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Abandoned Misery

   (7 reviews)
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About This File

This map was included in my huge project 'TGRDM3'(Morgenstern) that originally started back in 2007, but I finally decided to kill the project on the 26 October 2014. The development time was going to take several more years to complete, and making maps that uses 3D Objects - heavily - on a 2.5 game engine is overly complicated along with its limitations. Abandoned Misery was originally half-way designed back in 2010, but later completely redesigned in 2013 (which is the version released). I honestly believe that this is the first - real successful Deathmatch map I have ever created in my entire history of Doom modding. Call me bias, but I have rejected approximately 37 maps that I have created for the TGRDM3 project, but this map is one of the survivors in the new stock set. I hope others enjoy this map and possibly use it for other projects.

Revision Update (23 June. 2016) This is a revision update from the last known release. Updates: This update addresses several issues and minor changes that were resolved in the TGRDM3 project and has been imported onto this project. Imported the maps from TGRDM3 to AMISERY: Abandoned Misery and Abandoned Misery [Lite]. This is an updated version of the maps previously released back in 2014. Notable fixes: Jump Pads, Camera Textures, 3D Teleporter support Various and minor changes are also included. Any specialized TGRDM3 features that were not present in AMISERY were excluded. For example, Jump Pad sparkles, various sounds, ring spawners, and others, were excluded. Fixed the Grenade's bouncing sound. Previously, this did not work as intended. Grenade now inherits from the Grenade Class defined in ZDoom. Updated the Performance Note Updated the texture credits.

Revision Update (13 September. 2015): This is a revision update from the last known release. Updates: Added duplicate version of 'Abandoned Misery' (MAP01) -> 'Abandoned Misery [Lite] (MAP02). This map is designed primarily to resolve frame rate performance issues by removing some resource intensive features. Also, with removing such features such as floor reflection and mirrors, this should be less confusing to players as it - could be possible for players to mistake themselves as an opponent within the game.

Revision Update (12 September. 2015): This is a revision update from the last known release. Updates: Imported the ZMapInfo lumps, yet modified, that was originally from the TGRDM3 project. Replaced the map 'Abandoned Misery' with the version from the TGRDM3 repository. This mainly (and should only) include weapon and THING placements. Imported the competitive weapon stock set that was previously in the TGRDM3 repository. This effectively means that all of the weapons used within the map, contains very different properties based on the original Doom game itself. For example, rockets are much faster, shotguns have a vertical and horizontal spread, super shotgun has a slightly tighter spread, and much more.

Revision Update (31 December. 2014): This is a revision update from the last known release. Updates: Added Fog using resources within the Realm667 site. Added Sector Fog Added Rain using resources within the Realm667 site. Added splashes using Enjay's "Splashes" resource mod file. Added one ogg music file from 'Shane Strife'. (see \Documents\Credits.txt for more details) General map fixes and updates For example; the glass ceilings where not set properly with the currently used sky. Some instant death sectors where not set properly. Texture alignment

Performance Notes: This map might be rather resource and rendering intensive on various systems abroad. Here is a few Console Variables that could help a bit by disabling some special features based on the GZDoom engine: Line Mirrors --> GL_Mirrors (or R_DrawMirrors for Software Renderer.) Sector Reflections --> GL_Plane_Reflection Dynamic Lights --> GL_Lights Draw Translucency --> R_DrawTrans Rendering Precision --> GL_Render_Precise


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Doomkid

  
It's just so beautiful, one day this wad will be able to run with very little lag and it will be excellent when that day arrives. Quality, pure quality.

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Guest

  
I'm afraid that it is very slow in windows10 + gzdoom 1.8

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Guest

  
It is a very good DM wad and very eye candy. However no matter how good is your computer, it WILL lag. Of course it is not a mapper fault, but the engine. So my simple advice is simple, less eye candy next time. ;-) 5 stars.

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xnv

Unknown date

  
Can't review this WAD from DM standpoint but it looks very impressive. In fact, it's worth to download it to run around for a few minutes and experience it yourself. One thing I didn't like is bouncy pads design which looked out of place but other than that it's perfect. And yeah, it's very laggy in one area for me (740M).

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  • File Reviews

    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
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