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Yea... this is a 1 map mod (runs on ZDoom, GZDoom and Skulltag), it lasts around 5 minutes. It is based on this concept that I had over a year ago:
I just expanded on it.
Screenshots:
Spoiler:
Playthough (Spoiler, I recommend you only watch this if you get stuck.)
TIPS:
The lost soul regenerates health while it is charging through the air.
In this map, there is no health other than a hidden soulsphere, try not getting bitten/headbutted/howeverthelostsoulattacksyou often.
If you would like to map for this project, I encourage you.
Download here: Lostsoulislostv1.pk3
This is single player, don't bother hosting it online on Skulltag or something.
Last edited by DTDsphere on Sat Feb 11, 2012 2:59 pm, edited 3 times in total.
Well this is pretty freakin' cool. Very nice concept.
Gave it a go, and it was pretty challenging. The title "Lost Soul is Lost" kinda made me imagine that it would be a friendly lost soul which had lost its way home or something and you'd have to accompany it back home/to the exit. Awww, poor thing.
...So I was kinda startled when the little bastard screamed in my face and rammed me to death (which took about 3 seconds).
Making the soul shoot off and fetch keys for you is a really nice touch. I also like the fact that it regenerates health, but I think I'd like to be able to see just how much health it has with an on-screen display.
VERY well done on the map itself. Very atmospheric and creepy - and that's not just because of the music. The lighting is done really well - reminds me heavily of Claustrophobia.
Also,
Spoiler: spoiler alert
I really like how making it charge through Baphomet's brain-hole is what exits the map.
(Although when it charges through, it seems to activate the ending purely by crossing the line. There's a BossBrain in there which doesn't seem to serve a purpose. Unless you intended to make it explode as well?)
Got some issues, though:
- That first elevator is a tad tricky. The puzzle after that is WAY easier. Maybe widen it to 128?
- Not sure how to legitimately get the red key - that puzzle is kind of a weird setup. You can just crouch through the opening and reach the other side of the slime to get it that way.
- Couldn't figure out how to get to the Hell part of the map because the teleporter didn't seem to do anything no matter what I did.
- I couldn't get the little bastard through the exit.
More maps need to be made for this. Maybe more types of souls, as well?
It's a nice idea and a very creative use of the way the Lost Soul works - having watched that playthrough video the puzzles look pretty hard to pull off on occaission. Impressive work nonetheless though!
Jimmy wrote:
Got some issues, though:
1: That first elevator is a tad tricky. The puzzle after that is WAY easier. Maybe widen it to 128?
2: Not sure how to legitimately get the red key - that puzzle is kind of a weird setup. You can just crouch through the opening and reach the other side of the slime to get it that way.
3: Couldn't figure out how to get to the Hell part of the map because the teleporter didn't seem to do anything no matter what I did.
4: I couldn't get the little bastard through the exit.
1: I'll do that.
2: Yes, I guess the switch is hidden from sight. I should make it visible and remove that blue thrust pad.
3: What source port are you using? This seems strange.
4: Yeah, I'll widen the space that the Lost Soul can enter even further.
Jimmy wrote:More maps need to be made for this. Maybe more types of souls, as well?
Well, this is an open project really, anyone can feel free to make a map based of this or similar to this.
Ideas for lost souls is just simply pads that they hover over to become recoloured permanently until they hover over a different one.
Red = Normal.
Yellow = Clip to floor. This can be useful so you can make the Lost soul go down stairs.
Green = Friendly. This can be useful so that you can get this to attack enemies that you cannot reach, to obtain goodies they drop, like health, keys or other shit.
Blue = Platform (Cannot move up or down). This is useful so you can stand on the lost soul to travel across bridges.
Phobus wrote:It's a nice idea and a very creative use of the way the Lost Soul works - having watched that playthrough video the puzzles look pretty hard to pull off on occaission. Impressive work nonetheless though!
Thank you very much. The map took 2 days straight of me working on it.
As a totally random, blind suggestion: make sure your teleport destinations are flagged to appear on all skill levels and for all classes. That's bit me in the butt more than once.
Xaser wrote:As a totally random, blind suggestion: make sure your teleport destinations are flagged to appear on all skill levels and for all classes. That's bit me in the butt more than once.
Yeah, this probably was the problem :/
I fixed it now.
After I fix the rest of the things, I'll upload the newer version.
About Capture the Capture... those effects, are just in the video or apear in game? Like that in 2:24, that appears to change the texture, and all the others... how did you do that?
About Capture the Capture... those effects, are just in the video or apear in game? Like that in 2:24, that appears to change the texture, and all the others... how did you do that?
Simple video editing.
Also, I've updated my map. I've added more secrets and fixed a few bugs.
If your spawnpoint is in a weird locaion, redownload.
Currently I'm working on multiple projects.
The other project I'm working on is called ARMEDrecruit. Only a few things need to be added before I can work on this project again.
However, I'd like to know if it would be worth while to make more maps for this. Would anyone be interested to play this same concept over again, also I'd like a team helping me with this project, such as giving me ideas and submitting maps.