Dark Tartarus V5

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT Q&A or troubleshooting forums! They are for active projects only! Please use the Editing or General or its subforums for such questions.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Dark Tartarus V5

Postby PLA » Sat May 02, 2015 2:27 am

Dark Tartarus is a megawad with 43 very challenging maps, designed to murder the players for their slightest mistakes. V5 comes with 2 new small maps, many new areas, and deathmatch support.
Image

DL Link
http://www.mediafire.com/download/nnvrl ... rtaru5.rar


Screenshot of new areas.
Spoiler:


Great thanks for Sandro :wub: and anyone who enjoyed this mappack.
All feedbacks are welcome.
PLA
 
Joined: 30 Dec 2014

Re: Dark Tartarus V5

Postby Big C » Sat May 02, 2015 2:53 am

Oh wow, these are some of the best-looking urban maps I've ever seen just based on the screenies.
User avatar
Big C
 
Joined: 19 Oct 2010

Re: Dark Tartarus V5

Postby grouchbag » Sat May 02, 2015 3:25 am

Just downloaded,going to play later.Screenies ar great! :D
User avatar
grouchbag
I'm just a little old lady
 
Joined: 06 Dec 2012
Location: I forgot

Re: Dark Tartarus V5

Postby Endless123 » Sun May 03, 2015 3:21 am

The maps are good looking but the the difficulty is comparable to a Terry wad, at least for me. I said it more than once that i'm not a hardcore Doom gamer and i'm not particularly good at FPS in general that's why i'd like to know if someone have been able to play this mappack at UV and if yes how those maps could be passed without any cheats.

As i said the maps are looking good but while playing i felt like i'm out of my league :lol:
Endless123
 
Joined: 28 Aug 2013

Re: Dark Tartarus V5

Postby PLA » Sun May 03, 2015 4:50 am

Endless123 wrote:The maps are good looking but the the difficulty is comparable to a Terry wad, at least for me. I said it more than once that i'm not a hardcore Doom gamer and i'm not particularly good at FPS in general that's why i'd like to know if someone have been able to play this mappack at UV and if yes how those maps could be passed without any cheats.

As i said the maps are looking good but while playing i felt like i'm out of my league :lol:



There is some UV-max video on youtube that Sandro did.
https://www.youtube.com/watch?v=ADVnPDN ... a&index=16
(it's not necessary to vile-jump in the first map, there is a lot of ways to complete it)
I think sandro already hit tat22. he's too damn good.

Also you can just lower the difficult. I actually managed to beat the first 6 maps with Hideous Destructor mod on not too rough skill, with a lot of save/load of course.
PLA
 
Joined: 30 Dec 2014

Re: Dark Tartarus V5

Postby Endless123 » Sun May 10, 2015 9:58 am

Ok take 2 :lol:

Played along with PillowBlaster's Guncaster mod i managed to get enough money to upgrade my little dragon at almost full power. It doesn't prevented me from dying a lot but i guess this mod is like a Dark Souls game where it's expected to die ALOT :lol:

For other players here is the mods i used to play with this mod and i had lots of fun

1 - Guncaster : i have tones of fun playing DT with it, It's really hard but REALLY fun :D

2 - PMSX : really fun too but extremely hard due to the enemies's speed

3 - My Predator mod : Extremely hard but fun. The Xeno's acid makes it really really difficult to stay alive long enough to get pass the first barrage of enemies. Ironically it's with my Predator mod i died the most :lol:

4 - My Terminator mod : Due to the nature of the Terminator it's hard but relatively doable. However the Terminator's arsenal isn't really adapted for the immense task ahead.

5 - Kontra's Aliens Ultimate Doom TC : Once again really hard but really fun

6 - Trailblazer : Same as Kontra's AUDTC, hard but fun.

7 - jdredlaert's Predators mod : fun fun fun, hard hard hard :P

That's all the mods i mixed up with Dark Tartarus so far.

NOTE : I saw a few of the videos of the playlist you posted and i must say i'm extremely impressed by this guy's skills and uncanny ability to survive where most of us would simply get our ass kicked. I know you want this mod to be challenging but don't you think it could be wise to use less archviles? I mean they are overused in all difficulty levels and it's not really something that is seen often. Personally i think no matter the difficulty level the archviles should be used with caution because not only they can kill the player quickly but they can also revive other monsters. If 1-3 archviles are together with 2-4 Mancubus it's a challenge for anyone but if the same mancubus are with 10 archviles it takes a lot of firepower and evade skills to stay alive long enough to get the job done.

The first map for example there is 3 archviles for the first 2 lower difficulty levels, 17 archviles on the 3rd difficulty levels and 134 archviles at UV. The problem is not only how many archviles are on the map, it's most of the time they are grouped in large numbers. I know there is some trap or secret tricks to get rid of the massive number of enemies but the player has to know those exist in order to use them. Exploration is kinda hard when hitscan monsters are relentlessly shooting at you while trying to figure out the map and the possible secret locations.

Conclusion : The map set is not for the novice. However if you want to know how good you really are at Doom this mod is the one to play - specially to make the most cocky player becomes really humble :lol:
Endless123
 
Joined: 28 Aug 2013

Re: Dark Tartarus V5

Postby PLA » Wed May 13, 2015 2:33 am

It's good to know that you have little problems with so many mods. :D
Compatibility with other mods is a great concern for me, I even made a few exclusive change for complex doom, which prevent the spawning of some cyberdemons. Since most "Random Spawner" used by mod check if there is enough space to spawn the object, I simply seal that space up and relase it later, so the randomspawner thing won't work.

Endless123 wrote:NOTE : I saw a few of the videos of the playlist you posted and i must say i'm extremely impressed by this guy's skills and uncanny ability to survive where most of us would simply get our ass kicked. I know you want this mod to be challenging but don't you think it could be wise to use less archviles? I mean they are overused in all difficulty levels and it's not really something that is seen often. Personally i think no matter the difficulty level the archviles should be used with caution because not only they can kill the player quickly but they can also revive other monsters. If 1-3 archviles are together with 2-4 Mancubus it's a challenge for anyone but if the same mancubus are with 10 archviles it takes a lot of firepower and evade skills to stay alive long enough to get the job done.

The first map for example there is 3 archviles for the first 2 lower difficulty levels, 17 archviles on the 3rd difficulty levels and 134 archviles at UV. The problem is not only how many archviles are on the map, it's most of the time they are grouped in large numbers. I know there is some trap or secret tricks to get rid of the massive number of enemies but the player has to know those exist in order to use them. Exploration is kinda hard when hitscan monsters are relentlessly shooting at you while trying to figure out the map and the possible secret locations.


Because there is nothing faster than you in Doom, and hitscan enemies tend to kill each other quickly. Many of the maps features large, open space arena, which makes the archvile the only thing can stop the player. Now that you reminded me, I should probably make archvile appear less frequently on lower skill levels. in terms of firepower, 5 archviles is probably nothing different from 100 archviles, both will kill you in less than 5 second anyway, so maybe I did overused them on some occasion.

After spent a bit time playing online, I found some newly created bugs, and some user on zandronum forum suggest me to revert some of the changes. I will release a patch after enough problems have been addressed, hopefully it will cover all the problems (which is unlikely).
PLA
 
Joined: 30 Dec 2014

Re: Dark Tartarus V5

Postby ibm5155 » Wed May 13, 2015 12:03 pm

Why do many mods has badass titlepics/intro images but you enter the game and just join another vanilla mod? :roll:
Well, it looks like my older mods, the titlepic images were pretty well done, and you just entered the game and just say wat, I was waiting cry engine game not wolfenstein one rofl
------------------------------------------------------------------------------------------------------------------
By the way, this mods really looks cool to be played with that termitus scary mod
User avatar
ibm5155
Just Spooky
 
Joined: 20 Jul 2011

Re: Dark Tartarus V5

Postby Marisa Kirisame » Wed May 13, 2015 1:35 pm

So I suppose now it's perfectly mod compatible? I haven't really played since v3.
User avatar
Marisa Kirisame
ZScript Magician
 
 
 
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: Marisa Kirisame#4689
Twitch ID: magusmarisa
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
Graphics Processor: nVidia GTX or Quadro with Vulkan support

Re: Dark Tartarus V5

Postby Ethril » Thu May 14, 2015 4:12 am

ibm5155 wrote:Why do many mods has badass titlepics/intro images but you enter the game and just join another vanilla mod? :roll:
Well, it looks like my older mods, the titlepic images were pretty well done, and you just entered the game and just say wat, I was waiting cry engine game not wolfenstein one rofl
------------------------------------------------------------------------------------------------------------------
By the way, this mods really looks cool to be played with that termitus scary mod


xa-what-blink.gif
User avatar
Ethril
F1
 
Joined: 16 Nov 2008
Location: Guidance Gate

Re: Dark Tartarus V5

Postby Big C » Thu May 14, 2015 4:20 am

ibm5155 wrote:Why do many mods has badass titlepics/intro images but you enter the game and just join another vanilla mod? :roll:
Well, it looks like my older mods, the titlepic images were pretty well done, and you just entered the game and just say wat, I was waiting cry engine game not wolfenstein one rofl
------------------------------------------------------------------------------------------------------------------
By the way, this mods really looks cool to be played with that termitus scary mod


Please learn to post more clearly and less snidely than this.

More on-topic: Playing this with Accessories to Murder is a good option for a swift death.
User avatar
Big C
 
Joined: 19 Oct 2010

Re: Dark Tartarus V5

Postby Remmke » Thu May 14, 2015 10:13 am

Excellent stuff, i tried to kill everything in the first level but it was quite hard :shock: :shock: :shock: over 1000 enemies? :cry:

User avatar
Remmke
 
Joined: 10 Oct 2009

Re: Dark Tartarus V5

Postby TheUnbeholden » Fri May 15, 2015 10:41 am

Yeah perhaps you should do what skillful mappers do, and have difficulty come from good placement of enemies in well designed maps. I'd say 500 monsters in the first few maps and maybe cap it at 800 in later maps.
User avatar
TheUnbeholden
 
Joined: 22 Jan 2011

Re: Dark Tartarus V5

Postby Zanieon » Fri May 15, 2015 11:58 am

Oh, rofl, i remember this wad

if B.P.R.D saw this, he would be pleased :lol:
User avatar
Zanieon
A Tamer of The Dark
 
Joined: 13 Jan 2009
Location: Somewhere in the future
Discord: Zanieon#3177
Twitch ID: Zanieon
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI Radeon with Vulkan Support

Re: Dark Tartarus V5

Postby cortlong50 » Sat May 16, 2015 1:39 pm

i jammed my finger from clicking the download link so hard.

I have mixed experiences with urban maps.
dont make me regret it!



played it for a minute.

the maps are amazing. but there is waaaayyyy too much going on for me. its a personal taste thing, i hate slaughtermaps...and that was just madness. good work though, just not for me.
User avatar
cortlong50
editing my comments ad nauseam
 
Joined: 24 Jun 2013
Location: UT-WA

Next

Return to Levels

Who is online

Users browsing this forum: Trendiction.de [Bot] and 2 guests