Khorus Posted August 7, 2009 Base Ganymede is a WIP 1 man vanilla DooM 1 megawad. Shooting for 3 episodes, episode 1 has been released. Screens! e1m1 1 map (512 grid) e1m2 1 map e1m3 1 2 map e1m4 1 map e1m5 1 map e1m6 1 map E1 is now finished and available on the archives. 0 Share this post Link to post
ArmouredBlood Posted August 7, 2009 Well I see a SUPPORT3 in the second shot of the third map so it's not ALL METAL :P Nice shots and layout, got a grungier classic look imo. 0 Share this post Link to post
Snarboo Posted August 7, 2009 I would love to see a custom sky that looks like it could be Ganymede, eg starry sky with Jupiter looming somewhere above. 0 Share this post Link to post
Khorus Posted August 8, 2009 Snarboo: Yeah, not a bad idea. I'll see what I can do. ArmouredBlood: Thanks. :) 0 Share this post Link to post
Kyka Posted August 8, 2009 I like the look of this. Cool name too. I gotta agree with Snarboo. The right sky texture would just set the mood for the levels really well. Especially as (I guess) that Ganymede wouldn't have the same look as Phobos or Deimos. 0 Share this post Link to post
Khorus Posted September 12, 2009 E1M4 is finished with OP updated with a couple of shots. 0 Share this post Link to post
Khorus Posted October 12, 2009 Well, got a new sky in thanks to kristus and dsm. E1M5 (yay got screens in chocolate working) E1M5's nearly finished. Could do with a few testers soon though to have a run through the maps. 0 Share this post Link to post
Snarboo Posted October 12, 2009 That sky is awesome. Exactly what I was thinking when you said this was on Ganymede. :D I'm really looking forward to this. 0 Share this post Link to post
Kyka Posted October 12, 2009 that sky looks really good. Keep up the good work. 0 Share this post Link to post
Khorus Posted October 15, 2009 Snarboo & Kyka: Thanks. :) E1M5 is now finished and OP updated with screens. Took abit longer to make this one, but really happy with how it turned out. 0 Share this post Link to post
Khorus Posted October 27, 2009 E1M6 is finished and some screens in OP. This map came together pretty quickly. Really pushes the vanilla limits in some places too. The plan sofar is to release it episode by episode so I can walk away from it for abit and get feedback etc. EDIT: hm, I should probably re-take screenshots of the first few maps. 0 Share this post Link to post
SonicIce Posted November 10, 2009 can't believe you got something that elaborate to work in chocolate doom. looks real nice 0 Share this post Link to post
Khorus Posted November 10, 2009 Thanks. :) E1M7 is finished. Just one more map to go, more testing and then E1 can be thrown out the door. 0 Share this post Link to post
darkreaver Posted November 10, 2009 Oh I really like how you use so many "non-straight" or unsymmetrical (or what to call it) lines. What I mean is, they dont follow the grids! I just cant get myself to do that :( (ok sometimes, but you know what I mean) Gonna check this out. Looong time since I played Doom 1 0 Share this post Link to post
Khorus Posted November 11, 2009 E1M8 is now finished. Just gotta test it all some more and I can get E1 out there. :) No screens though, wouldn't want to ruin it. 0 Share this post Link to post
-_DLD_- Posted November 11, 2009 Oooh, very nice maps, for sure! But I must ask, is there something you're not showing us in E1M3? It looks like you censored something in that pic (look at that pixilated bit)! All joking aside, as someone who's slowly working on at least an E1 replacement himself, this project definitely piqued my interest. Are you implementing difficulties? How hard are you aiming at making it on UV? I find it's challenging to make a faithful E1-style map very tough due to the limitations of monsters beyond throwing an assload of them at the player from multiple directions or making them fight multiple Barons in a tight space with no/limited rockets. 0 Share this post Link to post
Khorus Posted November 12, 2009 -_DLD_- said:Oooh, very nice maps, for sure! Thanks :) But I must ask, is there something you're not showing us in E1M3? It looks like you censored something in that pic (look at that pixilated bit)! Heh, I was contemplating retaking all the shots in choco and with the new sky. But I can't be bothered. Are you implementing difficulties? How hard are you aiming at making it on UV? I find it's challenging to make a faithful E1-style map very tough due to the limitations of monsters beyond throwing an assload of them at the player from multiple directions or making them fight multiple Barons in a tight space with no/limited rockets. Yeah I've got difficulties in. I tend to balance those by giving more health and ammo or an invis sphere now and then to the lower skills rather than take away monsters. Nubs like to shoot things too. :P Well. I'm not recreating anything with this, but I try to balance it around close ammo/health so the player has to be a little careful (later levels the shotgun has plenty of ammo as the backup weapon though). Which is what I'd do if I was to do E1 style stuff aswell. I also use alot of lost souls as they add alot of dynamic to the fights. 0 Share this post Link to post
lupinx-Kassman Posted November 12, 2009 At first I was honestly expecting another e1 look-alike. However, these look like classic style maps with personality. Weird way to describe it I know, but the point is I am looking forward to this. 0 Share this post Link to post
Khorus Posted November 14, 2009 E1 is uploaded. So someone who gives a shit about vanilla, go review it! lupinx-Kassman said:At first I was honestly expecting another e1 look-alike. However, these look like classic style maps with personality. Weird way to describe it I know, but the point is I am looking forward to this. personality > good looks 0 Share this post Link to post
UnholyMessias Posted November 15, 2009 Ive played maps in the first episode from pistol start and ive gotta say I really liked it. I liked how you considerably upped the difficulty from the original game and the later hellish influenced maps were good too. I do have some gameplay gripes, the Spider Mastermind in E1M5 is a bit harsh considering you have no cover whatsoever and its pretty early in the megawad. I also got a little low on ammo against the spidermastermind in E1M7 at the exit and had to use my chaingun to kill it which is a bit overdone. I suggest giving some more cells by the switch or some rockets (I had 60 cells and 200 bullets left). I also hated map E1M8, felt like a gimmick map thrown in at the last second. A bit of a letdown for the finale of an episode. I also would of liked new music, the old doom music bores me to tears. Altogether i rated it a 4/5. 0 Share this post Link to post
Khorus Posted November 17, 2009 UnholyMessias said:Ive played maps in the first episode from pistol start and ive gotta say I really liked it. I liked how you considerably upped the difficulty from the original game and the later hellish influenced maps were good too. I do have some gameplay gripes, the Spider Mastermind in E1M5 is a bit harsh considering you have no cover whatsoever and its pretty early in the megawad. I also got a little low on ammo against the spidermastermind in E1M7 at the exit and had to use my chaingun to kill it which is a bit overdone. I suggest giving some more cells by the switch or some rockets (I had 60 cells and 200 bullets left). I also hated map E1M8, felt like a gimmick map thrown in at the last second. A bit of a letdown for the finale of an episode. I also would of liked new music, the old doom music bores me to tears. Altogether i rated it a 4/5. Thanks. :) E1M5 spider, there is cover on the left of the stairs where you get the rad suit. I also tend to not care for such progression in maps, I wouldn't be against using cybs and masterminds in e2m1. :p E1M7 spider, there is another way to kill that spider with much less ammo expenditure. Heh, I knew E1M8 would have strongly divided opinions. I wanted a very different boss fight. I'd already used the 3 "bosses" frequently, so to just use them as a normal fight again didn't really interest me. It's a little difficult being experimental with vanilla gameplay (and limits, I wish the map could be much larger really. But I already had to cut it back). EDIT: It's also great that you played with pistol start. E1M5 loses what makes it my favourite map of mine when it's played in continuation. 0 Share this post Link to post
Cupboard Posted November 17, 2009 These are very well-made levels. I liked how there were several spider masterminds. I'm glad he got plenty of face time, especially in a plain Doom wad where the "final boss" position is usually reserved for him and he is nowhere else to be seen. 0 Share this post Link to post
Hitherto Posted November 30, 2009 Thanks Khorus & co for very enjoyable mapset! Overall mapping style is great (especially m3 & m5), new sky is amazing and testing job is solid. Here is my pack of first attempt demos. Some (but very scanty) comments may be found inside archive. Quickstat: | total | deaths -------------------- m1 | 5:25 | 0 m2 | 9:19 | 0 m3 | 20:09 | 0 m4 | 12:12 | 0 m5 | 52:25 | 2 m6 | 22:50 | 1 m7 | 13:16 | 0 m8 | 3:45 | 9 0 Share this post Link to post
Khorus Posted November 30, 2009 Thank you TheCupboard and Hitherto for the comments, and the demos! Will be watching these. :) 0 Share this post Link to post
skepticist Posted December 2, 2009 Absolute oldschool excellence. Played whole set in one breath, and longing for more :). If you like watching FDAs, here`s mine ones: http://skepticist.yolasite.com/resources/FDAs/bg-skp.zip 0 Share this post Link to post