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[Vitz!]

Coronaphage - Another map by me

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116653749_CoronaphageLogothumb.png.b9039a440fa5ccd7db7ab4c5187bbfd1.png

 

Screenshot_Doom_20200406_211652.png.9ab2b39fb2c5da3e91225066224b0653.png

 

Coronaphage download 

Coronaphage (old) download


This map started being made when things started to go south with COVID-19. At first I didn't have any intention to make any reference to the virus whatsoever, but a friend during one of my streams of map making decided to give me the idea of making a corona room. The idea sounded nice in my head and I pretty much went from there. 

I also decided to add a Bacteriophage T4 reference and tried balancing out the shapes and connecting them the best i could... And then this monster was pretty much born.

It has a similar vibe as Slime Institute because of the techbase + slime thing, but I did some stuff to differentiate it from my previous map. Acerola Doom also returns to this map, but without the boost in the Soulsphere pickup and added sprites and/or sounds for some of the modified weapons.

It's nothing too special, but I believe I've made a fun map with what I decided to use for it, so I hope you enjoy it.

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Info:
 

iWAD required: DOOM2.wad (if you're playing on ZDoom based ports you won't need to choose the iwad on startup)

Number of maps: Just one.

Size/Duration: Medium.

Monster Count: 344 in UV.

Secrets: 6

Recommended difficulty: The map was made with Ultra Violence in mind.

Ports Tested and that work (They look much better in software rendering): GZDoom, LZDoom, ZDoom, Zandronum (hardware rendering actually looks better on this one). 

Mods: No. Highly discouraged.

Features: Acerola Doom Dehacked Mod (modified), extra sprites and sounds. (Also a credits.txt file with the names of the people who made the original assets)

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Screenshots:

 

Coronaphage:

Spoiler

Screenshot_Doom_20200815_223943.png.a20b68372ac1403140a07bdd40b582e7.pngScreenshot_Doom_20200815_223716.png.113d1b2d798b6862ff2699faa20be954.png

Screenshot_Doom_20200815_224522.png.5fe41cefee81f66a6b9ae4bb25a58ad9.png

Screenshot_Doom_20200815_224642.png.e3805ad0840d65a10c8b60a39fb4a09e.png

Screenshot_Doom_20200815_224838.png.6ae1fa68ccc6e6a26eec6687edfc9de0.png

 

Coronaphage(old):

Spoiler

Screenshot_Doom_20200406_210444.png.453124b96e447dd4bf33fee261f6e30d.pngScreenshot_Doom_20200406_210405.png.3d814d6a55bd29a56dd9572b5cd75620.pngScreenshot_Doom_20200406_210720.png.a4ab316c79f60ba8e8d1f00119e493e7.pngScreenshot_Doom_20200406_210613.png.d76b9b545a117c7abedd6cddec3cce5d.pngScreenshot_Doom_20200406_210518.png.41266fd3cf9b45785a55c19803583f3c.png

_________

 

Credits:

 

Spoiler
  • Music


Title Loop 1 - Shoji Meguro (from Shin Megamie Tensei III: Nocturne, sequenced by Thomash Lee and slightly modified by me)
Goin' Down the Fast Way - Lee Jackson (from Rise of the Triad, but slightly altered [key and instruments] by me)

Entralink - Shota Kageyama (from Pokémon Black, sequenced by Wobuffet3)

 

  • Extra sounds
     

Daniel
AlandogunsX
Gifty
Ryan Williams
id Software
3D Realms
Tormentor667

 

  • Extra sprites

 

Xim
Sgt. Shivers 
Yholl 
SoloSpaghetti 
Blox 
Lord Smash
HellcatX's Ammopile 
Chronoteeth
Captain Toenail
JoeyTD
Minigunner
id Software
 

  • Other stuff

Green Colormap - Boom Edit Example Wad

 

  • Mods used for the borrowed assets

 

Dead Marine -> https://forum.zdoom.org/viewtopic.php?f=43&t=58521
Double Bladed Chainsaw -> https://realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/683-double-bladed-chainsaw
D.U.C.K -> https://forum.zdoom.org/viewtopic.php?f=46&t=53671
Glock 18 -> https://www.realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/996-glock-18
Duke Shotgun -> https://www.realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/841-duke-shotgun
Zombie Marine -> https://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113/405-zombie-marine 


Please correct me if I forgot anything or anyone. I'll make sure to update both the wad and the topic

_________

 

100% Walkthrough:
 

Spoiler

 

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Changelog:

Spoiler

10/04/2020:

  • Fixed some heights in dummy sectors that were causing HOMs.
  • Edited the topic to have a better recommendation of ports and configurations.

 

15/08/2020:

  • Rebalanced some monsters and weapons.
  • Added new sprites for the shotgun, plasma rifle, and pistol. Also changed the sprite for the arachnotron's energy ball.
  • Added new sounds for some weapons and monsters.
  • The sound of the Zombieman's assault rifle is now unique to him.
  • Added some new rooms. (now the map is more closely tied to Slime Institute thanks to an outside area).
  • Rebalanced some areas of the map to suit the changes mentioned above.
  • Number of monsters changed from 274 to 344 in Ultra Violence.

_________

Bonus:
 

Spoiler

 


_________

This topic will be updated depending on feedback or me finding new stuff to fix (that I can fix obviously). I'll add a walkthrough of the map down the line as well during the course of this topic.

Edited by [Vitz!] : I'm gonna send this map to decino so I decided to change and rebalance some things.

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Like usual with my maps, I've updated the topic with an walkthrough I've recorded myself. 

I'm still up for minor changes in the map if necessary, but so far I haven't received anything I could fix (outside of doomworld also) and I haven't detected anything that I could fix while I recorded my walkthrough.

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1 hour ago, Austinado said:

*The post from his topic*


From the first minutes of the video I can already tell something is wrong. Those metal textures are supposed to be windows in that corridor, but for some reason Boom features tend to be a little finicky when somebody is using OpenGL-Accelerated rendering. You can look at my 100% Walkthrough of the map if you wanna check out how the map is supposed to look like (or maybe the screenshots will be enough).

As for the pools of nukage: I've done everything using environmentally speaking Boom mode, just like I did in Slime Institute. Making deep liquids in Boom is not the same thing as making them on ZDoom (where you can freely swim and etc) and you have a lot of limitations. I did this because I still wanted to maintain the vanilla feel of the map. That's exactly how it should look and play... at least in software mode/softpoly mode...

I'll update this topic. This map definitely looks way better in software mode (if you're playing on Zdoom, LZDoom and GZDoom, of course. In Zandronum you get a lot of visual glitches for no reason, so it's better to play on hardware).

As for the missing textures. It was something I did wrong with the heights of some dummy sectors. I'm already looking into it and fixing it. A patch will come soon. Here is how it should look like: 
image.png.91b45cd09ca6444a9187a88837922c48.png

As for the video itself, your volume is super low and sometimes your stream lag a bit (but I believe that's OBS's fault, not yours... This newest update came with some weird problems...).

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@Austinado Both. Try to keep the volumes above the green going to the red in OBS.

Edit: Don't worry, man. This kind of stuff happens.

Edited by [Vitz!]

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I like the consistent theme, the music is from ROTT so of course it isn't wrong at all. Tight on ammo for me but never ran out, good fights, there's never a true excess on the monsters even if it seems like they are too many.

Good stuff, I really like the gameplay mod too, better than the previous map of yours I played I'd say, Valle do Desespero I think it was.

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On 4/11/2020 at 5:23 PM, Senor500 said:

I like the consistent theme, the music is from ROTT so of course it isn't wrong at all. Tight on ammo for me but never ran out, good fights, there's never a true excess on the monsters even if it seems like they are too many.

Good stuff, I really like the gameplay mod too, better than the previous map of yours I played I'd say, Valle do Desespero I think it was.


Good to know that, from your perspective, I'm improving. I took a little break from mapping after I've made Slime Institute, so I was afraid I was going to make something worse than before.

But now I wonder... How would Vale do Desespero be if I added this same modified version of Acerola Doom in it? I think I would need to rebalance the entire map to make it fit since weapons and monsters changed enough to ruin that map's balance... Maybe I should revisit that map (again) and see how it would work.

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3 hours ago, [Vitz!] said:

But now I wonder... How would Vale do Desespero be if I added this same modified version of Acerola Doom in it? I think I would need to rebalance the entire map to make it fit since weapons and monsters changed enough to ruin that map's balance... Maybe I should revisit that map (again) and see how it would work.

I agree it would totally break the balance, but that's just what gameplay mods do, would be nice to see how it would be made focusing on the mod though.

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Sorry for reviving this topic, but I really didn't want opening up another one just for the updates made to an old map.

I've updated the changelog with the new stuff I added, put a link for the older version of the map, edited some contents of the original post and added new screenshots.

I decided that this is going to be the map I'm gonna send to decino for his viewer submissions so I changed it enough for when he eventually plays this thing. I've been having a lot of trouble coming up with new stuff in general these days, so I thought it would be better to stick with what I already have, but not without trying to refresh it a bit. I hope whoever tests this newer version have fun.

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