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ARMCoder

EOH Lost Mission 1 v 1.3 in /idgames [DOOM ii][Vanilla]

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Version 1.3 just released in /idgames!

 

Version 1.3 has a few newfound texture bugs fixed. No changes made in gameplay.

 

https://www.doomworld.com/idgames/levels/doom2/d-f/eoh-lost-1

 

Previous post

 

Attention! Version 1.2 Final with several improvements:

 

After the great feedback from the fellow doomers (thank you!), I decided to build and release Version 1.2 Final!

 

In this new release the Ultra-Violence skill became, hum, a little more violent. Nothing extreme, I want to to find a good-enough balance between goodies and baddies and not to overcorrect. I also took the time to improve the aesthetics in some select areas that looked too empty and dull.

 

I expect this version to be the final one, this is a short map and I like it as it is. Future updates will only be built if called for by technical issues.

 

Changes in Version 1.2:

 

  • Aesthetic rework in some areas that looked somewhat dull
  • More balanced pickups and mid-tier monsters in later rooms
  • One minor bugfix
  • Ceiling height adjustments to accomodate taller monsters in select rooms
  • Added one minor secret
  • Added two ambushes to spice things up

Note: No changes in the overall map layout and weapon/key placement.

 

Download link for Version 1.2: https://www.moddb.com/games/doom-ii/addons/embers-of-hell-lost-mission-1-version-12-final

 

Have fun!

---------

The post for Version 1.1:

 

New Map! Embers Of Hell Lost Mission 1.

 

Description:

 

Single-player, single map, compatible with vanilla Doom. As always, clean up the base from the infestation and dish out all the punishment on the bosses in the end. Tested with GZDoom and Chocolate Doom. Should be (in theory) compatible with all Doom ports.

 

In this mission the player progresses through all the weapons, from pistol to BFG and faces increasingly bigger monsters, until reaching the final boss battle.

 

  • Difficulty settings are implemented.
  • Ambience is mostly tech with some hell areas.
  • Difficulty is not very high but the design is aimed at experienced players. Expect to have a good deal of workload in UV.
  • Freelook, jump and crouch are optional.
  • Totally vanilla, no scripting, legacy Doom format. For those who want to be old-school for a change.
  • Contains secret areas, none of them mandatory to beat the map, but they help.

 

Link for Version 1.1 at ModDB: https://www.moddb.com/games/doom-ii/addons/embers-of-hell-lost-mission-1-version-11

 

Some prints:Screenshot_Doom_20220613_153049.png.f88c394a9f026129d150a14c55ce0fd8.png

 

Screenshot_Doom_20220613_153108.png.0f78f94e9904131ea6923698b07907b2.png

 

Screenshot_Doom_20220613_153252.png.f1ba23ad506c4d2ee527426240d11141.png

 

Screenshot_Doom_20220613_153842.png.3ec972c722f4e6716dc0888ad9717e4a.png

 

Screenshot_Doom_20220613_153859.png.961751dc2ebdefecee049bb8be88302e.png

 

Screenshot_Doom_20220613_154148.png.929cb0c1275512f231411c8a9a1067bb.png

 

Screenshot_Doom_20220613_154449.png.39728cd3a0f5ddd22edd262bee775ea8.png

 

Screenshot_Doom_20220613_154704.png.909e6853a7c2e6cd3d3e1b09546ba7a7.png

 

Screenshot_Doom_20220613_154802.png.fc4178294fe068a17425bb01d76867ea.png

 

Screenshot_Doom_20220613_155118.png.93a9ae2331619b3fd95219065d43bcfd.png

 

 

Screenshot_Doom_20220613_155616.png.8a699cc5c9c9cf4447ec0d86309a23a0.png

 

Screenshot_Doom_20220613_155648.png.545dc0e9f644b8a05afdd6e20ed1bef8.png

Screenshot_Doom_20220613_154843.png

Screenshot_Doom_20220613_154955.png

Screenshot_Doom_20220613_154957.png

Edited by ARMCoder

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2 minutes ago, FEDEX said:

Hi there, i think you forget to add the download link

LOL LOL LOL Fixed!

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This wad is too dark in certain spots. Especially the series of rooms before you get to the Archnotron/Imps. You can't even tell the platforms the chaingunners are on in the crate room can be lowered. As a rule, you should be able to see anything important like that, though secret switches probably don't matter as much

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40 minutes ago, LadyMistDragon said:

This wad is too dark in certain spots. Especially the series of rooms before you get to the Archnotron/Imps. You can't even tell the platforms the chaingunners are on in the crate room can be lowered. As a rule, you should be able to see anything important like that, though secret switches probably don't matter as much

 

Interesting, I tried to balance the brightness between GZDoom and Chocolate, as GZDoom renders stuff much brighter than Choco. In SLADE3 the brightness of the crate room also appears dim (as intended) but normal nonetheless.

 

I'm already making some tweaks in the map, I can take the chance to adjust the brightness. BTW, which source port are you using?

 

Thanks and stay tuned as a version 1.1 is already in the build!

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1 hour ago, LadyMistDragon said:

GZDoom. Though I see it was tested in Chocolate now. But yeah, 0.0 in GZDoom was too dark in spots.

 

If you don't mind trying version 1.1, it's now available, please follow the new link in the OP.

 

Thanks!

Edited by ARMCoder

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Gave this a whirl in Walpurgis as I fancied a quick one-shot this evening:

Pretty solid little map, fam. Good flow and encounters and a nice and quick progression. Just what I was after, nice job.

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Not too shabby at all, ARM! Felt slightly overpowered while playing on UV but given the big battle at the end, maybe not. Keep up the good work ;^)

 

 

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@eharper256 Congrats for the Walpurgis mod! Very creative, well designed and it delivers a powerful feel!

 

@Biodegradable Thanks for the pointers, in fact as the more I play the map in UV, the more I see that it's a bit at the easy side. I'm a novice mapper and just a meh player, but I'm learning. I like this map (and the 3 Barons in the basement haha) but I'm making a few adjustments on it (sorry, the Barons will stay, as it's fairly easy to pick the SSG while evading them, and you can even hit them from above - once you are familiar with the map). The next version will have a slightly harder opposition and one or two more traps, but I'm making small moves to not overcorrect.

 

Thank you both for the video reviews!

 

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I had fun playing it. It's a good short map. Only thing I edited on your level was the map number as I had already done a few single maps on slots 1-4. It's why Map05 music plays but I like to keep using the same saves even though my rpg mod is persistent. Makes it where the armor and buffs I have applied aren't wasted from starting a new game since I only play through maps one time on this character

Spoiler

 

 

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Doom II _"eoh-lost-mission-1-11.wad" - MAP01 : "Embers Of Hell Lost Mission 1"_ UVMax 100% Speedrun Pistol Start.

 

Really nice map, intense level filled with action and the last cyberdemon's clash was pretty fun.

 

 

Edited by Hitman

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Good afternoon folks! Just bumping the topic to announce that Version 1.2 Final is out! Please check the OP with the updates.

 

Thank you!

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On 9/9/2022 at 4:00 AM, Custom Longplay said:

Embers Of Hell Lost Mission 1 - [4K]

 

I have posted an impression of the map below my video in the comments section!

 

 

 

Two maps of mine (this one and its sequel) being reviewed in a row! Now I feel a sense of accomplishment!

 

Interestingly, this one was my most casual map (maybe second to Jeff's Arena, but that's all!). I really started laying sectors almost at random, not thinking on how large or complex the map would end up - but in the end, almost by accident, I got a short but IMHO fun map!

 

Curiously, the Brutality mod you used places rain effects at outdoor areas. I've tried Brutality months ago and didn't see any rain. The only map I've made that explicitly uses rain effects is the "EOH: Ratanaba" (link here).

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