Dark Universe wad. Testing and feedback wanted.

Glad to hear about the camera adjustments - it also broke the atmosphere a bit how the computer that locked a door would also tell you how to unlock the door haha. One of the things I loved about Dark Forces was how it's "security systems" did not hold your hand and felt like you were really discovering ways to penetrate guarded facilities... the ice prison/arsenal that Kyle Katarn had to break into springs to mind, I must have spent at least an hour figuring that out as a kid. I have a switch-hunt fetish though and am an unashamed fan of TNT's Eternal, so there's some definite bias ;-P

 

Regarding monsters, I strongly dislike gameplay mods that are tied to the map. The realm 667 stuff is rehashed so many times, and even a single change can ruin gameplay (I'm looking at you, Rocket Zombie). The Golden Path in my opinion is to let gameplay modifications be a separate wad / project, and function as "plugins" that work on any wad, like the video you made with the DF mod. That allows the doom purists to play their way, the mod fans get to load their favorite gameplay mods, and/or they get to load a separate mod specifically for the pwad in question by the mapper if one is supplied.

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1 minute ago, Vorpal said:

Regarding monsters, I strongly dislike gameplay mods that are tied to the map. The realm 667 stuff is rehashed so many times, and even a single change can ruin gameplay (I'm looking at you, Rocket Zombie). The Golden Path in my opinion is to let gameplay modifications be a separate wad / project, and function as "plugins" that work on any wad, like the video you made with the DF mod. That allows the doom purists to play their way, the mod fans get to load their favorite gameplay mods, and/or they get to load a separate mod specifically for the pwad in question by the mapper if one is supplied.

Thank you for this. I think I knew this and just needed someone else to say it, lol.

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P.S. could you make these buttons toggle-able? 21:43

 

Just for the sake of flavor / immersion it would be cool to be able to undo the safety measures.

 

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25 minutes ago, Vorpal said:

P.S. could you make these buttons toggle-able?

Hmmm...never thought of that. Great idea and I don't think it will be difficult to do.

 

You mentioned the DF series. I just bought DF, DF2, MystOTSith, JOutcast and Academy on steam a few of days ago. Walking down nostalgia lane and loving it. Ripped through DF in a night and DF2 in a couple of days. I'm just starting MOTS which is the only one of the group I have not played yet. Getting some good ideas/inspiration in the process.

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All maps tested with a mod that have custom monsters + weapons and:

- Maps are cool but often you run into wide empty areas; in my opinion, is better improve these rooms with decorations like tech stuff, lights, and more.

- To many backbacks, really ( LOL );
- Textures are really cool. If you add brightmaps will be a masterpiece.
- Maybe, MAYBE, but I was very much affected by the lack of doom-style keys and signs. what you have scripted for the switches is beautiful but perhaps a little out of place and you risk turning in circles for a while before find the way;

- The almost total absence of an obstacle at the end of the levels (except the first). Current clashes can be clearly skipped running into the exit door ( so sad ).
- No PlasmaRifle? Why?........ ( i've missed some secrets, maybe it will be here ).
 

If you want to add some custom monsters,  this a little monsters list that will work great on these maps:

- Death Incarnate;
- DarkImp;
- Varius type of zombies; ( no rocket and no bfg: they are a finger in the @ss.... )
- Cyber Imp;
- Hade Elemental:  maybe you can use the Enanched Caco but the Hade Elemental will be a better work.

You need a tester? You find it (Y)

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On ‎2‎/‎6‎/‎2018 at 5:49 AM, Arch-vile90 said:

- Maps are cool but often you run into wide empty areas; in my opinion, is better improve these rooms with decorations like tech stuff, lights, and more.

Thanks for the feedback. I'm adding new details and improving the overall look as I go. I think the areas you mentioned have been, for the most part, touched up. Same with items/monster placement.

On ‎2‎/‎6‎/‎2018 at 5:49 AM, Arch-vile90 said:

- Maybe, MAYBE, but I was very much affected by the lack of doom-style keys and signs. what you have scripted for the switches is beautiful but perhaps a little out of place and you risk turning in circles for a while before find the way;

I've been struggling with this from the start. I was looking for a different "feel" with the codes, even though I know I can do it all with keys. I've made lots of changes (including the removal of the camera interruptions). I just can't let this idea go for some reason...:P  I'm hoping the changes I've made will make it more intuitive.

 

On ‎2‎/‎6‎/‎2018 at 5:49 AM, Arch-vile90 said:

- The almost total absence of an obstacle at the end of the levels (except the first). Current clashes can be clearly skipped running into the exit door ( so sad ).

The goal is to let the player exit quickly if they want, but doing so will deny them the needed ammo,health,etc. they may need in the next map. Still working on this concept. Trying to encourage exploration but also just let players blast their way through most maps quickly if they don't enjoy switch hunting:)

 

On ‎2‎/‎6‎/‎2018 at 5:49 AM, Arch-vile90 said:

- No PlasmaRifle? Why?.......

 It'll be there (BFG too). I plan on releasing this as a 6 level mapset in the next month or so(I'm almost done with map6). Would you be interested in playtesting when I have it closer to completion?

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+Very nice looking atmospheric maps!

+Wasn't too difficult even for me. Played HMP.

+Liked all the secrets and exploration.

+Reminded me about System shock 2 which is always a great thing.

 

-Got "lost" a couple of times.

 

Idea: Maybe some different approaches / themes on future maps?


 

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Got around to finishing last night, map05 is weaker in the mood/detail department but it has the best layout and gameplay of the set imo. Absolutely wacky layout, I felt lost almost the entire time (not complaining, enjoy getting lost), it felt like a futuristic madhouse changing shape on me - and with doorways at weird angles that feel like discovering a secret they are so "hidden in plain sight", a hallmark of Dark Forces that I have to give an appreciative nod to. I liked the generally wider playing areas and obstruction-free floors. 

 

Also to disagree with @Arch-vile90, I dont think there needs to be a buildup to a finale. That style of presentation has become cliche and downright expected for like... the last 10 years. It's nice to have a break from it, although a "big" setpiece battle would be welcome, actually map05's cylinder basement could be pretty badass if it had some heavier enemies portaling in, and less line-of-sight obstructions for more danger.

 

negatives:

  • only 1 secret that I couldn't find, was hoping for your usual liberal scattering of fun nooks to unlock.
  • the speed/timing of the lifts feel unnatural, can these be made to mimic traditional doom lift timing?
  • 5-6 areas that are very sparse visually, like a single sector with bare walls and uniform lighting (incomplete? too difficult due to complexity of the 3d floor usage?). The plasma gun room for instance, or the lone caco in a corner after the RL/mancubus. Not a gameplay issue at all, just got accustomed to a higher level of detail / getting my bearings by landmarks in previous maps

 

 

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1 hour ago, Vorpal said:

Got around to finishing last night, map05 is weaker in the mood/detail department but it has the best layout and gameplay of the set imo.

Map05 was an early build, and I believe you're going to like the finished version. All maps (1 through 5) have lots of new secrets, item/monster placements, detail, areas and more plus more refined game play. So, hopefully,  they will be worth playing through again. I am wrapping up map06 and then I'll release this as a "part 1". Thanks again.

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