Get Out Of The Dark

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eLeR
Posts: 37
Joined: Tue Jun 25, 2019 6:29 am

Get Out Of The Dark

Post by eLeR »

Hello everyone,
I would like to present "Get Out Of The Dark v2" . At the end of 2021, I refreshed this map with the latest port GZDoom capabilities. By adding new textures, environmental sounds, sprites, lights, I wanted to give this level a specific dark atmosphere.



Download link:
https://www.mediafire.com/file/cb38og68 ... 2.wad/file

Version: 2.0

Single Player: Designed for
Cooperative 2-4 Player: Yes
Deathmatch 2-4 Player: Yes (not tested);
I tested it with: GZDoom since v4.6.1
Doom 2 (UDMF) Format
Freelook: Yes
Jumping/crouching: No
IWAD- doom2.wad
Map is on map01
Base: New from scratch
Editor(s) used: Edmap, Doom Builder, GZDoom Builder master, Ultima Doom Builder
Known Bugs: No

Patch notes:
- A lot of visual changes have been made - new textures, more architectonic
details, added lighting;
- New secrets have been added;
- There has been a slight change to the level communication system (exit from
the prison, access to the red card tower) to improve orientation on the map;
- Increased amount of enemies and ammo / other items;
- Lots of decorative elements in the form of sprites and sound effects have
been added;
- Now you can dive in the swamp;
- An earthquake effect has been added;
- Music in the form of ambient has been added.
===============================================================================================
Old version
Spoiler:
Opinions and comments are welcome.
Last edited by eLeR on Sat Mar 26, 2022 12:08 am, edited 8 times in total.
User avatar
grouchbag
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Re: Get Out Of The Dark

Post by grouchbag »

Sorry to tell you this, but it won't download. All I'm getting is a log in screen. Anyway, your wad looks very interesting.
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eLeR
Posts: 37
Joined: Tue Jun 25, 2019 6:29 am

Re: Get Out Of The Dark

Post by eLeR »

grouchbag wrote:Sorry to tell you this, but it won't download. All I'm getting is a log in screen. Anyway, your wad looks very interesting.
I have now added the attachment directly to the post.
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Slax
... in rememberance ...
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Re: Get Out Of The Dark

Post by Slax »

Just fix the link. You copied it wrong. Hit share on dropbox and then create link.
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eLeR
Posts: 37
Joined: Tue Jun 25, 2019 6:29 am

Re: Get Out Of The Dark

Post by eLeR »

Slax wrote:Just fix the link. You copied it wrong. Hit share on dropbox and then create link.
Thank you for the tips. I have replaced the correct link.
Below is the next recording.

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eLeR
Posts: 37
Joined: Tue Jun 25, 2019 6:29 am

Re: Get Out Of The Dark

Post by eLeR »

I have just recorded the last part of the film showing the finish of this level.

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eLeR
Posts: 37
Joined: Tue Jun 25, 2019 6:29 am

Re: Get Out Of The Dark

Post by eLeR »

I post update 1.2
The list of changes below:
- New decorations have been added (stalagmites in the zone of red, blue and yellow key).
- A new secret
- New texture (rock with creepers)
- A more realistic Mancubus cave in the yellow key zone (jagged shapes and shading).
- A more realistic Arachnotron cave in the yellow key zone (jagged shapes and shading).
- A more realistic Arachnotron island in the yellow key zone (jagged shapes and decorations).
- A more realistic Cacodemon cave in the yellow key zone (jagged shapes and shading).
- A more realistic Cacodemon cave in the blue key zone (jagged shapes and shading).
- Irregular shore at the bloody waterfall.
- Fix "slime trail" bug at the bloody waterfall.
- The barriers over the water in the zone of yellow and blue key have been lowered.
Screenshot_Doom_20190702_151208.png
User avatar
eLeR
Posts: 37
Joined: Tue Jun 25, 2019 6:29 am

Re: Get Out Of The Dark

Post by eLeR »

In the first post, I provide a detailed description of the new version and download link.
Patch notes:
- fixed bug related to crashed in PrBoom +,
- difficulty grading added
- local gradation of lighting added,
- new textures have been added - rock with creepers (smooth ending),
- noises were separated between individual sub-location,
- basic optimization of the gameplay (distribution of weapons, ammunition, monsters),
- co-operation elements (not tested) have been added,
- change of the starting point in the new sub-location (adequate to the level title),
- an additional room was added at the old starting room,
- the room "Arachnotrons ambush" has been visually modified,
- the yellow skull key was given up. The door to the yellow key leading to the arena is now opened with a lever,
- the stone fortress in the yellow key zone has been visually modified,
- an alternative descent to the lower level of the above fortress was added,
- a transitional room was added leading to the area surrounding the above fortress,
- the area behind the river was expanded in the yellow key zone,
- blockages preventing the entry into the river have been removed,
- the triple tower with Revenants has been visually modified,
- added the effect of filling the moat with blood in the trap of hell barons in the blue key zone,
- added cracks in the above place,
- increased barriers on the river in the area of the blue key,
- the last floor of the bloody stairs was extended,
- the cage above the Revenant cliff was enlarged and an alley was added where you can hide from the enemy's fire,
- the transition to the area behind the river in the red key zone has been added,
- the area behind the river was extended in the red key zone,
- an alternative transition to the Revenants tower has been added,
- the Revenants tower interior has been visually modified,
- the blockade on the stairs inside the Revenants tower was removed,
- opening of rooms with monsters surrounding the main arena (temple of evil) was abandoned,
- the final sublocation was rebuilt,
- changing music to „Shawn's Got The Shotgun”
- Changing the texture of the sky (classic sky from doom 1)

Promo movie:
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eLeR
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Re: Get Out Of The Dark

Post by eLeR »


Last edited by eLeR on Sun Aug 04, 2019 8:41 am, edited 1 time in total.
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eLeR
Posts: 37
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Re: Get Out Of The Dark

Post by eLeR »

New version 1.3.7: http://www.mediafire.com/file/txzxbhc0t ... 7.zip/file

Patch notes:

• texture alignment improvements;
• two new secret places have been added;
• a number of optimizations were made regarding the placement of ammunition, first aid kits, armor, weapons, etc. (mainly by increasing the amount available on the map);
• optimization has been made for meetings with demons:
o In external areas, enemies appear only after entering a given subregion.
o The enemies appear on the tower of revenants only after approaching this area.
o Hidden opponents visible in external areas from behind prison bars;
o Several imps and one demon were added in prison;
o Mancubus was added to the outer area in the red key zone;
o In an ambush with a super shootgun, the demons were replaced in the red key zone as king of hells and two chaingunners;
o Changed arrangement chaingunners in the tower with a red key;
o In the temple of evil imps were placed instead of lost souls;
o Cyberdemon in the final sublocation is available on all skill levels;
o In the final sublocation, instead of imp'es, revenants and chaingunners were put in, and cacodemons and barons of hell were added.
• A number of markings for individual key zones have been added to facilitate orientation in the level.
o Prison bars opened with a lever using a yellow key were marked;
o Wall textures have been changed in the red key zone to help locate the secret passage;
o Columns with a yellow skull were added in the outer area of the yellow key;
o At the elevator to the technical room in the zone of the yellow key was added a pole with a yellow skull;
o In the tower located in the zone of the yellow key, the elevator was added a pole with a yellow skull and the elevator area was illuminated;
o A pole with a blue skull was added in the isthmus by the waterfalls;
o At the entrances to the outer area of the red key zone, columns with a red skull were added;
o A pole with a red skull was added to the revenat tower on the path leading to the center;
o At teleport leading to the tower with the red key, the posts with the red skull were added;
• The entrance to the prison has been improved from the side of the area of the outer zone of the red key.
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Yebudoom
Posts: 114
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Graphics Processor: nVidia (Modern GZDoom)
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Re: Get Out Of The Dark

Post by Yebudoom »

So you updated it already! That's great, but don't fall into the trap of never being satisfied with your creation, which could force you to update one map infinitely and never work on new maps. Maybe consider making a new map, GOotD is really good already.

All right, let me link to my playthrough of v1.3.6 for posterity:
Spoiler:
You know my opinion, but for people reading this: a very good large map, tons of monsters, the layout is sometimes confusing and one can get lost (I did), too many spots where the monsters can snipe you from afar. All in all, recommended. But maybe not on UV :mrgreen:
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eLeR
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Re: Get Out Of The Dark

Post by eLeR »

Yebudoom wrote:So you updated it already! That's great, but don't fall into the trap of never being satisfied with your creation, which could force you to update one map infinitely and never work on new maps. Maybe consider making a new map, GOotD is really good already.

All right, let me link to my playthrough of v1.3.6 for posterity:
Spoiler:
You know my opinion, but for people reading this: a very good large map, tons of monsters, the layout is sometimes confusing and one can get lost (I did), too many spots where the monsters can snipe you from afar. All in all, recommended. But maybe not on UV :mrgreen:
Thank you for playing and opinion. This is the last version so much interfering with this level. If there are any subsequent versions, it will only fix the errors reported by the players.
I already have an idea for a new level :wink:
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Yebudoom
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Re: Get Out Of The Dark

Post by Yebudoom »

eLeR wrote: I already have an idea for a new level :wink:
Great, looking forward to it!
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eLeR
Posts: 37
Joined: Tue Jun 25, 2019 6:29 am

Re: Get Out Of The Dark

Post by eLeR »

Hello everyone. I just shared the latest version of my map in the first post. Feel free to play.
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