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Point of this map was supposed to be educational for ztktx and it looked terrible. I've designed most parts over and over and over again until I got a satisfying result. This is the first released map that's been designed 100% by me. I was curious what I could possibly achieve using stock textures. There are 1-2 non-stock textures which I have used for the sake of aesthetics. Bear with me, please.
Spoiler: Frontstory
You are teleported to a dark base. You see dead bodies. Something is wrong. You hear faint demon whispers and grunts. Nothing is as it appears. The corporation the base belongs to had picked the worst place to build it and now you need to clean up their mess. Grab your weapons and fight, because you are about to find out just how much depends on your skills and success.
Ztktx, if you're reading this, know that I made this map in ~35 hours of work. This is including the learning, scrapping and re-doing. Had I not redesigned almost all rooms, it could have taken me around 20 hours. Balancing included. You CAN make quality maps. Just be creative. Maps with themes are more interesting.
Some important notes: - Credits are in the .wad in CREDITS, obviously.
- It's made for ZDoom using UDMF. Laptop sucks so I can't use the fancy GL stuff, otherwise, believe me, I'd break my ass trying to make the map even more atmospheric. For now, I tried some simple and cheap old-school lighting hacks.
- There are custom decorations. (7 or 8, idk exactly.)
- There are custom monsters. (Two.)
- The map is hard. Save.
- Don't complain about lack of ammo in some places. There's just enough ammo if you don't waste it shooting at the clouds.
- It's a killfest, to some extent. No, it's not a square room filled with just monsters. I've done some simple scripting for more entertaining fights. There is strategy involved, more or less.
- All weapons are present on the map and are not really hard to find. Just look around.
- There are no difficulty filters present. What you see is what you get on all difficulties. I've made sure it's playable on Ultra-Violence. If you find it too hard, git gud. It's hard for a reason.
- I've tried to clear most if not all bugs. If you find an issue, please tell me.
- Feedback is appreciated, naturally. If you don't like the map, don't post shit like: "Hurr durr, your map sucks! I want a refund!" Explain why it sucks in a polite manner and I might just appreciate what you're saying and improve in the future.
- I will not update the map with new features and/or balance, unless really, really needed. Does not apply to bugfixes.
Nice little simple slaughterfest, I think. Quick question though, is jumping supposed to be allowed?
Criticisms: Too much cell ammo, not enough bullets. With how much cell ammo you dish out, you hardly need to actually use anything besides the plasma gun.
Also, when the demon "wave" starts spawning, everything gets caught up on them and everything after the hell nobles and revenants get stuck behind a big wall of pinkies. Which is convenient, but probably not working as designed. Maybe just got lucky with it.
My first thought was to save the megasphere for when I got hurt, especially considering there's soulspheres and blue armor on the way down, so maybe put the final boss spawn trigger on something else. Besides that, he just donked me off the ledge and then I went back to the teleporter and just plasma gunned him to death from all the way back up at the portal. I guess it's more of a thing for people that play with freelook off?
Cell amount noted. As for the spawner bug, yeah, that's because the stairs should have been longer. Guess I'll fix the map and reupload it. And the portal wasn't supposed to teleport you all the way back. I've coded it so that if you have activated the final boss, it'll teleport you to the platform. Guess I'll have to investigate. Yeah, you were using the portal next to the portal area. Fixed that.
You up for replaying after I fix the map? Will also change the trigger. Somehow.
Still, thank you for playing the map and taking your time to point out the issues! I thought it was gonna die in the sea of projects, lol.
- Fixed a texture issue I missed.
- Fixed teleport exploit.
- Fixed slaughterfest room.
- Due to the fact that said room can now get swarmed, I've greatly reduced the number of some enemies that could possibly corner you and beat you up (I'm looking at you Pinkies).
- Increased the size of the slaughter room and moved around some columns. It may or may not be harder now. That's up to you to find out.
- Doubled the amount of spawned rockets and bullets.
- Reduced the amount of spawned cell ammo to 40/20s (was 100/20s).
- Reduced overall amount of cells by ~40%.
- Added an extra difficulty to the final boss. I felt like in its current state it was too easy to beat. Now you have more projectiles to watch out for. Don't waste ammo!
- Moved final boss activation trigger. Megasphere no longer triggers it.
- Moved teleport location away from Megasphere so you don't accidentally pick it up if you teleport after boss fight starts.
Finished it again. You may want to make the Inferno Demon immune to radius damage like a typical boss, as he dies pretty quickly to rockets. That's about all I can think of at the moment. The BFG is kind of a useless gesture in such an open area with enemies off on their own separate pillars, but it would make the slaughter room a lot more trivial than it is pretty easy if you could get it that early, so there's not really an ideal solution to that. I'd just leave it as is, since it leaves the option of being able to use whatever BFG equivalent in a weapon mod instead.
I like the revised slaughter room. Almost killed me a few times as I scrambled to get through/around some arachnotrons.
[edit]I made the slaughter room sound a lot easier than it actually is by saying that, haha. Fixed for more appropriate wording, in case you see this too late.
Somagu wrote:You may want to make the Inferno Demon immune to radius damage like a typical boss
Done.
D4D's BFG will most likely obliterate all enemies in one shot so how OP it is depends on the mod, yeah. Thanks for the feedback, man! Now if ztktx plays the map and learns a lot...my mission will be complete.
Oh, right. I forgot one last thing. It might sound a bit silly, but I'd appreciate it if you could use underscores or whatever other form of no spaces, since I use shortcuts instead of a launcher/drag and drop, and otherwise I have to modify my shortcuts to include quotes or modify the filename to not have a space.