CynicalSin Posted June 13 Hi! I've been lurking here a while gathering inspo and finally have a map to show for it~ This is a medium to hard difficulty single map mixing up puzzles and small scale slaughter~ Tested mainly on UV but does have difficulties implemented~ Maps: 1 (MAP01) Port: GZDoom 4.10+ Format: UDMF IWAD: Doom II Freelook enabled, no crouching or jumping pls This contains some new textures I made (quality not guaranteed)[Download] Screenshots~ 36 Share this post Link to post
Sinnesloeschen Posted June 13 This looks pretty damn impressive. And also has a very nice vibe, i like it. 0 Share this post Link to post
Protagonist Corvus Posted June 13 A little messy, but a beautiful map. 0 Share this post Link to post
Decay Posted June 13 Excellent atmospheric work, I like the animated coloured textures. Reminds me of something I tried to implement an earlier map of mine but super bootleg. Good job. 1 Share this post Link to post
Oxyde Posted June 13 Video processing likely still running! Because the level has no music (at least when I played), I added a few tracks here and there in the video. So this was quite the experience! Gorgeous looks and a sense of freedom rarely ever seen! Really like the aesthetics... and that's where the problems start. The final gate's unlock and exit felt pretty poorly placed. It is a remote location with no incentive to go there (ammo, monsters, you name it). I felt lucky finding it, but I'm sure some people will have issues with this. After a few more playthroughs, it appears you can get softlocked if you land behind the colorful pilar near the chainsaw on in the Yellow Skull cave. I found ressources to be okay, but you can get easily overwhelmed with Pain Elementals, you must be methodical in your approach to this level. (even this playthrough didn't result in 100% kills). There is potential softlock at the BFG area, the pilar will only lower once, effectively trapping you inside of the room if you miss it. The gigantic CyberDemon felt... underwhelming? This behemoth of a monster shooting thumb sized rockets from it's feet looked quite curious I gotta say. Some DECORATE wizardry would help here! Aside from two critical issues, a solid RC1! I so wish we were allowed to jump in this level. Looking forward to what's next! 3 Share this post Link to post
Flyxolydian Posted June 13 Just played through this blind and I'll back what Oxyde said about resources, I ran out of ammo with one Baron that I couldn't kill at the end due to him being out of reach (UV). Fun level though, kind of gave me a similar vibe to the first level of Too Human for some reason. Probably the mixture of Norse symbols and icy cave. 0 Share this post Link to post
LadyMistDragon Posted June 15 This looks amazing! People have done plenty of cool things with the GZDoom engine but the way mist effects are integrated with the jungle environment, in combination with structures that utilize rainbow crystals most excellently make this quite lovely indeed! 1 Share this post Link to post
Daytime Waitress Posted June 15 4 hours ago, LadyMistDragon said: This looks amazing! People have done plenty of cool things with the GZDoom engine but the way mist effects are integrated with the jungle environment, in combination with structures that utilize rainbow crystals most excellently make this quite lovely indeed! Dead-on: the way everything coalesces is just wonderful. I'm especially fond of the lilypad texture and that swirling, opaline temple roof in the room with the mancs/HK. This thing even looks gorgeous in the automap. Stellar work for a first effort, OP! 1 Share this post Link to post