Released - Neighborhood from Hell V2

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Re: WIP - Neighborhood from Hell

Postby Sgt. Shivers » Fri Nov 09, 2012 11:02 pm

It would be cool if you added some dead civilians because at the moment the stage looks a little empty.
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Re: WIP - Neighborhood from Hell

Postby Matt » Sat Nov 10, 2012 12:16 am

The original Suburbs was very empty of friendly casualties... until you found the big gore bin.

I'll assume Sarge has something along those lines planned, not to be spoiled.


EDIT: That said:
Image
is terrifying enough.
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Re: WIP - Neighborhood from Hell

Postby Zero X. Diamond » Sat Nov 10, 2012 1:20 am

Sergeant_Mark_IV wrote:Image

Hey, it's Mike Tyson's mansion from the 80s!
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Re: WIP - Neighborhood from Hell

Postby Sergeant_Mark_IV » Sat Nov 10, 2012 1:02 pm

Updated. Check first post for Download Link
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Re: Released - Neighborhood from Hell

Postby wildweasel » Sat Nov 10, 2012 3:38 pm

Outside of a few doors that don't have their doortracks unpegged, I rather liked this map!
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Re: Released - Neighborhood from Hell

Postby perfectpitchrob » Sat Nov 10, 2012 4:11 pm

I never figured out how to get the BFG in the aquaduct, but otherwise, I enjoyed the sandbox feel of the map as well as seeing how the areas from the very abstract original were turned into realistic buildings. Honestly, I hope there are more levels like this on the way. Levels like Industrial Zone, The Factory, and even Tenements would be neat to see done in this style!
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Re: Released - Neighborhood from Hell

Postby The Zombie Killer » Sat Nov 10, 2012 6:49 pm

Whoa, excellent work Mark!
You should try and remake all of the maps, I love your style!
Have a beer (_)3

-TZK
Last edited by The Zombie Killer on Sun May 26, 2013 6:55 am, edited 1 time in total.
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Re: Released - Neighborhood from Hell

Postby Matt » Sat Nov 10, 2012 8:51 pm

The gameplay is a sore disappointment compared to every other map you've made, Sarge.

There is none of the pacing from the original. All the monsters seem to attack you at once and unless you know where all the weapons and ammo are it's just a game of run around in circles until some random stray shot finishes you off.
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Re: Released - Neighborhood from Hell

Postby ChronoSeth » Sat Nov 10, 2012 9:23 pm

The very beginning is especially bad... getting burned by an archvile while trying to avoid being splattered by the hell knight and revenants made me die in less than ten seconds on my first run.

There also seems to be extremely little health on the map; all I could find was a few well-hidden stimpacks and medikits along with a random berserk pack in one of the buildings.
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Re: Released - Neighborhood from Hell

Postby SamVision » Sat Nov 10, 2012 9:37 pm

Speaking of the beginning, do the enemies telephoner into the house or something? Because I am pretty sure there is no way into the house unless they have noclip on.
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Re: Released - Neighborhood from Hell

Postby Paul » Sun Nov 11, 2012 2:18 am

This was pretty fun (well, it was crappy and annoying until you figure out where the weapons are), but it felt like the most memorable part of the original map (the blue key platform outside the walls with the nukage and the cave with the invulnerability and teleporting monster swarm) was left out of this reimagining,

Maaan, you should have left that area in.
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Re: Released - Neighborhood from Hell

Postby Matt » Sun Nov 11, 2012 3:05 am

I was wondering where that went... (but yeah, despite the screenshots in actual play virtually nothing is recognizable, though I do give credit where it's due for the gore bins.)
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Re: Released - Neighborhood from Hell

Postby Caleb13 » Sun Nov 11, 2012 6:53 am

Very nice indeed! However, I came across a few minor bugs:

-The background buildings on the north side cause large HOMs in Zdoom 2.6.1 and weird walls-floating-in-air in GZdoom. See screenshots below.
-Sector 256 shouldn't be secret, because it is so small that it can't be triggered. Also, there is a minor HOM inside that secret fridge.
-Both Zdoom and GZdoom report several warnings during startup sequence, you might want to check them out.
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Re: Released - Neighborhood from Hell

Postby Kaal979 » Sun Nov 11, 2012 7:03 am

nfh05.jpg

Without downtown feel still great Beavis and Butthead style map!
Maybe its possible to desaturate the skytex to match the Doom lighting style.
Also im haveing some bsp clippings though useing the latest zdoom this time.
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Last edited by Kaal979 on Sun Nov 11, 2012 2:11 pm, edited 1 time in total.
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Re: WIP - Neighborhood from Hell

Postby Ravick » Sun Nov 11, 2012 10:32 am

Zdoomer1337 wrote:You should make full level packs


This!

Sgt. Shivers wrote:It would be cool if you added some dead civilians because at the moment the stage looks a little empty.


And this. (As I told for the last map :p )

___
I "ran out of ammo" at the begging too. Like in the After Holocaust, but I guess it was maybe intentional, because these maps will maybe be sequence in a pack (?) However, it is fun for me to have to run away until find some way to fight. It is more realistic then nice ammo box in nice places, like God put them there to someone to get them. I mean, we wont find ammo boxes in fancy corners of the rooms if the invasion was true... we'd have to look "narrowly" for them. But maybe some dead guys in the streets with guns and ammo near them could do the work.

I rly hope you make more reinterpretations of the original maps. Maybe Industrial Zone next? :D
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