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DarKHunTeR

UPDATED! Atrium (v1.5) - A New Ruins Map For G/ZDoom 2

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Posted (edited)

Screenshot_Doom_20180606_162230.png.3d7fcbd2fffb5fbab6c3f7d46dd13c7b.png

 

Download Atrium: http://www.mediafire.com/file/61dtu12nfb88kii/Atriumv1.5.zip

 

Step into the Atrium, an ancient fortress riddled with dangerous demons and traps at every turn. A single map for G/ZDoom 2.

 

What port(s) did you test with? ZDoom and GZDoom

 

For advanced ports (e.g., GZDoom) does your map/mod expect any of the following:

Freelook? Yes (Though not required)

Jumping/crouching? No

Which IWAD did you use? Doom 2

How much content is there? 1 New Map. Replaces MAP01 of Doom 2.

Roughly how difficult is the gameplay? Map difficulties are not implemented. I personally consider this map to be quite challenging.

 

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Screenshot_Doom_20180606_162332.png.7209b6cf9784c1e583f5ddc539705513.png

Edited by DarKHunTeR

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My gzdoom demo: atriumfpda.lmp.zip

 

Overall, I enjoyed it. I like that you can see where you're meant to go from the beginning and barring my crappy play (I just woke up before playing this) I had fun with it. I commented my play through with some ideas, but I think my comment with the Vile is probably safe to ignore. I didn't really think it through.

 

Thanks for sharing this, I had fun. :)

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Posted (edited)

@Cheshire Sphinx Thanks :D I'm very glad you liked it and I'll definitely check out your demo! Cool stuff!

 

Edit: Turns out I have no idea how to run demos, so I can't view your playthrough atm

Edited by DarKHunTeR

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Posted (edited)
46 minutes ago, DarKHunTeR said:

Edit: Turns out I have no idea how to run demos, so I can't view your playthrough atm

 

Just add "-playdemo demofile[.lmp]" to the executable (using a shortcut or the command line tool), or use launcher like ZDL.

 

ZDoom will automatically play the specified demo when it starts. If the .lmp extension is omitted, it will automatically be added (thanks ZDoom wiki!)

 

However, if the demo was recorded on a different version of GZDoom than the one you have, it'll desync. You should confirm what version to use.

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1 hour ago, DarKHunTeR said:

@Cheshire Sphinx Thanks :D I'm very glad you liked it and I'll definitely check out your demo! Cool stuff!

 

Edit: Turns out I have no idea how to run demos, so I can't view your playthrough atm

 

What Bauul said. Sorry, I didn't think of that. I used GZDOOM g3.3.2

 

Thanks, @Bauul

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Thanks for the map; I had some fun with it.

 

This level could use a visual tuneup, some secrets, and fewer rockets.

 

Some of the combat was pretty well executed, like the arch-vile situation, the spectres with the hidden footswitch (although I might shrink that whole room and proportionately have fewer spectres), and the chasm area. Here, however, I thought it was too forgiving. There were too many teleporters back up and not really enough projectiles to dodge. Perhaps a few more monsters, maybe only one teleporter back up, and 20% damaging floor would make that better. 

 

I'm afraid the monster choice for the final ascent was about the worst one that could have been made, except maybe for all commandos. Try that area with some combo of mancubi, arachnotrons, free cacodemons, and a few hitscanners and revenants, maybe some lost souls. It would be much more dynamic. But imps, hell nobles, and caged cacodemons hardly offer any threat from that distance, especially with so many rockets.

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@HAK3180 Thanks for the play and the review! I like some of your ideas and I'll consider adding some to the map in the future! I'd like to add a plasma and chainsaw secret to this map, I like the idea of less rockets in the atrium area (possibly replaced with more conventional ammo, I always want the player to have enough ammo), changing some of the enemy types in the atrium area (Revenants, Arachnos, and Hitscans are a bit much for the sniper posts in the atrium because there is no cover on the stairs, but Mancubi could work), and the Spectre room downsize. Really appreciate the feedback :)

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I just tried, but died too many times. Crappy player I am :)

 

I died from Aranchotrons and from Pain Elementals spamming with Lost Souls.

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