Hydrologica (1.1 update)
Posted: Thu Oct 11, 2018 10:12 am
After a long time I have finally finished it. I am pretty happy with the result, although nobody else played it yet, so who knows if it any good.
It a quite big map, but it also mostly open with key "markers" so no switches or keys hunting.
No fancy scripting or fancy dynamic lighting.
https://ibb.co/cjLEw9
https://ibb.co/b1CG9U
https://ibb.co/nkiOpU
https://ibb.co/bDnipU
https://ibb.co/iLKUUU
https://ibb.co/hnydOp
https://ibb.co/mNG9UU
12.10.2018 edit.
First of all I would like to thank you for your feedback and support.
And now thing I have forgotten to ask from you when I upolad this.
it should work with the newer version, but I was testing this with GZdoom v3.3.2.
Rendering I was using and map was built is Dark (even though some sectors may obscure enemies in the darker areas, so this is completely preference).
Please tell me what difficulty have you played on and if the resources were sufficient. And also some triggers on UV, NM may cause issues (trying to avoid spoilers) I couldn´t find a way around.
Download.
https://www.mediafire.com/file/l5akb2dl ... a.rar/file Old v1.0
http://www.mediafire.com/file/lbz8wmoew ... 1.rar/file current version
Thanks for playing and I would love to hear your feedback.
1.1 Patchnotes
Some rooms had been revamped to look better or to improve engagements.
Added few ambient sounds (waves, waterfalls, humming machinery and thomping sounds near the BFG room locks secrets).
Added details to some secret rooms triggers helping players secret hunting, in the case of BFG room secrets, sounds were added instead (as specified earlier).
Added more teleporter trigger lines and teleporter destinations from monster closets to help prevent enemies getting stuck and not teleporting properly.
Added endgame area where player faces enemies from really specific monster closets that hasn´t been activated (helping player get 100% kill count without activating every more route depending encounters).
A lot of block sound triggers had been moved or removed completely.
Killing former mankind enemies (humans, sergeants, chaingunners) now sometimes spawn lost souls or revenents near the area to divide player attention (mostly in early game).
Killing demon dogs now spawn real (ingame) demons (pinkies/specters).
Added encounters and ambush points. Added some normal difficulty (HMP) specific fights near the keys.
Goodies in some secret rooms had been replaced/rebalanced.
Number of backpacks had been lowered, ammo rebalanced not to max out too early (note that there should be enough ammo to kill everything by doing some exploration).
Amount of healing items (stimpacks, medkits and souls spheres) had been reduced, few berserk power ups added.
Some stimpacks are medkits on the UV+ difficulty (mostly in the early game to slightly compensate for no green armor at the start).
This map version uses updated version of DavidN´s plasma zombie scientist (this version drops cells).
Some glass panels are now "breakable" so that enemies will now attack player (or start infighting, some enemies are weird).
Hard difficulty (UV/NM) arenas had been slightly altered.
1. Ammo spawners are now one use only, but there are more of them and now spawn variety of ammo. (there is just enough to complete the arena - in case you had no ammo after teleporting)
2. Spider mastermind arena had been revamped (it´s far from perfect, but it is far better than V1.0 was).
3. Blue key arena now has usable switch on the player side instead of shootable one on the opposite platform.
4. Every arena now has a Soul sphere instead of regular healing items.
5. Teleporters placements and enemy count/variety had been slightly rebalanced.
It a quite big map, but it also mostly open with key "markers" so no switches or keys hunting.
No fancy scripting or fancy dynamic lighting.
https://ibb.co/cjLEw9
https://ibb.co/b1CG9U
https://ibb.co/nkiOpU
https://ibb.co/bDnipU
https://ibb.co/iLKUUU
https://ibb.co/hnydOp
https://ibb.co/mNG9UU
12.10.2018 edit.
First of all I would like to thank you for your feedback and support.
And now thing I have forgotten to ask from you when I upolad this.
it should work with the newer version, but I was testing this with GZdoom v3.3.2.
Rendering I was using and map was built is Dark (even though some sectors may obscure enemies in the darker areas, so this is completely preference).
Please tell me what difficulty have you played on and if the resources were sufficient. And also some triggers on UV, NM may cause issues (trying to avoid spoilers) I couldn´t find a way around.
Download.
https://www.mediafire.com/file/l5akb2dl ... a.rar/file Old v1.0
http://www.mediafire.com/file/lbz8wmoew ... 1.rar/file current version
Thanks for playing and I would love to hear your feedback.
1.1 Patchnotes
Some rooms had been revamped to look better or to improve engagements.
Added few ambient sounds (waves, waterfalls, humming machinery and thomping sounds near the BFG room locks secrets).
Added details to some secret rooms triggers helping players secret hunting, in the case of BFG room secrets, sounds were added instead (as specified earlier).
Added more teleporter trigger lines and teleporter destinations from monster closets to help prevent enemies getting stuck and not teleporting properly.
Added endgame area where player faces enemies from really specific monster closets that hasn´t been activated (helping player get 100% kill count without activating every more route depending encounters).
A lot of block sound triggers had been moved or removed completely.
Killing former mankind enemies (humans, sergeants, chaingunners) now sometimes spawn lost souls or revenents near the area to divide player attention (mostly in early game).
Killing demon dogs now spawn real (ingame) demons (pinkies/specters).
Added encounters and ambush points. Added some normal difficulty (HMP) specific fights near the keys.
Goodies in some secret rooms had been replaced/rebalanced.
Number of backpacks had been lowered, ammo rebalanced not to max out too early (note that there should be enough ammo to kill everything by doing some exploration).
Amount of healing items (stimpacks, medkits and souls spheres) had been reduced, few berserk power ups added.
Some stimpacks are medkits on the UV+ difficulty (mostly in the early game to slightly compensate for no green armor at the start).
This map version uses updated version of DavidN´s plasma zombie scientist (this version drops cells).
Some glass panels are now "breakable" so that enemies will now attack player (or start infighting, some enemies are weird).
Hard difficulty (UV/NM) arenas had been slightly altered.
1. Ammo spawners are now one use only, but there are more of them and now spawn variety of ammo. (there is just enough to complete the arena - in case you had no ammo after teleporting)
2. Spider mastermind arena had been revamped (it´s far from perfect, but it is far better than V1.0 was).
3. Blue key arena now has usable switch on the player side instead of shootable one on the opposite platform.
4. Every arena now has a Soul sphere instead of regular healing items.
5. Teleporters placements and enemy count/variety had been slightly rebalanced.