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Lawrence

Loveland Factory

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loveland-factory-release-20200313.zip

Name: Loveland Factory
Map Format: Doom WAD
Ports Tested: DOS DOOM2.EXE V1.9, GZDoom 1.8.1 with and without Brutal mod
IWAD: DOOM2.WAD
Map(s): START for "Loveland_Factory.wad", MAP01 for "LOVELAND.WAD"
Music: Me
Gameplay: Single play
Difficulty Settings: Yes
Multiplayer Placement: No
Build Time: About 1.5 months
Textures: Doesn't use anything outside of DOOM2.WAD textures
Requirements: Nothing special

 

1913576158_LovelandFactory-LFTTLPIC.png.f284f0e21771e8ac37bb95c5f56543d3.png

 

Here's the backstory:

176948238_LovelandFactory-LFSTORY.png.5c84162bf5bba16bcb320c6bcad2b335.png

 

After my last WAD, I wanted to try and make something that would work with vanilla DOOM's limitations.  This is the result.  It's nowhere near as huge as my last WAD (Serenity Castle), but is still has a level of complexity.

 

"LOVELAND.WAD" loads and runs fine in DOOM2.EXE version V1.9 (MAP01).  It has a custom MIDI music track.  I didn't test any other DOS versions or DOS sourceports.  Visplane count doesn't get above 100 anywhere in the map (at least according to Visplane Explorer).  What was worse than watching the visplanes was finding and resolving drawseg overflows.  I think I took care of all those.

 

I'll be honest, I didn't playtest under vanilla DOOM as much as GZDoom, because I'm addicted to freelook.  

"Loveland_Factory.wad" is meant for GZDoom and compatible and has a MAPINFO lump, custom title, and an Ogg music track like my last one.  Use LOVELAND.WAD in plain DOS Vanilla DOOM.

 

The map is the same on either one, though.

 

I'm considering this WAD completed except for any feedback anyone may provide.  I hope anyone who tries it out enjoys it.

Latest version will be on GitHub: https://github.com/lawrencecandilas/loveland-factory

 

doom2_000.png.e4abc09b54e1e51143474d83ed30d6b9.png

 

doom2_001.png.c07c09cc33912f74ab01b9fe44d2a4ed.png doom2_002.png.349fa565efd4a5b1e8a799643803ee36.pngdoom2_003.png.a00c1bc166841b15dbd7f6dd19336838.png

 

 

doom2_004.png.72e77a485fa0a100f188c0962f5c5196.pngdoom2_007.png.64913569d4f927d767bb038f9148b194.pngdoom2_005.png.66fee82e23abe3a47533b81ce73b01a8.png

 

doom2_015.png.97b971a91b759cca85c283e07f2ed735.pngdoom2_019.png.a9de5ab1db111243b87ab40472b9e8d3.pngdoom2_014.png.09283b0e3f3979f4e83a025ecd09d94e.pngdoom2_012.png.7da9b27e558d9e5fa4d86bd848a37dfe.pngdoom2_013.png.0371f1c05bc4dac435a6bfc5067c31cd.png

doom2_016.png

 

Edited by Lawrence : Fixed feedback issues.

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@Lawrence

 

I haven't had a chance to play it, but I like the look of the screenshots you've posted.

 

The background story is great, too.

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A fine level with some things to improve:

  • The music is way too quiet, I could barely hear it even at full volume
  • There's an overabundence of health and ammo, even on UV saveless it was a breeze
  • Some doortracks aren't unpegged, don't know if it's an oversight or artistic liberty

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8 minutes ago, Rince-wind said:

A fine level with some things to improve:

  • The music is way too quiet, I could barely hear it even at full volume
  • There's an overabundence of health and ammo, even on UV saveless it was a breeze
  • Some doortracks aren't unpegged, don't know if it's an oversight or artistic liberty

Thanks! 

I noticed that in the vanilla WAD too.  I need to find some better MIDI tools.

The convenience health and ammo is probably due to me playing it mostly in GZDoom/Brutal mod with high difficulty I bet, and me and the old vanilla controls getting reacquainted.  And I don't think I thought about changing the difficulty flags on those anyway.  Good catch.

So you need to UNpeg the doortracks.  I'll fix that and the other things.  Thanks for the feedback.

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pretty good I enjoyed most of it and found it changeling at first but then I got loaded up with too much gear so towards the end I found myself shooting zombie men with the rocket launcher just because I had so much ammo for it and I did find it a bit annoying that I could hear arachnotrons through most of that map but overall I found the map pretty good and I really liked all the parts where you used the fence looking texture

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13 hours ago, Lawrence said:

So you need to UNpeg the doortracks.  I'll fix that and the other things.  Thanks for the feedback.

 

You don't NEED to, it's just something the community finds (usually) more pleasing, especially if some doortracks are unpegged and others aren't

It's your level and you have the final word on it

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Thanks everyone who checked it out or will check it out.  I fixed the issues @Rince-wind identified and reuploaded, including the MIDI music volume, a few straggling texture alignment issues, and DOORTRAK pegging.  If you play on hard, there's far less health and ammo now.  

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