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joepallai

AshDream's 1st map released

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Posted (edited)

Here is my first new single player map in a long time; I call it "Parechesis" and it is to be the first map in a 9 map episode replacing Episode 4 called "Ashdreams".  Skill settings are fully implemented and the level is a sprawling temple complex in mountainous terrain.  I hope you enjoy it--Joe  

 

edit:   Watched Brad's video and fixed some missing things, should be better now.   If anything is broken or needs work, let me know.

 

 

 

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JPAsh001.zip

Edited by joepallai : updated wad after watching demo

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Hipsters these days making me go without a SSG... this map better be worth it Joseph! (although it's safe to assume it will be)

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I never got back to you with more feedback about this map when you sent a WIP months ago D: so sorry about that joe. glad to see the map is finished now though, looks awesome! gonna give this a whirl and leave some feedback here in place of the feedback I never gave before heeeh

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Wow! Can we expect something like e4m6 of 2002ado?

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@Tango   It's cool; I think all I really was looking for was someone to repeatedly break the map.    Please leave feedback whether positive or negative;  it'll be used to finalize this map for AshDreams.

 

@Memphis    Yep, everything in AshDreams is going to use the same theme that was present in Dementia (E4M6).   Though this map is shorter in length (I consider this a medium size map for the project).

 

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Posted (edited)

Actually I dunno this one is driving me nuts, I finally had a foothold on the 4th try (weapon, health, ammo, and armor famine) and then you kill the player with a self telefrag? :-(

 

edit: video evidence of my fail

 

Edited by Vorpal

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Posted (edited)

Yeah that was one of the ideas I was worried about.   I  thought the trap was well sign-posted; but it does occurs halfway through the level so it probably is not my best idea.   

 

Thanks for the video,  I'll change a few things and re-upload by Saturday.

Edited by joepallai

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I just got through playing.

Overall pretty good map with no major flaws I could think of. My only complaint is the death teleporter but that is only a minor complaint. I would telegraph it better by having some blood wall textures on it in addition to what is currently present. I definitely will play the other maps when they get released.

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Some blood or whatever in front of a teleporter usually means nothing other than decoration spam, at worst it communicates "this will be dangerous". Outright killing the player for taking a teleporter has no gameplay value and doesn't teach a lesson (teleporters are still necessary elsewhere in the map). Well, I suppose it teaches the player that they should be savescumming.

 

If it was part of some puzzle, with some poetry about death written on the wall, and a selection of teleporters and some clues as to the "safe" one(s), that'd probably be kinda cool... but would still piss me off haha.

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12 hours ago, joepallai said:

Yeah that was one of the ideas I was worried about.   I  thought the trap was well sign-posted; but it does occurs halfway through the level so it probably is not my best idea.

At least the trap wasn't at the end of the level. That would've been cruel. I see what you mean about the dead body and the gore on the teleport pad, but when I see that it doesn't necessarily trigger the thought in my head, "Oh, I'm going to telefrag myself if I step on this." Especially since it seems to be in the general flow of the level.

 

Anyway, about the map. In my opinion, it's a pretty good map.

 

It seems focused on exploration more than combat, which is nice. There are still monsters around to keep things interesting, but you never seem to be swarmed in an unmanageable way. There is not an overly abundant amount of ammo, but you don't seem to be aiming for ammo starvation, either. Perhaps if you added more monsters, the level would feel more starve-y. There seem to be a reasonable number of medi-kits and stimpacks, and they're located decently well. There are some puzzle-y aspects to the map, too, although nothing too intense.

 

I liked the inverted cross cutouts in front of the demonic church with the fire background and the hanging corpses inside them, shrouded by darkness. The lost souls in those alcoves were a nice touch. Although, it seems that there should've been more monsters in the church area; it seemed rather empty.

I liked the blue torches outside the blue locked door.

I think the default Episode 4 sky works very well with this map.

 

Like I said, I liked the map. If you're looking for slaughter, look elsewhere. But if you want a decent map with a variety of aspects and a mix of combat and exploration, this may be for you.

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39 minutes ago, Vorpal said:

If it was part of some puzzle, with some poetry about death written on the wall, and a selection of teleporters and some clues as to the "safe" one(s), that'd probably be kinda cool... but would still piss me off haha.

If you used a different texture for the "suicide" teleporter, and you had an example earlier in the map to teach the player, that might work.

 

For example, you choose a texture that you plan to use for the telefrag trap pad. Differentiate it from "normal" teleport pads. Surround it by a small pool of blood or a ring of fire or make it flash noticeably, just something to make it look different than the others in the level. Early in the level, have the player encounter this type of teleporter. Have a monster walk onto the pad and telefrag itself. Voila, you've just taught the player that this obviously different-looking teleport pad is a bad thing and you shouldn't step on it. Then, later, when the player encounters this teleporter again, if they step on it and die, then it's not on you for being a dick, it's on the player for not learning the lesson you tried to teach.

 

In fact, you could set up a puzzle later on with two teleporters, one a "normal" teleporter and one a "suicide" teleporter. Again, make the suicide teleporter the type you've taught the player is bad. Then, they just have to remember which is the bad pad and not step on it.

 

If, in another map in the set, you want to use that teleport configuration and not have it kill you, do the same type of thing in reverse. Teach the player that that type of pad is now OK by having a monster step onto one and not instantly die.

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Ok so after the player has been taught what a "suicide" teleporter looks like, what gameplay value / purpose is there to putting further ones in the map?

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Thanks Classicgamer6 and Pegleg for the reviews, glad you liked it.

 

I am rethinking the death trap teleport, I could tie it into the yellow key secrets and use it to transport the player to a better vantage point after the blue key.  That was an earlier idea I had but never used; maybe save the death trap for another (shorter map) and tie it into a gameplay reward.

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3 hours ago, Vorpal said:

Ok so after the player has been taught what a "suicide" teleporter looks like, what gameplay value / purpose is there to putting further ones in the map?

You could argue that a suicide teleporter, by itself, serves little gameplay value/purpose to begin with. I figured if you wanted to incorporate it into a sort of puzzle (sort of like you mentioned), then the fact that you showed the player what it looks like at least tells you which one you shouldn't take. Otherwise, I think you have to do something more, like your poetry about death or something like that.

 

Besides, what is the value of showing the player one if you're never going to put that knowledge to use?

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2 minutes ago, Pegleg said:

Besides, what is the value of showing the player one if you're never going to put that knowledge to use?

 

There is zero gameplay value in a suicide teleporter, even in my "borderline tolerable" scenario involving a puzzle, is my argument.

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It's hard for me to make videos but I made a demo, maybe it will be interesting. Attaching to this post. Thankfully I've read about the death trap so I knew what to watch out for.

 

The map was very adventurous. I love how the outdoors become darker as you progress: it's a very effective way to add some atmosphere. Now all it needs is a kickass pcorf midi and you'll have a complete package. :)

 

Most of the secrets seemed pretty easy to find but honestly, that's how I like it. I'm yet to solve the mystery of the yellow key though... The gameplay also seemed rather relaxing, perhaps some more shotgunners wouldn't hurt. But then again this is only the first level.

JPAsh001_41_mem_FDA.zip

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Memfis, thank you for the demo and review!   Very interesting to watch and I caught a texture misalignment in the library by watching so I'll fix that.

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