Infraworld - Coma Moonlight

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for questions.
Forum rules
The Projects forums are ONLY for YOUR 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.

Infraworld - Coma Moonlight

Postby StormCatcher.77 » Sun May 02, 2021 2:08 am

Game: Doom 2
Port: GZDoom
Slot: MAP01

Mouselook, Jumping, Crouching: Yes

Desctiption:

Coma Moonlight is an experimental gothic-style map created as part of the Refracted Reality project. Quite difficult development passed through couple of reworks, lasted about 4 months and ended in August 2020. Since then, map was expected to be released as part of RC2, however, everything came to the conclusion that Refracted Reality RC2 was never released, and the map went free floating.

The player's goal is to explore the temple complex and find 3 runes, after installing them on the pedestals to open the exit and leave level. Main part of gameplay is linear, but in some places player can choose direction. I'm sure sometimes players will find short cuts. Note that these are not bugs (although they were originally), since do not break map progression.

Idea of rock massive floating in the abyss with a temple carved into it came almost immediately and seemed perfect for RR. I wanted to create a Quake-like environment and make gameplay more verticality. Maybe it worked, but the price turned out to be significant - performance. GZDoom was clearly not designed for my ambitions and this became the main map problem. Due to the widespread use of portals, frame rate in some places tangibly drops. At the prototyping stage, everything was fine, but almost at the very end, with the advent of lighting and textures, it greatly ruined performance on old PCs. I could not fix this in the almost finished version, because this would require a complete redesign of the map. I decided to leave the architecture as it is, but kept the gameplay in problem areas to a minimum.

I express my gratitude for the feedback, advice and help in testing:
Killerkouhai, FrancisT218, ZZYZX, Leodoom85, IvanDobrovski, Morthimer McMare, Chaingunner, Mud

I am open to any feedback and will make edits to the project as I have free time.
Inform if you helped me with this map, but I forgot to mention you!
Hope this will be a good experience. Good luck there! 

Screenshots:



Spoiler:

Links:

Mediafire - 4 mb, ZIP

Additions:

Publications: VK Group | Doomworld | ModDB | Doom Power

Playthroughs, YouTube: UltraViolence | LVENdead | Helm

Refracted Reality RC1 main thread on Doomworld
Last edited by StormCatcher.77 on Mon May 17, 2021 6:14 am, edited 3 times in total.
User avatar
StormCatcher.77
 
Joined: 06 Aug 2017
Discord: StormCatcher.77#0440

Re: Infraworld - Coma Moonlight

Postby StormCatcher.77 » Sun May 09, 2021 10:10 am

And first update is ready! Most importantly, the map now does not require additioal resources to work.
There is no need to download a huge build anymore. Everything you need is collected in one 4 mb file.
Same link to download. Also in the near days, map will appear on \idgames and ModDB.
User avatar
StormCatcher.77
 
Joined: 06 Aug 2017
Discord: StormCatcher.77#0440

Re: Infraworld - Coma Moonlight

Postby Cabo_Fiambre » Sun May 09, 2021 10:25 am

I'm surprised no one commented on this, it looks visually outstanding and the map itself is godlike! Hope to see more!
Cabo_Fiambre
 
Joined: 30 Aug 2018

Re: Infraworld - Coma Moonlight

Postby StormCatcher.77 » Mon May 17, 2021 5:57 am

The new update is ready:

- added a jumppad at the end, which allows you not to go back through the whole map if you missed last rune
- fixed broken light on torches
- overall map brightness is increased
- fixed graphical artifacts with polyobject at top and wells
- now falling into a big hole in the lower tier center is guaranteed to teleport player to surface
- fixed missing textures and misaligments
- added sound of rune pick up

The map has also recently been spotted by Jimmy on his stream.
Most of the fixes are based on his feedback:
https://www.twitch.tv/videos/1023756467
User avatar
StormCatcher.77
 
Joined: 06 Aug 2017
Discord: StormCatcher.77#0440


Return to Levels

Who is online

Users browsing this forum: No registered users and 4 guests