms but between the roaming chaingunners, the 4-direction mancubus crossfire, and the pain elementals, there is really no reason to venture out of the safe area at all.
- I would suggest making the bars in the final area open up earlier. Nobody likes waiting at the end of the map, and if the player survives that long without killing all the enemies, then hell, let 'em flee if they want to, they earned it.
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Post by Tangra on Feb 18, 2024 8:01:40 GMT -5
AskYourDrAboutUVFast thanks for the feedback and demo. Just watched your playthrough, and you dealt with the fights pretty much the way i intended them to play out, which was great to see. - About the crate maze archvile/revenant fight - Others have also mentioned that the two archviles might be a bit too much for that fight and with that many rockets, so after watching your demo, i decided to remove one of them. That way the rockets should be enough to clear everything. The map is already updated with the change. - About the SSG, i wanted this map to focus more on shooting rockets, while the first half, before you get the rocket launcher, is meant to play out more like a Doom 1 map (despite the few present chaingunners). Some of my previous maps were very SSG heavy, and i didn't want this one to be like that as well. I'm looking to make an episode of this, and the plan for this one, is to come after maps that give you the SSG, so the SSG secret here will be more of a concern for pistol starters. - Hiding in the switch cubbies seems like a working strategy to deal with the final fight. But it's a ton of fun to go out, do a few circles on the newly raised platforms, maybe a few jumps down to the teleporters, to create an infighting chaos out of this battle. You can then take cover and watch the carnage unfold. - It's interesting, when i was playtesting the map, i thought i timed, the lowering bars well... they always drop for me 5-10 seconds after i'm done with the fight, and sometimes i would be slower in clearing the monsters, and they'd be open before i'm done killing. I'll try to time them better, after i do a few more tests.
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Post by Deleted on Feb 18, 2024 11:30:11 GMT -5
Likewise brought some freshly baked demos, kneaded with keyboard controls. Don't mind some ocassional cobweb or schorched spider, this oven's been out of use for some time so i may get clumsy here and there. No in-depth notes, but no apparent issues like ammo shortage either; it all seemed built with sleek finesse on first impression. Inquisitive baker might notice something though, so take this bread with a grain of salt. In any case, this was fun, good luck with an episode in plans. Space stations are deep-ingrained within me like memories of a long-forgotten home, didn't occur until i saw those classy gray textures. Recorded on the previous map version attached, also including Zen 2212 A.D. files.catbox.moe/gl600e.zip
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Post by Killer5 on Feb 18, 2024 17:41:11 GMT -5
Here is a demo: www.dropbox.com/scl/fi/zvq0uzxj6lhyjqlgs56rr/Killer5_cl2_alpha.lmp?rlkey=twklnvw1onqly7oi1i244wnnr&dl=0I enjoyed the hitscan usage since I didn't have a surplus of rockets or ssg (I really don't like killing anything heavier than imps en masse unless I have at least ssg). The fights were fun. I had a very close call in this demo at the end. Had to look at the editor for the soulsphere secret. There is a bug I found: Right when you open the yk door you can hop on the ledge to your immediate left and jump onto the path with the single rocket pickups which you would normally access after picking up the bk and raising the platforms. This caused the path leading toward the crate maze area to raise up higher than normal which prevented me from progressing.
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Post by Tangra on Feb 18, 2024 18:55:30 GMT -5
@schwarzwald very impressive to be able to play like that with keyboard controls. If you haven't told me, i wouldn't have notice the difference. And thank you for giving the other map a run as well, it's been a few months since i made it, and like most solo levels, it quickly got forgotten, which is why i got motivated to bring it back as a part of a bigger thing. Killer5 big thank you for pointing out that major oversight with the ledge next to the yellow door. I just fixed it by blocking the linedef on the ledge. I can see anyone looking for secrets, potentially ending up there and breaking the map, so that was not a small fix. I try my best to playtest my maps, but there's always something left for someone else to discover. That soulsphere secret has been very difficult to discover, i'm thinking of bringing the small switch to the right side of the silver crate, that way it won't be as hidden.
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