Fear Station: Charlie
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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.
Fear Station: Charlie
Fear Station: Charlie is a tech-themed map for GZDooM that plays on DooM2 Map01, but the gameplay is more suitable for Map27 or so. It features a new music track, a new, tall sky, non-linear progression, and plenty of 3D constructs.
Fear Station: Charlie is ready for download:
Text File
Download File
Happy New Year, friends.
[Screenshots tomorrow.]
Fear Station: Charlie is ready for download:
Text File
Download File
Happy New Year, friends.
[Screenshots tomorrow.]
Last edited by ReX on Sun Jan 01, 2017 8:15 pm, edited 2 times in total.
- Ed the Bat
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Re: Fear Station: Charlie
Good map! I consider it an improvement over Fear Station: Bravo. Has it really been two years since the first release of that? Wow...
Re: Fear Station: Charlie
This is a nice map. I can definitely see a *lot* of your mapping tricks from the Paranoid series at play here.
Re: Fear Station: Charlie
Many thanks, Ed. Fear Station: Charlie had been languishing on my hard-drive, incomplete for the better part of a year. With the current hiatus in the finalization of Paranoiac I put in a concerted effort the last 2 weeks to get Charlie done.Ed the Bat wrote:Good map! I consider it an improvement over Fear Station: Bravo. Has it really been two years since the first release of that? Wow...
Thank you, Eruanna. As for the mapping - old dog/new tricks. Whatcha gonna do, eh?Eruanna wrote:This is a nice map. I can definitely see a *lot* of your mapping tricks from the Paranoid series at play here.
Incidentally, the battles play differently, depending on which weapons you pick up. For instance, you meet generally lesser resistance if you only pick up the shotgun, chaingun, and chainsaw. Somewhat stiffer resistance if you pick up the super shotgun. And maximum resistance if you pick up the rocket launcher and/or the plasma rifle. In other words, aside from the non-linearity lending itself to replay value, your decisions to pick up or skirt those 3 weapons also add to the replay value.
As promised. More pics at DooM NexusRex wrote:[Screenshots tomorrow.]
Last edited by ReX on Sun Jan 01, 2017 8:15 pm, edited 1 time in total.
- wildweasel
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Re: Fear Station: Charlie
Would you mind terribly resizing the images? They're much too large.
Re: Fear Station: Charlie
Done.wildweasel wrote:Would you mind terribly resizing the images? They're much too large.
- wildweasel
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Re: Fear Station: Charlie
Thank you for your cooperation. And so as to not leave this thread without some feedback, I think the monitors in the second to last shot are pretty cool.
Re: Fear Station: Charlie
Thank you ww. What would a GZDooM map be without sloped 3D sectors, eh?wildweasel wrote:I think the monitors in the second to last shot are pretty cool.
On a somewhat related note, would someone please provide feedback on the ammo & health balance? My testing showed that that the health & ammo in the first one-third of the map (i.e., until entering blue key area) is tight on health & ammo. The problem is that the map is so non-linear and the gameplay is so dictated by weapon pickups, it is difficult to test every scenario. Thanks.
Re: Fear Station: Charlie
My subsequent testing has yielded at least one instance that might be considered an error:ReX wrote:... would someone please provide feedback on the ammo & health balance?
Spoiler:Also, I've discovered that depending on the path you take, you may not have enough ammo for the enemies that ambush you in the corridors upon your return from picking up the blue key. I've added some ammo and removed some enemies.
I'd still appreciate feedback on the general balance of the game before I make the final changes. Because of the intensity of the resistance one encounters in the map, I'd rather have too much ammo than too little. Health, on the other hand, should not be plentiful.
Also, I believe this thread belongs in the Levels forum.
Thanks.
Re: Fear Station: Charlie
I've played your map and it was great, a good challenge indeed. I think the ammo placement was somewhat balanced and I used the chainsaw many times to save some ammo for imps, pinkys and lost souls. Health on the other hand was a bit scarce, but with the secrets was enough to keep going. Maybe adding health and armor bonuses scattered in the entire map could make a difference. Solid map, awesome architecture and I will definitely upload my playthrough of your map.
P.S: You abused the 3D sectors too much
P.S: You abused the 3D sectors too much
Re: Fear Station: Charlie
Thanks for your feedback. I'll look at where the additional health & armor can be added.leodoom85 wrote:I think the ammo placement was somewhat balanced and I used the chainsaw many times to save some ammo for imps, pinkys and lost souls. Health on the other hand was a bit scarce, but with the secrets was enough to keep going. Maybe adding health and armor bonuses scattered in the entire map could make a difference.
I look forward to seeing your playthrough.Solid map, awesome architecture and I will definitely upload my playthrough of your map.
Also, thanks for your kind words about the map.
Re: Fear Station: Charlie
Here's the playthrough of the map: https://www.youtube.com/watch?v=g1hVVMPR99M
Have fun!
Have fun!
Re: Fear Station: Charlie
Very nicely done!leodoom85 wrote:Here's the playthrough of the map....
You seem to have done quite well with ammo, but that's because you were using the chainsaw quite a bit. Your health was low in a few instances, and perhaps that's because of your relatively daring style of gameplay. I am a cautious player, and I rarely had any real problems with health in that map. Still, I agree that more health is warranted.
Thanks for the feedback and the demo.
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Re: Fear Station: Charlie
I found the map fairly bland. Lot of the rooms were just square with some pointless 3d floor detail thrown in (especially the railings hurt the gameplay when they block shots from monsters). Most monsters can just be avoided due to the rather open areas which give you plenty of room to maneuver. Map also had a severe lack of light variation. Everything just looks like it's light level is left at the default 192.
Re: Fear Station: Charlie
GZDooM allows for some variations in the "traditional" DooM gameplay; 3D sectors provide some of those variations. The point of these Fear Station maps is to make the environment somewhat realistic and logical (within the limitations of DooM in general). Providing railings at platforms is both realistic and logical. I agree that the railings block enemy attacks; by the same token, they make it difficult to attack those enemies. And while this might be considered by some as an impediment to gameplay, to me (and others) it simply means the player has to find an alternative method of achieving the same objective.illuknisaa wrote:...especially the railings hurt the gameplay when they block shots from monsters
It appears that your taste veers towards fighting enemies in cramped spaces. I'm not a huge fan of such levels, and my mapping tends to veer in the opposite direction.Most monsters can just be avoided due to the rather open areas which give you plenty of room to maneuver.
Actually, the default on my map editor is 160. On this map, the outdoor areas are typically between 160 and 176; indoor, well-lit areas are at 160; and poorly-lit areas are at 128, and areas with little or no lighting are at 96. Perhaps you need to adjust the gamma in your setup.Map also had a severe lack of light variation. Everything just looks like it's light level is left at the default 192.
Regardless of my disagreements with some of your comments, I do appreciate your feedback.