[Demo][Extra release, 2017-09-08] FSS

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Marrub
 
 
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[Demo][Extra release, 2017-09-08] FSS

Post by Marrub »

Download
Demo Release (3 maps)

Description
FSS: Fuck Super Shotguns is a map set I've been working on for a few months now, and my first real (and first released) attempt at mapping. I am very slow at it.
Currently, the demo includes 3 maps, and a lot of ZDoom features.
Has been tested in GZDoom 1.8.10, but not in ZDoom 2.7.1. It should work in either, anyway.

Screenshots
Image
Image
Image

Credits
Spoiler:
Last edited by Marrub on Fri Sep 08, 2017 3:50 am, edited 2 times in total.
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: [Demo Release] FSS

Post by Endless123 »

Downloaded and played at Hit Me Plenty - Died 11 times mostly on the 3rd map but that's normal stuff for me :lol:

Place i died a lot : That damn laser place on map 3 :P

The first 2 maps aren't hard due to the limited amount of enemies. However the layouts can be confusing specially on map 1(i don't know what you've smoked but that map is confusing :P ) The 3rd map is hard because of all those enemies (around something like 100) and even if they are supposed to infight - thing they don't always do as soon as they see me - there is not much firepower to stay alive. However it's just my first playthrough and i haven't discovered every secrets. I'll probably find new stuff after a second playthrough.

Conclusion : For a first attempt at mapping it's a good one. Of course it's not perfect but I know how it can be difficult to create a map. I personally tried to make one but it needed more that some work to say the least :lol:

I'll play the maps again with different mods to see how it goes.
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Sgt. Shivers
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Re: [Demo Release] FSS

Post by Sgt. Shivers »

Blasted through the mapset, really neat and surreal! I'm liking the monitors with the text on them.
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Marrub
 
 
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Re: FSS

Post by Marrub »

It's been about a year since I last worked on this and a year since then that I released this project. It's dead now, I can't fit the pieces of this mapset together in my head anymore, so, uh...
Here is my last copy of it. This copy contains two new maps, one is nearly complete and the other is just a concept. There were some minor changes to maps 1 through 3, if I recall correctly.
I am strangely proud of this project, since it led to a lot of interesting and useful thoughts and ideas, and it still manages to impress me that I could create something that I like, for some reason.
Anyway, enjoy. Pro tip: Kill the marines on map 3. I was too lazy to give the player a PowerProtection against them.

Here is the initial story for the map set, since I won't be able to write it in now. It's (not in a good way) cheesy and weird, but I can't really blame myself for that because I was a lot younger when I wrote it. :P
Spoiler: Don't read this unless you are insusceptible to crap writing
And along with that, the story for map 3's ending and transition, and explanation for map 4's entirety, since I didn't implement or write in anything about either (this was mostly written for this post):
Spoiler: This one is probably less crap
Credits:

Code: Select all

Sorry if I missed someone, I was dumb and didn't keep track of these during development.

-- Self-Made Stuff --

/music/          - M_MIND
/acs/            - All of it
/mapsrc/         - Ditto
/graphics/       - Ditto
/maps/           - Ditto
/sounds/ambient/ - hell1
/sprites/        - AVACA0, LTHNA0, TTHNA0, ZTHNA0
/sprites/unused/ - All of it
/textures/       - BGSKY1-2, ELEVCAL2, ELEVCALL, MIDGFENC, MIDGRASS, RSKY1,
                   SSKY1, STEPGRY, STEPTMW, TERMBROK, TERMINAL, UACGATE,
                   UACGTOLD, VENT, VENTOPEN, VSKY1-2
/textures/lite/  - All of it
/                - Everything not in a wad file


-- Textures --

Esa Repo (Espi), Steven Reimer   - Hellcore 2.0 textures, GGDOOR
Samuel Villarreal, Emil Brundage - IDTex textures
Nick Baker                       - nb_flats.wad
Dusk                             - dtexpak.wad
Community Chest 4 Team           - cc4texf.wad
id Software (Doom Beta)          - GOODWOOD
id Software (Doom)               - COMP03_5, LAZCTRL


-- Music --

Johan Ganeteg - M_MAP01  (Marathon: Phoenix Soundtrack - Cataklyst)
Mark Morgan   - M_MAP02  (Vault Archives - Biggest Little City In The World)
Chibi-USA     - M_MAP03  (Marathon OST - Aliens Again)
Aphex Twin    - M_MAP04  (Xylem Tube EP - Phlangephace)
Mark Morgan   - M_ODD    (Vault Archives - Radiation Storm)
Timelord      - M_CREDIT (// mystique part two //)


-- Sounds --

Ambient

Fallout: New Vegas - amgun1-5, drip1, tox1
Quake              - buzz1, comp1, fire1, fl_hum1, hum1, inv3, suck1, water1, wind2
Deus Ex            - comp2, mach1, tone1, tone2
circus2.wad        - splat11, hiss

Interaction

Unknown  - elevsw
Quake    - sequence, witty
Marathon - telein, teleout, termopen, termsw
Portal 2 - timer

World

OSTER project - fun
Deus Ex       - laser, laser1
HeXeN         - thunder1, thunder2


-- Sprites --

fragg-ed                - Food tray (FTRYA0)
Tormenter667            - Lightning (THNDA-F0)
id Software (Doom Beta) - Chair (CHAIA frames)
Raven Software (Hexen)  - Sorrow (sprites/sorrow/*)


-- Code --

DavidPH   - GDCC, and lots of help with using it
Kyle873   - Helping with various things
Yholl     - Ditto
Edward850 - Ditto


-- Testing --

Demo Pre-Release Testers

iSpook
fragg-ed

Demo Testers

Mati
iSpook
Marlus
Jay
Sgt. Shivers

Beta Testers

iSpook
Jay
Wartorn
_sink


-- Special Thanks --

Jay - Listening to me ramble on about issues with ZDoom


-- Did Nothing --

TerminusEst13
Thank you to everyone for playing. Being the direct sequel to my much larger project, Lithium, this really needed at least a release of what I have.
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