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TwinBeast

Green Tea Brick Factory

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I made a level after a long break of not doing levels.

It should work on any doom source port, but may be too much for vanilla doom2.exe to handle. It may be quite tough level. So a bit of luck is needed on harder skill levels. There are some secrets that can help, but it's beatable without finding any of them.

Here's some pics:
http://koti.mbnet.fi/jeejeeje/doom/greentea_01.jpg
http://koti.mbnet.fi/jeejeeje/doom/greentea_02.jpg
http://koti.mbnet.fi/jeejeeje/doom/greentea_03.jpg

And here's the level: http://koti.mbnet.fi/jeejeeje/doom/greentea.zip

ps. the level I uploaded to the idgames archive, has a little bug.. the yellow key is not available in easy skill, but it's fixed in this version (yellow key is the final key and is used to exit door). I started thinking about this, because TNT map 31 was missing the yellow key in single player...

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Nice map. Beaten it on 3rd attempt; it pretty easy if you know what will happen beforehand, but didaster for unexpecting player. Secrets are easy to spot but they didn`t help much expect for those that have rockets - they are essential to deal two archies safely w/o jumping off the platform. I prefer to have some BFG shots, but i guess it`s intended to be plasma-fest for difficulty sake.

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I was really enjoying this until I got to the blue-key. Then it became an arch-vile fest that was just... above me, I guess. Never really went after the secrets, though. It looks fine, and the layout is good too. I can only take so much at once, though.

Edit:

Forgot to mention that the MIDSPACE texture around the soulsphere bleeds into the nukage.

http://i146.photobucket.com/albums/r246/exitmrhat/Screenshot_Doom_20091001_150830.png

I think this is fixable if you just adjust the light in one of the sectors surrounding it by 1.

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I liked it. At the yellow key I felt the final archvile trap was a bit unfair, especially as I went straight to the blue key door without picking up the blue armor first, and doors that, without warning, won't let you backtrack are a pet peeve of mine.

Then again, I was playing on UV so I haven't got any business complaining. Good map.

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Snakes said:
Forgot to mention that the MIDSPACE texture around the soulsphere bleeds into the nukage.

http://i146.photobucket.com/albums/r246/exitmrhat/Screenshot_Doom_20091001_150830.png

I think this is fixable if you just adjust the light in one of the sectors surrounding it by 1. [/B]


Seems like it happens in software rendering only. Thanks for letting me know. I fixed it by adjusting the soulsphere sector light to 129. The updated version is now available.. same location. Now I'll see if I can get it updated in idgames archive too...

I'm glad you all have liked it (at least partially :P)

And yea, I recommend saving some rockets to the room behind the blue key door.

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Been meaning to have a play of this level, and finally got around to it. Aaahh. So much dooming, so little time these days.

I gotta say, this is a good level. tough without being impossible. I died twice, once early near the red key, and once from viles in the trip back from getting the blue key.

The final vile trap in the exit room with all the spectres was neat.

The only thing I would pick on was the lighting, which was a too bright in many places. I thought it needed to blend in more. The pools of light had a really 'sharp' look to them, rather than kind of blurring into their surroundings, if you know what I mean.

I liked this a lot. Great work.

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yeah it is a little bright. a map like this needs to be a little more ominous.

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gggmork said:

wee, first try (with luck and advance warning that there were viles in it from reading this thread. Skepticist usually always kicks my ass in first demo attempts):

http://rapidshare.com/files/289286115/greentea-ggg.lmp.html

You can grab the soulsphere through the blockline by running at it fast. Common bug which is why it was obvious to me.

That's a cool demo, got me excited at certain points. I thought it was a nice map, not too overdone, just right (for my tastes that is) and the difficulty's nice too. Nice job Jimi.

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Heh, good job gggmork. You`re twice faster this time :) (my FDA is just under 40 mins). I didn`t expected to see so much viles in so I acted a bit impulsive and died once on way back to the exit room (have been accidentally burned by an archie) and once in exit room because didn`t backtracked effective enough.

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Kyka said:

The only thing I would pick on was the lighting, which was a too bright in many places. I thought it needed to blend in more. The pools of light had a really 'sharp' look to them, rather than kind of blurring into their surroundings, if you know what I mean.

Ah, yea, I was wondering about this myself that were there enough light fading sectors or not... I guess I should have used a bit more. Well, I'll be doing that for new maps from now on ;)

gggmork said:

You can grab the soulsphere through the blockline by running at it fast.

I thought about someone might be able to take the soulsphere without actually going into the sector, then I thought it would be far enough. It doesn't matter too much if you take it earlier.

How do I look at the demo? I'm not very familiar with them. I tried to load it in gzdoom, but it said it can't play non-zdoom demos...

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I just click wad, then ctrl+click lmp (to highlight both simultaneously), then drag/drop both into prboomplus.exe.

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