Reaper Grimm
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Can't Run From Evil - Part 1 -- Test --
 
Author
All times are GMT. The time now is 03:39. Post New Thread    Post A Reply
NokturnuS
Mini-Member


Posts: 70
Registered: 05-00


Hi everyone!

Browsing my huge doom folder i found so many old maps i never managed to finish. So i take them and rearrange to run in limitless ports. I have about 20-25 maps and finally finished 3 of them, the bigger ones. This wad have this three maps, some new textures and some little sprites (based on doom alpha graphics). In addition i include a small wad containing a palette lump. So if you like to use this palette (the playpal used in various other wads like simplicity i think) add crfepal.wad to the -file parameter. Still i don't decide if i use it or not.
Some notes on the wad:
- Tested with prboom-plus (designed for), Eternity and Zdoom.
- All three maps are designed to be finished starting with pistol only.
- Tools used: DETH, XWE, dehacked, zennode.
- Maps are HUGE. Specially map 01
- Maps are HARD. Difficult settings are implemented, tho. TYTD is a walk in the park and HMP is moderated difficult.
- Maps have no continuity. First one is techbase, second city and third marble. I plan to release all the 25 maps i have with a little continuity but for now i have finished these three.
- New music. Map 01 and 02 are Mark Klem songs i downloaded from his myspace site. I download the mp3 version but included the midi versions on the wad. Map03 have TNT Evilution track (map04).
- I dont have a LCD (in fact i dont like em) so the bright level maybe be too light/dark ??.. I use a 19" CRT but i hope the brightness dont be a issue.
- Im sure there's still some misalignments here and there.
- Sorry, no screenshots..

I hope you enjoy the maps! Feedback are welcome before i upload to the archives. Tell me if you hate/love/dont give a shit/etc.. Drop a line here or send an e-mail to:
nokturnus@gmail.com
or
pedro_r_p@hotmail.com


LINK:
http://files.drdteam.org/index.php/...s0h/crfe-p1.zip

Thanks for your time!

Old Post 12-19-11 06:41 #
NokturnuS is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11451
Registered: 07-02


I'm very happy to hear that you are doing this. You've made some legendary maps over the years. I'll be sure to play them when I get some time.

Perhaps you could clarify whether the maps use Boom features or if they require simply limit-removal (i.e. -complevel 9 or -complevel 2). It isn't totally clear from your description. "Designed for prboom-plus" doesn't tell us much, as prboom-plus can emulate vanilla (with limits extended), Boom and MBF, amongst others.

Old Post 12-19-11 07:23 #
Grazza is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Tango
Senior Member


Posts: 1150
Registered: 04-06


damn. only played some of map01 but these look great. when i loaded up map02 in skulltag it said something about needing to switch to gl mode for me to be able to view the map's (supposedly) 3d floors.

Old Post 12-19-11 07:40 #
Tango is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
vdgg
Moderator


Posts: 872
Registered: 08-07


Being a big (secret) admirer of your work, I didn't hesitate much and downloaded this. I've played MAP01 on skill 4, then dropped to skill 2. Specs: PrBoom+ 2.5.1.1, complevel 9. I was virtually everywhere, but couldn't finish the map - no clue where the exit is.

Impressions and "playtesting issues"

Resembles MAP09 from Caverns, in the way there is a big open area at the start, from where you can go anywhere. The progress is very slow thanks to monsters being everywhere, too :) The level looks great.

Some problems and things I didn't like

1. No keys, so no sense of progress made. Like I said, I've been "everywhere", got SSG, RL, had only about 20 monsters left, and no idea what to do.

2. These bars
http://img.photobucket.com/albums/v...nio/doom110.jpg
I thought I'd have to wait for them to lower, but now I guess this is just scrolling textures vertically. Confusing for such a noob as myself who plays mostly vanilla maps.

3. A few sergeants which don't react to the player shooting, for example here:

http://img.photobucket.com/albums/v...nio/doom109.jpg

4. A very steep long staircase with a ceiling which is too low I think, using it for descending takes ages.

5. Probably too much ammo on lower skills.

I won't tell you anything about the other maps, first I must figure out how to finish that damn monster of the first map, haha. Thanks for presenting this awesome work.

Old Post 12-19-11 08:00 #
vdgg is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
NokturnuS
Mini-Member


Posts: 70
Registered: 05-00


Thanks man, hope you enjoy it!

On the map:

1.- Keys. Maybe i add a keydoor behind the donwstairs (the ones with the low ceilling). Initially i didnt want to add keys so you can wander free around the whole level but i think i takes the non-linearity to the extreme.

2.- Bars. Maybe change to horizontal scroll to avoid confusion.

3.- Weird... maybe these lines have block-sound flag.. i check on editor.

4.- Staircase. Yes, i should raise the ceilling. Its easy to go upstairs than donwstairs i think. At the end of the downstairs there's a big area with 2 switches, they raise the bars to reveal a teleport in the outside area, near the water. This teleport leads to outside part of the exit room. From there is easy to find the exit.

5.- Yes, its hard to balance ammo and health for lower difficult settings. Must work on it.

Cya!

Old Post 12-19-11 23:34 #
NokturnuS is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DeathevokatioN
Forum Staple


Posts: 2089
Registered: 03-10


This is awesome news! Realm of Shades is a masterpiece and anyone who hasn't played it yet should feel bad!!

Old Post 12-19-11 23:59 #
DeathevokatioN is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Chex Warrior
Member


Posts: 266
Registered: 03-08



DeathevokatioN said:
... Realm of Shades is a masterpiece and anyone who hasn't played it yet should feel bad!!


Now I do feel bad because this wad is really fun, and crazy -never had a single chance to rest. Downloading Realm of Shades right now...

Old Post 12-20-11 12:36 #
Chex Warrior is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
vdgg
Moderator


Posts: 872
Registered: 08-07


I've no idea why this thread went to a dormant state. I'm having lots of fun with MAP02 - I regard it as a kind of a sequel to Hydrosfear, I see some ideas are copied which is nothing bad, I enjoyed Hydrosfear so much I don't mind playing many, many more similar maps. I've yet to beat it on skill 3, skill 4 looks "extreme". Amazing stuff which everyone should check.

Old Post 12-25-11 18:59 #
vdgg is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
NokturnuS
Mini-Member


Posts: 70
Registered: 05-00



vdgg said:
I've no idea why this thread went to a dormant state. I'm having lots of fun with MAP02 - I regard it as a kind of a sequel to Hydrosfear, I see some ideas are copied which is nothing bad, I enjoyed Hydrosfear so much I don't mind playing many, many more similar maps. I've yet to beat it on skill 3, skill 4 looks "extreme". Amazing stuff which everyone should check.


Yes, this map is very hard at skill 4. Key at beggining is try to get monsters into infights, specially cacos and knights. BFG secret helps a lot for the final cybie battle.
Glad you enjoy the map!
Cya.

Old Post 12-26-11 16:30 #
NokturnuS is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Senior Member


Posts: 1365
Registered: 04-07


WOAH. I tried map01 and was blown away by its awesomeness! Amazing design, very good non-linear layout and gameplay. UV balance was a little unfair though: i ran out of ammo several times in the first half. Please watch my demo, try to balance the start a little better, and than this map will be perfect!

How do you manage to create such complex layouts? Do you draw maps on paper?

Two visual glitches:
http://imageshack.us/photo/my-images/651/doom597.jpg/
http://imageshack.us/photo/my-images/545/doom598.jpg/

Old Post 12-26-11 18:32 #
Memfis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Senior Member


Posts: 1352
Registered: 08-10


MAP03 looks like a remake of Doom2 MAP22. Nice one.

The whole WAD is so cool. I'll wait it to continue.

Old Post 12-26-11 19:49 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
vdgg
Moderator


Posts: 872
Registered: 08-07


Memfis, I'm impressed. You finished MAP01 on the first try!? Wow. 1% health moments, getting one secret (blur sphere + revenant) from the "incorrect" way, haha.

I think NokturnuS was more generous with ammo than Memfis in that Requiem tribute... it's much about luck when playing for the first time, I think.

I recorded a speedrun on MAP01 :)

Old Post 12-27-11 01:15 #
vdgg is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Belial
Senior Member


Posts: 1803
Registered: 09-05



DeathevokatioN said:
This is awesome news! Realm of Shades is a masterpiece and anyone who hasn't played it yet should feel bad!!

Agreed :P

Yay, more Nokmaps!

Old Post 12-27-11 06:26 #
Belial is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Bloodite Krypto
Junior Member


Posts: 111
Registered: 02-09


FDA for MAP01 on UV

Progressed 3/4 of the way judging from the final monster count, bites the dust due to ammo problems and getting pinned down in several areas forcing me to backtrack to the precarious underground, and partly due to forgetting to grab the Partial Invis, very gracious to have found the initial Armor and SSG secret! Would have been mince meat without them!

An astonishingly excellent non-linear, chaotic tech base in the style of your previous maps, I drew an immediate comparison with 'Velapax' except the distinction being the detail isn't excessive and their's a more acute focus on frantic gameplay, I can see where the WAD's title transpired from, no matter which direction you take monsters always seem to track you down, it's an excellent method of instilling the 'survival horror' vibe into a raw, arcade experience as DOOM, perhaps that may explain the tight ammo supply.

The pockets of enemies requires an uncanny strategic and patient method of attack, rarely seen in the majority of other maps, it's a very welcome change to the redundant run and gun blazing shenanigans with quasi movement, instead you have to move carefully given the superb sniping positions of Zombies and distant projectile enemies.

Think I'll revisit 'Realm of Shades' and reattempt 'Demonzoid' as I never finished it due to getting completely and utterly stuck.

I certainly look forward to seeing more, great work! :)

Old Post 01-07-12 16:01 #
Bloodite Krypto is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
vdgg
Moderator


Posts: 872
Registered: 08-07


OK, played this again after a long hiatus. Finally finished MAP02 without saves. Still I think it is easier than Caverns... MAP09, but only slightly easier. No mapping issues found. Any news on the progress?

Old Post 05-18-12 20:56 #
vdgg is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
NokturnuS
Mini-Member


Posts: 70
Registered: 05-00


Hi, been a long time, just return to Doom a few weeks ago after a long SC2 time (dont go online 'til HOTS beta come out so plenty of time for RL and Doom). Thanks to all for the feedback and the nice speedruns. I'm gonna upload an update of the maps this weekend. Just made i few tweaks like add a blue keycard on map01 and balance the ammo and health for UV and HMP in general so you dont finish the levels in HMP with a shitload of ammo. I also add a new map, map02, so the mappack contains 4 levels now. Its another techbase map, like map01 but i try to focus the gameplay on fireballs rather than hitscans, so lots of imps and cacos here (and some Lost Souls).
If all gone well i upload the next weekend the pack into the archives.

Thanks for your time !

Old Post 05-24-12 23:02 #
NokturnuS is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
vdgg
Moderator


Posts: 872
Registered: 08-07


In restrospect, I have one suggestion on the old MAP02. The BFG area is too easy once you know it, since you can grab the weapon and escape immediately through the teleporter. Maybe keep the teleporter area (sectors 431,432,433 and so on) closed until the player enters at least one of the hell knight/baron compartments (sector 419)?

Old Post 05-24-12 23:09 #
vdgg is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
NokturnuS
Mini-Member


Posts: 70
Registered: 05-00



vdgg said:
In restrospect, I have one suggestion on the old MAP02. The BFG area is too easy once you know it, since you can grab the weapon and escape immediately through the teleporter. Maybe keep the teleporter area (sectors 431,432,433 and so on) closed until the player enters at least one of the hell knight/baron compartments (sector 419)?


Nice idea. I think i can add some switches for every room in order to access the teleport. Not hard at all to implement.

Old Post 05-25-12 14:49 #
NokturnuS is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
KiiiYiiiKiiiA
Member


Posts: 660
Registered: 04-11


Played the first 20% (judging by monster count) of the first map, and thought it was really good. I love huge sprawling maps like these. Map 01 kind of puts me in mind of the Vrack series, actually.

If I was going to nitpick anything, it would be the odd texture misalignment. But the design and layout of the first map is just wonderful.

And you say you have 25 of these? Wow. Now I have yet another project to look forward to...

New Post 05-25-12 19:32 #
KiiiYiiiKiiiA is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 03:39. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Can't Run From Evil - Part 1 -- Test --

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory