Alfwin Posted December 18, 2021 (edited) Hi folks; it's been a while! I've finally gotten around to executing on an idea I had a few months ago: a short map designed around using the Berserk powerup as the player's primary weapon. I present to you: Factory Town, the latest in my series of industrial-themed maps (to go along with Dumping Ground and Production Line), this time set in the town that's grown around the factory itself. Turns out, it's not just the adjacent rubbish dump that the Demons have taken over! Armed with only a pistol and raw, unfiltered rage, can you survive the trickery and might of the monsters who dwell in this once-thriving community? (Yes, you can. I believe in you!) Download: FactoryTown_v1.1.7z WAD INFO: IWAD: Doom2.wad Map slot: MAP01 Compatibility: Vanilla, as always. Tested with Chocolate Doom and DOSBox. Difficulty: Plutonia-like; all settings implemented. Multiplayer: Not supported; no current plans to implement. Advanced controls (jumping, crouching &c.): Not supported; may cause sequence breaking. Vertical mouselook will make one secret easier than intended but shouldn't cause major problems More Screenshots: Spoiler FactoryTown_v1.0.7z Edited December 18, 2021 by Orcsbreath : Wad updated to version 1.1 22 Share this post Link to post
Btyb88 Posted December 18, 2021 I always love a good berserk-focused map. Heres my FDA, UV Spoiler 1 Share this post Link to post
galileo31dos01 Posted December 18, 2021 Fun(-ish) map. Bit more varied than I expected, which was good. There was an odd invisible bumpy floor in one of the house rooms (you can see in the demo), possibly nodebuilder related. I don't know what to think of that ending, how it came out of nowhere (and how easily exploitable it was afterwards, makes it seem tacked on), but I liked the rest. FDA: fctrytwn_FDAbygal.zip 1 Share this post Link to post
Clippy Posted December 18, 2021 Nice to see you back @Orcsbreath - when I seen you post a map I had to use my short window of time to squeeze a gameplay in - I absolutely love berserk maps and this was well thought out - sorry I gotta go and vid still needs 30 min to process 2 Share this post Link to post
Alfwin Posted December 18, 2021 1 hour ago, galileo31dos01 said: Fun(-ish) map. Bit more varied than I expected, which was good. There was an odd invisible bumpy floor in one of the house rooms (you can see in the demo), possibly nodebuilder related. I don't know what to think of that ending, how it came out of nowhere (and how easily exploitable it was afterwards, makes it seem tacked on), but I liked the rest. Yeah, I'm aware of the bumpy floor issue. I have no idea how to fix it - I know basically nothing about nodebuilder - but it's something I'm looking into. And I agree, the ending isn't the map's strongest point; I just wasn't sure what else to do there, however. 1 hour ago, Clippy said: Nice to see you back @Orcsbreath - when I seen you post a map I had to use my short window of time to squeeze a gameplay in - I absolutely love berserk maps and this was well thought out Always glad to see your videos, dude! Nice work beating the map with only the Berserk - obviously I meant that to be the main weapon here but in all my playtesting I still used the pistol and shotgun. I won't complain about you using mouselook, since you still found that secret the "legit" way. Oh, and the monsters can open the doors in the "hotel" area - in theory, anyway; they're action 1 linedefs, but I guess the monsters are just dumb sometimes. 1 Share this post Link to post
galileo31dos01 Posted December 18, 2021 44 minutes ago, Orcsbreath said: I have no idea how to fix it - I know basically nothing about nodebuilder - but it's something I'm looking into. Try drawing a line that'll split sector 185 into two, that seems to do it for me. 48 minutes ago, Orcsbreath said: And I agree, the ending isn't the map's strongest point; I just wasn't sure what else to do there, however. Just to be clear, I was talking about the cause of my sudden death, but if you mean the exit yard, it could be monsterless, maybe a few pretty decorations if you will... 1 Share this post Link to post
Clippy Posted December 18, 2021 25 minutes ago, galileo31dos01 said: Try drawing a line that'll split sector 185 into two, that seems to do it for me. Just to be clear, I was talking about the cause of my sudden death, but if you mean the exit yard, it could be monsterless, maybe a few pretty decorations if you will... What about just two Archies. That would be interesting you would have to keep them from coming out the bottleneck while punching and dodging Random thought just sharing 😄 1 Share this post Link to post
Alfwin Posted December 18, 2021 36 minutes ago, galileo31dos01 said: Try drawing a line that'll split sector 185 into two, that seems to do it for me. That fixed it, thanks! (download has been updated with fixed version) 36 minutes ago, galileo31dos01 said: Just to be clear, I was talking about the cause of my sudden death, but if you mean the exit yard, it could be monsterless, maybe a few pretty decorations if you will... Yeah, I was pretty sure that's the one you meant. I did intend for the encounter to be "high threat; quickly resolved" rather than a protracted battle, so I think, in that regard at least, I succeeded. But to make what I'd consider to be an 'ideal' version of that fight would require a complete overhaul of the arena - which really isn't feasible, due to how connected it is to adjacent areas. 18 minutes ago, Clippy said: What about just two Archies. That would be interesting you would have to keep them from coming out the bottleneck while punching and dodging Random thought just sharing 😄 Funny, I'd actually originally meant for the exit room to be a double-Archie fight, but when I actually built the arena, I thought it would be too open for an Archie encounter (and the arena has to be that shape, because I really wanted the exit sign to be visible from the starting area, as well as the gate leading to the Dumping Grounds). Maybe I'll try it with the two Archies; see how it feels. 2 Share this post Link to post
Clippy Posted December 18, 2021 Haha just a thought not expecting you to implement it😄 But I am picturing what can happen if you can't keep them in the narrow bottleneck. Dance around cyber platform. Run around etc could be wacky 1 Share this post Link to post
galileo31dos01 Posted December 19, 2021 3 minutes ago, Orcsbreath said: I did intend for the encounter to be "high threat; quickly resolved" rather than a protracted battle, so I think, in that regard at least, I succeeded. The issue imo is in the cyb being dormant up to that specific point, which makes the reveal either a very likely sudden punch in the nuts if it decides to shoot immediately, or an easily exploitable telefrag once you know of the teleport - make a noise a couple units away of the tele so it spawns, then take the tele and it's like he never happened. There's a roughly similar plan in another map of yours, which I liked more as you first saw the cyb and you had to work around him to get the telefrag. Maybe if it were to appear somewhere else before as a tease, and there were gibbed corpses around the armor platform, but these are just random ideas I'd implement on my own, you don't have to change a thing. 1 Share this post Link to post
Biodegradable Posted December 20, 2021 Really happy to see your return, @Orcsbreath 1 Share this post Link to post
Soulless Posted December 21, 2021 (edited) Just played it, quite fun! I dig "punchy" maps. Layout has that old school style and the doomcute details makes everything ever more charming. Good little map for a quick dose of doom! Still have to check Dumping Ground and Corruption Line. 2 Share this post Link to post
azerty Posted December 22, 2021 A bit late but here it is. Great map and good concept! 1 Share this post Link to post