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BeeWen

Relyctum.wad

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Thanks for the feedback friends. This project was planned to a standard number of levels -32. Even 31 are ready). It all depends on the time available to work on the maps.
The remastering release on "Triton" - PSX conversion from RockHardGamer 45 will take place soon, then it will be possible to get to grips with this project.

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On 2/18/2019 at 8:35 PM, Tango said:

played the first few of these, really enjoying them! I really like your heavy usage of lifts and raising platforms, and the visual style is really appealing to me

You know, I too enjoy this style.

Many players do love linear cards with slaughter arena in mind. 

Because It's been done so much that has grated on me, even become "monotonous" 

My only critical problem with BeeWen's maps are he uses too many corridor fights in claustrophobic areas. 

I would like to see more **open fights** in his future Relyctum maps to avoid repetition :)

Btw Tango, I remember your Mayan Mishap from 2014, and thought you did a great job.

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Cool that you are still working on this. Here are the fdas for the added maps since the last time I played this relyctum_gaspefdas4.zip

 

MAP09: This was the only map I wasn't able to finish. I like how it keeps to expanding and going to collect resources at the beginning to tackle the next areas is very important since you don't know what'e next and every area has nasty traps so you filled with a good sense of dread throughout the journey. The archvile (thing 321) can teleport to the lift where you don't have cover against it, I had luck in my attempts but that is a bit too cheap for me. A minor thing, sector 538, the lift that leads to the BK could use a different flat so you can notice that there's something there.

MAP11: Very intricate to navigate, and that seemed the concept of the map as going to the next areas and also understand how you can go back will require a bit of thinking. I liked the spiderdemon encounter, simple but effective and it's very menacing if you come  from a pistol start. The YK is nasty to get because of that room with the crushers that is almost a death trap, at least you can go there not so late in the game though I picked the YK at last and was able to pass that room.

MAP12: not as big as the others and it's nice to have something more short and straightforward to break between the long and complex affairs. The shortage of ammo and health was nasty at the beginning. Still I was able to kill those caged revenants early, I don't think I would have survived if they were still alive when you stuck in the teleports to get the YK. The BFG was really appreciated for the cyberdemon encounter.

MAP14: I liked the theme more gothic theme and to get something a bit different from the predominant tech theme. At the siderdemon encounter at the YSK looks like it's intended to let them infight, I was able to sneakily press the switch and get the key without wasting ammo. The setup of the central elevator that progressively lowers revealing new floors to explore was nice.

MAP32: Here there's a good choice of non-linearity, you can start to tackle the map in various way and some routes seem that are better than the others. I think that this level is less impressive compared to the normal maps with lots of time to spend in corridors and the details and the more blocky architecture were less striking thought there's still some good care put into them. It's different from the tired trope of the Wolfenstein levels in Doom at least.

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I really enjoyed the aesthetics and gameplay of this one too, until the second level. Then I got stuck because I forgot about the SR switch near the start and had to check in DoomBuilder. Then I faced a baron without enough shells and stepping on his platform spawned a bunch of chaingunners I also didn't have ammo for. 

 

This thing shows a ton of potential. I think a little tightening of gameplay would do a lot of good.

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21 hours ago, NaturalTvventy said:

I really enjoyed the aesthetics and gameplay of this one too, until the second level. Then I got stuck because I forgot about the SR switch near the start and had to check in DoomBuilder. Then I faced a baron without enough shells and stepping on his platform spawned a bunch of chaingunners I also didn't have ammo for. 

 

This thing shows a ton of potential. I think a little tightening of gameplay would do a lot of good. 

 

Thanks for the advice. In the further development of the levels the game will be tougher. Initial maps should not frighten the player with complexity, gradually involving in the process.

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@BeeWen I really like the midi's you used in your maps, but you didn't list what any of them are. Long story short, I wan't to use some of them in a megawad project I've been working on, but I want to know where they're sourced from. So if you could make a "midi list" in your readme.txt next time, that'll be great. :^)

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On 3/24/2019 at 7:37 PM, Memerz1 said:

@BeeWen I really like the midi's you used in your maps, but you didn't list what any of them are. Long story short, I wan't to use some of them in a megawad project I've been working on, but I want to know where they're sourced from. So if you could make a "midi list" in your readme.txt next time, that'll be great. :^)

 

The final version with a full set of levels will have an info file with project resources.
and MIDI including. But some of the tracks are taken from anonymous collections and are simply numbered.

Completed construction of map number 25. The volume is relatively large, the attempt to combine organic with techno style is clearly not new, but I hope my version deserves attention.

 

@haruko haruhara

Will the video continue to the next levels?

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The work reached the 30th map, it remained the last one until the final assembly in the classic format. After that, it remains to put in order the names of the levels and other documentation. For now, tests are needed, thanks to which many minor faults have already been fixed at other levels.

 

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