Doom monster
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 > [WIP] Some hard vanilla doom maps I made
 
Author
All times are GMT. The time now is 18:41. Post New Thread    Post A Reply
cq75
Mini-Member


Posts: 86
Registered: 01-11


I made these two maps (MAP01 and MAP02) quite a while ago

Download link: http://www.ifocserv.net/ftp/Random/HardWeps_r2.wad (527K)

NOTE: there are no weapon changes in this wad. I'm not great with naming, I called it "Hardweps" because I was thinking "the weapon selection makes it hard [in MAP01]"


screenshots:

http://imageshack.us/scaled/thumb/703/i3x.png
http://imageshack.us/scaled/thumb/607/kyn.png



I'd really like to hear your feedback on this and see your demos of this if you decide to play it.

UV is intended to be barely possible.
The other skills are implemented too, HMP and HNTR are decent difficulties for just getting through the maps.

Notes:

MAP01:
Autoaim can only hit the fatsos when the lifts are going down

MAP02:
Near the beginning it's a real challenge to keep yourself from getting pinned into an arch vile spell, keep moving at any cost.


Credits to freedoom for Ultimate Doom only textures.

Last edited by cq75 on 06-19-13 at 01:32

Old Post 06-19-13 01:27 #
cq75 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ribbiks
Senior Member


Posts: 1228
Registered: 02-11


fdas: http://www.mediafire.com/?a7xbvli3zvsgz9t http://www.mediafire.com/?rq1kv48auy0ujr6

a bit of a cramped rng-fest, I kinda liked it though, nice and mean :) . I'd be a bit more encouraged to play these sorts of things if they were less linear, I have too little patience for redoing early parts so I usually just quit if I die far enough along :p

Old Post 06-19-13 02:07 #
Ribbiks is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
cq75
Mini-Member


Posts: 86
Registered: 01-11


Repeating the same sections over and over again is a problem, I agree.

Probably since I'm new to single player mapping, I'm not really sure how to keep up the same level of difficulty without requiring that sort of repetition, or exactly what I did to require that.
Whatever it is, I really want to get away from maps that take a thousand replays to beat.

Maybe I can keep the close quarters, high pressure combat while still having it be doable without memorizing the whole map. The first room of MAP02 is a particularly nasty example of something you have to memorize (it's great when you manage to get out, but it's all luck and playing it a thousand times), but I'm concerned that MAP01 may have some of that too.

I like the idea of adding more alternate paths, so you don't get bored trying to master the same thing, and you can pick whichever (equally hard) path you want.

I sort of did that with the red and white teleporters in MAP02, you can do either one first, but you have to do both of them.

Thanks for giving it a try, if you have any other suggestions, don't hesitate to reply.

Last edited by cq75 on 06-19-13 at 02:43

Old Post 06-19-13 02:37 #
cq75 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2714
Registered: 06-07


I like these.
5:07 uvmax on 1:
http://filesmelt.com/dl/hardweps-01-cl9-507-uvmax.lmp

Old Post 06-20-13 19:55 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cq75
Mini-Member


Posts: 86
Registered: 01-11


That's a nice run there!

I've never seen anyone do what you did in that lift room before (killing the fatso and riding the lift up); quite creative, nice work.

That's also the first time I've seen anybody but me make use of the option to leave one of the doors shut; it does help against that arch vile, heh.

I'm glad you like them; do you have any suggestions on how I could make them better?

Also, how are you doing with MAP02?

Old Post 06-20-13 23:50 #
cq75 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2714
Registered: 06-07


This is my route for 2, died on the last enemy I think, but close enough:
http://filesmelt.com/dl/hardweps-02-fail-uvmax.lmp

On 1 I rode the lift up because the stairs take awhile to build so probably faster to build them while fighting. It also helps to know to walk into the building stairs because that apparently triggers another thing that takes awhile to build (lift).

I don't really have any specific suggestions.
Oh yeah, one of the revs near the crusher is stuck behind a wall/ can't kill I think.

Last edited by gggmork on 06-21-13 at 03:16

Old Post 06-21-13 03:09 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cq75
Mini-Member


Posts: 86
Registered: 01-11


I've been working on MAP03, it's rather nice so far -- I've been trying to make it just as difficult without requiring as much memorization, right now it might be too easy. I'll fix that, though.

I'm thinking of making this map pack boom compatible instead of vanilla, though it's really only because of some cosmetic ceiling lights in this map causing visplane overflows, and a strange switch bug that I can't identify, so it wouldn't be hard to make it vanilla compatible.

If you prefer vanilla over Boom, let me know. I think the ceiling lights add to the map, but then again, I can probably work around the limitation if people want something vanilla compatible.

Old Post 06-23-13 16:28 #
cq75 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2714
Registered: 06-07


I prefer mapping (more line trigger options) and playing (no all ghosts bug) in boom, but that's just me.
What's the switch bug? My guess is any switch line won't trigger if there's an action line right in front of it (spacebar will trigger the closest action line only which isn't the switch if its further away with another action line in front, even a scrolling line).

Old Post 06-23-13 17:24 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cq75
Mini-Member


Posts: 86
Registered: 01-11


"My guess is any switch line won't trigger if there's an action line right in front of it"

That's not it, I know about that one

http://imageshack.us/a/img547/2623/25t4.png

I have a floor lower action on a switch, that lowers tag 1 to lowest, I hit use on it and nothing happens (DSNOWAY does not play). If I hit the switch in Boom, it works perfectly.

The only thing I can think of that would be causing it is that tag 1 has been given to four sectors, three of which are different heights and all four have different floor textures.

[not sure how to refer to merged map geometry]

the first merged sector has seven "squares" in it, the second merged sector has four rectangles in it, the third merged sector has six squares in it, and the fourth merged sector has just one rectangle in it.

Does vanilla doom have a problem with moving sectors of different heights with the same tag? What about moving multiple sets of merged sectors?

Old Post 06-23-13 18:16 #
cq75 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2714
Registered: 06-07


I don't know what's causing that, and might still not know if I had the actual wad to study. Maybe do an experiment without saving and delete all tag 1 stuff except one sector, and see if it still does it.

Old Post 06-23-13 19:12 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
cq75
Mini-Member


Posts: 86
Registered: 01-11


Actually the sector bug was my dumb mistake, when I started this map I accidentally started it in Boom format instead of Doom 2. I was using a Boom only linedef action.

So now the only issue is what's more important, some extra detailing or vanilla compatibility.

Old Post 06-23-13 20:55 #
cq75 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 18:41. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > [WIP] Some hard vanilla doom maps I made

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.