UAC Vinur Prime Research Base - REDUX
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The Projects forums are only for 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.
Re: [Finished] UAC Vinur Prime Research Base
Bug. If play with smooth doom door from angar with blue key dont open when I kill all monsters.
All other monster replace mods works.
https://youtu.be/0TAXJ4nG9mQ
All other monster replace mods works.
https://youtu.be/0TAXJ4nG9mQ
- Zanieon
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Re: [Finished] UAC Vinur Prime Research Base
DoomKrakken had the same problem and the bug does not come from my map, but instead from the mod you're using:
Zanieon wrote:1. Try without the mod you're using, a friend told me the same thing and he was playing the map with Smooth Doom which for some reason bugs the script which should open the door after you kill all imps and pinkies.
2. Follow the above
TBH don't play this with any mod that breaks Thing_Count which a couple of mods loves to do because of A_SpawnItemEx or other trickery to spawn monsters the wrong way, it breaks a ton of maps which relies in TIDs in monsters to work properly, this map is no exception.
- Machine-Reaper
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Re: [Finished] UAC Vinur Prime Research Base
Just finished it with Doom RLA+Colourful Hell on UV. (Took about 3 hours cause I was back tracking a lot for ammo)
I really loved the massive halls and continuous and somewhat non linear gameplay but was a tad disappointed when encountered far more less the expected monster count in the said halls compared to the teleport and apparently its the only place in the map where I felt a "Rush".
Some of the other areas such as underwater/pentagram pads seem to feel like they were going to pop up a lot more stuff and things like generators, powercores seem to feel like as well that they were going to do a lot more then just be architecture porn.
The secrets were TOO easy (fleshy bits are too obvious in a tech base) rest of the map was very relaxed and the ending was extremely anti-climatic (I was seriously expecting more and the bosses littered around the ground made them feel very....unwanted)
Overall I consider this map as a very unique new thing I played in doom and it was awesome!.
I really loved the massive halls and continuous and somewhat non linear gameplay but was a tad disappointed when encountered far more less the expected monster count in the said halls compared to the teleport and apparently its the only place in the map where I felt a "Rush".
Some of the other areas such as underwater/pentagram pads seem to feel like they were going to pop up a lot more stuff and things like generators, powercores seem to feel like as well that they were going to do a lot more then just be architecture porn.
The secrets were TOO easy (fleshy bits are too obvious in a tech base) rest of the map was very relaxed and the ending was extremely anti-climatic (I was seriously expecting more and the bosses littered around the ground made them feel very....unwanted)
Overall I consider this map as a very unique new thing I played in doom and it was awesome!.
- Zanieon
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Re: [Finished] UAC Vinur Prime Research Base
Thanks for playing it, but yeah there are those bits of design issues i have made on this map and probably are going to make another update for a definitive version, the major issue it has now lies in the ending that you need to kill all monsters in the valley to exit otherwise you can't, which was annoying for half of the people that played it.
Another thing is tone down the difficulty a bit in certain areas that the traps is just too insane as well some rooms overusing too much Barons and Hellknights.
As for the teleporter section, probably i'll rethink in that part, that slaughterfest moment isn't doing great for like 40 minutes of the entire playtime of the map.
Another thing is tone down the difficulty a bit in certain areas that the traps is just too insane as well some rooms overusing too much Barons and Hellknights.
As for the teleporter section, probably i'll rethink in that part, that slaughterfest moment isn't doing great for like 40 minutes of the entire playtime of the map.
- Machine-Reaper
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Re: [Finished] UAC Vinur Prime Research Base
I hardly noticed my kill count at the last area (I never thought you had to go to the city infact I killed all the monsters around the valley and then got to the door before looking at the map and realizing I had killed all the monsters)Zanieon wrote:Thanks for playing it, but yeah there are those bits of design issues i have made on this map and probably are going to make another update for a definitive version, the major issue it has now lies in the ending that you need to kill all monsters in the valley to exit otherwise you can't, which was annoying for half of the people that played it.
Another thing is tone down the difficulty a bit in certain areas that the traps is just too insane as well some rooms overusing too much Barons and Hellknights.
As for the teleporter section, probably i'll rethink in that part, that slaughterfest moment isn't doing great for like 40 minutes of the entire playtime of the map.
The difficulty is odd, at some places, you can get stuck slightly (Health items are in unnoticeable places) and yes there were a lot Barons/Knights but I can't say that it was difficult for me cause I have solo played invasion maps of Skulltag and had experience of wide area mob fights.
otherwise I mostly think its sometimes hard to tell where your gonna get attacked from or expect fights specially since its such a wide map and you need to look around a lot.
maybe some headers that can tell your going to face a big fight will improve the flow
- Zanieon
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Re: UAC Vinur Prime Research Base - REDUX
Doing a necrobump of this just to say that i'm releasing a Redux version which makes the map more straightforward. It removes many of the exploratory-only rooms and mostly leave only the essential for the flow.
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Re: UAC Vinur Prime Research Base - REDUX
I tried the Redux out, but unfortunately, I am stuck, since I don't see a way to unlock doors. The only rooms I can access are Alley Storage, Data Hub 1, Reception, and Security Control.
- Zanieon
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Re: UAC Vinur Prime Research Base - REDUX
North Hangar Hub door should unlock after pressing the switch in Security Control.
Last edited by Zanieon on Thu May 07, 2020 8:41 am, edited 1 time in total.
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Re: UAC Vinur Prime Research Base - REDUX
I didn't see a switch in Security Control.
- Zanieon
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Re: UAC Vinur Prime Research Base - REDUX
Search it in the computer terminal nearby the Section 4 door, if you're playing with some gameplay mod, the switch is probably covered in blood
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Re: UAC Vinur Prime Research Base - REDUX
I was playing it with Guncaster, and, yeah, it was hidden by blood.
Spoiler:
- Kills_Alone
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Re: UAC Vinur Prime Research Base - REDUX
Although it is quite long I enjoyed this level. Took me a bit to realize you have to push on one section or the enemies keep coming, figured I was waiting for a timer at first.
Was a little let down by the ending because you have to locate and kill every enemy outside, think it would have been better if you tied it to killing the boss enemies and left 100% enemy kills up to the player.
I always enjoy your level design, should probably give your latest Hunter's Moon release a look.
EDIT: Played it with BDv21 GOLD, no problems except finding a few of those tasty secrets.
Was a little let down by the ending because you have to locate and kill every enemy outside, think it would have been better if you tied it to killing the boss enemies and left 100% enemy kills up to the player.
I always enjoy your level design, should probably give your latest Hunter's Moon release a look.
EDIT: Played it with BDv21 GOLD, no problems except finding a few of those tasty secrets.
- Zanieon
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Re: UAC Vinur Prime Research Base - REDUX
Thanks for trying it out!
The "kill every enemy otuside" is a rule only for the original map, Redux this has changed to find the Red Keycard exactly because many people got frustrated in having to search the remaining enemies to kill.
The "kill every enemy otuside" is a rule only for the original map, Redux this has changed to find the Red Keycard exactly because many people got frustrated in having to search the remaining enemies to kill.
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Re: UAC Vinur Prime Research Base - REDUX
Does Redux still have the endless enemies thing?
- Zanieon
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Re: UAC Vinur Prime Research Base - REDUX
It does but at a slower rate, so the player have more chances to restock and deal with the ones spawned by the teleporter more easily.