nicolas monti Posted January 16 (edited) Well, the idea is the following: 9 maps with only 30 textures and 15 flats plus the new sky, very restrictive, let's see how it goes. Textures employed: BIGDOOR1, BRNBIGC, BROWN1, BROWN144, BROWN96, BROWNWEL, COMP2, COMPOHSO, COMPTALL, COMPUTE1, CRATE2, CRATELIT, DOOR3, DOORBLU, DOORHI, DOORRED, DOORYEL, EXITDOOR, EXITSIGN, GRAY5, GRAYYALL, LITE96, LITEBLU3, METAL1, NUKEDGE1, PIPE2, SHAWN2, STONE2, SW1GRAY, TEKWALL1. Flats employed: CEIL3_1, CEIL3_4, CEIL3_5, CONS1_1, FLAT1_1, FLAT10, FLAT14, FLAT22, FLAT5, FLOOR0_2, FLOOR0_3, FLOOR5_1, FLOOR6_2, NUKAGE1, TLITE6_1 https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/kreatura Map01: Fava genes Map02: Valvularia Map03: In vulnere lux Map04: Gare du nord Map05: Nimbus Map06: Ouranophoneus Map07: Bungalops Map08: Erkenta pyapyo Map09: Habrá Señales Edited August 12 by nicolas monti 40 Share this post Link to post
watto3699 Posted January 16 Looks really well made, I'll give it a crack tonight. 1 Share this post Link to post
watto3699 Posted January 16 Really fun first map! Pistol only for the first few minutes was a bit of a slog but the barrels made it manageable. Keep it up, can't wait to see the rest. 1 Share this post Link to post
nicolas monti Posted January 17 (edited) 22 hours ago, watto3699 said: Really fun first map! Pistol only for the first few minutes was a bit of a slog but the barrels made it manageable. Keep it up, can't wait to see the rest. Thanks man, all the weapons and bestiary will be added subsequently, with no much delay, and yes, lots of barrels in every map! 2 Share this post Link to post
FEDEX Posted January 17 Se viene Nico con otro set de calidad, bien ahi mi viejo 👍 1 Share this post Link to post
EmoLevelDesigner Posted January 17 That music seems familiar. Might be a well-known song. Reminds me how back in the day there were some songs I heard for the first time as midis in Doom2 and Duke3d levels. Oh wait, after few hours of thinking I recognized it. It's "Rock me Amadeus"! Overall it feels like trip back to the 90s. Abstract, short, simple but challenging vanilla-compatible level with interesting ideas in visuals and gameplay. Cramped spaces and places where walls change textures instantly without use of any pillars/trims to smooth the transition make the place look somewhat strange. Crowd of imps in the end is brutal, new sky is picturesque, but it's level of cartoonishness looks a bit too high even together with cartoonish visuals of Doom. Took me a while to complete because of that imp crowd. Here are all my attempts to reach the end of the level: https://odysee.com/@EmoLevelDesigner:e/DOOM2-New-Wad-by-nicolas-monti-All-attempts:7 Tactical use of explosive barrels allows to clean rooms quickly. Medkits are scarce, demanding careful planning of getting through toxic waste without losing too much health. There's some false visual guiding with health sphere: it hints you're supposed to jump through the window to it, which isn't the case. Monster hidden in the pillar hints there's a secret in the starting room. 1 Share this post Link to post
nicolas monti Posted January 17 (edited) On 1/16/2024 at 6:18 AM, Walter confetti said: What a beautiful sky! Thanks man, this is the original one: Thanks @EmoLevelDesigner for the video, played as intended, the imp trap has some rape but doable!@FEDEX gracias wachín, la textura del cielo ayuda, voy a aprovecharlo en cada mapa, entusiasmado con los próximos niveles y el gameplay con los archviles y los revenants. Edited January 18 by nicolas monti 3 Share this post Link to post
dashlet Posted January 18 (edited) as usual really fun stuff and interesting layout. I like it when maps can be sort of challenging while only using low tier demons and resource starvation (plus navigation been a hazard itself) which its something you are really good at. Recorded a demo using dsda doom for saves, because i was expecting getting destroyed by damaging floors or shotgunners. Interested to see ho w you continue this project :D montiwad01.zip 0 Share this post Link to post
FEDEX Posted January 18 3 hours ago, nicolas monti said: gracias wachín, la textura del cielo ayuda, voy a aprovecharlo en cada mapa, entusiasmado con los próximos niveles y el gameplay con los archviles y los revenants. Estaba viendo las screensh. y la lava es infaltable en tus niveles, pero ese cielo con montañas la verdad me sorprendió! Que bueno que andes con una ráfaga de inspiración :) 0 Share this post Link to post
Walter confetti Posted January 18 On 1/16/2024 at 4:08 AM, nicolas monti said: Textures employed: BIGDOOR1, BRNBIGC, BROWN1, BROWN144, BROWN96, BROWNWEL, COMP2, COMPOHSO, COMPTALL, COMPUTE1, CRATE2, CRATELIT, DOOR3, DOORBLU, DOORHI, DOORRED, DOORYEL, EXITDOOR, EXITSIGN, GRAY5, GRAYYALL, LITE96, LITEBLU3, METAL1, NUKEDGE1, PIPE2, SHAWN2, STONE2, SW1GRAY, TEKWALL1. Flats employed: CEIL3_1, CEIL3_4, CEIL3_5, CONS1_1, FLAT1_1, FLAT10, FLAT14, FLAT22, FLAT5, FLOOR0_2, FLOOR0_3, FLOOR5_1, FLOOR6_2, NUKAGE1, TLITE6_1 Are this the chosen assets for all the mapset or just this map? 0 Share this post Link to post
nicolas monti Posted January 20 Second map donehttps://www.mediafire.com/file/osde82x8mk67e0m/wa02.wad/file@dashlet Thanks man for the demo, I'm going to be busy with exams and holidays but after that I'll continue with the project.@FEDEX Querrás decir ácido, si, la verdad es que me gusta visualmente, le da profundidad a los mapas, lo uso más por lo visual que como un medio para el gameplay.@Walter confetti The limitation is for the entire episode, I'll have to go creative, the choices may look silly but these are the textures I find myself using most of the time, you can call it the Tom Hall pack as those are mostly alpha textures that made it into the final cut.@Dubbag thanks man, I think I recognize your voices, have you made other videos of my maps in the past? the imp rape was funny, you reached that point very low in health, but doable. The proto version of the map had more imps in that trap but without the SS it was unfair. 5 Share this post Link to post
FEDEX Posted January 20 Sisi acido quise decir, es verdad.. lava seria para la roja/naranja, pero vos usas casi siempre el verde (acido) . Suerte con los examenes, sigo de cerca este projecto 2 Share this post Link to post
Walter confetti Posted January 20 7 hours ago, nicolas monti said: The limitation is for the entire episode, I'll have to go creative, the choices may look silly but these are the textures I find myself using most of the time, you can call it the Tom Hall pack as those are mostly alpha textures that made it into the final cut. Really interesting idea! 1 Share this post Link to post
nicolas monti Posted January 27 Third map ready for playtesting!https://www.mediafire.com/file/gji95ky59hbnid6/wa03.wad/file 6 Share this post Link to post
nicolas monti Posted January 30 MAP04 ready for testing!https://www.mediafire.com/file/6d5dnwxypmncprm/wa04.wad/file 6 Share this post Link to post
nicolas monti Posted February 8 MAP05 Ready for testing!https://www.mediafire.com/file/3riburthvodvln8/wa05.wad/file 4 Share this post Link to post
Gifty Posted February 8 Can't wait to try this out, love all your maps!! 1 Share this post Link to post
nicolas monti Posted February 9 On 1/27/2024 at 4:01 AM, Firedust said: Kreator are a fantastic band! Thanks man, I love metal but to tell the truth I choose the name after the latin name creatura, as I consider the wads 'creations' if you will 9 hours ago, Gifty said: Can't wait to try this out, love all your maps!! Thanks man, only four maps left! I don't know what happens with the search engine as this thread and its content is invisible to it, it's somehow detrimental if someone wants to look for it. 2 Share this post Link to post
nicolas monti Posted March 5 Map06 "ouranophoneus" ready for testing!https://www.mediafire.com/file/nun42pbz6xmpo7y/wa6b.wad/file 7 Share this post Link to post
DoomGuy2077 Posted March 6 I love that you used Rock Me Amadeus as the MIDI for MAP01. It reminds me of when a teacher of mine in highschool who would come to class hung over and put that movie on then put her head down on her desk and sleep. 3 Share this post Link to post
nicolas monti Posted March 30 (edited) Map07 available: Bungalops https://www.mediafire.com/file/iwfh05mvwql02fb/wa07b.wad/file Edited March 30 by nicolas monti 4 Share this post Link to post
nicolas monti Posted May 8 (edited) Map08 done!: erkenta pyapyo https://www.mediafire.com/file/mszr2evehjwsxka/wa08d.wad/file Edited May 8 by nicolas monti 6 Share this post Link to post
nicolas monti Posted August 3 (edited) map09 done, the whole thing is ready for playtesting! https://www.mediafire.com/file/9g6zyfar0yx9t2g/kreabet0.wad/file 7 Share this post Link to post
Firedust Posted August 3 Does this have a lot of 20 damaging floors ahaha 1 Share this post Link to post
nicolas monti Posted August 3 8 hours ago, Firedust said: Does this have a lot of 20 damaging floors ahaha I believe I don't make much use of it in this episode if not at all but I can't recall :) I use those floors only if I need the flashing light or for lazy inescapable pits. 1 Share this post Link to post
nicolas monti Posted August 12 It's on Idgames now! https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/kreatura still corrections can be made if you find some bug, I also wanna say I'm happy with Legacy of Rust and the fact that there is an official release with alpha content now! 6 Share this post Link to post