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antares031

Antaresia (Deathmatch wad with 20 maps)

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= Antaresia =

- Info -

Antaresia is wad created for FFA deathmatch play with 20 maps.

After I scrapped my first single-player megawad project, Catastrophe,
I decided to create deathmatch wad with more than fifteen maps instead,
by using textures and ideas for my scrapped megawad.
Antaresia is the name of blue planet which was the background of MAP12~MAP20 of Catastrophe.

This map contains lots of blue textures, so it's not recommended to player who has cyanophobia(afraid of blue colour).
I'm still working on the last map, though.


- Screenshots -

Map01 - Scarp
http://puu.sh/hp2mM/877d23d8ad.jpg
http://puu.sh/hp2nk/e304049dae.jpg

Map02 - Center
http://puu.sh/hp2nv/fd47bf88ee.jpg
http://puu.sh/hp2nI/835028d776.jpg

Map03 - Spirals
http://puu.sh/hp2nS/24cf6c2950.jpg
http://puu.sh/hp2o9/1d52fb4b1a.jpg

Map04 - Sunrise
http://puu.sh/hp2ok/c534c58f28.jpg
http://puu.sh/hp2or/ba58cf4e9a.jpg

Map05 - Waterfall
http://puu.sh/hp2oy/341d0f36ad.jpg
http://puu.sh/hp2oL/61b1c5b8d1.jpg

Map06 - Fortress
http://puu.sh/hp2oN/876251a863.jpg
http://puu.sh/hp2oS/cfd2a95e5c.jpg

Map07 - Simple
http://puu.sh/hp2oW/b39c89ffbb.jpg
http://puu.sh/hp2p0/46ad2f7813.jpg

Map08 - BFG Exit
http://puu.sh/hp2p6/6864f3a297.jpg
http://puu.sh/hp2ph/e88ea90b14.jpg

Map09 - Pit
http://puu.sh/hp2pm/cf711fdb82.jpg
http://puu.sh/hp2po/bdd993484c.jpg

Map10 - Sunset
http://puu.sh/hp2pz/157fcaf689.jpg
http://puu.sh/hp2pK/d9b0d2a5cc.jpg

Map11 - Monument
http://puu.sh/hp2pP/801932a6cf.jpg
http://puu.sh/hp2pU/713e41bf51.jpg

Map12 - Duel
http://puu.sh/hp2q0/d99cf2b6f9.jpg
http://puu.sh/hp2q4/299f7b611a.jpg

Map13 - Gateway
http://puu.sh/hp2qc/8f85be80a3.jpg
http://puu.sh/hp2qk/7937268d66.jpg

Map14 - Beacons
http://puu.sh/hp2qo/16cdbfe1f7.jpg
http://puu.sh/hp2qt/ab9e7d0600.jpg

Map15 - Valley of City
http://puu.sh/hp2qA/e502655cd6.jpg
http://puu.sh/hp2qE/2b30c07951.jpg

Map16 - Dust
http://puu.sh/hp2qH/f4572ba90f.jpg
http://puu.sh/hp2qM/158547f49d.jpg

Map17 - Simpler
http://puu.sh/hp2qW/5b64beb43b.jpg
http://puu.sh/hp2r4/1876c1fa38.jpg

Map18 - Mt. Afriest
http://puu.sh/hp2ra/38bd3998bc.jpg
http://puu.sh/hp2rd/3dcc83cbcf.jpg

Map19 - Antarople
http://puu.sh/hp2re/c3e708893d.jpg
http://puu.sh/hp2rk/f46117dbaf.jpg

Map20 - Void
http://puu.sh/hr6h8/21b0014ee3.jpg
http://puu.sh/hr6hn/e1f31759ce.jpg




[EDIT; The wad file is finished. Check out the download link below]


- Download Link -

Mediafire : http://www.mediafire.com/download/mlb4nkd5w7nkp8x/ANTR.zip

Also waiting approval for idgames archive upload.

Please leave a comment if you have a problem, thanks.


P.S: This is my very first public release of my doom level editing work. Yay xD

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The screenshots look fancy, even though the blue + brown color combination is strange. But don't you think deathmatch players will be sick of the gaudy vivid-color monochromity within a very short time? The maps look extremely similar to each other, which might also be harmful for the pack.

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scifista42 said:

The screenshots look fancy, even though the blue + brown color combination is strange. But don't you think deathmatch players will be sick of the gaudy vivid-color monochromity within a very short time? The maps look extremely similar to each other, which might also be harmful for the pack.


Right, these maps share the same environment and textures, blue rocks and brown woods. But that is the concept of this wad.
Certainly some people may sick of same enviornment over and over, but nothing can beat the fact that "I like blue colour. :3"

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Everything is blue, it would be OK for 5 maps, but 20 maps of blueness?

Would be a better idea to:
1-5 : Blue
6-10 : Purple
11-15 : Yellow
16-20 : Greenwar
21-25 : Orange
26-30 : Red
31-32 : Rainbow

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antares031 said:

Right, these maps share the same environment and textures, blue rocks and brown woods. But that is the concept of this wad.

You know, even if only 2 maps shared the same environment, textures, map size and gameplay principle (I assume your maps do?), the lack of distinction between them would certainly feel underwhelming. You can still have every map be unique in some distinct way (other than merely different layout scheme).

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joe-ilya said:

Everything is blue, it would be OK for 5 maps, but 20 maps of blueness?


Same as above. I'll take a note about the advice of you guys, but maybe next project.

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Looks crazy

I believe you should choose different colors for some maps, based on the atmosphere you want to create and release a new/alternative version :-D

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VGA said:

Looks crazy

I believe you should choose different colors for some maps, based on the atmosphere you want to create and release a new/alternative version :-D


Maybe I can release the alternative version using various textures. In the mean time, enjoy the first release. :)

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I'll admit, the blue textures everywhere look a little more garish than they should be (they look highly saturated). but I checked out the maps, they play pretty well with a cool MIDI on each one.

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I've checked the wad out. Architectural design was top impressive! Sounds / music / enhanced basic weapon were also pretty awesome. Everything seemed well balanced for DM (judged only by running through the maps in SP). However, I think the coloring is rather eye-offensive. Blue is a vivid color, and you've included lots of light contrast, which is great by itself, but as a result, all non-blue colors in the map stood out as jarring, specially while I was running through the map at high speed - and my eyes started to slightly hurt me within half a minute. So, this kind of extensive usage of a vivid color isn't the best thing, IMO. On the other hand, I take back my prejudices about repetition - I actually didn't mind that the texturing was similar in all maps, as they were impressive. I wouldn't choose to play deathmatch on this wad, though, due to the eye-unpleasantness, which (I feel) would get worse the more I'd play.

The singleplayer map had cool visual style, but was thoroughly unimpressive and out of balance. Too much symmetry is underwhelming, and this map was entirely symmetrical. Fights were either avoidable (skippable), or the enemies had ridiculous power. All in all, unengaging and unfun. There needs to be balance between player's weaponry, monster strengths, provided space to move, and time needed to spend on the fight - the goal is to challenge the player efficiently while motivating him to fight the monsters and allowing him to kill them quickly enough before it gets tedious, and preferably giving him more strategical options how to handle the fights. My computer couldn't handle the large area in the middle of the map, performance in Zandronum dropped to around 1-3 frames per second.

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Breezeep said:

I would love to see a single player episode of this style.


Same here. This style became my favorite since I played MAP31 of Alien Vendetta more than 10 years ago.

Memfis said:

Impressive looking maps and the soundtrack is fantastic!


Thank you, I also like the soundtrack of it :)

Getsu Fune said:

I'll admit, the blue textures everywhere look a little more garish than they should be (they look highly saturated). but I checked out the maps, they play pretty well with a cool MIDI on each one.


Right, maybe I put too much blue textures to it. I tried to adjust it by putting some brown wood textures, but It didn't work well.

scifista42 said:

...I wouldn't choose to play deathmatch on this wad, though, due to the eye-unpleasantness, which (I feel) would get worse the more I'd play...

...All in all, unengaging and unfun. There needs to be balance between player's weaponry, monster strengths, provided space to move, and time needed to spend on the fight...My computer couldn't handle the large area in the middle of the map, performance in Zandronum dropped to around 1-3 frames per second.


Thank you for your detailed review. :) I'll keep in mind your advice to make better levels(both MP and SP). And sorry, I was bad at level optimization 2 years ago. ^_^;;

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This is a really interesting idea.. Unique, most definitely. I'm not sure how you avoided the temptation to call this "Bluewar" ;)

I'll put it up on a server and play with some friends and let you know how it goes - Either way, good job constructing something so unique!

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probably some of the most inspiring architecture I've seen released in awhile. Super blue, highly detailed, void back-drop, all major pluses for me :D. I'll echo the "too much blue" sentiments, but I probably only think that because there's 20+ whole maps with the theme. Too much of a good thing.... or something..

turn-ons:
- blue, void, curves! impressively meticulous lighting detail
- that final temple entrance in map30 is amazing. love the stairs that construct themselves up to it
- I actually like the bits of wood flooring and WOODMET that got sprinkled around
- extra sexy windows in the RL area of 19

turn-offs:
- I like symmetry, but perhaps not this much
- a bit cluttered in some areas imo, mostly due to the insane amount of pillar and/or candelabra decorations
- not a big fan of the WOOD12 border-detailing

Not much to say gameplay-wise. I don't play DM and map30 feels more like a tech-demo than an actual level. So I'm really judging this purely on visuals, but cool stuff regardless!

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If it is too true to be blue then it probably is.

Very beautiful looking and at times symmetrical maps here with nice replacment music. MAP30 was very linear but beautiful and sinister. Symmetrical design was well used.

Oh MAP30, just when I thought it was easy after just running past the Cyberdemon and then beating the Spiderdemon with only my shotgun. And then you face pimped-up enemies from Hexen and Heretic. The blue Iron Lich and blue D'Sparil at the end were absolute beasts!

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Doomkid said:

This is a really interesting idea.. Unique, most definitely. I'm not sure how you avoided the temptation to call this "Bluewar" ;)

I'll put it up on a server and play with some friends and let you know how it goes - Either way, good job constructing something so unique!


That'll be great. I'll be honest, I only tested these maps with bots so far. Thanks. :)


Ribbiks said:

...turn-offs:
- I like symmetry, but perhaps not this much
- a bit cluttered in some areas imo, mostly due to the insane amount of pillar and/or candelabra decorations
- not a big fan of the WOOD12 border-detailing...


True, I put some many candelabras because I thought that golden decorations really fit to blue textures, along with the wooden textures.

In the mean time, I'll try to make maps less symmetry next time. Thank you for the review. :)


pcorf said:

...And then you face pimped-up enemies from Hexen and Heretic. The blue Iron Lich and blue D'Sparil at the end were absolute beasts!


FYI, Iron Lich now has 10,000 HP, while final boss has 40,000 HP(Ten times more than Cyberdemon). And both have their own unique attack while in pain state.;)

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A god way to do maps emphasising single colors is to have a bland tone to contrast it against. Blue and dark brown or black work pretty well together IMO

I can see a lot of people complaining about playing this in DM, since it's kinda hard on the eyes.

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Krawa said:

Great wad with good gameplay!
Played on ZDaemon Sessions #401: http://forums.zdaemon.org/viewtopic.php?p=274757#274757


Thanks for playing! Too bad that I didn't know that my wad was selected to ZDS. I hope you guys enjoyed playing my wad.

Marcaek said:

A god way to do maps emphasising single colors is to have a bland tone to contrast it against. Blue and dark brown or black work pretty well together IMO

I can see a lot of people complaining about playing this in DM, since it's kinda hard on the eyes.


Yeah, I'm starting to think that I should have used this concept to make single player levels, like MAP31 of Alien Vendetta. Thanks for the advice.

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Antaresia is now on idgames : http://www.doomworld.com/idgames/index.php?file=levels/doom2/deathmatch/Ports/a-c/antr.zip

Plus, someone asked me to make a modified one for NS Deathmatch which allows you jumping.
So I edited a little bit from the original one in order to keep balance even if you can jump during the deathmatch.
This also includes some bug fixes and minor changes.

Change Note for NS Deathmatch version.
-MAP01: Added moving pillar at BFG site.
-MAP03: Added lava trap and escape switch at BFG tower.
-MAP04: Added exit signs at BFG site to inform players that it's an exit trap.
-MAP05: Added a pair of shotguns and a pair of chainguns.
-MAP06: BFG site is now unreachable by jumping + added green torches as a hint for BFG.
-MAP12: BFG site is now unreachable by jumping + BFG circulation is simplified a little bit.
-MAP13: BFG site is now unreachable by jumping.
-MAP14: Fixed a bug that player can be stuck behind the BFG site.
-MAP17: Now you can escape after you obtain the Dual Wielding K2 + Megasphere is removed.
-MAP18: BFG site is now unreachable by jumping + added a switch for BFG teleports
-MAP19: BFG site is now unreachable by jumping + BFG circulation is changed.

Antaresia for NS Deathmatch (Mediafire): http://www.mediafire.com/download/g998bdjo4vdjedg/ANTR_N.zip

Important note: The textures are still blue.

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