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walter confalonieri
Senior Member


Posts: 2121
Registered: 07-09


I just started to build today this map... it could be a large map in classic doom 2 standards (map20, map25, map29 etc.), the style is a (literally) melted place between human techbase in the mountains and a hellish fortress and creepy red bright caverns that leads to hell... yeah, something like nirvana (doom 2's map21) in concept...

whatever, screen shot of starting area...

http://i.imgur.com/xAvSM.png
http://i.imgur.com/GHmuvl.png

Old Post 10-27-11 17:54 #
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yellowmadness54
Senior Member


Posts: 1232
Registered: 03-10


reminds me of the intro to that one goldeneye level in that snowy field. The one with the big satellite dish.
Looks cool so far.

Old Post 10-27-11 20:42 #
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walter confalonieri
Senior Member


Posts: 2121
Registered: 07-09


working at this map on and off in these days, here's what i did here...

http://i.imgur.com/IwtO3.png
http://i.imgur.com/QME46.png
http://i.imgur.com/bii7p.png
http://i.imgur.com/bE7yM.png
http://i.imgur.com/ScPhu.png
http://i.imgur.com/V0Eoq.png

http://i.imgur.com/Sx0cal.png

statistics of the map processing:

layout: 40% (adding detailing)
things: 5% (added keys today)

stay tuned for more...

Old Post 11-06-11 18:31 #
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walter confalonieri
Senior Member


Posts: 2121
Registered: 07-09


And sooooo....

Actually, my map is technically finished (Layout is over, now i working on thing placement...) and yesterday i tested it on boom 2.02 (using dosbox) and works pretty darn fine, just few glitches but i think it could be fixed when i use the node builder at the end of the works...


finished and send to testers....

Last edited by walter confalonieri on 11-15-11 at 20:30

Old Post 11-11-11 22:33 #
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Crusader No Regret
Junior Member


Posts: 109
Registered: 12-10


Gameplay on this is very basic though still playable. Health balance feels good (backtracked a lot when recording a UV FDA but by choice) and ammo is really tight (ran out during first successful exit but there were wasted shots and two revived barons). Here are some other thoughts I had while recording a blind run.

"Is this a 1monster themed map?"
"That opening to the red skull is really hard to see."
"Medikit in front of switch and I'm at 93%. Not happy."
"My keyboard stopped responding." (fortunately wasn't being attacked)
"This map has a 1995 vibe to it."
"Out of ammo, not good."
"Hmmm, lots of cells. I bet there's a cyberdemon over that hill."
"Frack it, I'm leaving (runs to exit)"

Second exit (not recorded) showed it's definitely possible to max though it may require using the first cyberdemon to take out most of the hellknights on the cliffs. Also missed some ammo near the end the first time. The blue key can easily be snagged without lowering the bars though that seems to have little effect on the flow.

Verdict: It looks and plays like a map made in 1995-1996. Could use a bit more ammo and especially monster variety and otherwise feels solid and complete when compared to other maps made in that period. Shows promise.

Old Post 11-17-11 07:55 #
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walter confalonieri
Senior Member


Posts: 2121
Registered: 07-09


thanks... i'll see to add more variety in the ammo and monster department, and as i understood from your feedback, map is ok, isn't?

Old Post 11-17-11 23:39 #
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