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el_inf

Advent - 2 maps [New short map!]

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Posted (edited)

Hey, 

now my wad contains 2 maps: advent.v52.rar, which are focused on tricky fights and good visuals (I do my best).

 

Map 1: Advent

 

Spoiler

doom01.png.96290203ddd80264106e9abff77613e3.pngdoom02.png.97a20b3947b50e0f691b0188eb6a40ab.pngdoom07.png.f7b2d97b13839b06889077cdec2ac429.pngdoom03.png.270a93fe093f2ceea542a801727e3fa6.pngdoom09.png.a80e5abd9fb5e5b993d1ed701211cfd3.png

doom08.png.b67c1ab4a9b2936e4800948e3e20b9f7.png

 

This is a 1-1.5 hour long open map with lots of relatively short tricky fights. On UV there are around 1k monsters and most of them are imps.

Difficulty: early sunlust levels (I think)

Building time: 2 months

Music - Opeth, A Fair Judgement. Map is named after another song by that band.

 

 

Map 2: Circle of the Tyrants

 

Spoiler

doom14.png.fbb5d199ba04a49e18e19e115626509e.pngdoom15.png.9927561f28df522775cca78a349fa4b2.png

 

5-10 minute short slaughtermap. Around 1k monsters in each difficulty. Monster placement in HNTR is completely different from HMP and UV, so I recommend to check out both HNTR and HMP! UV is a bit savescummy, but I think it's ok for such a short map.

 

This map is a sort of a grand finale to the first one I made.

 

Building time: 3 days

Music - Celtic Frost, Circle of the Tyrants

 

 

 

Some other info:

- map is made in boom format and tested in pr-boom+

- I used sunlust textures and sky from SkyTexturesPack.wad

- no crouching, jumping allowed. Free look is not assumed. Monsters should have infinite height, but it is not crucial

- base - DOOM2.wad

 

 

Changelog:

Spoiler

Changes in v2 (initial file also was named v2 but whatever):

-simplified some platforming sections,

-tried to make next-area-hunting a bit easier

-made the beggining a bit fancier  

 

Changes in v3:

-simplified progression in some fights,

-moved RL and added more rockets to the first arena,   

-fixed key progression

-some minor visual improvements

-replaced cyber turret by arachnotron

 

Changes in v4:

-added final fight 

 

Changes in v5:

- added map 2

- arachnotron in map 1 now can be telefraged

 

 

 

advent.v41.rar

Edited by el_inf : map 2 is here!

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Posted (edited)

Just finished version number 2. way better m8.

2 hours video, 3 am here, going to sleep.

Tomorrow i will upload it, but please know one important thing:

 

it was late, i was stoned from a "party", i already suck when i play normally, imagine now

 

 

SEE YOU

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Thanks for this playthrough!! 

Oh, okay, there is a lot of stuff to fix here. 

The progression in the castle is completely broken now. You basically can skip 3 fights out of 4 there. And there are 2 red keys in the map apparently. 

I will change the progression in hk swarm fight also. 

Platforming seems to be more or less ok. But archie jump seems too easy now

 

Maybe I will put some more rockets to clear off imps in the first section. 

 

And I keep forgeting to fix that medikit 

 

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yea i wanted to kill everything but i could go to the exit, that's not necessarily a bad thing. Platforming is okay i was just really bad^^, my worst nightmare is the hk swarm, it's really hard when they split up into the columns so that i can't keep the flow in one direction in order to escape, that's a tough situation for me, but maybe i just play like shit. i like the concept but i also think that maybe the map feels a bit empty (paradoxically) because it's a sort of arena map but in between you have only platforming. You could put some roaming here and there, maybe revenants on the lava section for example, i don't know just an idea.

 

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well, this emptiness is intended, sort of. I think it adds to the atmophere

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it certainly does, if that's what you meant to do then i've got nothing to say:) you are the only one who knows what worked as intended and what not, i will just wait for another map so that i can play and suck

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3 hours ago, el_inf said:

Maybe I will put some more rockets to clear off imps in the first section. 

 

I didn't even realise there was a RL in that area until I ran out of ammo and hunted around a lot and thought the only thing I hadn't gone was go over to the AV. My first instinct is not to charge to an AV, on pillars with no cover, while there are tons of Imps roaming around. The way ammo was revealed in the area was also quite annoying. I think there just needs to straight up be more Bullets/Shells in that first area, or even a SSG. (Or move the RL) I got so frustrated by that section that when I died in the next section, I didn't really want to start again.

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Thanks for playing!

Ok, I will move RL to the first switch area and probably change the ammo placement so that RL is the main gun for that fight

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I was editing the map in DB2 and got an error:

 

"Unable to build the nodes The nodebuilder failed to build the expected 
data structures.
The map will be saved without the nodes. "

 

It never happened to me before. I removed some part of what I just build and then it saved normally. 

But why does this error occur?  Is it a DB2 thing?

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42 minutes ago, el_inf said:

I was editing the map in DB2 and got an error:

 

"Unable to build the nodes The nodebuilder failed to build the expected 
data structures.
The map will be saved without the nodes. "

 

It never happened to me before. I removed some part of what I just build and then it saved normally. 

But why does this error occur?  Is it a DB2 thing?

it is a DB2 thing from what i know, sometimes it happens because of overlapping lines for example, but sometimes it happens randomly, do a map analysis and check all of that stuff, but before opening the map make sure you have some backups^^

 

also this topic may be useful

 

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35 minutes ago, Zolgia108 said:

also this topic may be useful

 

Thanks a lot! It seems that the problem was with the size of the map. I changed nodebuilder from ZenNode to DeepBSP and now it works fine. And even better - nodebuilding now takes like 1 sec to finish instead of like 20 secs with ZenNode!

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I added the final fight.

So except for some texture detalization and lighting the map is complete. I hope that you will enjoy playing it!

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I played it and thought it was pretty good! Visuals were a strong point. I'd say my favorite fights were inside the building towards the end definitely. I also liked the ending. The only thing that rubbed me the wrong way was that the progression was slightly cryptic and there was really no good way to kill the first cyber and the sniper arachnotron.

 

Other than that, good job!

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Thanks for playing my map!

 

Now I released a new very short continuation (map 2), I updated the OP. Please try it! There are difficulty setting there and all of them are fun (imho)!

Feedback on difficulty (in all HNTR, HMP and UV) and etc would be very appreciated!

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I played the new map and I have a special treat for you: I decided to record it too!

 

 

Overall, I thought it was pretty good, though not as strong as map01 I'd say. It took me a while to figure out a strategy for the beginning, but once I understood what the AV switch did I knew pretty much what to do. The only problem was trying to find out which megaspheres were left over in the middle. Trying to rush back in to grab health led to a lot of deaths.

 

I think the cleanup isn't as fun as the initial fight, but at least there was a good cyber - hell knight ratio that didn't lead to a lot of grind. I think part of what made the cleanup not as fun was the liberal use of damaging floor and the symmetry of the arena. The former you should take with a grain of salt, though, as I'm an almost universal hater of damaging floors. Speaking about the symmetry, it added a ton of confusion to where I was facing and what side I was on, so it wasn't as clear where my leftover megaspheres were. Plus I think less symmetry might spice things up a bit and make it more interesting.

 

Overall a good map, but definitely seems detached from map01, due to its short length and lessened emphasis on visuals and exploration.

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Very cool playthrough! Thanks for the recording!

Yeah, I got tired a bit of map 1 and wanted to make something very different. The song also suggested how the map should look like)

The floor is damaging only on UV, to make the ending a bit less dull. 

Symmetry sucks, I know, but this is not really a serious map 

 

Map 1 is definitely stronger, I spent on it way more effort 

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here, just for you ^^ i died so freaking much. Noticed two things, maybe because of gzdoom (i can't record with boom i don't know why), cyberdemons cant be seen through the windows, then there is a way to cheese up a bit, if i go at the far end slime doesn't deal damage, so i can wake up the cybers and wait there until everything is much much cleaner. Of course it's not fun that way, but still :)

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