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Thelokk

[Untitled] - Eleven Boom maps about age and decay - Remastered Director's Cut Uncensored Limited Edition

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11 minutes ago, knifeworld said:

I recognized that heretical ios wall and curved steps

 

Which came first, the Doomed or the Heretic? We shall.never know for sure.

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This map hurt me in a good way but I eventually made it through, somehow!

 

 

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4 hours ago, thelamp said:

This map hurt me in a good way but I eventually made it through, somehow!

 

 

 

Glad you did! Aesthetically it's probably the map I like the most. It's also the only real slaughter map of the wad, so a big stumbling block you got over. 

 

Not sure what those HoM you encountered might be tho, as I'm not able to reproduce them in my testing and have never seen them in anyone else's.

Edited by Thelokk

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Played maps 7 and 10. Now I can finally mark down being scared of trees and feeling sorry for hell nobles on the list of things a doom level did to me.


Awesome new maps, cool secrets. Will try the other 2 later.

It took me forever to figure out

Spoiler

there not being an exit (I'm conditioned by most wads to expect an exit rofl)

might be part of the whole idea on map10. It fits the feel of the map.

On map7 I ran over this spine as it was raising and got stuck

Spoiler

cause I wanted a hiding spot to peek SSG the AV that appears.

Given there's nothing much in that specific corner I suppose it wouldn't be too much of an issue but I figured I'd note it.
https://imgur.com/a/CeLXt8i

Bleeding flat that can be seen from different angles in the starting room:
https://imgur.com/kjwSpSa


It's possible to strafe run from the table over the boxes and get stuck behind them here:
https://imgur.com/LFHqssY


You can hide from the demons here quite easily and just wait for the platform to lower again:
https://imgur.com/B1Wb858

 

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3 hours ago, knifeworld said:

Played maps 7 and 10. Now I can finally mark down being scared of trees and feeling sorry for hell nobles on the list of things a doom level did to me.


Awesome new maps, cool secrets. Will try the other 2 later.

It took me forever to figure out

  Reveal hidden contents

there not being an exit (I'm conditioned by most wads to expect an exit rofl)

might be part of the whole idea on map10. It fits the feel of the map.

On map7 I ran over this spine as it was raising and got stuck

  Reveal hidden contents

cause I wanted a hiding spot to peek SSG the AV that appears.

Given there's nothing much in that specific corner I suppose it wouldn't be too much of an issue but I figured I'd note it.
https://imgur.com/a/CeLXt8i

Bleeding flat that can be seen from different angles in the starting room:
https://imgur.com/kjwSpSa


It's possible to strafe run from the table over the boxes and get stuck behind them here:
https://imgur.com/LFHqssY


You can hide from the demons here quite easily and just wait for the platform to lower again:
https://imgur.com/B1Wb858

 

 

Thanks for catching them pesky bugs in two of the new maps, I'm sure lots slipped by as I was my sole playtester (the few I contacted bailed out after map02 or map03 saying it was too hard...). Yeah, trees are sus, always have been. Noticed how they're always facing you, no matter where you go?

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I did map05 but I am not totally sure if I encountered a bug orrr if there was just a bunch of optional stuff that I avoided? Honestly not sure what was going on in the rocket launcher area--please enlighten me. Other than that, there were some interesting setups this map probably felt the most fair overall (weirdness in rl area notwithstanding). If the trend here continues, the final stretch should be fun for me!

 

 

 

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8 and 9 done. Cool oppressive/dark maps, slime cavern vibes in 9 and I can't even describe 8, which is probably a good thing.
Evil secrets but they were either funny or made me go "oohh so that's where it was" so they fit right in.

HOM here at the start of 8:
https://imgur.com/yepKf0n


the other sides of these midtex deco things don't scroll:
https://imgur.com/pKo3GbA

https://imgur.com/NXQookP


This one corner in the slime here doesn't hurt:
https://imgur.com/etFatYQ


Midtextures here can be walked through, on both windows.
They also bleed/render over the flat, which I recently heard can be fixed by changing the light level on one side by 1 or more units, or good old fashioned sinking them into a thin gap.
https://imgur.com/1j7HSQ6

 

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@thelamp nope, you played the map the 'right' way. The glide is just for the secret, and the RL section is purely a little platforming / discovery challenge :) 

 

@knifeworld thanks for more bug squishing! I like to call MAP08 MYFUCKEDUPHOUSE.WAD.

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Wow oops, fell asleep stupidly early and forgot to say you're welcome and let me know if there's any other maps or wads that could do with external testing, (as long as it's not like ultra slaughter 1000 or something)

Btw, random thought about Map6, is the intended title

Spoiler

supra rosa stabat or super? (wondered cause I swear one of the old versions used supra)

(spoilering since imo it's cooler for any ppl new to a wad to see titles once they start a map)

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3 hours ago, knifeworld said:

Wow oops, fell asleep stupidly early and forgot to say you're welcome and let me know if there's any other maps or wads that could do with external testing, (as long as it's not like ultra slaughter 1000 or something)

Btw, random thought about Map6, is the intended title

  Hide contents

supra rosa stabat or super? (wondered cause I swear one of the old versions used supra)

(spoilering since imo it's cooler for any ppl new to a wad to see titles once they start a map)

 

Unfortunately 'super' is the correct, far less cool latin form, so had to fix the name :(

 

Wish I had something to playtest but, truth to be told, I'm just twiddling my thumbs waiting for Harderfest to happen. A kind offer though, will keep it in mind!

Edited by Thelokk

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Your little "boss level" if I can call it that was a clever ruse, had me in stitches when I figured it out :)

 

The following level didn't disappoint, it looks great and makes great use of Boom features! Not exactly a pushover in terms of combat or puzzles either

 

 

 

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1 hour ago, thelamp said:

Your little "boss level" if I can call it that was a clever ruse, had me in stitches when I figured it out :)

 

The following level didn't disappoint, it looks great and makes great use of Boom features! Not exactly a pushover in terms of combat or puzzles either

 

 

 

 

Thanks for playing as always :) It is actually planned that you can skip the map06 fight should you wish to, it's... a thematic consistency choice, shall we say. I'm particularly proud of map07, I tried to spook as much by what's not there as what is there, and I believe I succeeded to a degree. 

 

Should you decide to continue your adventure to the bitter end, remember that map10 doesn't have an exit (it's a continuity breaker) and map31 is accessed only by IDCLEV, Haste style!

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Very tricky map, this one, but I made it through with a bit a of luck (and excessive saving)!

 

 

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59 minutes ago, thelamp said:

Very tricky map, this one, but I made it through with a bit a of luck (and excessive saving)!

 

 

 

Excessive saving is not a crime :D I'm also taking note of all the broken cogs you're finding for an eventual v2.

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This map is a big ol' imp party and I like it! Mostly this is about managing resources carefully, which I also like. That and finding creating an opportunity to attack the archviles while they're distracted. As usual, spider momma takes care of herself for the most part--just stay far away from her and you'll be fine. Very wide open map, but it has enough detail going on for it to stay as visually interesting as the rest of the set. Only two more maps left!

 

 

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Yup, almost there!

 

Rewatching the videos, I noticed all of the HoM you encountered so far are the same support texture that is apparently missing - which is strange, cause I fired up the same file I uploaded and it's there 0-o will look into it.

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Probably some kind of zdoomism, that texture might not be on the patch table or texture table or something idk. All I know is that GZ will be able to "see" textures that Boom-based ports can't.

 

The midtexture bleeds from an earlier video are also a (g)zdoom-fixes-this-but-boom-doesn't situation. I think it was MIDBARS bleeding into the wall around what I remember calling an 'alley of revenants'. This is caused by the renderer joining visplanes to reduce the number of visplanes. To make sure a midtexture cuts off at the floor, just make sure the sectors associated with that line have different floor properties (or ceiling, if the midtex is aligned into the ceiling). Notably, you can change the brightness value by just 1 point and the renderer will not join those visplanes. Changing brightness by just 1 point (or any amount less than 16) will not change it visually as there are actually only 16 light levels, despite being described by a value from 0-255

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A wild ride from start to finish, [Untitled] was well worth playing! The final map is more like a sort of outro rather than an actual level, it's almost like the secret level is the "good ending" and the final level is the anti-climactic ending. The fight with the archies and pinkies is pretty tricky but there's more than enough ammo to deal with it, and cybie isn't far behind to help you do the cleanup. One last piece of automap art before the final fight which is more or less a platforming challenge rather than a fight

 

 

and also I started doing some short videos on common mapping questions, I used the midtex bleeds on map04 as an example in this video!

 

 

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2 hours ago, thelamp said:

A wild ride from start to finish, [Untitled] was well worth playing! The final map is more like a sort of outro rather than an actual level, it's almost like the secret level is the "good ending" and the final level is the anti-climactic ending. The fight with the archies and pinkies is pretty tricky but there's more than enough ammo to deal with it, and cybie isn't far behind to help you do the cleanup. One last piece of automap art before the final fight which is more or less a platforming challenge rather than a fight

 

 

and also I started doing some short videos on common mapping questions, I used the midtex bleeds on map04 as an example in this video!

 

 

 

Well well, thanks for sticking with it! :D glad you enjoyed the journey. Will pore through the videos once more and eventually produce an /idgames upload, not sure when yet. In the meantime, lots of maps in upcoming community projects for me!

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All links to this mapset are seemingly dead. The idgames file is removed, while the drive link leads to thelokk's trash (lol). Anyone got a reupload?

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Thanks. Huh, I wonder how many so-called deleted idgames files can be found using this method.

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