ScrappyMcDoogerton Posted May 30, 2021 (edited) EDIT: I have updated the map to version 1.0. A full list of the changes can be read below. This will be the final version unless something catastrophic is discovered. Thank you very much to everyone who has played my map. Freelook is now enabled. Death exit now works much better. Did a lot of texture work fixing errors and updating the look of some areas. Lots of changes and additions to the lighting and geometry. Fixed a couple of softlocks. Fixed a clipping issue w/ the ssg thank you to Sena for pointing this out. A few very minor balance changes. Adjusted visibility of the red key. Added par time for UVMax runs. Alright Everybody the wait is finally over! Ever since I started hanging out on the DW forums everyone has been so nice that I wanted to make a map just to say thank you and here it is! This map took me about two weeks to build but really it's the culmination of about a year's worth of work learning how to map. It's been an arduous struggle at times but I feel it's really paid off cause this map is badass. Get it here: https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/kdoav1 Technical Details: Title - Killing Demons on Adrenaline IWAD - Doom2 Map format - Boom complevel 9 map# - map 01 music - Lunar Outpost from Descent Textures - OTEX by Ukiro (WOW what a masterpiece thank you Ukiro) Dehacked patch - Yes it's in the wad no need to add it Mouselook is allowed but the map is designed to be played w/o it No - Jumping, Crouching, you don't need those things Multiplayer support - No Gameplay style - SLAUGHTER Difficulty settings - Fully Implemented Ports tested - DSDA and GZDoom, it should work in any Boom-compatible port *****THIS MAP MUST BE PLAYED IN HARDWARE RENDERING MODE***** I'm sorry guys I know you like SW rendering but sky transfers are hard and I can't get them to work right in SW. Screenshots: A word about the difficulty: This is a slaughter map. UV is intended to be absolute carnage. Only the most hardened among you will survive. However, great care has been taken to ensure the lower difficulties are much more approachable. HMP players should get a tough challenge without being overwhelmed. IDWTD and HNTR are VERY toned down and should provide a good casual playthrough. And finally I just want to say I am interested in feedback of all kinds. Especially about the difficulty I only play on UV so I very much want to hear from players who play on the lower difficulties to see how they feel it's balanced. Thanks for checking out my wad guys I really hope you like it! Edited June 29, 2021 by ScrappyMcDoogerton : idgames link for final version 7 Share this post Link to post
Engired Posted May 30, 2021 Just now, ScrappyMcDoogerton said: OMG its too big what do I do? Mediafire or mega. 0 Share this post Link to post
Teo Slayer Posted May 30, 2021 1 minute ago, ScrappyMcDoogerton said: OK it's here I don't see it anywhere ._. 0 Share this post Link to post
ScrappyMcDoogerton Posted May 30, 2021 I included a few surprises in this map of course I want it to be fun ;) 1 Share this post Link to post
Origamyde Posted May 30, 2021 Well then, what an... interesting map to say the least. Don't get me wrong, it's competently-made : the usage you make of Ukiro's texture pack is quite good, and it's quite the good challenge for the most part. I wasn't prepared for UV, though. I tested it the moment I completed the map on HMP, and after been treated like some cardboard packaging back and forth by the dreaded "Rev'-N'-Archie Gang" (which led me to punctuate my session with sentences only understandable by French people such as "Vous vous foutez de ma gueule" and "L'auteur de cette WAD a juste craqué son slip, en fait"), I seriously question whether this is even possible to get through. I guess you didn't lie about the "absolute carnage" part of it. But I digress. I actually love that map despite its difficulty, and I hope to see more of your content on this website :) 2 Share this post Link to post
ScrappyMcDoogerton Posted May 30, 2021 (edited) Thank you that is very helpful! Oh you mean the fight in the red room. Yes that one is very tight but doable. Did you feel HMP was too easy? 0 Share this post Link to post
Origamyde Posted May 30, 2021 7 minutes ago, ScrappyMcDoogerton said: Thank you that is very helpful! Oh you mean the fight in the red room. Yes that one is very tight but doable. Did you feel HMP was too easy? Not only this one, but also the final fight with the whole roster :0 HMP is still challenging, but not as horrible as UV. And again, I don't mind the difficulty when everything else is so good ;) 2 Share this post Link to post
ScrappyMcDoogerton Posted May 30, 2021 About the final fight: In the final fight there are 8 megaspheres spread throughout the map to encourage the player to stay on the move and hopefully give them enough health to survive. Initially I gave the player an invuln at the start of the fight but I felt that made it too easy. I may make edits to it in the future. 1 Share this post Link to post
Biodegradable Posted May 30, 2021 1 hour ago, Origamyde said: after been treated like some cardboard packaging back and forth by the dreaded "Rev'-N'-Archie Gang" (which led me to punctuate my session with sentences only understandable by French people such as "Vous vous foutez de ma gueule" and "L'auteur de cette WAD a juste craqué son slip, en fait"), I seriously question whether this is even possible to get through. Sacre bleu, that is a strange thing to say, mon ami! Jokes aside, I too found the Rev-N-Archies room to be a bit too infuriating on UV as well. The map itself though is definitely well made and I'd be interested to see what Scrappy can do with a more traditional style of progression compared to this Trick 'n Traps-style Rooms of Pain kind of thing. The use of OTEX is really, really nice too. Incidentally, enabling players to be able to use vertical mouselook would also be nice. I see a lot of potential here, Scrappy. Keep up the good work! 4 Share this post Link to post
Origamyde Posted May 30, 2021 (edited) @Biodegradable That's French slang to you ! It's the equivalent of "being nuts" or "go apeshit" 😌 Seeing that not only mouse look, but also jumping was disabled, it's definitively intended to be played like this. How we are supposed to reach the switch's height other than with a rocket blast is up to interpretation, though. 1 Share this post Link to post
sapphics Posted May 30, 2021 thanks for making this! had fun playing it. also, pretty freaking well done for your first published map! Spoiler and i didnt expect it to go THAT hard on the last fight, which i thouroughly enjoyed that you did! :) also, solid midi choice with the descent track! 1 Share this post Link to post
Zenki Posted May 30, 2021 3 hours ago, Biodegradable said: Sacre bleu, that is a strange thing to say, mon ami! Jokes aside, I too found the Rev-N-Archies room to be a bit too infuriating on UV as well. The map itself though is definitely well made and I'd be interested to see what Scrappy can do with a more traditional style of progression compared to this Trick 'n Traps-style Rooms of Pain kind of thing. The use of OTEX is really, really nice too. Incidentally, enabling players to be able to use vertical mouselook would also be nice. I see a lot of potential here, Scrappy. Keep up the good work! As i'm a french native speaker, I aprove this post bordel de merde ! :D 1 Share this post Link to post
ScrappyMcDoogerton Posted May 30, 2021 6 hours ago, Origamyde said: Seeing that not only mouse look, but also jumping was disabled, it's definitively intended to be played like this. How we are supposed to reach the switch's height other than with a rocket blast is up to interpretation, though. if you stand on the track of the red door you will be high enough to reach the switch w/o a rocket jump 6 hours ago, sapphics said: thanks for making this! had fun playing it. also, pretty freaking well done for your first published map! Reveal hidden contents and i didnt expect it to go THAT hard on the last fight, which i thouroughly enjoyed that you did! :) also, solid midi choice with the descent track! Thank you very much! I first heard the midi in Combat Shock 2 Map 04 a great map and a great wad. 1 Share this post Link to post
Sena Posted May 30, 2021 Brilliant, got no complaints, looks great, especially with that changing background trick with the two barons, plays well, for a first map you've knocked it out of the park. Though you may want to rotate this SSG since the front half is clipping through a wall. 0 Share this post Link to post
ScrappyMcDoogerton Posted May 31, 2021 6 hours ago, Sena said: Brilliant, got no complaints, looks great, especially with that changing background trick with the two barons, plays well, for a first map you've knocked it out of the park. Though you may want to rotate this SSG since the front half is clipping through a wall. Thank you for the feedback! That clipping issue is a result of the fact that Doom always displays sprites facing you, so for instance if you were standing on the other side of the wall you would see the butt end of it sticking into the wall. I figure most players will go straight for the ssg and won't experience this but I could move it a few more MU off the wall. 0 Share this post Link to post