[Release] Waterlab GZD

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Re: [Release] Waterlab GZD

Postby The Ultimate DooMer » Mon Mar 27, 2017 5:26 pm

RockstarRaccoon wrote:Oooh! Does this have big underwater areas? Nobody else seems to do those...


The main problem with those is you're limited to flying monsters, due to it being a 3D environment (maybe caged monsters too, since they can't move).

Unless you give all the monsters water wings via decorate, like I did with regular wings in Serpent's aerial-based map. (then you have the issue of keeping them below the water's surface)

There does need to be more water-based maps though.
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Re: [Release] Waterlab GZD

Postby RockstarRaccoon » Mon Mar 27, 2017 6:15 pm

There is DECORATE code for enemies that stay in the water. It's natively supported. Actually, I think it's just a single tag. No need for anything extreme, just recolor some Lost Souls with blue and call them Drowned Souls. You can also have enemies on platforms shooting into the water.

Not all areas need enemies anyway: too many Doom mappers underestimate the interest of rooms with just puzzles or scenery. A good chunk of Metroid Doom so far is just wandering through wilderness with only geemers to shoot at, and that's fine. In fact, I'd say NOT having enemies is a good way to learn better map design.
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Re: [Release] Waterlab GZD

Postby scalliano » Tue Mar 28, 2017 5:44 pm

Damn, I've been out of the game for too long. This is fantastic!

EDIT: So I finished the map on HMP, that was class. What a way for me to get back into Dooming after more than a year out of the loop. Final battle was intense, my heart sank when the Hades Elementals showed up, and then again when the Overlord appeared. Felt sorry for that last mook in the exit room, but then again I always do! Excellent.

Also, loving the fact that someone took my scientist sprites and ran with them. Might have to nick those ...
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Re: [Release] Waterlab GZD

Postby Enjay » Wed Mar 29, 2017 1:16 pm

Thank you very much. I'm particularly pleased to get such a positive thumbs up from you seeing as how so many of the inhabitants of the water lab bear more than a passing resemblance to your avatar. :)
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Re: [Release] Waterlab GZD

Postby DoomKrakken » Thu Mar 30, 2017 6:00 pm

HOLY COW, this looks BEAUTIFUL! I must play it!

We really, REALLY need more maps that look like this. Those textures are just damn beautiful. :D
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Re: [Release] Waterlab GZD

Postby scalliano » Thu Mar 30, 2017 6:05 pm

Enjay wrote:Thank you very much. I'm particularly pleased to get such a positive thumbs up from you seeing as how so many of the inhabitants of the water lab bear more than a passing resemblance to your avatar. :)




:P
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Re: [Release] Waterlab GZD

Postby DoomKrakken » Thu Mar 30, 2017 8:03 pm

WAIT WAT.

There's a mod where we can play as Cameron? :D
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Re: [Release] Waterlab GZD

Postby scalliano » Fri Mar 31, 2017 6:13 am

Eventually ;)
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Re: [Release] Waterlab GZD

Postby Zeberpal » Fri Mar 31, 2017 6:50 am

That room with BFG was quite an uneasy feeling. Nice
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Re: [Release] Waterlab GZD

Postby Enjay » Sat Apr 01, 2017 9:49 am

scalliano wrote:video

Thanks for recording that. I like watching people play my stuff. I watched the whole thing. The Cameron mod looks really good too. :D

Zeberpal wrote:That room with BFG was quite an uneasy feeling. Nice

Thanks. "Uneasy" was exactly the feeling that I was trying to get with that room.
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Re: [Release] Waterlab GZD

Postby Dynamo » Sat Apr 01, 2017 1:21 pm

Amazing work as always, Enjay!
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Re: [Release] Waterlab GZD

Postby Osiris Kalev » Mon Apr 03, 2017 1:40 am

Another great map as always Enjay. It felt like a good map to play, to get back into Doom again. Although, I only found 10 of the secrets, so still feeling quite rusty, heh. But yeah, solid map, solid gameplay, with the great Enjay standards.

I quite liked the choice of music used in the final area. It's not often I hear that song (or any remixes of it).

Edit: And after watching the video for the secrets I missed (because, curious), I feel a bit silly missing the ones I did.
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Re: [Release] Waterlab GZD

Postby Enjay » Mon Apr 03, 2017 5:11 am

Thank you both very much. :)
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Re: [Release] Waterlab GZD

Postby Graf Zahl » Tue Apr 18, 2017 3:18 pm

It's funny. Enjay releases a new map without any fanfare, making it look like he just slapped it together, but of course it easily outclasses 90% of the more heavily promoted stuff out there.
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Re: [Release] Waterlab GZD

Postby TerminusEst13 » Tue Apr 18, 2017 3:54 pm

Graf Zahl wrote:It's funny. Enjay releases a new map without any fanfare, making it look like he just slapped it together, but of course it easily outclasses 90% of the more heavily promoted stuff out there.


Enjay's actually a really good mapper, unlike most of us hacks. ᕕ( ᐛ )ᕗ
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