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Graphic_Delusions

A NIGHTMARE On Barons Street [a maze escape level with tricks & traps]

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Hi all,

After many days, 10's of hours of building and play testing, I have finally finished my first level in DOOM SnapMap.



A NIGHTMARE ON BARONS STREET

Choose your path and escape the dark labyrinth of nightmarish tricks & traps while being terrorized by the Barons Of Hell. Enter if you dare!

* A maze escape level with 2 different starting routes
* Object of the game is to find the EXIT without dying
* You only have 2 lives (you'll see why ;-P )
* It's survival horror; gun is useless and there are no pick-ups
* Running without stopping is encouraged while being chased
* Baron Of Hells are buffed to kill you quickly
* Some tricks and traps to make the maze more interesting :-)
* You will get lost and die....a lot.

MAP ID - 45E9LWEQ



99% of Network space has been used up in this level. I do wish I had more to make it bigger, but overall I'm happy with how this turned out.

I would be really grateful if you guys could give this a go and send me some feedback.

Thank you.

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DMGUYDZ64 said:

Wow that was insane (In a good way), First map that really managed to scare me lol, Voted up .


Thank you so much for trying the level and for the vote up.

I play tested it so many times to come up with different ways to surprise the player. It's hard to measure the difficulty because of the number of times I've played it and I know where everything is.

Just wish SnapMap allowed me to create the level with no weapons. The concept is to not be a bad-ass shooter, but to be the helpless victim and run for your life!

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DMGUYDZ64 said:

You can still remove ammo on start using "Inventory" Logic Node on Player spawn .


Ah ok, thanks. Something to think about for the next level creation.

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Np, Just a heads up, you can still update your level and ID won't change, Republish it with same infos if you want, Change whatever you want .

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Has anyone else played my level?

What I believe is unique to other level creations, is that I've plastered a lot of items around the rooms to give it a more atmospheric feel to them. With that said, in some playthroughs, there have been some inconsistent moments where it has crashed and boots you out of the game.

I have now gone back and tidied up the string codes and took a couple points & items away as I feel that there might be too much in the level for SnapMap to process? There has also been another glitch reported that after 2 lives it doesn't trigger the lose scenario, but I haven't experience this myself in the many playtests.

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Ive been kicked out at the very begining. Shame because it looked intriguing...
Ill give it a shot later on, hope u sort things out.

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Alpaczino said:

Ive been kicked out at the very begining. Shame because it looked intriguing...
Ill give it a shot later on, hope u sort things out.


Thanks for trying.

Could you tell me where in the level you got to before crashing?

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MasterFuton said:

Seems fun, but it crashes at the choose your path part after my first death.


Thank you.

I've been spending last night trying to fix it by replacing all merged commands to a relay signal.

Also added new features:
* Added 'no ammo' so you can no longer shoot (adds to the helplessness)
* Changed the music to more upbeat that suits the concept of being chased.
* Took away the scoreboard - no need for it.
* Added a different message on the splashscreen when you complete the game.
* Added a dead end room in the maze.
* Added a couple surprise obstacles that may slow you down while being chased.

At the moment I am experiencing the random crash. I will spend more time tonight in fixing it.

I have contacted Bethesda about this and they replied saying:

This is a known issue that occurs when completing multiple SnapMap challenges in quick succession while playing Published Maps.
There is currently no workaround other than only playing in the Editor instead of in Published Maps.


Hopefully we will get a new patch to further fix SnapMap.

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MasterFuton said:

Seems fun, but it crashes at the choose your path part after my first death.


Same thing happened to me. Died once (as in, lost two lives and was sent back to the Map's menu), tried again, took the same path I did last time (left one), died, then went to take the right one and the game crashed.


I liked it from what little I played. Spooked my guts off.

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MrSkeltal said:

Same thing happened to me. Died once (as in, lost two lives and was sent back to the Map's menu), tried again, took the same path I did last time (left one), died, then went to take the right one and the game crashed.


I liked it from what little I played. Spooked my guts off.



Thanks for playing.

In the game you only have 2 lives, so you are effectively going to take both routes in the end unless you complete it without dying. It is supposed to take you back to the menu after your second death.


I'll be spending all night tonight to try and fix the crashes (despite Bethesda saying there is no work around it at the moment).

Will be trying out the AI Conductors to help with the system memory and adjust some of the modules that might be crashing it.

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Ok guys. I think I may have solved the crash, but I need to confirm this from other testers.

After further editing & playtests, I have yet to get a crash in both editor and published modes.

If anyone can help me out and test it, that would be great.

Thanks

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I tried it again and it crashed on the first playthrough. I died once during the left path, respawned then headed for the right one and it crashed.

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MrSkeltal said:

I tried it again and it crashed on the first playthrough. I died once during the left path, respawned then headed for the right one and it crashed.


Hmm very strange. I've had no crashes and appears to be the most stable version at the moment. Perhaps download the map and play it offline to see if you get the same crashes?

Very frustrating that SnapMap only works efficiently with basic concepts. You try to create something atmospheric, unique and complex, but it struggles to work. Maybe Bethesda is right (that some map creations don't work well through published at the moment) and wait for the inevitable patch.

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Since creating my level, there has been at least 2 patches released to improve Snapmap. What I am hoping for is that it has fixed the crashes that I had previously experienced with on 'A NIGHTMARE On Barons Street'.

Has anyone seen any stability improvements with their level?

I revisited my level yesterday and added some cool demon voices that really add to the atmosphere. I also added a couple 'Hell' assets.

I didn't bother to redesign the logic strings, but I haven't experienced a crash so far. As with previous tests, other players may experience this more than me.

Can I please ask for a favour for someone to play test my level?

Thanks

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Graphic_Delusions said:

Since creating my level, there has been at least 2 patches released to improve Snapmap. What I am hoping for is that it has fixed the crashes that I had previously experienced with on 'A NIGHTMARE On Barons Street'.

Has anyone seen any stability improvements with their level?

I revisited my level yesterday and added some cool demon voices that really add to the atmosphere. I also added a couple 'Hell' assets.

I didn't bother to redesign the logic strings, but I haven't experienced a crash so far. As with previous tests, other players may experience this more than me.

Can I please ask for a favour for someone to play test my level?

Thanks

The update improved stability for some maps, although I´ve experienced crashes with previously finished maps that didn´t even crash in the first place.

Although, I´ve also noticed that too many props inside one module doesn´t cause crashes.

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