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Ozônia is the third mapset of the Moonblood series, currently having 11 (E1+E2) carefully designed short maps, heavily inspired by the original Plutonia megawad. The levels are short (taking from 5 to 10 minutes to finish each), fairly challenging although enemy count is always small. These levels have been played only by myself, but hopefully you won't find any big bugs yet >.< Soundtrack is from Exomoon and Moonblood itself, but it'll change if I decide to make it a bigger release someday. The mapset has been tested on prBoom+ and ZDoom. It uses sky transfer linedef and some scrolling floors, so I think this is at least cl -11.
Hope you guys enjoy it! If possible, I would like to see some demos and/or playthroughs!
Many of the "new" textures are from the texture thread of the doomworld forum, which are all awesome!
I played the first map. It was pretty tough on UV, but still fair. Map 02 wasn't. I died right after the start and lost interest, pretty much like with the original Plutonia. So I guess, you did a perfect job here.
BTW, when you reach this point, you might get shot at by a chaingunner you just can't see, but somehow he can see you. I would suggest some minor change.
Oh yeah, map 2 has a relatively tough start, so dying a few times might be expected. In any case, I've implemented difficulty settings in any case things gets too tough
My current progress: Map 05 finished. So far, the maps have been very well designed and just the right size. I find the simple ambushes (shotgunners and chaingunners mainly) extremely impressive, with the monsters being positioned and angled just the right way (the triggered traps are another story; I hate them, but I know it has to be like that).
I need around half an hour per map (not counting the additional time needed due to savescumming). Sometimes, I just don't bother fighting.
Deadwing wrote: In any case, I've implemented difficulty settings in any case things gets too tough
I think this should be carefully read and understood by some people...
Yeah, right. Because there is no difference between an overall challenging gameplay and a completely unfair starting position that doesn't even make much sense from an architectural point of view.
Thanks a lot for the feedback, guys! (especially Get Phobo!)
Some levels I decided to make water damaging to allow some more color variety through the wad. I also took that liberty because the original plutonia also had damaging water I tried to warn the player, though, by placing a sign at the beginning of both levels (afair). Anyway, I didn't have much time lately, but I'll address the issues found in the next release
Damn, you're right. There is damaging water in Plutonia. Argh.
Anyway, I noticed that you've made extensive use of sound-blocking lines. While this is not a problem in general, the way you set them up makes it possible to trick some of the acoustically-triggered monster hordes into staying where they are in a few cases, instead of actually triggering them.
The first room of map 06 is such an example. The cacos will only get after you if you step out of that room into the hallway and then shoot. If you instead walk out and take a walk around the hallway and its surroundings in order to lure the monsters to come after you, and you run back to the room and shoot while they stand in front of the room's entrance, you will not trigger the cacos. I actually managed to kill all the monsters that were able to make it to the room entrance in this manner.
But there is more to that. Walking up to the shotgunner who stands behind the railing and shooting him there will not trigger the cacos either.
There is also a sound trigger for revenants and cacos on map 03 on the way to the blue skullkey 'arena' that can be easily avoided. I only triggered them when I had to fight that one arch-vile down in the slough.
So, those details could be worked over a bit to make them more fail-safe (unless you wanted them to be like that).