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Pinchy

Based - A Learning Project

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Based

After learning the basics of building levels for Doom I decided that I wanted to take the time to learn how to build and mod things up to the highest level before ZDoom, in order to get a strong foundation before removing all the limits.

So I created a project that would allow me to learn all of the technical and creative aspects I came across in other works I had played and seen (and a lot more!).

I have created and submitted many maps whilst this project was in progress and have learned much from experimenting in those as well.

Since the project was on hold from March-October there is a transition in mapping styles after MAP06, I consider these older ones to be legacy maps that I would like to keep mostly intact so I can see how far I've come.

I want to clean out my current projects ready for 2016 so I can move on, therefore I will only be doing bug fixes for this project.

Downcrunk - Open Beta 1b

Mediafire

Google Drive

Use: PrBoom or ZDoom.

Gallery

http://imgur.com/a/oHzBG

To Do

Difficulty Levels (Ultraviolence only right now)

Let me know if you run in to any bugs along the way or something falls apart horribly (hopefully not!)

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Very good work Pinchy, gameplay remind me a lot of oldschool wad
such as Evilution stuff. Im at level 3 now still havent found bugs.

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Ah yes, very nice work indeed! My only gripe was that the hell maps always used the monsters-teleport-in trap, it got old and predictable after a while. I played this in Zdoom 2.8pre-1805 and I noticed some problems:

-Map07: I completely missed 4 imps triggered by tag 61 and 4 sargeants triggered by tag 166, I had to use editor to see what unleashes them to obtain 100% kills.

-Map09: The final fight is pure luckfest, because there is nowhere to hide from revenant fireballs and the player can easily die if the super-barons decide to start shooting on his/her way to the buildings. 4 imps (things 586 etc.) are stuck. I completely missed 4 cacodemons triggered by tag 20, I had to look in editor.

-Map10: This was super annoying platforming experience, definitely the worst map of the set. Perhaps it wouldn't be so bad if it wasn't so long. Eh, I just used "fly" command in half the rooms.

-Map11: The BFG super-baron became stuck right when he teleported in.

And there were some Zdoom warnings:

Spoiler

map07 - Between The Heat

Line 3970 has no first side.
Line 3970's right edge is unconnected

<------------------------------->

map08 - Fight Knight

Line 470 has no first side.
Line 471 has no first side.
Line 474 has no first side.
Line 1595 has no first side.
Line 1674 has no first side.
Line 1702 has no first side.
Line 1703 has no first side.
Line 1704 has no first side.
Line 1928 has no first side.
Line 2488 has no first side.
Line 2489 has no first side.
Line 2490 has no first side.
Line 2491 has no first side.
Line 3469 has no first side.
Line 470's right edge is unconnected
Line 471's right edge is unconnected
Line 474's right edge is unconnected
Line 1595's right edge is unconnected
Line 1674's right edge is unconnected
Line 1702's right edge is unconnected
Line 1703's right edge is unconnected
Line 1704's right edge is unconnected
Line 1928's right edge is unconnected
Line 2488's right edge is unconnected
Line 2489's right edge is unconnected
Line 2490's right edge is unconnected
Line 2491's right edge is unconnected
Line 3469's right edge is unconnected

<------------------------------->

map09 - Of Blood and Barons

Line 356 has no first side.
Line 2976 has no first side.
Line 2977 has no first side.
Line 3045 has no first side.
Line 3046 has no first side.
Line 3531 has no first side.
Line 3532 has no first side.
Line 3533 has no first side.
Line 3534 has no first side.
Line 3535 has no first side.
Line 3536 has no first side.
Line 3537 has no first side.
Line 3538 has no first side.
Line 3539 has no first side.
Line 3540 has no first side.
Line 3541 has no first side.
Line 3542 has no first side.
Line 3617 has no first side.
Line 356's right edge is unconnected
Line 2976's right edge is unconnected
Line 2977's right edge is unconnected
Line 3045's right edge is unconnected
Line 3046's right edge is unconnected
Line 3531's right edge is unconnected
Line 3532's right edge is unconnected
Line 3533's right edge is unconnected
Line 3534's right edge is unconnected
Line 3535's right edge is unconnected
Line 3536's right edge is unconnected
Line 3537's right edge is unconnected
Line 3538's right edge is unconnected
Line 3539's right edge is unconnected
Line 3540's right edge is unconnected
Line 3541's right edge is unconnected
Line 3542's right edge is unconnected
Line 3617's right edge is unconnected

<------------------------------->

map10 - Ascension Anarchy

Line 231 has no first side.
Line 1407 has no first side.
Line 1648 has no first side.
Line 2514 has no first side.
Line 6097 has no first side.
Line 6098 has no first side.
Line 6099 has no first side.
Line 6100 has no first side.
Line 7735 has no first side.
Line 231's right edge is unconnected
Line 1407's right edge is unconnected
Line 1648's right edge is unconnected
Line 2514's right edge is unconnected
Line 6097's right edge is unconnected
Line 6098's right edge is unconnected
Line 6099's right edge is unconnected
Line 6100's right edge is unconnected
Line 7735's right edge is unconnected

<------------------------------->

map11 - Complex Annex

Line 196 has no first side.
Line 416 has no first side.
Line 2322 has no first side.
Line 196's right edge is unconnected
Line 416's right edge is unconnected
Line 2322's right edge is unconnected

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Version 1a

Fixed these minor issues.

The ZDoom warnings are just for the single lines used to create the scrolling floors.

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I playtested an earlier version of this, but I can vouch for this wad being quite good and is worth checking out. I see the same kind of future super-awesome mapper potential with Pinchy that I do with AD79...

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These maps are absolutely stunning so far! I'm up to Map08 and I have no major complaints. Some moments often catch you off guard such as that one keycard trap that spawns over a hundred Imps and Demons but other than that I'm having a blast.

Great work on this one and I'll be sure to report issues if I find any :)

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Sorry for the double post, I just played through the last 4 maps.
Fantastic stuff as usual, however I found some bugs stated below:

In Map09, these imps are stuck in the wall. This happens only on one side and the other side's imps are just fine.

Again in Map09, this Mancubus that teleports is stuck between the path and the gate. The other one isn't.

In Map10, these lines show up in the console upon loading the map.

This was played in the latest official GZDoom build, by the way.
Hope these are helpful.

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