Russell_P Posted June 22, 2003 I've finally finished a level :) I think it's been around a year since my last release. Here's some pictures.... It's a single player level for ZDoom (use the latest beta, 47.cab I believe). EDIT: There are two versions of this level. The 'full' version contains a number of mp3s to, I hope, create a greater sense of atmosphere. The 'lite' version uses a single midi file. If you have the patience/bandwidth, I would recommed the full version, it's much much better IMHO. The lite version has been updated slightly to remove a graphical glitch that occured during the appearence of the Archvile Guardian and the Fire Rune. This doesn't effect gameplay at all. If you downloaded the original lite version and are happy with it there's probably no reason to download the updated version. Both versions now contain an additional wad (lara-snd.wad). This contains replacements for the players injury and death sounds. I didn't include these in the main level wad because they seemed slightly out of place (and even pornographic at times). This wad is an 'optional extra' that can be loaded in conjunction with the main level itself. There's a link to lara-snd.wad below if you don't want to redownload the whole thing again. here are the links... download the FULL version dr1-full.zip (5.8mb) view the DR FULL text file download the LITE version dr1-lite.zip (1.44mb) view the DR LITE text file download lara-snd.wad (70k) 2 Share this post Link to post
Russell_P Posted June 22, 2003 arrgghh. forgot to mention the story bit in the text file. Basically, you're on the hunt for something called the 'Fire Rune'. Go Fetch. i can be such an idiot sometimes :) 0 Share this post Link to post
The Flange Peddler Posted June 23, 2003 That is one awesome level. Looks fantastic with an authentic theme throughout. All the adapted monsters and new weapons are cool - a lot more than just lame pallette changes that you quite often get with 'new' monsters. I liked all the traps (usually find that sorta thing annoying), though I thought the final indiana jones run was a bit too tight... got me a bit annoyed the first few attempts :P Did you do anything more to the imps other than the flames? I may have been imagining things but they seemed to be doing a bit more damage than usual? Anyway, definately one of the best zdoom wads I've played. 0 Share this post Link to post
Ichor Posted June 23, 2003 The boulder run was a bit annoying. It wouldn't have been so bad if all those monsters weren't there, but I got through it by jumping over them. I especially liked the Arch-Viles. That last one was a tough one, and I certainly didn't expect the huge explosion that basically melted everything in a 30 yard radius (including me, heheh). 0 Share this post Link to post
NiGHTMARE Posted June 23, 2003 Great architecture, nice textures, interesting (and very impressive) new creatures... In one word: Wow! There are a couple of downers though. As Ichor said, the boulder run (heh) is quite annoying - even if you do realise that you're supposed to kill the spectres before triggering the boulder. The only other bad thing is the midi, which gets rather repetitive. Perhaps you could have used ZDoom's music change command (I forget what it is) and put a couple more in... the battle against the Mega-Vile (or whatever he's called ;) ) certainly needs something a little more action-y. I realise you plan to release an MP3 version, so I hope that's a bit better :) Despite those two things, all in all this wad is a definite new entry in my all time favourite Doom levels :) 0 Share this post Link to post
Ichor Posted June 23, 2003 Arch-Vile Guardian, actually. I found that one out the hard way after ending up on a smudge on one of those columns after it died and then exploded in my face. Another curious thing I've noticed is that many times the Arch-Vile Warriors aren't facing you as they start their attack, and sometimes they're facing the opposite direction. It's only when they actually launch their fireballs that they turn to face you. 0 Share this post Link to post
Russell_P Posted June 23, 2003 The Flange Peddler said:Did you do anything more to the imps other than the flames? I may have been imagining things but they seemed to be doing a bit more damage than usual? I only made two changes to the imps. The flames you already know about. The other change was that they dont gib, I used the explosion death frames in part of the new viles animation (with different sprite references obviously). They probably seem like they're doing more damage because you have very little armour for the first part of the map. It's quite surprising how lethal an imps fireball can be if you have little or no armour. NiGHTMARE said:only other bad thing is the midi, which gets rather repetitive. I agree. The problem was that I couldn't find a suitable midi. I was inclined to put a blank file in (and thus have no music), but i was 'out voted' by the playtesters who felt music was neccessary. Still, you can always turn the midi volume down to zero. Hopefully the mp3 version will be better. I have a number of short mp3 files and, as you suggested, I plan to have music changes to suit the situation. Here's a question. Is it my imagination or does Zdoom, when reaching the end of an mp3, pause slightly before replaying it from the beginning? It could be my imagination or crappy mp3 editing skills, but I'm definitely hearing a slight pause. Edit: after further investigation, I think this is mainly down to my poor mp3 editing skills :( Ichor said:many times the Arch-Vile Warriors aren't facing you as they start their attack That was intentional. I like this effect. The boulder run can be a bit tricky, but it's possible. I had to put the monsters in, without them it was no challange at all. You need to kill the spectres before setting off the boulder. Then leg it to the end by staying close to the wall of the passage (I'm not talking about wall running here, or whatever it's called). Fire the SSG at point blank range to clear the way. You may need to srafe a little to sidestep the odd imp. Activate the door at the far end then turn to face the imps so you can shoot them or simply avoid their fireballs (the boulder will kill them). I designed the door at the end of this passage in a manner so that you could just stand with your back to it and reverse down the passage behind it without needing to turn around to check you're lined up properly. 0 Share this post Link to post
Amaster Posted June 23, 2003 i played a little before I went to class. Very nice work! This is the best use of slopes I've seen yet. The traps are pretty cool too. 0 Share this post Link to post
Torn Posted June 23, 2003 I have seen some of these textures before. Some quake/half-life texture wad. :) Very nice wad. 0 Share this post Link to post
Enjay Posted June 23, 2003 Russell_P said:The boulder run can be a bit tricky, ...turn around to check you're lined up properly. Yup, exactly how I did it. The face switches in the wall near the start of the run are a clue that something is going to happen - they mark just about every trap. And if you've looked around, it won't come as a huge surprise the boulder is going to come crashing down at some point. So make sure you kill the spectres before stepping in front of the faces - then run like buggery. 0 Share this post Link to post
The Flange Peddler Posted June 23, 2003 You can do it without killing the spectres first. You just have to keep shooting the double barrel shotgun and strafing left to right... dumb monsters move side to side as they track you. 0 Share this post Link to post
Vegeta Posted June 24, 2003 Very good wad, but I didn't like the switch puzzle with the imps spawning in the same place each time that I push a chain. Also I think that there are TOO many Pain Elementals. And the final rock hazard was annoying, it should be better without Imps. Anyway, your wad was very good, I liked the Archviles, the "soul wind", the architecture, the new weapons, and of course the innovative idea of the whole wad. 0 Share this post Link to post
Sphagne Posted June 25, 2003 Another Masterpiece from RP, but a bit too hard for me. :( 0 Share this post Link to post
Russell_P Posted June 25, 2003 The mp3 version is now available and there has been a slight alteration to the 'lite' version. I've edited my original post with this information. 0 Share this post Link to post
Sphagne Posted June 26, 2003 Hey Russel, can I borrow some of your textures for Elidor? 0 Share this post Link to post
Russell_P Posted June 26, 2003 Most of the textures in this wad arn't mine. A guy call Sock designed them (see url in text file). His textures are freely available to use just remember to credit him in your text file. I did 'work' on some of the textures in this wad but mainly in the form of moding socks textures to fit my enviroment. So, use what you want and give the credit to Sock. 0 Share this post Link to post
The Ultimate DooMer Posted June 26, 2003 Russell_P said:The mp3 version is now available and there has been a slight alteration to the 'lite' version. I've edited my original post with this information. The midi version worked great with me. (atmosphere-wise) 0 Share this post Link to post
SmellyOgre Posted June 26, 2003 When i try to start it up with Zdoom i get an unusual texture error and i cant play it :( Anyone know whats wrong? 0 Share this post Link to post
SmellyOgre Posted June 26, 2003 When i try to start it up with Zdoom i get an unusual texture error message and cant play it :( Anyone know whats wrong? 0 Share this post Link to post
Fletcher` Posted June 26, 2003 Best sp map of the month! The boulder trap was no problem. THe archie guardian was a pain in the ass tho. Real tough. I died maybe 27 times and ended with 25% health. Heh, planning a sequel? (It plays well with the lara skin from the epidermis emporium too) 0 Share this post Link to post
The Ultimate DooMer Posted June 26, 2003 ravage said:THe archie guardian was a pain in the ass tho. Real tough. I died maybe 27 times and ended with 25% health. I had that trouble, too. Reason being that I had no shells (only bullets and spikes), otherwise I'd have been fine. (so it's a case of save your shells until the end) 0 Share this post Link to post
Use Posted June 26, 2003 I would love to see more of this, with more textures and more Tomb Raider midis!! 0 Share this post Link to post
Grimm Posted June 26, 2003 I had that trouble, too. Reason being that I had no shells (only bullets and spikes), otherwise I'd have been fine. (so it's a case of save your shells until the end) Really? I had too hard a time fiddling around with my Shell weapons. I just saved up my Uzi ammo for the Archies. I had an easy time with the Spike Gun too. I would love to see more of this, with more textures and more Tomb Raider midis!! The MIDI was actually from Asylum of the Wretched. 0 Share this post Link to post
Use Posted June 27, 2003 I know that, but the title screen wasn't. That's what I wanna hear. 0 Share this post Link to post
Russell_P Posted June 27, 2003 The title screen was actually a very low quality mp3 (16kbps). 0 Share this post Link to post