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A.Gamma
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Posts: 243
Registered: 08-09


Hi everyone!

This here is a small project for Doom 2 I have been working on for some time. The original idea was to make a 32 speedmap megawad, but I soon discarded it for something that I found more interesting.

All layouts were done in a few hours, ranging from 1 to 4 for the more complex maps, but the detailing and gameplay took anywhere from a day to a whole week (points if you guess which map took a week!).

With this new dynamic in mind I plan to make a megawad of short-medium BOOM compatible maps in the same vein as the first Scythe. So far I made 7 maps and decided to share as a way to keep me motivated.

Anyway, have some screenshots:

Map 01:

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

Map 02:

http://i.imgur.com/6rZbLVws.png

Map 03:

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

Map 04:

http://i.imgur.com/7nzjx29s.png

Map 05:

http://i.imgur.com/2nlw3FPs.png

Map 06:

http://i.imgur.com/dDm2n1hs.png

Map 07:

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

And (finally) here is the download link:

http://waa.ai/rkK

Last edited by A.Gamma on 03-17-14 at 04:53

Old Post 03-12-14 23:55 #
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General Rainbow Bacon
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Nice little maps, gonna guess map 3 for the one that took a week.

Old Post 03-13-14 00:09 #
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Memfis
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map01-05 FDA. Noticed a lot of useless monsters on the ledges or just in very open areas so kind of speeded through everything, was somewhat fun.

Old Post 03-13-14 00:56 #
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A.Gamma
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Posts: 243
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Heh, watching that was fun.
The open areas and the monster placement was deliberate so a player could choose how to fight. Also while watching I noticed some bugs which I'll fix... soonish.

Old Post 03-13-14 04:23 #
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Memfis
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I think you should use 256-bright sectors for these blue lamps btw because in software they don't look blue unless you get close enough to them.

Old Post 03-13-14 12:21 #
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A.Gamma
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Memfis said:
I think you should use 256-bright sectors for these blue lamps btw because in software they don't look blue unless you get close enough to them.


Which blue lamps? The ones in map 1? Or the tech lamps that are all over the wad?


General Rainbow Bacon said:
Nice little maps, gonna guess map 3 for the one that took a week.


Thanks, I'm sorry I did not see your post before, anyway, I'm glad that you liked them, and no, Map 03 only took a couple of days.

Old Post 03-14-14 03:10 #
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Memfis
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Map01 and 03 at least, maybe in some other maps too. Oh, and I'm talking about software rendering btw, maybe in OpenGL they look better but this is what I see in the sewers on map03 for example: http://i.imgur.com/dlGaEbq.png (not very nice)

Old Post 03-14-14 03:35 #
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A.Gamma
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Posts: 243
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Memfis said:
Map01 and 03 at least, maybe in some other maps too. Oh, and I'm talking about software rendering btw, maybe in OpenGL they look better but this is what I see in the sewers on map03 for example: http://i.imgur.com/dlGaEbq.png (not very nice)


I'm not really sure how I missed that since I tested in Prboom+.

Anyway, here is an updated link, which also fix a bug preventing 100% kills on map 5.

http://waa.ai/AMI

Old Post 03-14-14 04:03 #
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A.Gamma
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So after 2 days (about 12-13 hours really) I finished map 08, which will be the first E2 map.

http://i.imgur.com/Iu94J1Qs.png

http://i.imgur.com/PUAvRP2s.png

http://i.imgur.com/r7rBLVns.png

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

Old Post 03-15-14 07:19 #
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plums
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Not bad, pretty easy to avoid fights if you want like Memfis said but I stuck around to shoot things. I like the look of them, that texture set (a Nick Baker one?) is always nice and the layouts were good. Map 06 was my favourite, the cave was a nice change of pace and lasted just long enough, then the base area had a lot of optional areas and different paths.

Map 07 was drastically different, looks cool though the black textures are pretty noticeable in some places. I like the puzzleness for a break in the action but I didn't quite figure it out I'm afraid, I think I had to get onto that other ledge with the square but didn't manage to somehow.

Seemed like there was TONS of ammo, even from pistol starts I almost never had to think about ammo use. In continuous play I feel like I would be able to just tape the fire button down.

FDAs for AGDOH_E1a.wad. Missing map 2 because I overwrote it, oops.
http://www.doomworld.com/vb/attachm...?postid=1249901

Map 08 looks cool, nice change of scenery.

Old Post 03-15-14 08:39 #
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A.Gamma
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@Plums:

Really glad that you liked them, even if there are issues to adress.

Watching you play through Map 07 made me realize how unintuitive the puzzle is, expect a fixed version soon.
I will also remove some ammo, hopefully that will add to the challenge.
The texture set is a mix of Cage's and CC4.

Keep them FDAs coming!

Old Post 03-15-14 20:57 #
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A.Gamma
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I updated the wad, hopefully the changes on map 07 will make the puzzle a little easier. I also reduced ammo on maps 01 through 06, so they should be a bit more challenging now. And as a bonus I included map 08!

EDIT: So apparently I'm and idiot who does not realizes when he deletes crucial textures, so here is up-updated version:

http://waa.ai/rkK, sorry for the inconvenience guys.

Last edited by A.Gamma on 03-17-14 at 04:53

Old Post 03-16-14 23:35 #
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plums
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AGDOH_E1c maps 7 & 8 FDAs. Well 7 isn't really an FDA I guess.
http://www.doomworld.com/vb/attachm...?postid=1251184

I think 7 is probably good now, it's a little hard for me to judge since I played it before and had some idea of what to do, but it went quite smoothly. I was still able to snipe some targets at a distance, but maybe it's OK like that anyhow?

Map 8 was good, a lot harder to just run through without fighting I think, and it killed me a few times though I feel like I was playing poorly. Still tons of ammo though. AV fight doesn't have much cover but I had lots of health so I just stood my ground and took the hit. Should have blocked him from coming out I guess, oh well it worked out in the end.

Liked the Mayan theme a lot, it works well and is a nice change from all portals leading to Hell.

I didn't check the other levels for ammo balance.

Old Post 03-20-14 05:56 #
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A.Gamma
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I always enjoy watching FDAs so keep them coming!

And don't worry about map 07, I decided to get rid of the puzzle and just have a hub level. On a side note, I'll reduce ammo on Map 08.

Old Post 03-20-14 06:56 #
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plums
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Aw, I liked seeing that puzzle map as a transition hub. Oh well.

Old Post 03-20-14 07:17 #
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A.Gamma
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Made some more stuff for this:

http://i.imgur.com/iPxdYu8s.png http://i.imgur.com/bEjdbkMs.png http://i.imgur.com/4dSzy10s.png http://i.imgur.com/eopCWpas.png

Old Post 03-28-14 12:15 #
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DeathevokatioN
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There's some really nice work in this thread. Cool!

Old Post 03-28-14 12:59 #
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