ARMCoder Posted December 15, 2022 (edited) At last the Simple Vanilla Map #2 made it to /idgames. It's the same v1.2 RC, that was tested and seems to work properly, so it was changed to v1.2 Final. Final download link: https://www.doomworld.com/idgames/levels/doom2/s-u/simple2 New version 1.2 RC is out! Last minute update: I just reuploaded the 1.2 RC file some minutes after uploading it the first time, I found a texture fault causing the 'tutti-frutti' effect on Chocolate. As this was a so quick and minor fix, I think it's not worth the hassle of generating a whole new version! Changelog: Corrected the "secret" flag in the linedefs that delimit secret doors. Added 2 more secret areas. One Megasphere stored in a secret area was underused so I decided to replace it for a more fun item. Few lighting/decorations tinkering. Backtracking from the final arena to the previous areas is now possible, you just have to find the hidden way. Useful for those who want to do UV-MAX. This is a RELEASE CANDIDATE to /idgames, no further changes are planned unless technical issues arise. Download link for v1.2-RC: https://drive.google.com/file/d/1Xt8AWjPyKG7q6S0vLvoabudFTYTledh0/view?usp=share_link New version 1.1 is out! Changelog: Rebuilt the map nodes with GLBSP (looks like BSP has some issues, generally it works, but in this map I had a minor nodes problem). New enemies added. Solved a visplane overflow in the Lava Room (hard to occur, but possible). Some detailing added into the Lava Room. 2 new Radsuits added into the map. Download link for v1.1: https://drive.google.com/file/d/12e8tURQ83ZD0wrosWkhQjGeQZcd0xCNe/view?usp=share_link New map: Simple Map 2! This is a simple, vanilla map for those who enjoy the old classic look and feel. The playtime is short, of about 10 minutes. No keys, three secrets (not required to win), the available weapons are P-SG-SSG-MG-RL-PR. Some switch hunting is required but it's kept well within any reasonable limits. Difficulty levels are implemented, but IMO I wouldn't try this map in UV at first, there are lots of damaging areas that are better to be mastered first (the map is generous on resources, though). The final room can be very punishing in UV, but the very last encounter can be somewhat skipped if the player opts to run as to the exit switch instead of fighting back. You be the judge. Note that this is a WIP, so any input from the fellow doomers is very welcome. The map was tested in all the skill levels and is fully functional, but I'm quite sure there's room for improvement. Technical facts: Format: Doom Source Port required: None (vanilla) Tested on: Chocolate Doom 3.0.1 and GZDoom 4.10.0 Built with: Slade 3.2.1 Multiplayer support: no Skill levels: Easy - Medium - Hard Jump and crouch: not supposed to be used and can potentially break the gameplay (I disable them in MAPINFO, I'm not sure whether this works on all source ports) Freelook (ok, not needed though) - most testing was done on Chocolate Platform for development and test: Ubuntu 20.04.01 LTS Download link for v1.0: https://drive.google.com/file/d/1HLo7VglMfDt7NMtRSlZjjU3-B6RZggQ1/view?usp=share_link Some screenshots follow below. Have fun! Edited December 21, 2022 by ARMCoder 9 Share this post Link to post
TheCyberDruid Posted December 15, 2022 Not a bad map. The big lava area feels either a bit bland or a bit too long. Not sure but maybe some more 'randomly' opening monster closets could spice things up. The room could do with a bit of visual variation. I get that it shouldn't distract the player too much, but I think a bit more variety wouldn't hurt. The pacing (except for the lava area) is pretty good though :) 1 Share this post Link to post
ARMCoder Posted December 15, 2022 2 hours ago, TheCyberDruid said: Not a bad map. The big lava area feels either a bit bland or a bit too long. Not sure but maybe some more 'randomly' opening monster closets could spice things up. The room could do with a bit of visual variation. I get that it shouldn't distract the player too much, but I think a bit more variety wouldn't hurt. The pacing (except for the lava area) is pretty good though :) Thanks for playing! An idea that I had but I didn't implement so far was to place monsters (likely zombies or imps) in generous quantities in the lava passages. The room with the plasma gun can also be populated to give the player a, er, warmer reception hehe. About visuals, I have only to be careful to not add many new sectors, I encountered some visplane overflows during early development, it's under control now. But I can still add more vertices/textures/decorations. 0 Share this post Link to post
Proxy-MIDI Posted December 15, 2022 That was a good map but the end was too sadistic for me ! >_< 1 Share this post Link to post
ARMCoder Posted December 15, 2022 New version 1.1 is out! Download link here: https://drive.google.com/file/d/12e8tURQ83ZD0wrosWkhQjGeQZcd0xCNe/view?usp=share_link Please check the OP for more details. Have fun! 0 Share this post Link to post
thelamp Posted December 15, 2022 Sharp looking map with some nasty monster placement and interesting setups! 1 Share this post Link to post
ARMCoder Posted December 16, 2022 (edited) 1 hour ago, thelamp said: Sharp looking map with some nasty monster placement and interesting setups! I'm still undecided whether the final Archies should stay exactly as they are as newer versions are released, but the jump scare made me LOL! Thanks for playing! Edited December 16, 2022 by ARMCoder 1 Share this post Link to post
hawkwind Posted December 16, 2022 (edited) Your skills are improving. SLADE3 has the line flag "secret". This is a bit of a misnomer. Should read as "Show as 1 sided", then the map will "hide" secret sectors behind, assuming a door is behind. So lines 656, 611, 203 and 23 could be flagged "secret". 2 Share this post Link to post
ARMCoder Posted December 16, 2022 20 minutes ago, hawkwind said: Your skills are improving. SLADE3 has the line flag "secret". This is a bit of a misnomer. Should read as "Show as 1 sided", then the map will "hide" secret sectors behind, assuming a door is behind. So lines 656, 611, 203 and 23 could be flagged "secret". The failure to flag the secret linedefs was really an oversight of my part, I really forgot to make so haha! 0 Share this post Link to post
ARMCoder Posted December 16, 2022 New version 1.2 RC is out! Changelog: Corrected the "secret" flag in the linedefs that delimit secret doors. Added 2 more secret areas. One Megasphere stored in a secret area was underused so I decided to replace it for a more fun item. Few lighting/decorations tinkering. Backtracking from the final arena to the previous areas is now possible, you just have to find the hidden way. Useful for those who want to do UV-MAX. This is a RELEASE CANDIDATE to /idgames, no further changes are planned unless technical issues arise. Download link for v1.2-RC: https://drive.google.com/file/d/1Xt8AWjPyKG7q6S0vLvoabudFTYTledh0/view?usp=share_link The OP has more info on the project history, please check there. Have fun! 2 Share this post Link to post
aRottenKomquat Posted December 17, 2022 Fun map. Very challenging, to the point of frustration at a couple points, but going in didn't expect that much difficulty. It was interesting how things go from 100 to 0 so quickly, mostly because I found myself outflanked and trapped. I was surprised at how small the map was once I finished. 1 Share this post Link to post
ARMCoder Posted December 17, 2022 11 hours ago, aRottenKomquat said: Fun map. Very challenging, to the point of frustration at a couple points, but going in didn't expect that much difficulty. It was interesting how things go from 100 to 0 so quickly, mostly because I found myself outflanked and trapped. I was surprised at how small the map was once I finished. Thanks for trying the map! In the end you figured out that the best approach for it is to prioritize the right enemies, finding them out is a big part of the game! 0 Share this post Link to post
ARMCoder Posted December 18, 2022 My gameplay! AFAIK It's not usual the map's creator to record a gameplay, but I felt like doing so... So here's it. The video is divided in chapters for each gameplay phase. Basically the gameplay showcases how I imagined the map to be beaten while designing it, although I'm glad to see the map being played by the fellow doomers in ways I didn't figure out in the first time! 2 Share this post Link to post
ARMCoder Posted December 21, 2022 (edited) FINAL VERSION! At last the Simple Vanilla Map #2 made it to /idgames. It's the same v1.2 RC, that was tested and seems to work properly, so it was changed to v1.2 Final. Final download link: https://www.doomworld.com/idgames/levels/doom2/s-u/simple2 Have fun! Until the next map (whenever I feel inspired again hehe)! 2 Share this post Link to post