The_SloVinator Posted November 18, 2019 (edited) RELEASED! 29/11/19 Enjoy! https://www.doomworld.com/idgames/levels/doom/Ports/m-o/om ------------ UPDATE 20/11/19: Version 2 is out! Fixed some thing based on feedback: - HOM effect near the green torch has been removed. - Automap has been cleaned! - Map is compatible with other skill levels! - Removed some monsters that served no purpose & replaced with the more effective ones - Other small changes. ------------ After playing SIGIL & loving it, I decided to make my own map using the same style. It's been a challenge but I managed to do it & learned some new tricks along the way. Had fun making it too, which is important. Map Name: Oculus Malus IWAD: Ultimate DoomSource port: Tested with Crispy Doom 5.1 . Will NOT work with Chocolate Doom due to visplane overflow. Gameplay: Can be challenging. The difficulty is made only for UV till I find some time to edit for easier skill levels. It has some puzzle-based gameplay in few parts. Single player only! No deathmatch. I can make it coop if requested.This map replaces E3M1! Automap clean up coming soon! Will also add txt file in zip folder once this is finalized. Enjoy! om_v2.zip Edited December 4, 2019 by The_SloVinator 27 Share this post Link to post
Toilet_Wine_Connoisseur Posted November 18, 2019 Niicee! Looks amazing! 0 Share this post Link to post
Dubbag Posted November 18, 2019 I liked it alot! The visuals were pretty intricate and nice to look at as well. I loved the black areas with the glowing red cracks in the ceiling. The supplies are balanced perfectly. My only gripe is the room with the 3 cyberdemons. I though 3 was maybe 1 too many but that's not a huge deal at all. Good WAD great work keep it up! 0 Share this post Link to post
eirc Posted November 18, 2019 Hey just finished this, definitely a map worth playing. I started playing this saveless but the big cyberdemon puzzle room was a showstopper for that ;) I admire the fact I found all monsters and secrets even if playing blind. Everything is telegraphed properly! I'm struggling to find suggestions but maybe I'd prefer if the backpack was available earlier even if in a secret - actually since the backpack proper is also only available only in a secret (and actually the more luckluster one) I'd suggest to have one on the normal route and one secret earlier. I also think there are a few places where there are leftover evil eye wall sockets (or it was the ones that close, I'm not 100% sure). Finally the final red key section with the crusher corridors really confused me, I didn't really understand what the progression was, I was just trying to keep going in places I hadn't been. Also I have a feeling the cyberdemon in the plasma room was supposed to teleport in earlier? It did after I got the red key for me. Overall this was an awesome adventure! I recorded my playthrough and I'm currently uploading it to youtube if you wanna check the blind experience. I'll share the links (did it in two parts) when it's ready. 0 Share this post Link to post
galileo31dos01 Posted November 18, 2019 Did a blind demo in crispy: om_fdabygal.zip Died at the huge dark room from what looked like taking the wrong teleport? unless I got screwed by RNG, which wouldn't surprise me. I pointed things to check with the fist, such as misaligned textures, an infinite tall hanging corpse, and one wall I saw later lowered so ignore that. About my death, if taking that teleport is part of progress with the cyberdemon still alive, consider moving the teleport destination off its line of sight, because rng decides there whether you die or not. A shame, was enjoying the map a lot but I'll put it aside for now, it's super cramped and awkward at times (the drop in the grey path was a clausterfuck I barely survived), though all in seemingly good fun. 0 Share this post Link to post
Aurelius Posted November 18, 2019 Wow, this was an immensely fun map! I'd say it's more of an homage to SIGIL rather than being a new map for it. It is unique in it's own way while incorporating the same artistic style and gameplay elements. Enjoyed the layout and interconnectedness, and absolutely loved the puzzle elements, forcing me to think rather than rush. I didn't mind the cramped spaces. In fact, I kinda liked that. And there was no time that there wasn't enough room to backtrack or move sideways, and health and powerups were plentiful. Details are really good, and the use of lighting and sector effects really brings it alive. I also liked the organic, nonsymmetrical structure. If I had to nitpick, it'd be that the crusher maneuvering is to me always a source of frustration. I felt it was more manageable in this map than in SIGIL, but still it's a gameplay element I personally don't enjoy that much. Here's a visual glitch I found in the U-shaped room near the beginning: Spoiler Overall I'd say it's a really fun and gorgeous map, and I'm looking forward to seeing more stuff from you! 0 Share this post Link to post
GarrettChan Posted November 19, 2019 (edited) Spoiler Here's a blind playthrough. Very nice map. I really like the details you put into it. For example, those broken teleporter pads for outgoing teleporters, and the similar feeling of many Sigil levels but they play differently. 0 Share this post Link to post
eirc Posted November 19, 2019 Took a while but my playthrough is up too Spoiler 0 Share this post Link to post
The_SloVinator Posted November 19, 2019 Thank you for all the feedback & playthroughs! Next version will come soon. Will update it in the op. Stay tuned! 0 Share this post Link to post
The_SloVinator Posted November 20, 2019 [Double post, I know] V2 is out! Updates in the OP! 0 Share this post Link to post
The_SloVinator Posted December 4, 2019 RELEASED! 29/11/19 Enjoy! https://www.doomworld.com/idgames/levels/doom/Ports/m-o/om 2 Share this post Link to post