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Szymanski

Trihard - A compact brick and metal map

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I just did a quick run through of the map on HMP, using Crispy Doom 5.8.0. I found just over half the secrets and killed 80% of the monsters. I only encountered one bug (the one that Chaine noted), but I did notice some oversights and inconsistencies with which linedefs showed on the automap. Apart from that, the map was a blast!

 

As a massive fan of Alien Vendetta, especially MAP06 and MAP24, this little joyride really hit the spot. I found the progression satisfying, not too linear but easily comprehensible. The combat also felt great, a fine balance between incidental Doom 1-style action (albeit with a faster tempo) and more choreographed encounters (the secret revenant pit comes to mind). Health and ammo balance seemed just right to me, if a little generous (on HMP at least). The secrets seemed to fit perfectly with the style of play, with lots of shootable switches (a personal favourite of mine) and hidden rooms to stumble upon.

 

Aesthetically, I think the wad looks great. I always liked AV's gothic levels the most in terms of looks, and this feels like a natural extrapolation of that, with a touch of blood-red hell for contrast. The lighting in particular is beautiful and really brings the map to life, and the detailing is consistent and on-point.

 

Apart from the issues noted before, I can't really find fault with the map. It feels very professional and well put together.

 

Overall, I really enjoyed Trihard and eagerly anticipate the final release!

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If only it had some random song from Duke Nukem or Heretic, it would be the complete AV experience. Great map, too bad I couldn't find the secret Yellow Key.

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Impressive work. Secrets were fun to figure out. Though I only got 8 so far but managed to get 100% kills.

 

This Hell Knight refused to enter the crusher... is that line monster blocking intentionally?

Spoiler

Screenshot_Doom_20201030_154458.png_compressed.jpg.489bde9e2b83a2fc2914d6f525d37b04.jpg

 

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It's a really cool map, but the yellow key is way too hard to find. Maybe plaec it somewhere else, and place something else in its place? Like some cell packs or something

 

Also I would just like to point out that I really enjoyed it

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These two cacos (or PE?) can't show up in vanilla because there's not enough space between floor/ceiling, the sectors need a minimum of 56 units of height to work. Otherwise, no major issues that I could see.

 

I personally liked your other marble map a bit more but this had fun areas too. It's probably the many many turreted imps and hitscan that weren't to my taste, and the crushers section had me slowly chipping things from safety, not that this presented a draw in the gameplay since surely someone else would find ways to speed up things better than I can. In contrast, the set-piece traps were delightfully evil in places, particularly the pincer trap with the caged mancubus and pinkies/imps to the sides, and I also really enjoyed the earliest blue armor little setup with just SG. I found all the secrets, my favourite was the underground cave with revs and pinkies. 

 

Additional thoughts:

 

- The attention to detailing is superb, in particular the arches. 

- I myself added the AV map 08 midi and it suited the map very well imo, so perhaps.

- Automap could use more cleanup, lots of outlying monster closet lines become visible with the computer pickup.

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I haven't gotten very far but managed to lock myself in the computer map closet... 

(someone else found that)

 

Edited by joepallai

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1 hour ago, galileo31dos01 said:

These two cacos (or PE?) can't show up in vanilla because there's not enough space between floor/ceiling, the sectors need a minimum of 56 units of height to work. Otherwise, no major issues that I could see.

 

- Automap could use more cleanup, lots of outlying monster closet lines become visible with the computer pickup.

Thanks for the feedback, I'll check those issues out

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My playthrough on HMP:

 

 

The map flows nicely and it's mostly pretty clear what to do next. My only gripe is really the use of chaingunners. There are multiple situations where they are placed in a way where you can get rid of them from a save position, but where taking a more offense approach could result in harsh losses on the player's side. That makes those encounters a bit tedious, which is most obvious in the area with the crushers.

I did see the yellow key, but didn't get it. But I didn't look for a way to get it either, since I completely forgot about the yellow door and only realized that it's probably a secret after passing it while going to the exit.

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21 hours ago, boris said:

 My only gripe is really the use of chaingunners. There are multiple situations where they are placed in a way where you can get rid of them from a save position, but where taking a more offense approach could result in harsh losses on the player's side. That makes those encounters a bit tedious, which is most obvious in the area with the crushers.

Thanks for playing, I'm open to changes and I'll play around with other options

 

BTW some of those corridors should be pitch black, is that GZdooms default lighting?

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It's the "standard" sector lighting mode setting which is quite a bit brighter, and I'm also with a gamma of 1.2.

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