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Ribbiks

Finely Crafted Fetish Film [7 puzzle maps for boom]

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Nice. That city map screenshot is unexpected and looks pretty good. I do hope there is a sector-detail car.

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Oh so that's why you didn't tell me what it stood for :l

 

@everyone else: play this wad, it has tons of cool stuff in it

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What little I've played so far is cool and avant garde, and reminds me a little of Bauhaus.

 

The abandoned city of MAP01 is quite evocative of a surreal Escher space. The puzzle elements are logical and fair, though I think the checkers puzzle should have a reset switch.

 

The abstract symbols that drive MAP02 look good, but are a little problematic. I think this stuff works better when the symbols used are quickly identifiable and easy to memorise.

 

 

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Before I try it, were you per chance under the influence of Jim Flynn? Ribbiks x Jim Flynn is something I've been dreaming about on and off since replaying his maps :-D

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Took a quick look at some levels. MAP01 had too many enemies when I wanted puzzles :) MAP02 with the symbols was pretty cool, though I think Urthar makes a good point since I started getting tired of running back and forth to the symbols to remember what was where (might play it with a pen/paper next time). MAP03's barrel mechanic seems cool too. Look forward to having some time to really sit down and play this.

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these maps are intense and incredible :) superstar stuff really

thanks for including my tunes in these works of madness

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On 2/14/2019 at 10:26 AM, Urthar said:

I think the checkers puzzle should have a reset switch.

 

I fruitlessly tried to concoct one while building the mechanisms for the buttons, but couldn't get it to work -.-. I shall look into this further though because I definitely would like to have one.

 

On 2/14/2019 at 10:35 AM, Kira said:

Before I try it, were you per chance under the influence of Jim Flynn? Ribbiks x Jim Flynn is something I've been dreaming about on and off since replaying his maps :-D

 

I very much enjoy Flynn maps, and other purveyors of doom puzzles as well ;D. though most of the content historically referred to as puzzles in doom pwads didn't really meet my expectations (as far as requiring critical thinking or taking advantage of the doom engine's "kinetics"), which was a big part of my motivation for making this.

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Finely Crafted Fetish Film is going to be a nice addition to my youtube search history.

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It took me ~3 hours to finish MAP01, in three sessions. I will think twice before attempting other maps.

 

Only after exiting I allowed myself using Doom Builder. Still, it took me ages to figure out how to get the BFG, and it is necessary in order to get quite a few secrets.

 

Great map, I guess I could max it except sector 138. Why is it tagged secret and is it reacheble at all? I guess yes, with some crazy jumping technique, but I can't do it.

 

Ah, the checkers puzzle. 

Spoiler

I didn't like it and I don't get it. I mean, computer map and all, but why leave two of the tiny pillars up? Equally logical solution would be to lower only these two. Also, "white" and "green" I could only distinguish with DoomBuilder, when playing the map they both show up as candles I think? Or do they change after triggering something? 

 

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2 hours ago, vdgg said:

I guess yes, with some crazy jumping technique, but I can't do it.

 

yeeup, my mantra for this wad was: a reasonable/average player should be able to exit the maps, getting 100% will require niche skills or studying it ahead of time. (best of luck if you dare attempt the secret content in m02!)

 

2 hours ago, vdgg said:

Ah, the checkers puzzle. 

 

Yes this is bad and I apologize :p. I'm reimplementing this particular area such that it will have a reset button, and that it will accept the "actual" answer, instead of the complement of the correct answer.

 

Re: colors: there are two differently colored candles, aye?

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I'm disappointed there is still not a single Ribbiks Cube joke.

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Umm... level 01 looks amazing. Really enjoying it; though falling off the ledge gets kind of annoying after awhile (will upload an FDA in a couple hours). 

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On 2/13/2019 at 6:49 PM, rdwpa said:

Nice. That city map screenshot is unexpected and looks pretty good. I do hope there is a sector-detail car.

Just curious, is this some sort of subtle, understated way of saying "looks amazing" or do you honestly think it looks "pretty good"? I guess I'm still puzzled (no pun intended) why Eviternity is a shoe in for a cacoward when projects like this and Lost Civilization exist.

 

That said, I wish the whole mapset was some variation of the first map's motif. To think I pay money on games of less quality than this mod, which I just downloaded for free, with no strings attached. For shame. Doom sure is come a long way.

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3 hours ago, Hellbent said:

Just curious, is this some sort of subtle, understated way of saying "looks amazing" or do you honestly think it looks "pretty good"? I guess I'm still puzzled (no pun intended) why Eviternity is a shoe in for a cacoward when projects like this and Lost Civilization exist.

Goodness knows the Cacowards are criticized on a regular basis for their blatant anti-Ribbiks bias.

 

I wonder if your energy would be better directed at making logical arguments about why the wads you like are good rather than blind assertions about judging that hasn't even happened yet.

 

Also this mapset looks neat, Ribbiks. Looking forward to playing it!

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MAP01 UV Max. Slow, but since the map will be updated anyway...

 

Killing the cyber with plasma is unnecessary (telefrag after), but I wanted to be extra safe in case of screwing up the jump to the BFG.

 

Clueless at the end, I think I heard that arch-vile, if not, I would have forgotten to kill it.

 

Comments welcome regarding what can be done better, faster or safer.

fcff01-1503.zip

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I like map01 of FCFF because it has a very unique feel and look (I can't speak for the other maps because I keep dying). It looks, very very very cool; and not like anything I've seen in doom before. And its execution is flawless. I feel like I'm in some kind of super-stylized futuristic noir film. Actually, I honestly feel like I've stepped 15 years into the future into the latest and greatest doom mod showcasing where the doom community has ended up in 2035: super sleek design that speaks to the engine's strengths allowing for a super-interesting layout with no sacrifice to gameplay. Jackpot; the community finally arrived at Doom Nirvana. 

 

I enjoy the gameplay of the map. The level seems to be first and foremost designed to be fun, not just to look cool. It feels like the design and atmosphere of the map (the artistry of it) serves the gameplay, and the gameplay serves the artistry. VERY few good looking maps can pull this off.

 

For example of what I'm talking about: there is a battle that occurs on a narrow, zig-zagging ledge; and it looks damn cool; and the coolness factor of it is directly tied to the gameplay which is top-notch, because part of what makes this part of the map look cool is the terror that is streaming down from above (which is a gameplay element), contrasting beautifully against the backdrop of said ledges; so you get the ledges and the projectiles making for exciting, dangerous beautiful and scary gameplay. I have a minor quibble about a design choice with this part of the map, (it appears to be instadeath if you fall off the ledge), but overall it's one of the very very very few difficult maps I can drag myself to try again and again (I don't play doom with saving anymore, or very little saving).

 

What often happens in pretty maps is the layouts are boring and the detail is tacked on to make it look gorgeous, but the two are pretty much exclusive, happening in isolated vacuums. Many super detailed/great looking maps, when stripped of their detail are revealed to have very boring layouts (often times they boil town to halls connected by rooms on a grid). This is because it's easier to do intricate architecture and detail on a grid than with a lot of interesting angles. FCFF doesn't suffer from this because the "detail" is so cleverly built right into the textures, so it doesn't need a bunch of minutia-structures-that-require-a-grid. When you run around in the map, it's this beautiful marriage of great aesthetic design and all sorts of interesting shapes to everything. Superior layout serving superior aesthetic giving rise to great gameplay? Sign me up! Sign the author up to the game design outfit of his choice! (actually, don't, keep making doom maps!)

 

So, yeah, a wonderful layout augments the map's great looks and awesome atmosphere. This is what all mappers, ahem, level designers should be striving for and this sort of design should be getting top billing and all the accolades. But that's just my... opinion... man. 

 

It's for mods like this that I say we are in the golden age of doom. For me it is a very special time to come back to this game that I thought I had finally played to death: for the last eight or so years, whenever I would try to play doom again, the latest and greatest megawad or what have you, I'd get bored super quick; so to experience this sort of revival now, 25 years later! I would never have dreamed this in a million years.

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FDA for MAP04, successful! (I have FDAs for MAP01-03, much less successful; in fact, on MAP03 I didn't even leave the first area with 3 switches). At this one has *** (three stars). Go figure.

fcff04-fda-4019.zip

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I picked the last map instead: liked how every distinct sections have also distinct gameplay with my favourite area being the tech-base e1 style one (this kind of visuals works very well with the creepy and surreal setting of the level imo), where I enjoyed the key hunting. Also liked the big fight on the YSK area with the last wave of cybs and viles in that small environment. 

Low life cybers are just amazing; I'd like to try to use them too tbh ^

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Updated the wad. same download link: http://www.rbkz.net/doom/fcff.zip

 

changes:

Spoiler

- hntr has been nerfed across the board, to bring it in line with what I originally had in mind but was too lazy to implement as of initial release
- m01 checkers switches have been reworked as described in this thread
- m03 opening room has been simplified
- some ugly areas have been made prettier
- some pretty areas have been made uglier
- various minor things that no one will notice so what's the point in listing them
- filename unchanged for maximum inconvenience

 

 

 

On 2/21/2019 at 8:08 AM, Paul977 said:

Low life cybers are just amazing; I'd like to try to use them too tbh ^

 

The idea was born out of a playthrough of Beesong actually, where I found myself wishing the second half of each cyb-centric encounter didn't take as long (i.e. ssging it down after it had served its purpose). I imagine you could probably do some interesting things with them :)

 

 

 

Edited by Ribbiks

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There is a HOM effect here on Map 07 after coming back from the YSK area (GL/PrBoom-plus 2.5.1.5). That aside, it was highly entertaining, and I think I spent about four hours over a couple of days to complete it.

 

Spoiler

Triggered every secret (even that non-secret invul) except for the three plasma guns in the RSK side? I sometimes can't tell whether these things are actually attainable or not :P

 

My favorite puzzle was this.

 

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This made me feel stupid.

 

White to capture -> green to capture? Some numbers. A multiplication of one number from one line by another from the other, I guessed, but I did not find any clue what the desired total is, so I just bruteforced through trial and error, and after discovering the solution this way I still have no idea why it is the solution.

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32 minutes ago, Gez said:

White to capture -> green to capture?

 

It's admittedly kind of clumsy that you can get to those switches before encountering the clues about what they correspond to. It's not a good or clever puzzle by any means, just a cute optional thing I tacked on for the odd ducks out there who might be familiar with (or able to deduce) checkers move notation ;D

 

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Posted (edited)

MAP01: enjoyed it, except for that checkers puzzle. I did find the clue quite a bit after.

MAP02: enjoyed it a lot. Neat little puzzle.

MAP03: the beginning is really harsh, with that cybie ambushing you right after you get out of the first puzzle. After managing to cross that hurdle, which took a lot of reloads, enjoyed the rest.

MAP04: probably my fav, really cool puzzle. Only found the scrolling floors annoying, perhaps if they were slower.

MAP05: another great puzzle with these colored columns. I got stuck on the red key puzzle until I figured out that I was trying to do it in the wrong order, after changing which switch pillar I tried to reach first it was easily solved. Note that there are two places where you can get stuck if you fall between the pillars, perhaps put a little teleport switch there?

MAP06: the huge monster count made me wary. Ridiculously few puzzles (just an optional one to get one of the skull keys, if you can count "luring a baron to a door" as a puzzle) but a really horrible arena fight. After spending a couple hours getting turned into a skeet pigeon for revenants and cyberdemons by archviles, I just idbeholdved my way past that section because fuck it. Just, fuck it. Then there was another revenant spam situation a bit later, but that one was more tolerable.

MAP07: a monster of a map, though honestly I have no idea how to complete it. I found the blue and red keycards and I can exit it with about 1% kill, I found how to get the yellow keycard but no idea how to get there legit (without jumping or no-clipping into the nukage zone), I found some secrets (including the red keycard) thanks to the automap highlighting action lines with no idea how to tell that a spot on the floor is supposed to be activated so I'm not sure I got it in the order I was supposed to get it. It's confusing, but more in a Hexen switch-hunting way than in a puzzling way: I don't know what I'm supposed to do and where.

 

Overall, I like the aesthetics and the puzzles, but the last two maps I find more frustrating than entertaining.

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