Atlas Complex - Waste processing

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Atlas Complex - Waste processing

Postby Guardsoul » Fri Apr 21, 2017 1:25 pm

Hello everyone!

This is a medium map I finished some time ago but due to work and being enslaved by Tormentor667 working with Tormentor667 delayed a huge amount of time the release of this map (and with that I mean like 3 months).

Anyways, Atlas Complex series will be a set of 4 independant maps that will take place in an Earth UAC installations with Waste processing being the first one of them and it´s a self challenge of what I´m able to do with OpenGL features without overcharging player´s computer.

Old teaser video:
Spoiler:


Some old screenies:
Spoiler:


And of course the download link: https://www.dropbox.com/s/sc9359qqh3zyu ... 1.pk3?dl=0

Have fun!
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Re: Atlas Complex - Waste processing

Postby Ozymandias81 » Fri Apr 21, 2017 2:05 pm

Looks fnuckin' good as usual, great job GS! :rock:
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Re: Atlas Complex - Waste processing

Postby NexTheReal » Fri Apr 21, 2017 2:26 pm

looks very good, keep up the good work!
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Re: Atlas Complex - Waste processing

Postby Error313 » Mon Apr 24, 2017 3:48 pm

nice ambient and gameplay... reminds me Quake2... The ladder confused me a little ... I thought I had to activate an elevator
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Re: Atlas Complex - Waste processing

Postby Nathan_HyAn » Thu Apr 27, 2017 10:31 pm

Awesome ambient, but... am im allowed to jump or crouch? or did i just cheated? :D
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Re: Atlas Complex - Waste processing

Postby Guardsoul » Fri Apr 28, 2017 12:42 pm

Nathan_HyAn wrote:Awesome ambient, but... am im allowed to jump or crouch? or did i just cheated? :D


You are allowed and encouraged to crouch and jump, don´t feel bad about that :P
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Re: Atlas Complex - Waste processing

Postby Doominer441 » Sat Apr 29, 2017 8:37 pm

I just managed to beat this using Hideous Destructor. It's definitely doable, and I bet people who are better with HD would be able to beat it without saving nearly as much as I did.

Spoiler:
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Re: Atlas Complex - Waste processing

Postby Enjay » Sun Apr 30, 2017 10:21 am

Very atmospheric map. Dark and grungy yet somehow believably industrial - like it could exist somewhere in a twisted dark world that stinks of oil, fire, hot metal and electrical burning. There was enough in the way of choices of path and ways of approaching the map to keep things interesting but I never felt hopelessly/frustratingly lost. I like it. :D

I did, however, find that steam and spark sounds to be a bit annoying. They were just too omni-present and loud for me. When the ambience is so loud I can hardly hear my shotgun for large parts of the map, it's too loud IMO.

Oh, and I think I'm right in saying that the secret near the start with the chainsaw can be a trap. If you don't find it at the start, you can access it much later on by dropping in to it via the ducting. However, if you come in from that side without finding it earlier, you get stuck because the door can only be opened from the outside and the jump to get back to where you came from is too high.

There is also an error message that pops up in the console when the file is loaded.
Code: Select allExpand view
Script warning, "Atlas_Complex_part_1.pk3:reborn.wad:DECORATE" line 1160:
Truncation of floating point constant 2.250000


This is because line 1160 in the decorate lump uses Random instead of Frandom. This stops the error:
Code: Select allExpand view
TNT1 A 0 A_SetScale(frandom(2,2.25))



I'm intrigued by the music. The tags in the MP3 seem to say it's "Doomsday" from "Welcome Reality" by Nero but I have that album and I don't recognise the track. What is it?
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Re: Atlas Complex - Waste processing

Postby Guardsoul » Sun Apr 30, 2017 12:27 pm

Enjay wrote:Very atmospheric map. Dark and grungy yet somehow believably industrial - like it could exist somewhere in a twisted dark world that stinks of oil, fire, hot metal and electrical burning. There was enough in the way of choices of path and ways of approaching the map to keep things interesting but I never felt hopelessly/frustratingly lost. I like it. :D

I did, however, find that steam and spark sounds to be a bit annoying. They were just too omni-present and loud for me. When the ambience is so loud I can hardly hear my shotgun for large parts of the map, it's too loud IMO.

Oh, and I think I'm right in saying that the secret near the start with the chainsaw can be a trap. If you don't find it at the start, you can access it much later on by dropping in to it via the ducting. However, if you come in from that side without finding it earlier, you get stuck because the door can only be opened from the outside and the jump to get back to where you came from is too high.

There is also an error message that pops up in the console when the file is loaded.
Code: Select allExpand view
Script warning, "Atlas_Complex_part_1.pk3:reborn.wad:DECORATE" line 1160:
Truncation of floating point constant 2.250000


This is because line 1160 in the decorate lump uses Random instead of Frandom. This stops the error:
Code: Select allExpand view
TNT1 A 0 A_SetScale(frandom(2,2.25))



I'm intrigued by the music. The tags in the MP3 seem to say it's "Doomsday" from "Welcome Reality" by Nero but I have that album and I don't recognise the track. What is it?


Thank you for your review! I was really waiting patiently for it since the release of the map :P.

The music I used has been extracted from the new Doom game and it plays at the Advanced Research Complex:
Spoiler:
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Re: Atlas Complex - Waste processing

Postby Enjay » Sun Apr 30, 2017 12:38 pm

I should have also said that I liked the fights. The pacing of them was pretty spot-on for my tastes with a nice mix of bad guys but most of the fights being with lower tier enemies spiced up with the tougher ones. Ammo and health balance was just right for me too.

Thanks for the information about the music. I thought it worked very well with the map's general feel and appearance.
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Re: Atlas Complex - Waste processing

Postby HyperLuke » Sat May 06, 2017 3:59 am

What textures have been used here? Besides Doom 2's textures.
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Re: Atlas Complex - Waste processing

Postby Guardsoul » Sat May 06, 2017 2:05 pm

ZDCMP2 and Skulltag textures.
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