Death-Destiny
Forum Regular

Posts: 932
Registered: 12-07 |
Well, well, here goes; I've got a lot to say for this...
Update: The next level in Dark Plutonia is now essentially completed.
The map number for this one was 29, "Odyssey of Noise." That was city map that was tainted by Hell. It had a huge pit in it with a Cyb in the middle of it.
The DP version of the map,"One-Thousand Adversaries," attempts to make the hellish city theme a bit more pronounced, so it uses a combination of Human architecture and hell thoughout. There are two major points of interest that you should take note of about this map. The first is that the title isn't lying... the map actually has exactly 1000 enemies. You may or may not remember that at about the 8th update I mentioned that levels 31,32,and 29 would deviate from the quick-level ideology. 31 and 32 do because they're very hard, and this one does because it's very long. If you ever played a map like "For We Are Many" in CC3, it's kind of like that... intense, but not necessarily unmanagably difficult. I always liked the 1000+ enemy penultimate map, as there's something strangely satisfying about being the last one alive after it.
The other thing to notice is what the 2nd screenie reveals below. Why are there Afrits in DP? Good question and there are three reasons. The first is that they're freakin' sweet and all WADs should have Afrits in them. The second is that I wanted an extra challenge in the last true level (that is to say, the last level before the Icon of Sin.) The reason I was most interested in is that I wondered what Afrits would have done if they had been in Plutonia. For this reason, all the Afrit fights are of a different style than say Scythe2 in an attempt to re-create how they would perhaps be used in Plutonia design. Just for the record this is the only DP map with Afrits other than map30 (tentatively, of course.) Anyway, I realize that one main argument against Plutonia is that it had good gameplay, but it "lacks atmosphere" and does not "build up toward the end," so I wanted at least one level to appeal especially to that crowd. =)
One final thing I want to explain is why DP is for Boom-compatibility instead of the basic executable. While novelties like the wind and conveyors get most of the attention, the subtler things the Boom adds to the engine I think should be fundamentals of Doom design, so I don't map for lower than Boom compatbility as a matter of principle. But fear not, there will be no silly Boom novelties in DP (wind, conveyors, pools, etc.)
For anyone who cares about the actual mapping process, I doubled my 300 minutes to 600 since obviously a map of this size defies being mapped in 5 hours, but 600 minutes I'd say is still in speedmap territory for something of this calibur.
You want your screenies now, don't you? Fine, fine...: [Outdated]
This place is much more evil than it was in Plutonia. See how the demons helled the whole city this time? >=D
Sometimes I wonder if Afrits are just a teensy bit overpowered... I barely got this shot because that Cyb lasted all of about 10 seconds...
This is a good example of the concept of this map. It's obviously a city, but there are constant reminders that Hell rules this town. BTW, you'd better hope for your own good that you figure out how to get that Megasphere =P
I don't think I've mentioned this yet, but I don't want any midis used on multiple levels in DP. Since map17 used the same midi as map29, I'll use this for map29 instead, since it fits better anyway: http://files.filefront.com/MusicalR...;/fileinfo.html
And we can't forget this: 14/32, 44% completion. With the largest map out of the way, this just keeps getting easier.
Last edited by Death-Destiny on 04-13-08 at 07:04
|