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Scotty

Boaty McBoatwad - /idgames

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Hello. I've played through the maps posted so far and have some feedback for the creators, if that's welcome here in the thread. I also have videos to share! I played through each map in GZDoom without mouselook using the FluidR3 GM soundfont for the midi. 

 

Ume-Maru by @Walter confetti

Spoiler

A nice, cozy, and very short map. It feels like it barely begins with only 17 enemies and one secret. I like the design of the boat but I feel there could have been more done with it. I feel like that kind of boat lends itself to being a secondary vessel to a larger boat. Like it could be used as a teleporter to some deep sea research center.

 

Another idea would be to make the boat like 30% larger and creating a gauntlet fight where demons teleport onboard in waves to try to take over your boat that's stranded in the middle of the sea. Imagine running across the deck, a wave of 20 Cacodemons float toward you in the distance with Imps and Pinkys trying to beat you down, then the Hell Knights start boarding. Oh man the panic in such a small area. I know I'm thinking big but you have a very nice map here that feels like it has room to grow.

 

 

 

 

Ship Happens by @A2Rob

Spoiler

I really like how this map is laid out. Jumping onto a cargo ship in the middle of an ice flow only to be met by big daddy Cyberdemon and his crew of misfits. The feeling of being an unwelcome stowaway on the boat really makes the frantic start hit harder. I like most of the decisions you made with the monster placement but there were two things that stood out to me.

 

1) Why the single Baron? He feels out of place among the hit scanners and the one Revenant. I guess I'm so used to seeing the bruiser brothers in action that just seeing a single Baron is odd. I would suggest adding a second Baron and using them as kind of a mid-boss to the map, similar to how you used the Archvile. Maybe if you took the Barons and put them at the end of the huge Imp wave would present an interesting end-map fight.

 

2) I was able to cheese the Cyberdemon pretty badly without ever having to drop his platform down. I found a spot where you are safe and just blasted him with the Super Shotty and Chaingun until he died. I wonder how a straight up fight with the Cyberdemon that is linked to dropping the red key instead of using the switch to get it down. 

 

Those are pretty minor issues overall. I love the look of the map and the flow. Also the secrets are the kind that are pretty obvious but can be easily overlooked. I'm totally in favor of these style secrets over overly ambiguous ones. 

 

 

 

Beelzeboat by @muumi

Spoiler

Woah. This map is nuts. It's got a really cool design, nice fights with a rising difficulty curve, a couple of clever secrets, and just the right amount of resources to get you through it all.

 

The first impressions are crazy. Sitting in a little dingy in a sea of blood while this massive tanker sized hell-whale vessel floats along. The eyeball blinking at you is a chilling touch. In the first room alone you are put through three fights of rising difficulty that if triggered all at once can lead to absolute misery. Just like with A2Rob's map there's an imp wave that on Hurt Me Plenty is mild but on UltraViolence gets spicy with a few Revevants added in. The chokepoint leading into the second stage of the map contains a small army of chaingunners, enough to trigger anyone's Final Doom PTSD.

 

I like the idea of splitting the map into two sections that can be tackled in whatever order desired. The red skull key path on the left being a fight against several Mancubus and Arachnotrons with a squad of shotgunners harassing from overhead. The blue skull key path is equally brutal with an open room fight against two Archviles.

 

The last arena is a great floating fight above a pretty wildly designed map exit. I feel like the final fight might have been a little rushed. I was just expecting a little more from such a cool arena. A wave of chaingunners teleporting in on either side, followed by a wave of Revenants, and finally two Pain Elementals. I expected something like an Arachnotron or two standing on the top of the ship, ensuring the player can't camp behind one of the pillars. Either that or when the invisible platform hits the ground a wave of Hell Knights spawns between you and the exit. 

 

You did a fantastic job with this map, I really dug everything about it. This is a really creative take on the challenge.

 

 

 

Gangbang Galleon by @Scotty

Spoiler

Another beautiful map with an extremely suitable song choice coming from Heretic. This map is deceptively difficult because of the constant pressure it applies. You just don't get a great deal of rest and health needs to be closely managed lest a single mistake ends your run. The wave of zombiemen at the beginning is satisfying to burn through while avoiding the Arachnotron blasts. I loved the little gimmick of walking the multiple planks to retrieve your weapons, each prize coming with it's own horror. One issue I ran into is limited to players going for UVMax and that was dealing with the flying enemies floating off to the far reaches of the map. I would suggest, if it's going to be unused, maybe consider putting a few monster blocking lines toward the end of the cove. 

 

Once you're on the boat the party starts to ramp up. The Revenant crew with the Archvile is one of the more stressful sections of the map considering the only weapon I found useful in that moment was the rocket launcher. I killed myself more than once on the boxes. I did enjoy that the BFG was easy to obtain and the fight following it was a nice temptation to use it. The rear end of the ship was a cruel trap, dealing with a gang of Hell Knights, a harassing Archvile, and when you think you can escape: two flanks filled with Chaingunners. It was awful, I love it. 

 

The final set of fights on the ship were pretty mean as well. Once you get far enough along to get the Cyberdemon to arrive you get boxed in by popup Hell Knights. The first time I entered this area I got smashed by the knights instantly. Once your through the Cyberdemon and the Archviles the last remaining challenge is the Imp wave. I see a running theme of Imp waves in this set of maps and I love it. Oh, I almost forgot about the Spider Mastermind, yeah she's there. 

 

The secret area was very nice and it took me a bit of searching to discover, though I had assumed it was there for a while I was scared of the super hellslime floor. That water is brutal and with it's damage being so high it really dissuaded me from adventuring around the boat. Overall the map is absolutely fantastic. I don't believe there's anything I would change, at least nothing springs to mind immediately. Good stuff!

 

 

 

Ship Ping by @waciej

Spoiler

I really like the aesthetic of this map. The iron boat floating along in lava is a neat image. The combat space ride the line between being spacious and slightly cramped which makes it fun for the later part of the map when things get busy. There's not a lot to talk about since it's a one room map but I would suggest maybe helping players out with a little more ammo. I had to punch the last 6 or so Imps to death and let the Hell Knight kill most of the Cacodemons for me since I had burned through all of my ammunition. Like a single box of shells or maybe even a berserk would solve that problem. 

 

The only other comment I would have on the map is that I expected more enemies on the first button activation. Maybe if you were to split the waves of baddies in the final wave between the two buttons and then remove the walkway between the buttons so that players would be forced to walk through the center area of the deck in order to navigate to the second button. 

 

I like the map and the music choice is supreme. Nice job here.

 

 

 

Mutiny Machine by @punch you in the face man

Spoiler

Ahh, here we go. A proper pirate map. If the wad features modified sprites then this is the map that would showcase them the best. The music is oddly satisfying and the map features so many neat mapping tricks that give it a really adventurous vibe. To start with I love the scrolling landscape, even if it makes the Cacodemon act really weird and appear to be fighting against momentum in futility. The Pirate Doom trick of creating the illusion of rooms on rooms was a really nice touch as well as the bridge to the life boat. I think the illusion can get broken by the moving boat if you cross the gap multiple times in a row. It creates a strange jittering effect. 

 

I had one issue with the secrets, specifically the plasma gun secret and that it has been tagged with three secret sectors, one of which is unreachable due to the torch placement. I would suggest paring it down to a single sector or at the very least if you want a light source, take the torch out and create a skylight instead. Fighting the Spider Mastermind was fun and not too frustrating. Thanks for providing all of that cover. The key puzzle with the houses seems kind of arbitrary but it's good enough. I would be satisfied if the keys were taken away entirely and the whole area was turned into an ambush when you kill the mastermind. All of the doors and windows open up and the monsters pour out of the houses. Each house containing a switch that would lead you to the exit. That's just a thought on how to approach the ending sequence a little differently.

 

I loved the captain's chambers being occupied by a Revenant and the secrets contained was very nicely hidden. Gotta get that booty! This map was really great and I loved all the little technical bits. I eat that stuff up.  

 

 

 

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On 11/18/2020 at 6:22 PM, Dunn & Dunn said:

@Scotty Since I haven't used custom textures before, I just want to clarify: Will the OTEX texture pack be included with the completed project? I looked at walter confetti's map alone and it's just the map with no extra textures. Shouldn't take me too long if this is the case.

 

Yep, i will add the textures in at the end when i compile the maps :)

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After days of fiddling with the difficulty settings - I AM DONE!

 

Here it is - "TheBloodTrailer"!

Things to note about the map:

  • Map was made in SLADE
  • Node builder used was ajBSP
  • There is no custom music (so Scotty gets to pick a track for me!)

Screenshots:

 

Spoiler

Screenshot_Doom_20201120_034924.png.3f55e81d340a55c72b06d2cbdfcd2395.pngScreenshot_Doom_20201120_034938.png.eadfde09c09cb786bc44e220ec131e4f.pngScreenshot_Doom_20201120_034953.png.d4581b296f8f6f20583620203f6a7f91.pngScreenshot_Doom_20201120_035056.png.c60050040b5138c80cea74772c1fa1ca.pngScreenshot_Doom_20201120_035303.png.c7f0bcfd16465abdd062ec135b2894c2.pngScreenshot_Doom_20201120_035329.png.bd63849e46f810ef04bba17d5b40435c.pngScreenshot_Doom_20201120_035453.png.5206b574d88c5cabcc08ea86c2b8976f.png

 

I hope you enjoy!

 

 

TheBloodTrailer.zip

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Welp, I gave your map a play and I gave it my own musical choice... that was a mistake, but oddly satisfying. 

 

TheBloodTrailer by @Ar_e_en

Spoiler

I really really liked the layout of this map. Having to gain access by running along the sides of the port all while being harassed by a Cyberdemon. This map's difficulty seems really brutal at first due to the lack of ammo, especially when you get the rocket launcher and realize there are no ammo pickups for it besides the backpack and the secret that I kept forgetting about, making the weapon useless for me. Oddly once you get the plasma gun the difficulty comes back down since the big fight can kind of be cheesed by ducking back into the lost soul room.

 

The Cyberdemon crushers were fun even if they took a while to eventually do their job. I'm not sure there's a way to speed that up though. I would have preferred that the two Mancubus and Imps on the backside of the Cyberdemons wouldn't get crushed as well, since that would have been a very fun and uncomfortable set of fights in that cramped space. The fight with the Cyberdemon on the boat turned out to not be as dangerous as originally imagined but it was still tense. 

 

There weren't any real issues with the map, I appreciated the teleporters that put you back into the Rocket Launcher tower and the staircases that bring fallen players back up without losing much progress. All good touches that don't suck the fun out of the map. There was one Zombieman that was easy to overlook but aside from that getting the 100% was pretty smooth. Excellent map

 

 

 

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@ABearInThaWoods

 

Honestly, my biggest fear when I was making this map was that people would play it and say that it was "too easy", so I'm glad that someone considered it a challenge.

Thanks for playing my map!

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Alright, here's my extremely simple and short entry. You simply need to find a key for the boat at the end of the dock and get out. 

All difficulties and a bit of multiplayer implemented, so ammo is a little tight on UV unless you go for the secret.

I love the skybox because it blends in with the lighting around the map, but I wish you could see more of the blue sky without mouselook.

 

I included a text document for more information on the map and the MIDI included.

 

Since this is really short and simple, I'll be happy to make another if it's allowed!

 

 

Getaway - Dunn & Dunn.zip

Getaway - DOOM 2_ Hell on Earth 11_20_2020 4_53_23 PM.png

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2 hours ago, Dunn & Dunn said:

Since this is really short and simple, I'll be happy to make another if it's allowed!

 

Go nuts amigo.

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@Ar_e_en: I would say I'm not an amazingly skilled player, but I can get through most maps. The start of your map, like I mentioned, felt really tough but as time went on and I progressed further it became much easier to deal with.

Spoiler

Another suggestion I have would be to block the player from leaving the fighting arena with the barons, mancubus, revenants, and caged cyberdemons. I would even dare to say block off both sides, put walls up on the ledge, and release the cyberdemons on a timed delay. You could end up putting switches on the back sides of the cages where the mancubus and imps are and slapping a switch that will trap the cybers and start the crusher. It ends up killing them in the same manor but you have a little more of a fright trying to manipulate them into place.

 

Getaway by @Dunn & Dunn

 

Spoiler

Another small and cozy map. This map has a nice calming vibe, just a simple island with a fire pit and a couple of houses. Everything looks nice. It is simple without looking basic which leads me to believe that there is much potential that this map could still have. My immediate thoughts upon finishing the map were that I wished there were more buildings with more baddies. I would have loved to see an additional two buildings that trigger monsters of increasing difficulty in waves of increasing size while you obtain the stronger weapons.

 

Like the progression would be 1) obtain shotgun & shells -> 20 imp wave 2) obtain super shotgun & box of shells -> 10 pinky + 20 revenant wave, 3) obtain rocket launcher -> 50 cacodemon + 10 mancubus wave from outside the walls of the island, 4) obtain backpack and plasma gun 30 Hell Knights + 10 Barons + 4 Pain Elementals + 20 cacodemons flyers outside the walls again.

 

That would turn this quiet little map into a proper slaughterhouse. I just like the idea of this tiny little area being a place of death and savagery. Feel free to disregard my suggestions but I feel like this map has so much more potential than what it currently is. It's nice now, but it could be really memorable. Keep going, I have a feeling you can create something great out of this.

 

 

 

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4 minutes ago, ABearInThaWoods said:

@Ar_e_en: I would say I'm not an amazingly skilled player, but I can get through most maps. The start of your map, like I mentioned, felt really tough but as time went on and I progressed further it became much easier to deal with.

  Reveal hidden contents

Another suggestion I have would be to block the player from leaving the fighting arena with the barons, mancubus, revenants, and caged cyberdemons. I would even dare to say block off both sides, put walls up on the ledge, and release the cyberdemons on a timed delay. You could end up putting switches on the back sides of the cages where the mancubus and imps are and slapping a switch that will trap the cybers and start the crusher. It ends up killing them in the same manor but you have a little more of a fright trying to manipulate them into place.

 

Getaway by @Dunn & Dunn

 

  Hide contents

Another small and cozy map. This map has a nice calming vibe, just a simple island with a fire pit and a couple of houses. Everything looks nice. It is simple without looking basic which leads me to believe that there is much potential that this map could still have. My immediate thoughts upon finishing the map were that I wished there were more buildings with more baddies. I would have loved to see an additional two buildings that trigger monsters of increasing difficulty in waves of increasing size while you obtain the stronger weapons.

 

Like the progression would be 1) obtain shotgun & shells -> 20 imp wave 2) obtain super shotgun & box of shells -> 10 pinky + 20 revenant wave, 3) obtain rocket launcher -> 50 cacodemon + 10 mancubus wave from outside the walls of the island, 4) obtain backpack and plasma gun 30 Hell Knights + 10 Barons + 4 Pain Elementals + 20 cacodemons flyers outside the walls again.

 

That would turn this quiet little map into a proper slaughterhouse. I just like the idea of this tiny little area being a place of death and savagery. Feel free to disregard my suggestions but I feel like this map has so much more potential than what it currently is. It's nice now, but it could be really memorable. Keep going, I have a feeling you can create something great out of this.

 

 

 

Thanks for the feedback! This was meant to be something very simple and cozy, like you've been on a little trip...but with unexpected guests.

 

A survival map like that would sound awesome, especially since the premise of this map is getting away from the island after you've been fending off the invading demons for a while. I'll see what I can do with this in the future, but I'm currently working on a second (and more expansive) entry. Thanks again!

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Here's my map, should be pretty light and breezy. UV Max takes around 4 mins.

 

[link removed, go to page 5 for most recent version :)]

 

 

Edited by Egg Boy

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Pestilent Plagueship by @Egg Boy

 

Spoiler

This map is seriously nice. I love the toxic aesthetic, it presents a pretty fresh look at how a boat themed map can be constructed. The trees in the swamp were absolutely gorgeous, I've never personally seen anything like it in doom before and I loved it. The entire map has this air of life clinging on despite suffering a slow death. You really made good use of the textures.

 

Difficulty-wise the map has a degree of challenge while not being unfair at all. There are some traps that can genuinely catch you if you don't react in time. At multiple instances I found myself in real danger, like with the popup imps at the Plasma secret, the pinky/revenant pincer attack, the pathway to the red skull key, and the final fight on the boat. It's not so much that the fights themselves are difficult, but the circumstances that you find yourself in at that point of the map.

 

Like any good pestilence resources are really hard to come by and you have to make use of every shot you get. The fact that rocket ammo is plentiful while bullets, shells, and cells are sparse is enough of an indication that this map's entire focus is to grind you down slowly. I think that kind of design philosophy was a really smart choice and isn't obvious until you're near death and wondering where all your ammo went. 

 

Truth be told I wouldn't change anything about the map. Everything worked fantastically. There was only a single issue that I ran into near the entrance to the plasma secret area. There is a pit where you can fall down and get stuck in as you run across. If you pause the video at 45 seconds you can see it on the right side of the screen. Normally you can run across and you won't run into an issue but if you take the leap too slowly you get trapped and there's no way to get out besides restarting. I would suggest making the floor toxic there or just blocking it off. Maybe you could use an elevator to hide the secret behind. Not totally sure. 

 

 

 

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4 hours ago, ABearInThaWoods said:

Pestilent Plagueship by @Egg Boy

 

  Hide contents

There was only a single issue that I ran into near the entrance to the plasma secret area. There is a pit where you can fall down and get stuck in as you run across. If you pause the video at 45 seconds you can see it on the right side of the screen. Normally you can run across and you won't run into an issue but if you take the leap too slowly you get trapped and there's no way to get out besides restarting. I would suggest making the floor toxic there or just blocking it off. Maybe you could use an elevator to hide the secret behind. Not totally sure. 

 

 

 

I meant to report this when I played the map, I didn't get around to it. The map is perfect, except for that little crevice the player can fall into. Other than that, this is a wonderful map, @Egg Boy

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dont think im gonna be able to submit anything. i had a layout i liked but i think it's too short and i'd have to seriously add on to it with only 8 days left, plus i'd be experimenting with a bunch of new things i've never worked with before, so i'm guessing the map would be too low quality to share. sorry

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@croc_rock

Sad to hear, but I don't think the length of the map should be that much of an issue, I'm currently working on a second map for this and my goal with it is to have it be very short.

 

Don't worry about it, there will always be new community projects in the future!

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I've recently finished the second entry - taking my time with it in case I wanted any improvements, but I feel like the due date is close enough as it is.

Information is available in a text document, but basically I tried to do an abandoned underground shipwreck with a few escape canoes, boxes, and other signs of prior human life.

 

After doing that stupidly short and simple Getaway map, I wanted to do something more complicated. So managing your health and ammo sufficiently will require some exploring and utilization of optional areas...even if doing so may cost you your life...

 

 

Under Wraps - DOOM 2_ Hell on Earth 11_23_2020 2_59_39 PM.png

 

 

Under Wraps - Dunn & Dunn.zip

Edited by Dunn & Dunn : Had to fix a few things

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Under Wraps by @Dunn & Dunn

 

Spoiler

This was EXACTLY what I was looking for. This was a really fun map to play. There's so much to go into I don't even know where to start. The layout is exactly my kind of wheelhouse when it comes to a Doom map, a massive central room that branches into differing paths. You have no idea just how much I like free range maps. On top of that I love the usage of Pirate Doom portals (I don't know what else to call them since that's how I was first exposed to the mapping trick) and how you created the hellscape red key hallway and spiral tower. It genuinely brought me pause. Another mapping decision I thought was really interesting were the health and armor pickup pads. That was really interesting to figure out and I appreciate that you limited the gimmick to only three instances. Little things like that make this map really interesting and have me wanting to play it over and over again. One frustrating thing was that I couldn't figure out how to reach the invulnerability and megasphere. I actually ended up giving up on it since it didn't count as a secret for completion. Is it impossible or was there something I missed?

 

The fights were just as fun as the map layout. I loved the Chaingunner circus in the blue key corridor. The Revenant tower ambush was a nice little exercise in movement. The popup Revenants and Mancubus caught me off guard on my first attempt and they smashed me pretty good. The best past about the entire map was the secret star fight. Needless to say I loved it. It was challenging but fair and being in an oddly shaped arena gave me some Ribbiks vibes. 

 

Forget all about that first map, this is the good shit right here. It's genuinely my favorite map of the bunch mostly because it scratches a very particular itch for me in mood, style of fights, and interesting gimmicks. 

 

 

 

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33 minutes ago, ABearInThaWoods said:

Under Wraps by @Dunn & Dunn

 

  Hide contents

This was EXACTLY what I was looking for. This was a really fun map to play. There's so much to go into I don't even know where to start. The layout is exactly my kind of wheelhouse when it comes to a Doom map, a massive central room that branches into differing paths. You have no idea just how much I like free range maps. On top of that I love the usage of Pirate Doom portals (I don't know what else to call them since that's how I was first exposed to the mapping trick) and how you created the hellscape red key hallway and spiral tower. It genuinely brought me pause. Another mapping decision I thought was really interesting were the health and armor pickup pads. That was really interesting to figure out and I appreciate that you limited the gimmick to only three instances. Little things like that make this map really interesting and have me wanting to play it over and over again. One frustrating thing was that I couldn't figure out how to reach the invulnerability and megasphere. I actually ended up giving up on it since it didn't count as a secret for completion. Is it impossible or was there something I missed?

 

The fights were just as fun as the map layout. I loved the Chaingunner circus in the blue key corridor. The Revenant tower ambush was a nice little exercise in movement. The popup Revenants and Mancubus caught me off guard on my first attempt and they smashed me pretty good. The best past about the entire map was the secret star fight. Needless to say I loved it. It was challenging but fair and being in an oddly shaped arena gave me some Ribbiks vibes. 

 

Forget all about that first map, this is the good shit right here. It's genuinely my favorite map of the bunch mostly because it scratches a very particular itch for me in mood, style of fights, and interesting gimmicks. 

 

 

 

Dude, thank you SO much for the feedback! I am very glad to hear you liked this one. 

The megasphere and invincibility you can only get by using the Archvile in that blue key area to do an Archvile jump up there. It makes the map several times easier so it's super cryptic like that, hence why I decided not to make it a secret. :) It's my first time implementing an Archvile-jump trick, so yeah.

 

I've played a lot of Ribbiks' maps and have been inspired and assisted by them. The clever fights...the secrets...the unnatural landscape...the Boom-exclusive linedef actions and voodoo doll tricks...as brutal as his maps are, I love them the most.

I've always had a knack for interesting fights and gimmicks, and with the power of Boom I've been experimenting with ways to really screw with the player and make some interesting stuff like the health and armor pads.

 

Thanks a lot!

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Ume Maru V2 by @Walter confetti

 

Spoiler

You have no idea how happy I am with this second version. This is a substantial improvement and it doesn't lose it's cramped feel at all. I gave it two playthroughs on different sourceports, once in GZDoom and a second in the Eternity engine. Gameplay is tight and everything moves very quickly. That little moment of anticipation after you hit the switch and are waiting for enemies to come is tense. The teleporting items was a good call, it foreshadows the coming storm very well. Another set of good calls were the additional health kits and the super shotgun inclusion. 

 

The enemy selection was well done, especially the decision to swap the Hell Knight for a Baron at the end of the map while putting the Knight as part of the boarding party. Once I saw the Cacodemons start to pour in I knew things were getting serious and I rushed to get off of the boat. While playing I was totally blown away by just how much of a difference all of these changes made. They were so minor but they changed the entire feeling of the map, even the midi started to sound more aggressive and frantic. That might be because I hadn't stuck around long enough to actually hear the song kick into gear. The thing that really caught me off guard and made me smile was the closet Archvile. I really was not expecting him at all and it was a shock. I can only imagine of ways to crank up the chaos by putting him outside during the major fight. Like forcing the player to double back to get a key or hit a switch that was unreachable before only to have the Archvile show up and start reviving all the baddies. 

 

Excellent improvements, I loved it.

 

 

 

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Second map is done!

 

Here it is - "RealmOfStarsAndGoop"!

 

Things to note about the map:

  • Map was made in SLADE
  • Node builder used was ajBSP
  • There is no custom music (so Scotty gets to pick another track for me!)
  • It's a very short map
  • Originally, I wanted this map to be a melee only map, but I feel that most people don't want to experience that, so I compromised: easy and normal mode has weapons and hard mode is melee only (you still get to use the pistol, but it's not going to help that much) 
  • This map is probably the most experimental one that I have made, it's also kinda cramped so if you don't like that sort of thing - you might want to skip out on this one 

Screenshots:

 

Spoiler

Screenshot_Doom_20201126_023145.png.c5e3a1a270f3b90e8766d7d3d7e2d3e0.pngScreenshot_Doom_20201126_023128.png.9a789939c78607028678aae13ae8a3e7.pngScreenshot_Doom_20201126_024009.png.acdbf2232ef3bd28189ce2cfb7c0b477.pngScreenshot_Doom_20201126_023651.png.10a5d4c833814bf60325c1489ed5647b.pngScreenshot_Doom_20201126_023321.png.ce0597ce9ee35bea855c2f917a39ae6c.png

 

Screenshots (with SUPER SPOILERS!):

 

Spoiler

Screenshot_Doom_20201126_024053.png.b67ea02e4401bd6791e02d572645f193.pngScreenshot_Doom_20201126_024037.png.4331e67becd09dc42d838f7cef3c0d12.png

 

This is probably my favorite part of the map :)

 

And that's my final map for this project! Hope you enjoy!

 

 

RealmOfStarsAndGoop.zip

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RealmOfStarsAndGoop by @Ar_e_en

 

Spoiler

Holy crap dude, this map hits on a lot of levels and in a lot of different ways. Like, don't take this the wrong way, but it's a disgusting map... in a good way. It's abrasive at first glance but that's a part of the experience. For such a tiny little map it has quite a lot of density to it. I played it multiple times on Ultraviolence (didn't bother with lower difficulty) and had a really fun time punching everything in sight. It's an intimately intense map and you can't afford to make many mistakes. I think I chose a suitable MIDI to go with this one, I pulled it from James Paddock's collection. It's called The Thaumaturge. A quick google search reveals that the word essentially is a synonym of magician, which is oddly fitting since it would take one to build a vehicle capable of traversing this strange universe you created.

 

The fights are everything this map is about. Taking out the first set of imps is a struggle as you will go into the fight with 80 health. That Super Hellslime ocean is brutal. The Zombiemen for some god forsaken reason could not miss me and ate away at a lot of my health before I got the second set of imps. Getting back on board having to deal with the Cacodemon and his gang of Lost Souls was nerve-wracking and where I decided that the pistol would be required to finish some baddies off. Down below (also, nice Pirate Doom portals, the trick keeps popping up and I love it every time) the cramped nature of the lower deck makes fighting the gang of Imps, Pinkys, and the Hell Knights a tough, but managable, fight. Heading back up to the main deck with the UV goggles leads to a very entertaining fight with 4 Revenants that look like irradiated skeletons. I genuinely laughed when I saw them because of how absurd the idea of fist fighting glow in the dark spooky bois on the deck of a space-time traveling rocket propelled pirate ship in an ocean of swirling cosmic dust. Heading back down to get the blue key and getting ambushed by a closet Archvile is what brought it all together for me. The map, as quirky as it was, is god-damned fun. 

 

You did a great job pulling this thing together. It's gross and I love it for that. I'll happily play this over and over again.

 

 

 

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I tried. Failed :( Can't see me completing this.

 

This was perhaps a bit too ambitious for the amount of time I have to do a level like this. I tried making a capsized container ship. If anyone wants to complete it or use it for another project, then send me PM. Not necessarily first come, first served.

mckinney.png

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I know that my second map has some "interesting" color choices, but I gotta be honest: OTEX could really use some more yellow wall textures. I had to use yellow door textures as regular walls (some in a more creative way and others - not so much). Also, why does OTEX have both thin and wide yellow doors, but red and blue doors only come in the wide style? I had to cut the wide door textures in half with a vertex in order to create the thin doors.

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