HQDefault Posted June 3, 2020 (edited) AKA "The Adventures of Brick Quarter" So I've done some level design stuff with other games (mostly source engine stuff like HL2 and TF2), but this is my first time really committing to a project for classic Doom. I've only made about 4 maps so far, planning to complete roughly 10-12 by the time it's done. Feedback is immensely appreciated, I'm still trying to figure out how combat balancing in Doom works. Sidenote: This mappack was started a few years ago, and I only recently revisited it. There may be some disparities in quality between the first map and the second, as well as some of my texture work with the status bar face and the pistol. Dropbox link: https://www.dropbox.com/s/5veg14rkyl6legr/UAC_Pacific_Northwest_V5fix.zip?dl=0 Important Details: Created using GZDoom, should work for basic ZDoom as well. Freelook is strongly recommended Jumping and crouching is fine, but not necessary. I jump-proofed the map so you can't make any substantial sequence breaks by doing so. (It might make a few secrets easier to find tho) During testing, I had compatibility options set to "default" (Basically everything is just "no"). Alternatively "ZDoom" compatibility options should work alright. The most important thing to keep in mind is make sure obstacles block projectiles. A lot of foliage was placed under this knowledge, so if you have your compatibility set to "Strict" or something similar, the balancing will no work as intended. Balancing is mostly done with UltraViolence in mind, other difficulties were accounted for but might have so-so results. (I've also been known to accidentally make a few pickups difficulty-exclusive. If you feel like you're missing items on lower difficulties, please say so!) Difficulty is probably in the mid-to-easy range for custom WADs, roughly comparable to the latter half of Shores of Hell or about 2/3rds of the way through Doom 2. Music is mostly intended for Microsoft's Midi device. FluidSynth and other devices sound okay, but they cause a bug on Map4 that makes the music take almost a full minute to loop. All of the custom stuff: I re textured a number of things, particularly the HUD, created a new status bar face (and by that I mean I drew a crummy beard over the original :P), as well as making the pistol white. I created a number of foliage sprites, one of which I had to put in a new decorate actor. I don't know if decorates cause conflicts with other mods, but it's just a tree, so hopefully it's fine. Some new sounds were put in, such as a few samples from Doom 64, as well as a new Super Shotgun sound I made by messing around with Audacity. All of the music I got from freemidi.org and vgmusic.com. Added my own difficulty selection. Basically identical except for the names, up until Chaos mode (nightmare equivalent) which removes respawning monsters and instead makes it so both you and the enemies deal a bunch more damage. Screenshots: Changelog: Spoiler V5 Hotfix - Fixed an error where midtextures would render through the ground on software mode V5 - General: Added a few new textures to the WAD file, railing and garage door textures by @TheHambourgeois, as well as a new hazard strip & metal texture of my own doing. V4- CONTENT UPDATE 1: Added new map "Trail Mix and Buckshots" Much more linear map themed around hiking, backwoods areas, and mountain roads. General: Rebalanced ammo placement. Still probably a little on the generous side, but is no longer the ridiculous surplus you had before. Added "Maintenance Door" texture. I use this as purely a decorative door, it's never meant to be significant. Map04 (Processing complex): Modified the skybox so it's more visually consistent with the new one for map05 V3- General: Added new non-transparent grate/fence textures, so I can use them for outlets or windows that the player can't see through without causing compatibility issues with other mods. (Have a slight blue gradient on them as well so they're not just solid black) Let me know if I missed any of these! Map01 (Shipping and Receiving) Tried to make the skybox mountain look a bit better Added some new details to the Hell Baron segment Map02 (Canal System) Rearranged some armor bonuses to be in a straight line Probably something else I'm forgetting about Map03 (The Cranny) Replaced a pain elemental with a Cacodemon Retextured the lift segment in the Hell Knight/Pinky chasm area V2- Map01 (Shipping and Receiving) Slightly improved lighting pass Made the lift to the super shotgun look more like an actual lift Made the corridor to the ammo (and secret if u can find the button c:) in the nukage room less comically long Lowered a window in the blue keycard room Made it so there's minor barriers blocking you from wandering into the ocean rather than just a random invisible wall on the edge of the water Minor texture and detailing improvements Map02(Canal System) Made the yellow keycard visible from outside the window Added some more health & armor bonuses to lead the player around Removed a green armor in the yellow keycard room Added a few more hints for the secrets Minor detailing improvements Map04(Processing Complex) Note: There is currently a bug where the red switch does not change animation frame when activated. It still clearly works, so it's not high on my priority list to fix, and I have no idea what would be causing it. Added a second pillar housing the blue key switch rather than it being on the back of the red one. Lowered the pillar for the yellow keycard so it's more clearly visible. Notes for later: In the next update I'll be revising some of my texture work so that I have proper non-transparent grate textures and whatnot, because the way I've been using transparent textures apparently causes compatibility issues. Edited August 6, 2020 by HQDefault 23 Share this post Link to post
HQDefault Posted June 4, 2020 Uploaded some of the custom assets I used if anyone is interested: 3 Share this post Link to post
DynamiteKaitorn Posted June 4, 2020 Some really charming levels with some rather goofy music to go with it. I do like how the DooM marine has a proper head of hair and a big moustache XD. Difficulty is actually very nice for HMP, not really a whole lot needs to be changed. (Can't say for MAP 3 or 4 since I stopped at 2 for now :3). Did kinda wish the SSG was on the first map to make the hell knights easier to deal with but you do get a rocket launcher if you go looking for it so it's not too much of a drawback. :) Also, I really didn't struggle with health or armour for the most part, I did run out of shells during MAP02 but with how many bullets there were I was able to regain my shells back quickly. good balancing. <3 This may be my inner OCD flaring up hard but... wall textures used as flats and flats used as well textures sticks out like a sore thumb to me and thus I noticed it very easily. You CAN do this and make it work well but a vast majority of engines I believe can't handle such a feature, only GZ/LZ/QZ I think can handle this. (Regular Z might as well but since it's not been updated in nearly 5 years... no promises...) Speaking of design flaws, PLEASE don't use transparent textures as linedefs that aren't things like windows or fences. Using a texture that has transparency on its texture does appear black in GZDooM but in other engines it's a HOM error (and in the case of vanilla, a tutti-frutti error instead). 1 Share this post Link to post
HQDefault Posted June 4, 2020 (edited) 9 hours ago, DynamiteKaitorn said: Did kinda wish the SSG was on the first map to make the hell knights easier to deal with but you do get a rocket launcher if you go looking for it so it's not too much of a drawback. :) -snip- Speaking of design flaws, PLEASE don't use transparent textures as linedefs that aren't things like windows or fences. 1: There actually is a SSG on the first map. It's right before the room with the blue key, there's a little lift off to side where you can get it. 2: I'm assuming you're referring to how I would occasionally use Midbar textures as grates and whatnot. If so, I can probably just create non-transparent versions of those textures, but in the mean time I guess I'll just have to point people to using GZDoom. Thanks for the feedback. 0 Share this post Link to post
DavidN Posted June 5, 2020 Played it here and really enjoyed it - thanks for a great set of levels! You've definitely got the hang of the Doom engine and I liked the variety of the scenery. For setting up monster encounters, you might want to try experimenting more with monsters that are further away and the player can't deal with immediately, and for more scenarios where monsters start to become threats from places other than in front of the player (which is a hard thing to set up sometimes). 2 Share this post Link to post
HQDefault Posted June 5, 2020 6 hours ago, DavidN said: Played it here and really enjoyed it - thanks for a great set of levels! You've definitely got the hang of the Doom engine and I liked the variety of the scenery. For setting up monster encounters, you might want to try experimenting more with monsters that are further away and the player can't deal with immediately, and for more scenarios where monsters start to become threats from places other than in front of the player (which is a hard thing to set up sometimes). This video gave some very helpful insight, thank you. On that note, pack's been updated. See changelog for details. 0 Share this post Link to post
HQDefault Posted June 6, 2020 Oi fine gents. New update. Fixed my textures. See changelog for details. 0 Share this post Link to post
HQDefault Posted June 9, 2020 I've gotten started on Map05 "Trail Mix and Buckshots" He's a little sneaky preview of the first area 2 Share this post Link to post
HQDefault Posted June 10, 2020 So I got a question for you guys I'm a bit torn on whether or not this mappack should have a hell segment. It wouldn't be particularly long, probably 2-3 maps at most. I've already made a skybox for it just in case, but I feel like if I'm gonna call it "UAC Pacific Northwest" the conceit of the WAD has really gotta be on exploring that particular region. I'm torn. I have some cool stuff that I was thinking about doing with it, but I feel like if I do add a detour through Hell I'd kind of be missing the point of the pack. I setup a strawpoll https://www.strawpoll.me/20311005 0 Share this post Link to post
666shooter Posted June 10, 2020 27 minutes ago, HQDefault said: So I got a question for you guys I'm a bit torn on whether or not this mappack should have a hell segment. It wouldn't be particularly long, probably 2-3 maps at most. I've already made a skybox for it just in case, but I feel like if I'm gonna call it "UAC Pacific Northwest" the conceit of the WAD has really gotta be on exploring that particular region. I'm torn. I have some cool stuff that I was thinking about doing with it, but I feel like if I do add a detour through Hell I'd kind of be missing the point of the pack. I setup a strawpoll https://www.strawpoll.me/20311005 Maybe if you worked with the Episode 2's theming of combining Hellish elements with the existing natural landscape and the base interiors, you could work more Hell elements into the maps without having to move away from your theming? Or maybe a map or two where Hell is trying to trick the main character by disguising the map as a peaceful spot in the Northwest, only to go through a door or teleporter and the evil stands revealed. Just my two cents. 0 Share this post Link to post
HQDefault Posted June 10, 2020 Thinking about it, I feel like I've figured out a way that it could work. Should be interesting once I actually get around to it. 1 Share this post Link to post
HQDefault Posted June 12, 2020 (edited) Here's this pack's guide to THE RULES OF DOORS ENTRY door: Always accessible (Unless it requires a keycard, obviously). Never requires an external switch/device to open. NO ACCESS door: Potentially significant. Can be simply decorative, will sometimes open by surprise, or could be opened via a switch to reveal a secret. MAINTENANCE door: Purely decorative. Can never be opened via any switch or device, and will never even house a secret. Edited June 20, 2020 by HQDefault 2 Share this post Link to post
HQDefault Posted June 15, 2020 5 hours ago, HQDefault said: Behold. A masterpiece of detailing. I'm kidding, obviously. This is what it looks like now. I'm really getting my mileage out of that forest texture. 2 Share this post Link to post
HQDefault Posted June 20, 2020 So I've decided to go and add proper shadows to my skybox mountains and I want to gouge my arms off because it's really tedious But it does looks nice Anyway, content update VERY soon. I gotta finish up a few more changes and then I'll upload it tomorrow morning. That can be my motivation to get out of bed for work on time, so I can upload the pack before I go to work. 4 Share this post Link to post
HQDefault Posted June 20, 2020 Yo. NEW MAP. See changelog for details. 1 Share this post Link to post
Zolgia108 Posted June 20, 2020 (edited) cool man, i just recorded first map easy side, but i liked it and had a lot of fun completed with 100 100 100 on a blind run, but i am so good with secrets yo! No bugs to be reported, last room has barons floors at the same height as the grass, bad to look at. The rest of the map was really good, maybe just too easy:) will go on with the gameplay! thanks! PS: i really like the pistol texture, can i steal it for my wip wad? EDIT: map 02 was really fun. this time only 3 secrets out of 5 :( im sad BUT YEA i like playing a cool relaxing map set like this from time to time, keeps me healthy :) Edited June 20, 2020 by Zolgia108 0 Share this post Link to post
HQDefault Posted June 20, 2020 7 hours ago, Zolgia108 said: PS: i really like the pistol texture, can i steal it for my wip wad? Sure. I was probably gonna completely redo the sprite anyway. 2 Share this post Link to post
Zolgia108 Posted June 20, 2020 thank you m8! so i played the 5 maps and it was freaking fun dude ahahahah i love them, let me know of any updates, i recorded every map and i will upload them on you tube in the next days (probably tomorrow), if that's okay for you! thanks:) 0 Share this post Link to post
HQDefault Posted June 23, 2020 (edited) Map06 is gonna be on hiatus for a short bit I've decided I'll be working on a small mapping side project to learn to mess around with difficulty some more instead of just leaning on theme-ing. That and I need to work on getting together an actual semi-professional looking portfolio. Oh yeah and I need to submit my FASFA before the deadline or I'm gonna heccin' d i e. (financially) 0 Share this post Link to post
HQDefault Posted August 5, 2020 Okay, so... uh... minor update. V5 has come along, really just adds a couple minor new textures. In the mean time, quick update on myself, I feel like this youtube clip excellently demonstrates my current feeling when it comes to level design stuff: https://www.youtubetrimmer.com/view/?v=Z-tF0NKdh24&start=1854&end=1868 Here's what's currently on my plate: -UAC Pacific Northwest -Maximum Doomage -Floated the idea of an episode 1 remaster -Trying to get all this stuff in my portfolio on a linkedin -Phaser 2 (which is probably going nowhere) -Updating the e1m3 remaster -My first paid level design gig -My part time job -I need to start getting ready to head back to college So, yeah, something's gonna have to give. I'm gonna put most of my Doom stuff on the backburner for now, and I'll go back and fourth between that paid gig and UAC Pacific Northwest. I'll come back to Maximum Doomage some other time. 0 Share this post Link to post
elend Posted August 5, 2020 Hey man, really nice screenshots. You definitely nailed that outdoor look, and especially the snow mountain range. Well done. Also, I love green trees in Doom. I really want to check this set out, please keep working on it. :p 0 Share this post Link to post
Doomkid Posted August 5, 2020 Man, I love fun breezy maps with bright blue skies.. Gonna give this a spin over the next couple days and let you know how it goes, but the screenshots have definitely piqued my interest. 0 Share this post Link to post
Doomkid Posted August 5, 2020 Just finished playing through the whole thing in Zandronum, took about 50 mins all up. That was extremely fun. Challenge was at the right level - not too easy nor ball-bustingly hard, the MIDIs were light and fun and set the mood well, the bright skies made the maps overall feel enjoyable to be in, and the skyboxes themselves were cute. The minor touches like the Doomguy face with a beard and stache/custom HUD graphics only serve to give this little mapset a bit more of it's own identity. I honestly don't have any complaints, other than the fact that in software mode (which I'm guessing at least half of people still use), a bunch of the midtextures that have been lowered into the floor do this weird "visual overlapping" thing: The solution is pretty random - you have to make sure sector light values are different on each side of the linedef. So, one of these lines that's sinking into the floor, if the front and back sector both have a lighting value of 160, you'll want to change one of them to 161. No co clue at all why this works, but it will prevent this little bit of visual ugliness. I had a blast with this, looking forward to the final version. This kind of little mapset with it's own quirk and charm appeals directly to my tastes! 1 Share this post Link to post
HQDefault Posted August 5, 2020 (edited) 51 minutes ago, Doomkid said: I honestly don't have any complaints, other than the fact that in software mode (which I'm guessing at least half of people still use), a bunch of the midtextures that have been lowered into the floor do this weird "visual overlapping" thing: The solution is pretty random - you have to make sure sector light values are different on each side of the linedef. So, one of these lines that's sinking into the floor, if the front and back sector both have a lighting value of 160, you'll want to change one of them to 161. No co clue at all why this works, but it will prevent this little bit of visual ugliness. Wow, that's really annoying. Alright, I'll see if I can go through and fix them. On that note, so far that sort of thing is probably the only thing I don't like about mapping for Doom. It has a lot of flexibility allotted to it with modern source ports, but there's no guarantee that things won't be immediately broken after changing one setting. EDIT: Okay so this does appear to be fixable, but you do need to switch over to TrueColor software renderer because I go off palette for some of the blues. Edited August 5, 2020 by HQDefault 1 Share this post Link to post
HQDefault Posted August 5, 2020 OK, scratch that. @Doomkid your solution didn't work. I'll just have to put a note in that there's some graphical buggery in software mode. 0 Share this post Link to post
Doomkid Posted August 6, 2020 I just discovered a different way to fix it. You can lower or raise one of the sectors by 1 pixel. No one will notice this during gameplay and it will fix the visual oddness. Also, it turns out the lighting needs to be different by at least 8 - my mistake. Although it turns out there's an even easier solutiuon: in your MAPINFO lump, simply set "clipmidtextures" to be true for the whole map. Seems much easier, I found it in this thread and didn't even realize it was a feature til now. 0 Share this post Link to post
HQDefault Posted August 6, 2020 2 hours ago, Doomkid said: I just discovered a different way to fix it. You can lower or raise one of the sectors by 1 pixel. No one will notice this during gameplay and it will fix the visual oddness. Also, it turns out the lighting needs to be different by at least 8 - my mistake. Although it turns out there's an even easier solutiuon: in your MAPINFO lump, simply set "clipmidtextures" to be true for the whole map. Seems much easier, I found it in this thread and didn't even realize it was a feature til now. Yup, that did the trick. 1 Share this post Link to post
HQDefault Posted July 20, 2023 I'm back with some developer commentary! I hope you guys like hearing a guy complain about their own wad for an hour straight, because that's basically what this is. 0 Share this post Link to post