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Fonze

Driven - Medium-Sized Limit-Removing Ultimate Doom Techbase Map - RC2

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Posted (edited)

Your first sentence scared me so I did skill 1. Here is my FDA. I got stuck somewhere and couldn't idclip out because I was recording a demo.

 

 

In any case, this level is very fun so far! Great stuff

 

edit2: also I forgot to mention: music is fantastic!

Edited by DuckReconMajor

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Posted (edited)

Hey DuckReconMajor, thanks for the video! It was very helpful to watch. I'm very sorry for the careless mapping error which led to you getting stuck. I thought about adding an evil eye there just for you since you seemed to like the one earlier in the map ;p but I instead just moved the switch closer to the wall. I think that also necessitates a new version so I've updated the download link.

 

I also changed a couple of platforms for the puzzle to hopefully prevent it seeming like a timing thing; it's meant to be solved casually. Hopefully it will help to make things easier to digest?

 

Thanks again for your time :D

Edited by Fonze

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Hi Fonze!

 

First order of business; this is a gorgeous map. Very well detailed with a nice rusting industrial area vibe. Excellent texture flow and lighting, with much of the latter blazing down through skylights. Room-shaping is top-notch and the sinuous structure hints at a flowyness not present in the map itself, geared as it is around so many huge lock-in fights. There are several places where I was aching to leap out of windows but couldn't. This is not to say the layout is unsophisticated, in fact the opposite is true, but instead to say that leaping from great heights into large battles would, for me, be more fun.

 

Some of the map's detailing can only be appreciated with freelook, for example this enormous ductwork;

DMh1kL5.png

 

There were occasional texture uses that struck me as odd, for example in this shot of Brngrn where the top of the texture is lower then the ceiling, and is not upper unpegged over the barred window;

zd4PkG3.png

 

The gameplay was quite vicious. I ignored your warning and tried UV first, but it was too much of dealing with heavy meat at the start -- Pinkies and Barons with an under-ammoed boomstick -- so I dropped to HNTR. My total death count was somewhere near 20, but the only battles I ultimately chose not to complete were the BFG and end fights. My favorite fight was the Blue Armor lock-in battle, at this location;

o2nqZ7O.png

 

At first, I hated this fight, because i went in with just the Rocket Launcher. Now, from your description, it was guaranteed that a map relying "mostly on the Rocket Launcher and Plasma Gun" was going to be a GAD Suicide Fest until the PG was found, and so it was. 80% of my deaths were either GAD suicides or GAD was the biggest factor in weakening me for the final hit. And to make matters worse, you locked up the teleport in the nukage below and dropped in a new one, so I couldn't teleport outside of the scrum to rocket all that meat to death, but instead teleported back into the fight, where I was promptly killed. That's a level of mean-spirited evil I have to admire. ;) You certainly thought of everything!

 

So after about 4 consecutive deaths, and realizing resistance was futile, I opened a save -- yes, I savscummed! -- and went the other way, where I stumbled upon the PG and one helluva fight for it. Cleared this on my third or fourth try. After my first survival, I replayed the skirmish in order to get through it with better health, and isn't it odd that a slugfest which wiped you the first few times becomes easy once you make a few less mistakes? I went out of there with nearly 200% health. :D

 

Upgunned, I went to the big RL fight near the Computer Map, a bad idea since I used up my plasma torching that mini-horde of Sergeants you teleported in behind me. I'm starting to think you have something personal against me, Fonze, a good quality in a Doom mapper, I say.

 

It took me 4 tries to beat the Blue Armor fight, because I didn't discover the cells until my 3rd try. I used the tactic of jumping into the nukage and teleporting back up in hopes of telefragging a Baron, and succeeded 3 times! Those lumbering jagoffs take up too much space. :D The fight boiled down to reaching enough plasma to avoid yet another GAD suicide, and I did it twice, but the first time, as I was heading towards the lift, I was scratched by a monster. Where the hell was it? I thought they were all dead. Well, take a close look to the immediate left of the SG in this picture. See that Baron head in the floor? It was him that got me. Somehow, he sank into the floor of what appears to be Sector 859. I died trying to kill him.

tBVck6c.png

 

On my next successful run, I found myself under fire from the blue ceiling in Sector 1679! -- I was playing in GZDoom 4.0.0 -- so perhaps I should upgrade. Anyway, Caco spit was raining down from the ceiling itself, an entirely unanticipated environmental hazard. Eventually, the renegade Caco descended from the blueness and was quickly dispatched.

 

There was another irritation in this melee, an Imp trolling me from beyond auto-aim range. If you're gonna do that to me, I'm going to elevate my RL and take him out.

 

"There is also a fun, fairly easy puzzle for the BFG." I live by the dictum that there is no such thing as a "fun puzzle" in Doom. ;) I fully confess this is a personal quirk. So when a mapper thinks it's time for me to play around with switches to raise and lower columns, I try it out for 30 seconds and then clip to what I want. In my view, this whole puzzle could be eliminated and the BFG placed on a 16-high platform. The BFG fight itself involves a hailstorm of teleporting Barons, widely regarded as the most un-fun monster in Doom. Since I never found a backpack, I did an IDKFA cheat to get through it. By this time I was feeling exhausted with the map. That's me, I'm not really the target audience, so pay more attention to the actual slaughter players. 

 

That said, after I watched the @DuckReconMajor video I thought ITYTD seemed like a good idea. I reckoned that most of my deaths were from running out of cell ammo, so maybe I'd survive longer. As it turned out, I totally crushed the map, only dying once at the end fight, which, as it turns out, appears to be optional. I voluntarily fought it after reaching the exit and having to clip out of it.

 

Some other things I noticed: cool cinematic to have Cacos descending from openings in the ceiling. Clever vent work there. I think the Red Key sequence needs adjusting, because both shootable switches seem to be too high for the buckshot, bullets, rockets or plasma to set it off. The first is also nearly invisible unless someone knows it's there, or you're dealing with a hawk-eyed Demon of the Well. I went to GZDB to figure it out, then launched the map and failed to initiate the sequernce after numerous shots.

 

I figured out how to get the Computer Map late in the game and was chagrined that it wasn't a secret. Imagine my surprise when I viewed the map and saw no blue spaces, save one, to indicate secrets I needed to get. Apparently, I had entered every space but one and still missed 5 secrets. The Linedef 8454 switch that lowers 2 columns, one of which reveals a secret Soulsphere, is incredibly obtuse. Too many shoot-switches in this map that are too hard to see. My advice, think of an easier way. OTOH, I was able to make the Invuln column work at the end fight.

 

One more irritation was your Doom Parkour shenanigans to reach the upper platform in this room;

LqPD8ub.png

 

Not much fun for a keyboarder, and just watch Duck struggle with it, too. Give us stairs, Fonze! Natch, I clipped through this.

 

All in all it was a fun ride after I selected the correct difficulty. Great looking map, too!

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Posted (edited)

Thanks Walter :)

 

Hey Steve thanks for the playthrough and feedback! Great points on the lack of variety in a few areas as well. I'll address just a few things, though all of what you typed was helpful and appreciated:

 

I will draw a new line to put the browngrn above that window on so I can align it to the rest of the nearby browngrn for the next rc after a couple more people play it, though on the rest of the browngrn I'll have to think more.

 

On the general note of ammo and fight structuring and such, this map is actually mostly geared for rocket combat, with plasma as a generally generous means to help in sticky spots and with managing mistakes. I balanced it this way since there is no guarantee that a player will grab either the starting rl or the starting pg, though they will have to grab at least one, so most fights had to be geared towards both being viable without necessarily having the other, depending on proximity to the pickups and the routes they're on. (as an example, your favorite fight of the map cannot be reached without at least passing a rl, but can very likely be reached without finding the pg) On that note, saving enough plasma to use in the fights with rocket boxes all over the ground should make them much easier, if not trivialize them. I balanced HNTR around my play on delta touch using touchscreen controls. It's more about just using the right strategy... or at least hopefully it is, heh.

 

7 hours ago, Steve D said:

That's a level of mean-spirited evil I have to admire. ;)

 

:D

 

7 hours ago, Steve D said:

I opened a save -- yes, I savscummed! --

 

Lol. I guess that's a definition up for debate but I would say you're not savescumming to save between encounters. At least not saving during encounters prevents you from saving yourself into a hole.

 

7 hours ago, Steve D said:

isn't it odd that a slugfest which wiped you the first few times becomes easy once you make a few less mistakes? I went out of there with nearly 200% health. :D

 

Yes, a pattern I've noticed for myself as well in most maps. That said most of these encounters have a strategy which makes them easy to beat consistently, so passing them once gives you a good picture of the steps to take for better consistency. Also, nicely done!

 

7 hours ago, Steve D said:

I used the tactic of jumping into the nukage and teleporting back up in hopes of telefragging a Baron, and succeeded 3 times! Those lumbering jagoffs take up too much space. :D

 

Lmao fair; unintended but fair ^^

 

As for the stuck baron there; that's been a thing with those monsters on that platform that has cropped up and been fixed or disappeared on it's own a couple times during dev, except only in that one spot of the platform and with a different monster each time. There actually aren't any lines running through where that occurs; that section of the platform is all 1 sector. I suspect it's a node error, but a run of the wad last night and a quick check of the wad just now doesn't show a stuck monster for me, so maybe it's inconsistent at this point? I'm not sure. Given it's not a consistent error at this point I'll prolly have to find a fix for that for the next rc, but still that's heavily unfortunate. Thank you for reporting this.

 

7 hours ago, Steve D said:

On my next successful run, I found myself under fire from the blue ceiling in Sector 1679! -- I was playing in GZDoom 4.0.0 -- so perhaps I should upgrade. Anyway, Caco spit was raining down from the ceiling itself, an entirely unanticipated environmental hazard. Eventually, the renegade Caco descended from the blueness and was quickly dispatched

 

Ok that's kind of funny. Totally unintentional but funny nonetheless. As for port, that shouldn't matter for this particular thing. What's actually going on is that the blue and other ceilings with lighting effects are all illusory, coupled with some thin, lowered floors around their perimeters to make them work without showing the floor light up using vanilla mechanics. So what's happening is the cacos are for some reason deciding to float up into the sky, since they never hit a ceiling there, being that its raised far above the illusory one. Them deciding to float up in those areas actually has never been an issue in prboom+ during my many tests, so maybe that monster behavior of rising to that degree could be a port issue. I'll have to think if there's a way to fix that, though given the way they work I suspect it won't be possible to change.

 

7 hours ago, Steve D said:

There was another irritation in this melee, an Imp trolling me from beyond auto-aim range. If you're gonna do that to me, I'm going to elevate my RL and take him out.

 

:( poor unnecessary imp finally did something and now I may have to get rid of him; you raise a good point.

 

7 hours ago, Steve D said:

puzzle

 

Ah, I understand. Hey at least you gave it 30 seconds tho ;p Some quick things on that: the puzzle is entirely optional if you take a different route around the level and it is possible to finish the puzzle with the ending solution with just one switch press depending on where you approach it from. Somewhat unrelated: this area originally didn't have any monsters; I just thought it'd be fun at the end of dev to have an extra chance to kill stuff and use the secret bfg. Also HNTR may actually be a bit harder than HMP for this one fight, since the numerous barons replace 2 moodemons. I guess it depends on how likely you are to take a bad rocket blast(s) vs a bunch of baron fireballs before being able to grab more health.

 

7 hours ago, Steve D said:

voluntarily fought it after reaching the exit and having to clip out of it.

 

What did you have to clip out of? There shouldnt be any areas left you can get stuck. If you mean the exit lift, you can hit the sides of the lift from atop it.

 

7 hours ago, Steve D said:

I think the Red Key sequence needs adjusting, because both shootable switches seem to be too high for the buckshot, bullets, rockets or plasma to set it off.

 

 

If this was a doom 2 map I would have done that to make it only shootable with the ssg, but in this case part of the solution to the secret switches for all secrets in this map is finding where to shoot then from. Some are easier to spot than others, but all require you to stand in a particular place to hit them, aside from one which requires a straight fall towards it and shot in the air as the player drops. Unfortunately there is a lack of variety between secret mechanics in this map. Part of that was wanting to utilize the switches found in areas outside of the play zone to bring a little more attention to those areas, as with the cheeky zombies in the same/similar areas. Maybe I missed the mark a bit on keeping that fun, heh. Something to think about.

 

As for the solution:

Spoiler

After finding all of the secret switches, the puzzle becomes finding a place to shoot them from, both in terms of horizontally and vertically. Most switches are easy to see, but tough to find the right height you need to be standing at to hit them. Definitely not the best mechanic to overuse as I did here, but it is what it is at this point for this map, heh.

 

You have to first go through the YK fight to open the wall to the first switch. From there you run to near the RK where there is a window you can see the switch from. Near that window is a cheeky floor raised up a bit, which when you stand on top of it, allows you to shoot the switch. This is the one sequence (the entire rk sequence) that doesn't show switch effects immediately from the position you shoot the switch from, which is a bit of a shame, but that opens the other nearby switch by the tech pillar, which can only be shot from 2 places that I've found. The intended place is outside the window going towards the start, follow the red lines/lights and you'll see a window by the start on the opposite side of the red door area with a little red light hanging from the ceiling. When you stand on the ledge there by that little red light, you can get enough height to hit the switch to gain access to the RK. The unintended way is to strafejump down from the nearby ledge after hitting the first switch and you can hit the second one midair, but that's no fun ;p

 

7 hours ago, Steve D said:

I figured out how to get the Computer Map late in the game and was chagrined that it wasn't a secret

 

True, I wanted that to be a secret too, but after moving the backpack from where the computer map is now, I put an invul sphere where the map used to be (the platform above where it is now) and that is the secret.

 

7 hours ago, Steve D said:

Apparently, I had entered every space but one and still missed 5 secrets. The Linedef 8454 switch that lowers 2 columns, one of which reveals a secret Soulsphere, is incredibly obtuse. Too many shoot-switches in this map that are too hard to see. My advice, think of an easier way. OTOH, I was able to make the Invuln column work at the end fight.

 

That's strange. I mean first off good points on the lack of variety between secrets, but it seems unlikely you entered so many and didn't trigger them. More likely you just saw them and they showed on the automap using the normal color scheme? The SS secret you mentioned is possible to miss just the tally if you clip the pickup and don't run into the corner, since the sector is a bit smaller than player width and diagonally oriented, similar with the invul sphere near the final fight except that isn't touching the corner of the area. Other than that is the backpack secret, the red door secret, the invul by the map, and the bfg itself, all of which you shouldn't be able to pick up the item without tripping the tally counter. Additional thoughts?

 

7 hours ago, Steve D said:

One more irritation was your Doom Parkour shenanigans to reach the upper platform in this room;

 

Agreed, I wasn't a big fan of that either, in particular the spacing of the platforms, but bulls need space to roam free right? ;p It's an optional trial of the map, but still on the beaten path and that may be a shame for it. That said I do like your idea of stairs there; maybe in the next rc I can put in a switch on the platform with the imp mob to raise some stairs from the lower level for players to circumvent that movement test after it's no longer relevant. It's only actually relevant while the enemies in the room are still alive after all.

 

I appreciate the feedback Steve! Lotta helpful feedback and good stuff to think about. Thanks for your time :D

Edited by Fonze

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I agree with pretty much everything @Steve D said

 

In any case, I downloaded RC2 and here is Version 2!

 

Idk if there's a change in gameplay but it was much more intense. Very fun! 

until...

 

I got stuck AGAIN!!!

 

I tried to glide out but alas was unsuccessful

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Ouch. It would seem you have a knack for finding these things ;p Thanks for reporting that; I'll fix it and make sure others nearby are ok in the next rc. It's a large, complicated map, but still I'm embarrassed these have slipped through this far into dev. On your other comment, not much changed between versions and nothing in what you played changed;the new version was basically solely to get rid of that spot you got stuck the first time. Thanks again for your time.

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Just wanted to say that many of Steve's thoughts were similar to mine, but for whatever it's worth, I am a keyboarder and had no problem with the "parkour shenanigans." Between that and a few other multiple switch situations, I enjoyed the little minipuzzles for necessary progression.

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I'll be honest. I recorded my playthrough of this map in the same session as two other almost-hour maps plus another three or four. As much as I'd love to say it's not the case, it probably did cause me to play with slightly less patience. I may have been more thorough under different circumstances. But I guess that's a general truth that could apply to anyone at any time. Anyway, the point is that I went to replay the switch puzzle section. In the video I said I don't love those kinds of puzzles. That's true only if I can't really see what  they're doing. There didn't seem to be any connection between what I was pressing and what was happening. But that was just me being blind, as there's actually a clear visual connection that turned the thing from a mild annoyance that I would try a few times into a fun puzzle that I was dedicated to solving, and probably would have, even if I didn't need the BFG. So yeah, once I noticed that and then thought outside the box just a little bit, I figured it out pretty quickly. And I think it's great. And I wouldn't change anything. I must be the only person who didn't pick up the cue right away. The liteblue's floor sector being the same as the shawn's threw me off ever so slightly, but you've already used the blue and there's probably not a suitable slightly lighter blue. If anything, make the whole area a touch brighter, but that's about it.

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I believe that this metallic red texture from Doom1 is one of the most spectacular.

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https://www.twitch.tv/videos/464924652

 

I play this at 2:25:55 into this playtest livestream, on HMP. Your name still gets cursed a bit because you still manage to throw in some dickish stuff on the HMP difficulty (as I expected), but I cannot deny the quality of the fight encounters and overall feel of the level.

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Wow Suitepee thank you so much for the playthrough and feedback! It's rather unexpected given your normal reaction to my maps ;p but very much appreciated <3

 

The main thing that I'd like to say is thank you for reading the OP in your stream, not for the parts of me mindlessly rambling about map blah blah details but for the paragraph thanking and recommending Jimmy's services; if that message can be spread around and get him even one extra client, I would be happy for it. That has also reminded me that I have a list of other people I need to thank as well for various things for this map, but had also mindlessly forgotten to do so, so apologies to those great and helpful people; I'll fix that soon.

 

I would like to hear if you have any thoughts on how to make the bfg puzzle more intuitive and quick to understand; after seeing a few people not do so well with it I wonder, is it a case of too many moving parts or is there something else that makes it not resonate?

 

I hadn't really considered much the zdoom family of ports in making this, so I'll prolly add some monster blocking lines on some ledges to reduce chances of another tower of bovine or crowd-surfing mastermind.

 

There's no sense in me droning on about the SM fight, but as that was the only encounter to really give you trouble, I'll mention that as with a lot of encounters I make, I try to make the obvious strategy the wrong one, or at least not the right/most consistent one. In this case, killing the SM is not something you wanna do early as doing so releases the moodemons. That said, while you didnt have to play that fight, you did, and I appreciate that. But I also respect you deciding to move on when you're not having fun anymore, as I want players to have fun more than anything else.

 

I appreciate that you began the playthrough by cursing my name before starting the map ;p

 

Anyway, I noticed some good things that could be changed for the better and this was very helpful to me as a learning tool, and a fun watch to boot, so thanks again and thanks for taking the time to play so many people's wip wads in general and giving them feedback :D

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43 minutes ago, Fonze said:

I hadn't really considered much the zdoom family of ports in making this, so I'll prolly add some monster blocking lines on some ledges to reduce chances of another tower of bovine or crowd-surfing mastermind.

 

That was totally worth the price of admission. Nothing like a couple siege cows trying to mimic a human pyramid. ;D

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Hello Fonze, I played this the other night as well. FDA: ( Uses RC2, played on skill 4 because I am Part of The Problem (TM) )

 

The most important point is that I had a lot of fun with it! It's a mess of wanton violence, but also quite empowering most of the time, provided one doesn't get too careless. A lot of the combats either involve swarming a small space with fairly beefy enemies, requiring you to play 'ring marshall', or alternatively using injections of beefy enemies into a larger space while peppering the player with hitscan/smaller attacks from the flanks and peanut galleries. Given that the weapon du jour is the rocket launcher (with PR as a panic weapon/fallback), in almost all of the fights this tends to behoove the player to soak a lot of incoming damage in trade for a better position, which is always potentially dicey from a balance perspective, though I think that for the most part you've done a good job here and avoided the pitfall of joyless 'overtuning' in this context, supplying ample healing kits and regular armor refreshes to avoid things slowing too far down into guerilla warfare territory.

 

In the demo above I complete the entire map and eventually find all of the secrets, but in hindsight it strikes me just how little of the map one actually has to complete in order to reach the exit, a fascinating trait for a map which is so directly combat-focused, rather than exploration-focused. If I have it right, the simplest (and most likely) route requires the YK (and thus its fight) a single trip through the large southwestern chamber (and thus also its fight), then a quick visit to the barrel room, and hey presto, you can then leave uncontested, without seeing any of the level's larger/more challenging encounters. Interestingly, it also occurs to me it's possible to circumvent the YK/yellow door entirely by taking the long way around, through the BFG's secret area, entering the spider's room from the opposite side, and eventually reaching the switch for the BK that way, before backtracking all the way back out to actually reach its little booth. Several other major points of interest can also be accessed from more than one direction like this, which has a variety of effects on the way they play, most pronounced in the spider's room (which apparently has several layers of exploitation-insulation designed into it?) and the southwest chamber.

 

This web of interconnections is certainly what gives the map a lot of its character, especially for an arena-focused layout, though I did get the impression that past a certain point the conceptual complexity may have started tripping over itself to a degree so far as balance/flow and 'internal logic' goes. The most pronounced example of this I'd point to is the BFG -- if approached through the yellow door (which allows one to skip the puzzle), it completely trivializes what is thereafter likely the last fight in the map (in the northerly 'flower' chamber), which at that point is itself progression-pointless and offers no real reward (other than the enjoyment of doing it for its own sake of course). If approached from the other direction, it not only has no real remaining practical application (other than the little bonus fight tied directly to picking it up, I guess), but is actually kind of a trap of sorts, since using it for its most intuitive application -- to quickly burn down the spider -- actually makes that fight a lot more perilous than it would otherwise be, by activating the cyb-turrets much earlier, when the player is at a much higher risk of being subjected to a potentially disastrous rocket-crossfire.

 

As an aside, I had no problems with the puzzle for the BFG, its basic mechanics seemed pretty straightforward/intuitive to me. I think the way I reached the switch to lower the BFG's pedestal is the intended one rather than a shortcut or exploit; I did also see/grasp while I was there that it was also possible to use the same battery of switches to create a pathway into the spider's room from this side, but doing so at that point seemed like it would be more of a hassle, and so I instead opted to just travel back around to that area's 'normal' entrance instead. Make of this what you will. Apparently accessing that room via the BFG secret activates the cyb-turrets early, as well? I suppose this rescues the BFG as a useful item in that scenario if so (swinging it from a fool's-mate trap back to something which trivializes the encounter), though I can't imagine methodically killing the cybs beforehand from the available vantage makes for a particularly entertaining endeavor, and so in that sense my criticism of the overall flow scheme still stands.

 

I also think that there being literally no repercussion or final encounter to taking the BK and then exiting is a mite anticlimactic any way you slice it, though I can see that the geometry of the whole level doesn't leave much space to work with, conceptually or physically, and just teleporting more enemies in outside of the exit or on the way back might've seemed too token or predictable. Nevertheless it does leave the impression of something not quite finished, which I suppose is a natural side-effect of the level mutating from something originally intended for a more-or-less traditional KDitD replacement episode into more of its own thing, which occasionally shows in the visuals as well, some areas being notably more architecturally detailed than others. Nevertheless, for my part, I thought that the level as a whole remained aesthetically enjoyable throughout, with tasteful texturing (which is a perk of using a tried and tested base theme I suppose) lots of interesting differences in scale (vertical scale too), lighting, and airiness vs. more dank/enclosed locales, and hints at a larger location the player never sees via ductworks leading to 'somewhere' and inaccessible observation booths and whatnot. Hails to @Jimmyfor an excellent new BGM track as well; in this latest age of creativity many of our most established musicians have moved in a more 'experimental' direction (perhaps including Jimmy himself), and while that's all well and good in its own way, it's also comforting to know that there this is still a reliable, good/passionate source for more conventional shortform rock-based tracks which suit more action-packed maps like this one so well.

 

On the conceptual level I quite like the way you implemented most of the secrets as well -- usually, the whole matter with gunswitches begins and ends with recognizing/spotting them in the first place, but here there's another entertaining layer of engagement, since you not only have to spot them but then have to figure out how to get into position to actually hit them as well. This is good fun, and I'd like to see more of it in general. However, at the same time I'm inclined to agree with NIH that the way these are actually presented to the player feels 'off', because while all of these switches can only be hit from very pinpoint-specific positions, almost none of them look like this is the case, being inset/offset into the geometry to such a minute degree that from a distance they look like they can be (or are being!) hit from any number of positions, even at very high screen resolutions. The patent absurdity of the second RK switch, which is like, what?, 1 pixel too tall to hit when you're standing with your nose centimeters away from it, really brings this home, though in a sense I suppose I was glad it was that way because that's what clued me in to the thinking behind the others in the level. For my part I reckon it's possible to do this same secret scheme, with all of the same benefits to fun/engagement, without this weird layer of extra graphical obscurantism atop.

 

All criticisms aside, I was quite entertained, this is something a little different from so much of the other influx of OG Doom stuff that's been made this year, and so is happily filling a niche in that regard. Make a Fonze-does-Deimos maybe....? I for one would certainly get a kick out of that!

 

 

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Wow DotW thanks for the demo and feedback! Between the demo and your astute observations, this has been super helpful to me.

 

3 hours ago, Demon of the Well said:

The most important point is that I had a lot of fun with it!

 

<3

 

1 hour ago, Demon of the Well said:

This web of interconnections is certainly what gives the map a lot of its character, especially for an arena-focused layout, though I did get the impression that past a certain point the conceptual complexity may have started tripping over itself to a degree so far as balance/flow and 'internal logic' goes. The most pronounced example of this I'd point to is the BFG --

 

This is a good point in a few areas in addition to the provided example. Originally I had a BA there instead of the BFG, but when rd had suggested it (iirc?) I found weighing the options of BA reward vs BFG reward to favor the BFG for a few reasons, though it also does absolutely throw balance out after it's grabbed as most encounters were made with the RL as the base line. It does trivialize the northern flower-chamber encounter and it also gives perhaps too strong of an incentive to kill the SM in the southern encounter. Still, by that point the player has basically finished the map, so I figure it'll make things a bit more fun for people speedrunning the map in terms of routing for speed vs easier or more consistent fights, similar to with the pg vs just playing through with the rl. It was also a notable shame when I added though, as its presence itself brings on a bit of an anticlimactic feeling in that it's totally unneeded in most places, which is where the secret fight for it came from, so at least it'd have one real moment to shine beyond trivializing the adjacent encounters.

 

2 hours ago, Demon of the Well said:

Apparently accessing that room via the BFG secret activates the cyb-turrets early, as well? I suppose this rescues the BFG as a useful item in that scenario if so (swinging it from a fool's-mate trap back to something which trivializes the encounter), though I can't imagine methodically killing the cybs beforehand from the available vantage makes for a particularly entertaining endeavor, and so in that sense my criticism of the overall flow scheme still stands.

 

The lines there should not activate the cybers until after the encounter has begun. There are similar lines on the side of the arena approaching from the YK door. If this has happened then something isn't working properly, though since the approach from the YK door side seems to be working the other side in theory cant be broken? 

 

I suppose the bfg can be seen as a fools-mate trap there given the extra incentive to down the SM quickly, which is a shame, however it is also still useful with the intended strat and helps make cleanup of the cybers faster after the encounter has been mostly cleared.

 

This does bring up a tangential point though in that the entire blue area suffers from a different design perspective than the rest of the map, in that for the most part my goal was to keep players alive on their FDAs while still providing a fun and engaging challenge, however with the blue area I began to have a bit more fun in terms of making the larger encounters, in particular with the SM fight in that I dont expect most players to understand it without a death or three since the mechanic is not typical or expected, which is a massive shame given that the map format doesnt support saves while recording. But again another point in favor of that nearby bfg, plus the smart use of the invul sphere from the red area; I wasn't sure how many people would put that secret together with its intended use, so props there ^^

 

2 hours ago, Demon of the Well said:

As an aside, I had no problems with the puzzle for the BFG, its basic mechanics seemed pretty straightforward/intuitive to me. I think the way I reached the switch to lower the BFG's pedestal is the intended one rather than a shortcut or exploit;

 

That was a good solution :) but unfortunately the way you reached the switch to the BFG was an exploit, though not one that'll likely be easy for me to solve unless the switches on ground level can control those (currently) blue light wall-platforms you jumped up on. The puzzle is meant to be solved more casually with no timing or platforming involved. Maybe also the movement check platforming near the BK on approach from the northern route mentally prepares people to look for something more timing and movement based... perhaps that is bad design. The solution is supposed to be: lower the bottom 2, (shawn and compspan) lower the blue lights, lower the compblue, and finally raise the bottom 2 to access either the top or the bfg. From there you just raise the compblue, lower the shawn and raise the blue lights and then you can access both the BFG and the stairway up to the composho switch and from there the ledge to the SM arena. I'll have to see about swapping some platform textures/tags around there.

 

3 hours ago, Demon of the Well said:

However, at the same time I'm inclined to agree with NIH that the way these are actually presented to the player feels 'off', because while all of these switches can only be hit from very pinpoint-specific positions, almost none of them look like this is the case, being inset/offset into the geometry to such a minute degree that from a distance they look like they can be (or are being!) hit from any number of positions, even at very high screen resolutions. The patent absurdity of the second RK switch, which is like, what?, 1 pixel too tall to hit when you're standing with your nose centimeters away from it, really brings this home, though in a sense I suppose I was glad it was that way because that's what clued me in to the thinking behind the others in the level. For my part I reckon it's possible to do this same secret scheme, with all of the same benefits to fun/engagement, without this weird layer of extra graphical obscurantism atop.

 

Agreed, some of that design is a bit cheeky and perhaps not for the better; I'll look into raising the relevant ones up to clear up the "graphical obscurantism," which I suppose would mostly just be the two associated with the RK? Idr how much the first one can change, and I did find it a bit weird that bullets seem to hit higher on the wall where the switch isn't, but I'll move it as high up as it can go (if it isn't already) and hopefully that'll help. I'll also do the same for the other one so it'll hopefully be a bit more clear.

 

3 hours ago, Demon of the Well said:

I also think that there being literally no repercussion or final encounter to taking the BK and then exiting is a mite anticlimactic any way you slice it, though I can see that the geometry of the whole level doesn't leave much space to work with, conceptually or physically, and just teleporting more enemies in outside of the exit or on the way back might've seemed too token or predictable. Nevertheless it does leave the impression of something not quite finished, which I suppose is a natural side-effect of the level mutating from something originally intended for a more-or-less traditional KDitD replacement episode into more of its own thing, which occasionally shows in the visuals as well, some areas being notably more architecturally detailed than others.

 

Good points and agreed. 

 

Moving on, there arent too many comments for me to make on your demo, but I noted in it that there are no sound blocking lines on the lift for the BK, which woke all the monsters in that room with the barrels, so that's something for me to fix.

 

Additionally, I may rework the encounter in the upper section of the large red area in the southwest; the bulls and shotgunners may be a bit too lenient for UV on preventing quick escape. (perhaps a baron or two in each spot would help prevent that for a couple seconds, til they filter into the arena proper) This is also the case even with just the RL from my own tests and in retrospect it doesn't match the difficulty curve of the rest of the map's main encounters.

 

Rocketing the enemies in the blue area through the gated window is something that I prolly won't change since it costs more time than how much it makes things easier I think? Though your demo did showcase the worst case scenario by jumping directly onto the platform with the rocketed enemies and giving yourself tons of room to rocket the cacos while also negating the bulls' threat, which does trivialize that encounter. Idk I may have to think on that because on one hand that's a shame, but on the other hand it's not like the encounter is that tough to play straight and if people have more fun being clever then maybe in this case that's a minor win?

 

3 hours ago, Demon of the Well said:

Hails to @Jimmyfor an excellent new BGM track as well; in this latest age of creativity many of our most established musicians have moved in a more 'experimental' direction (perhaps including Jimmy himself), and while that's all well and good in its own way, it's also comforting to know that there this is still a reliable, good/passionate source for more conventional shortform rock-based tracks which suit more action-packed maps like this one so well.

 

Yes he did such an amazing job; I'm happy to have helped support his craft.

 

3 hours ago, Demon of the Well said:

Make a Fonze-does-Deimos maybe....?

 

Lol ty. Maybe one day I'll do more UD mapping, and it has been suggested to me to put this down for a bit and return to it in a while, which is something to think on, but I also want to return to working on the worm map as I enjoy more the mechanical and gameplay elements of map building to stuff like making layouts and detailing, so I'll have to weigh out the options after I finish the final rc for this. (assuming I just release it and wash my hands of it afterward) Honestly I'd be more likely to start up or continue with a larger project like that as a collab rather than solo.

 

Thanks again for all the helpful feedback and the demo, as well as the kind words. Cheers DotW!

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