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Nefelibeta

Newt [Version 0.0b]

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Just now, Astro X said:

I tried but there seems to be literally no ammo.

The starting area requires you to punch a lot of stuff on UV/HMP, and only gives you a chaingun at some point.

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Well, I tried in Hntr in fact. I looked up in the builder and there's no ammo whatsoever. I punched my way through, believe me. But then I reached a room with revs and an Archie. I managed to miraculously survive with no ammo. But then I pressed the switch and there were tons of imps, hell knights and pinkies, once again no new weapon or ammo.

 

Not to disrespect or anything. Your map looks very cool and I wanted to play it.

Edited by Astro X

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Awesome map. I just finished this on UV. It's very difficult, I died a lot, but I still find it enjoyable. The beginning area forces you to kill some beefy enemies with only your beserk, but it's still pretty manageable. The real challenges begin once you obtain more weapons.

 

My favorite fight will be in this area where you are forced to circle around while being surrounded by thick layers of revs and HKs. It's satisfying to kill them with your BFG (I haven't seen anything like this in my whole life)

Screenshot_139.png.6ba21068e4b78666463e40a0d28096d5.png

 

Although, the hardest fight might be the cyberdemon orgy finale in which there are like 30 weakened cyberdemons pouring into your tiny defense area.

 

By the way, there are a few technical bugs that I should probably let you know.

Spoiler

1. In the fight where you firstly received a chaingun, you are required to shoot a switch in distance in order to get out. During my playthrough, I spent all of my ammo on the enemies so I ended up being stuck because I couldn't shoot the switch. Perhaps just make the switch reachable and use a regular S1 action? (I understand that you were just trying to limit players' space, but still--)

 

2. These folks woke up before I entered the area. I opened UDB and apparently the sound leaked in and alerted them.

Screenshot_138.png.32b5740e74e737981c183f365bfd1b12.png

 

3. Some enemies that you placed high on pillars can be pushed away and fall. Perhaps it's better to put monster blocking lindefs for the pillars to prevent it.

 

4. Not really a bug, but I find the usages of pop up monsters in this map slightly annoying. Mainly because they won't get triggered unless you get really close (and you will end up getting melee attacked)

 

Anyway, I'm not entirely sure what happened during Astro's playthrough. There is literally a chaingun with a little bit ammo that can be grabbed in that room. I checked it on UDB, it's available on all difficulty skills as well.

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1 hour ago, Dubium said:

(I haven't seen anything like this in my whole life)

It’s inspired by a fight in Dimensions Map02, so yeah.

 

The finale is arguably easier than other cyber spam fights, due to the fact that most cyberdemons you’re facing are weakened, but indeed it was made trickier with the 4 cyber sentries there.


Most of the problems have been fixed AFTER the release because I’m dumb lol, bug fixes will be included in the second version once I finish Map02. They are nothing major anyway. Thanks for the feedback.

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Merciless, merciless map. Could barely make a dent even on HNTR, but the visuals are top notch and the monster variety / selection promotes good infighting. Good stuff. 

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1 hour ago, Thelokk said:

Merciless, merciless map. Could barely make a dent even on HNTR, but the visuals are top notch and the monster variety / selection promotes good infighting. Good stuff. 

Guess it's not relaxing after all. :L

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4 minutes ago, Nefelibeta said:

Guess it's not relaxing after all. :L

 

Meh it's fine. One look at the aesthetic and you pretty much know the ticket you're buying. This one's on the player I say. 

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Nice map, I enjoyed it. The punching sections at the start were fun. Overall UV wasn't as bad as I was expecting, except for the last two fights. Second last one, I saved before hitting the switch only to be faced with 3 cybers and a wave of archviles, with no armor and limited cells remaining. Is there a trick to it, or are you expected to save more resources from the first part of the fight?

 

In the final fight there were two things that annoyed me a little. It probably depends on the strategy you use (and mine certainly wasn't reliable), but I frequently ended up untentionally grabbing one the superchanges because they were in my path. Also, because the sides of the central area have low lighting I got blindsided multiple times by a lone cyberdemon hiding in the shadows.

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Hello, played your map on UV, cool stuff.

 

Really loved the first phase, really well executed Tyson action. I especially really liked your usage of zombiemen as snipers, interesting to see them actually be something else than pure fodder. All the tyson fights are just really fun. I didn't really vibe with the Cybie corridor so I just runned away from it. Enjoyed all the fights from this point forward to the Cyber Knight Rev ring fight, generally just chill stuff. I did wish that the Evil Eye fight had some sort of indicator when it stops shooting, maybe raise a transparent midtexture in front of it. The giant arena with the colums of Knights and Revs is super impressive and fun to clear.

 

The only fight I have problems is the next one that reuses the Cyber corridor area. First of all you can softlock yourself.

Spoiler

hPgBLY9.png

If you jump down before you press the button to start the next fight and raise the steps, I think you get softlocked

Second, if you use all of your BFG in the first phase, which is very probable on the first time, the second phase with the three Cybers and a Dozen archies becomes nearly impossible. There is nothing in the arena that informs you that it will have more than one phase, and if you use only one saveslot you are just fucked. I had a second save but I had to redo two fights. I wish that there were like a closet with 300 Cells that would open up after the first round and before the second one.

 

I disliked the final fight at first, but now I kinda really like it. Suprisingly consistant. It will be really fun for those who want to single segment this map.

 

I really like the visuals, maybe even more than in the actual Magnolia. Super great texture usage. I also really like the wads name, don't you fucking dare to change it or I will sue you.

 

Screenies

Spoiler

iclzhaF.png

I wish there were more eyes

0SN3rAM.png

One of the coolest arenas

02egx40.png

Fun fight if you have the cells for the second phase

w8J1Z0o.png

Fun for demos

 

Edited by Alaxzandarz

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Very cool map, lots of fun encounters!  I'm not sure I had any issues that haven't already been mentioned.  Looking forward to more stuff from you!

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8 hours ago, Alaxzandarz said:

Second, if you use all of your BFG in the first phase, which is very probable on the first time, the second phase with the three Cybers and a Dozen archies becomes nearly impossible. There is nothing in the arena that informs you that it will have more than one phase, and if you use only one saveslot you are just fucked. I had a second save but I had to redo two fights. I wish that there were like a closet with 300 Cells that would open up after the first round and before the second one.

 

Since I ran into trouble with that fight as well and didn't have a backup save, I found that it's very doable if you have at least two BFG shots left to kill one of the cybers. They stay in their lanes, so if you kill one, you can safely stay on that side and use the pillars as cover. Rocket spam is enough to deal with the archviles and whatever they resurrect (some of them don't wake up until you enter the middle lane, which helps). The problem I had was that 100 health 0 armor gave me very little room for error.

 

If you don't have 80 cells though, it really seems impossible. So I don't think you have to give the player a full 300 cells for that part, but at least some would be nice.

 

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Yeah, agree on the 2nd to last fight. In the end I chose to cheese it by rocket-jumping and doing the second phase first, which also reopens the exit again and thus lets you get outside after triggering the first phase.

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Wow, didn’t expect to have this many feedbacks, thanks everyone! I really appreciated them.

 

The penultimate fight in the cyber corridor was meant to be a dick and has limited resources. It was a reference to the finale of Wormwood map02, which has similar monster set-ups and limited cells. I’ll do something to prevent people without prior knowledge from screwing up simply because they use up their cells. (Also soft locking and stuff)

 

Right now map02 is currently in development, which features lots of vegetations and a floating garden. I’ll upload it as soon as it’s finished, so you don’t need to wait for decades to play it. sweet ;)

Edited by Nefelibeta : Auto correction thought the word dick isn’t good

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I was playing through on UV but couldn't get past the first cyber fight, I found the UV fights to be inconsistent but I'm not a DOOM god. So I dropped down to HMP and had no issues blowing through the map and I enjoyed my time with it a lot more, it's very fun and pretty. Every setpiece is distinctive in both terms of gameplay and visuals and offers a good range of different playstyles.

I played the Dimensions fight like crossing the linedefs would kill me and was surprised to find afterwards that they didn't. I haven't played through Magnolia (I have watched playthroughs) but from my experience I thought this map had more in common with Fractured Worlds than it did with Ribbiks. For example I think avoiding linear progression in future maps would give a better Ribbiks impression. Great stuff though.

Edited by lunchlunch

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6 hours ago, lunchlunch said:

I was playing through on UV but couldn't get past the first cyber fight, I found the UV fights to be inconsistent but I'm not a DOOM god. So I dropped down to HMP and had no issues blowing through the map and I enjoyed my time with it a lot more, it's very fun and pretty. Every setpiece is distinctive in both terms of gameplay and visuals and offers a good range of different playstyles.

I played the Dimensions fight like crossing the linedefs would kill me and was surprised to find afterwards that they didn't. I haven't played through Magnolia (I have watched playthroughs) but from my experience I thought this map had more in common with Fractured Worlds than it did with Ribbiks. For example I think avoiding linear progression in future maps would give a better Ribbiks impression. Great stuff though.

 

Yeah UV is indeed very rude. I’m planning on making less linear maps, but I’m pretty terrible at making layouts. ;)

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Bumping with some screenshots just to tell you I'm not dead yet. The map should be ready tomorrow unless I mess up horribly. :P

Spoiler

1549505416_QQ20220603233644.png.132c6d0ea32c3a4e332f5f8b6b0f34b9.png494781304_QQ20220603234656.png.30c57c3d468b8a37d1326b8814b3cf1c.png

 

lunchlunch, your wish has been granted. (well, partially :D)

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Bump, map02 is finished now and arguably way harder than map01! Contains some somewhat cryptic progressions and mandatory platforming

 

I don't like platforming

Spoiler

In the rocket launcher building, jump to the tree platform next to the exit switch. Pick up the health potion and hop on the ledge of building, then press the hidden switch. Then you can get the red keycard which can be used to skip one of the harder platforming section. Note that on HMP/HNTR the red card will be available freely.

 

I like platforming

Spoiler

In the south area of the map, where the purple skull fight is. Take the lift to get to the top of platform, then strafejump to the ledge of right wall. Down there you will see a "misery" teleporter that will now open a new platforming section.

Spoiler

You read both of these, didn't you?

 

Edit: I've updated a new version, which fixes a bunch of bugs. :) See below.

Edited by Nefelibeta

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Yep I screwed up again, if you have already downloaded the wad then please download it again otherwise prepared to get softlocked. Link has been updated.

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> I don't like platforming

> I like platforming

> I'll take the third option

dd_newt02_nomo.zip

 

This route is also doable with monsters, but I gave up for today some 70 attempts in, it's a really grindy endeavor with ammo (and subsequently rng) issues.

 

To expand a bit:

Spoiler

- you have to beat the starting fight with 0 plasma expenditure and minimal bullet waste too. Pretty much SSG the PE, pray for Teal to kill everything except maybe manc, SSG Teal and manc.

- lure and chaingun imps/HK one by one, then plasma the archie, then punch the rest.

- SSG tree rev

- reveal lower level from above, plasma as much as you can before it piles below wall, try to get some infighting

- go into the secret and from there to TSK as I did in the demo

- if you still have plasma - use it off of TSK platform

- dance on the ramp (I skipped that in this demo, you can't just drop from key with monsters) to try and chaingun/infight as much as possible below - you don't want homing missiles or blocking as you need to navigate ledges around impassable linedefs

- do the PSK platforming -> go to bars behind viles, do a tricky jump between blocking line and viles' fake height sector

- from there open up 2 keys, grab teal card, run like the wind to the mountain (9/10 times get zapped)

- wait in the void about 20-25 s to lure enemies away

- pray that you telefrag the vile upon PK pickup, flip the exit switch, grab Mega/BFG, survive and ride the pillar to starting area

- drop down, open path to exit as in the demo

- survive the final fight :)

 

 

Edited by Doomy__Doom : +with monsters strat

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3 hours ago, Doomy__Doom said:

> I'll take the third option

If you're inventive enough, this map can be easily beatable without hurting a single enemy. :)
Nice one nevertheless.

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https://www.dropbox.com/s/k1nswi2cf0b6d48/newt.wad?dl=0

Hey, I screwed up yet again. This is a new newest version.

--Map01 now has a new pointless secret in case you didn't notice

--Fixed the cheese strats that are too easy/obvious (Teal Skull cheese for instance), however I kept the ones that are pretty obscure. Happy now speedrunners?

--Tighter ammo/health towards the end of level. Added some cashes of items which can be unlocked using different skulls because I love unlocking stuff.

--Misery teleporter(tm) now has some rewards instead of a red card that has no uses at all. With the new cool key you can now open up a new cool obscure unofficial secret.

Spoiler

Which requires you to rocket jump

 

That's it for now, I hope I didn't cause more glitches by trying to fix them. Enjoy!

Edited by Nefelibeta

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This is a question about the Misery teleporter(tm)? Is it supposed to take you back near the final fight, or is it supposed to take you to the platforming. I've been looking for it for a while now and I've been unable to find a way in. Is this a bug, or am I just missing the obvious?

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