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CitadelHacker451

Formulas Fatal to the Flesh v1.0

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Hey, it's Citadel,

This is a map designed for Vinesauce Joel's Doom Mapping Contest II: Hellectric Boogaloo called Formulas Fatal to the Flesh.  However, this one is the correct version, as I submitted a broken beta version.  This is the definitive wad that I intended Joel to play, and now you all get to enjoy it without softlocks.  
The only modifications I added were a boss monster, the Super Archvile, and speed tweaks on the Baron of Hell, some ambient sounds from Doom Ambient Pack v1.2 by The Unbeholden, and some custom sounds myself.  There isn't much in terms of custom content because the rules were to make the map for the contest.  In other words, pre-made maps were not allowed, although that rule was pretty much ignored :)  
Made this in a few of weeks during midterms, and it shows in some places.  For now, you get to experience what I intended to submit to the contest 3 years ago.  I might re-release a better version of this map sometime in the future, possibly make it into a map pack.  I had so many ideas that I just smashed together, and it would be better to give each idea enough space to breathe.
This is my first completed map and my first forum post, so feedback is very much appreciated!
And now to the nitty-gritty stuff.

IWAD: Doom 2.

Map Format: UDMF, heavy usage of ACS script.
Map Numbers: MAP01-3 (The last 2 are "endings").
Tested Port: GZDoom g4.0.0.
Difficulty Support: Yes.
Hardness: It's not too hard.  I dare you to play Nightmare.
Freelook: Sure, if you want.  I can't stop you.
Jumping/Crouching: No.
Rendering: Software is recommended.  The Softpoly renderer has issues displaying 3D sectors and portals.  Hardware is too dark.
Deathmatch: Not supported, though I would like to see how one area would work out as a deathmatch map.
Build Time: 4-5 weeks, I don't remember exactly.

Editors used: GZDoom Builder and SLADE.

Screenshots:

Screenshot_Doom_20210331_135158.jpg.12f798e25b69ea642bdf0aa748d1112f.jpgScreenshot_Doom_20210331_232253.jpg.5ade87e9105c349c21be3fb93335f767.jpgScreenshot_Doom_20210331_233120.jpg.ec592498f12319fa478848e90833f162.jpgScreenshot_Doom_20210331_234231.jpg.6524e8ef74a12fc35667e5921dc47258.jpgScreenshot_Doom_20210331_234555.jpg.3d8aa8c3b5b2735b08dd41b19f4962ac.jpgScreenshot_Doom_20210331_234642.jpg.017740847cf3c4abe60463f8b387b194.jpg

More screenshots:

Spoiler

Screenshot_Doom_20210331_233140.jpg.733fe3178dce0313d7c91f2c58903924.jpgScreenshot_Doom_20210331_233300.jpg.8ccc01a9f95158ed0ea7f00857ee97a9.jpgScreenshot_Doom_20210331_233334.jpg.b9b652af82bf5663d4b5f469c22be5f0.jpgScreenshot_Doom_20210331_233340.jpg.1359e41c4bf69988239170f9f1ac1c3e.jpgScreenshot_Doom_20210331_232404.jpg.df53f2bb94b25949890444154e375383.jpgdie.jpg.66579b6a93635b472e3896d59f92a120.jpg

->Download the map here!<-

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29 minutes ago, ironicmoustache said:

Props for the Morbid Angel reference!

Came here to say just this!

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11 minutes ago, VisionThing said:

Came here to say just this!

Me too!

 

 

 

 

 

 

 

 

Is this going to just become the MA appreciation thread?

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On 4/1/2021 at 6:44 AM, DSC said:

Me too!

 

 

 

 

 

 

 

 

Is this going to just become the MA appreciation thread?

Lol I hope not! Btw any thoughts on the map? I am working on the follow up right now, be posting screenshots soon!

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Hi! Had to blast the appropriate morbid angel and do a playthrough, so this is half review of the wad, half review of the record. Hope you get something useful out of the video! Please consider the final point I leave you with and know it's well intended.  
 

 

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On 4/6/2021 at 3:30 PM, Helm said:

Hi! Had to blast the appropriate morbid angel and do a playthrough, so this is half review of the wad, half review of the record. Hope you get something useful out of the video! Please consider the final point I leave you with and know it's well intended.  
 

 

 

Thank you very much for playing my WAD, Helm! I really appreciate the feedback, btw.  Now, for why the Super Archies didn't appear for you, I have no idea what happened.  I used the DECORATE file to define the Super Archvile, replacing the Arachnotron as I never used that monster.  I was planning on using regular Archviles in the level, but I never got to do so due to time constraints.  The Super Archvile should have the custom sprites that I made for it, but it appears that that was not happening in your playthrough.  My only guess is that somehow the DECORATE file is not being loaded as expected.  After all, I tested this with a now old version of GZDoom, g4.0.0.  I will get a fresh install of the newest version and playtest it again. 

Now onto the other issues.  At the beginning where the lost souls were not allowed to pass through the door, that is intentional.  I forgot that lost souls do not add to the kill count, and so I made the linedef monster blocking so that the player would be able to get 100% kills.  Looking back on it, I should have not added that as it kills the whole encounter's fun.  Oh well, hindsight is 20/20. 

I saw that when you were going down the "cliff" area into the exit back into the hub area, you backed into the portal, teleported to the hub area, you then, before you crossed a linedef that closes the portal, ran back into the portal, and then teleported to the beginning of the stage.  Now, that could be an error of mine as I did not place the linedef close enough.  As a result, you reentered the old area and got softlocked.  I will be also fixing this soon, and I will post the update here when it is ready.

Again, thank you very much for the playthrough as it really helped bring some game-breaking and odd bugs into the light.  Again, thank you for enjoying my level, and btw here are some screenshots from a new level that I am working on.  Building off the first area of FFF, I fleshed out into its own area.  Let me know what you think!

Screenshot_Doom_20210411_031116.png.229394e67a6780b8425a0e50681f631c.pngScreenshot_Doom_20210411_031144.png.728dff42b43a43f5bb7113ca5b4c609f.pngScreenshot_Doom_20210411_031245.png.05458f5d20731d47723ed78abf6e25ce.png

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