Secretdoom: Disrepair

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Cyberdemon531
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Secretdoom: Disrepair

Post by Cyberdemon531 »

Image

--Summary--
Disrepair is a 9 (10 counting secret) map episode that makes use of G/ZDoom enhancements, including, but not limited to, DECORATE monsters, 3D Floors, and Scripted Events.
There is also a Survival Mode included, which changes seven of the maps into an endless horde mode with some slight objectives.

--Credits--
Music was pulled from other wads, with the permission of the artists, such as PRIMEVAL and Mr. Freeze. As well as original music composed for this wad by nub_hat. Other music was pulled from archive websites with no credible authors. Textures, monsters, items, etc were pulled from Realm667.

--Speedrunning--
PAR times are based off of the speed run route for each level that I have implemented. If you're wondering why your finish time is so far off, look for some secrets or skips!

Screenshots: http://imgur.com/a/V2OcF

I also have two videos of some maps.
https://www.youtube.com/watch?v=9fVJ8sa7A7s - MAP04 Demo
https://www.youtube.com/watch?v=B2OTAJR3kD0 - Survival Mode Demo

And here is the download link. http://bombch.us/dNw
Updated on 3/26/14 - Version 1.4
Last edited by Cyberdemon531 on Wed Mar 26, 2014 9:35 am, edited 8 times in total.
Onslaught Six
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Re: Secretdoom: Disrepair

Post by Onslaught Six »

Played it. Finished it. Overall, liked it a lot, but I've got some constructive comments:

-For the love of Christ, don't disable jumping and crouching. That's only going to piss players off, especially in a mod with a bunch of new monsters, 3D floors, etc. I use jumping quite a bit to do relatively mundane things like stay out of nukage, avoid Revenant fireballs, and other stuff. If your levels aren't intended for jumping, then put that in the readme, but don't outright disable it, that's bogus. (In fact, I'm amazed it's even possible.)
-The music is, overally, pretty great, although I obviously recognized some songs more than others, and some were better done than others. (Tallon Overworld is a great song and fit perfectly in the level.)
-Fuck whoever made the berserker runner screaming dudes, and fuck you for putting them in.
-The final two levels need SERIOUSLY toned down. Fuck the "Crackodemon," he's obscenely powerful and would sometimes kill me in one hit after using resurrect in the console. I played with vanilla weapons (with Stomper graphics) so I was routinely getting my ass handed to me by some of the boss monsters. (I only started using resurrect after it became clear that I was just getting killed in the same place over and over again, and I wanted to see the end.) The last level is just fucking insane and I'd love to see someone actually complete the fucking thing legit.
-You GOTTA take out the green Volcubi in the first big room of the last map. If he flies too high, and you shoot him with a rocket launcher, he can blast backwards into other parts of the level and has a hard time coming back. I had to enable fly and go chase him down to get the rest of the level to lower.
-The entrance to the secret level is a pile of bullshit. If the player falls into that nukage pit, they have no choice but to die, and I didn't find any radsuits in the time I played the level, so I finally gave up and God moded so I could explore, and inadvertently found the secret exit. Not the coolest way to find it. I would consider doing it differently, or putting a radsuit nearby when you fall into the pit.

Other than that, I'd say it's pretty good. The texture set is fantastic and the usage is stellar, and most cases of architecture are great looking and play well (although I'm not a fan of those spiral staircases, they're easy to fall off of.) My main issue is that I always seemed like I was walking around with 100% health (or close to it) and then I would run into a room literally filled with bad guys who would take me down to 25% or less in a matter of seconds. I don't really like my encounters to go that way; I'd rather run around with 40% health and worry about just a few monsters being able to kill me, it's much more tense that way.

Now just for some technical comments:
Image
MAP01: Some of the pillars are too close to the walls in this room and can't be walked around; this makes it hard for the player to maneuver. (Also, some of the lights scroll, and some of them don't. I don't know why the inconsistency.)

Image
MAP01: HOM texture.

Image
MAP02: This texture goes into the floor, pretty sure it shouldn't do that.

Image
MAP02 (I think): HOM texture.

Image
This elevator worked weird. The switch lowers it, but it seems like walking over the linedef to step off onto the lowered platform made it go back up. Kind of counter intuitive.

Image
HOM again.

Image
IMO this could do with more of a "ledge" overlooking into the red room. I guess it's fine as is, but it looks like the wall is just paper thin.

Image
Enter the room with the yellow key. Have to exit with a switch, forcing me to fight that Cacos, rather than pick my battles and get the fuck out. Total bullshit. Don't trap the player by changing the rules. If a door required a simple key to walk through the first time, it should exit the same way.

Image
Blue armour in a room with a Hell Knight and some weaklings. The reason I bring this up is it's on a little bit of an extended "ledge," but you're fighting a Hell Knight in very close quarters. The player's inclination is to get with his back against the wall and circlestrafe, but this "ledge" sticks out like a sore thumb and blocks the player, forcing him to move forward and then continue trying to move right. They won't be expecting that and it can get them killed. Either inset the "ledge" into the wall, or if you're dead set on it, make the edges of it angular and smooth them out a little to make it so the player can "glide" smoothly over it instead of getting stuck on the architecture.

Image
Texture is poking through the wall or something--slime trail?

Image
I tried for a minute straight and COULD NOT FUCKING hit the switch and get onto the platform fast enough. Make the platform stay down longer. There's NO reason for this bullshit.

Image
Like the yellow key door in the Caco room above, there is NO reason the entrance room in the last level should permanently close behind the player. I left some weapons in there, expecting to be able to go back and restock mid-fight, only to have it close behind me and screw me over. Don't do that.

Image
The sky texture loops oddly and doesn't look right.

Overall, still a fun romp, just has some issues that can be worked on. I didn't try out Survival mode because it doesn't interest me, sorry.
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Cyberdemon531
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Re: Secretdoom: Disrepair

Post by Cyberdemon531 »

A lot of the texture issues don't appear on GZDoom, I don't quite know why.

Also, there is a switch in MAP03, that makes a Radsuit appear in the nukage tunnel down there. As for the other comments, I will try to rebalance things a bit, and try to update it sometime tomorrow. Thanks for the feedback
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idGamer
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Re: Secretdoom: Disrepair

Post by idGamer »

I've played through about half of it, and I've thoroughly enjoyed it. The music is nice, and the attention to detail is quite good.

A few minor complaints I have so far:

1. There are few instances were the wall textures weren't aligned properly (not a big issue, though)
2. There's a secret at the end of level 2 (I think?) that has nothing in it on Hurt me plenty. I don't know if this is by design, or if there was something I missed though.
3. The kamikaze zombies are used in annoying ways a few times, like when they're tucked in small rooms, chasing you down almost as soon as you walk in.

But still, nice work. :)
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Cyberdemon531
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Re: Secretdoom: Disrepair

Post by Cyberdemon531 »

Updated it with some input from your suggestions. Also, rearranged some things as well. Hope it's better.
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TheMightyHeracross
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Re: Secretdoom: Disrepair

Post by TheMightyHeracross »

Onslaught Six wrote: -For the love of Christ, don't disable jumping and crouching. That's only going to piss players off, especially in a mod with a bunch of new monsters, 3D floors, etc. I use jumping quite a bit to do relatively mundane things like stay out of nukage, avoid Revenant fireballs, and other stuff. If your levels aren't intended for jumping, then put that in the readme, but don't outright disable it, that's bogus. (In fact, I'm amazed it's even possible.)
-The music is, overally, pretty great, although I obviously recognized some songs more than others, and some were better done than others. (Tallon Overworld is a great song and fit perfectly in the level.)
-Fuck whoever made the berserker runner screaming dudes, and fuck you for putting them in.
-The final two levels need SERIOUSLY toned down. Fuck the "Crackodemon," he's obscenely powerful and would sometimes kill me in one hit after using resurrect in the console. I played with vanilla weapons (with Stomper graphics) so I was routinely getting my ass handed to me by some of the boss monsters. (I only started using resurrect after it became clear that I was just getting killed in the same place over and over again, and I wanted to see the end.) The last level is just fucking insane and I'd love to see someone actually complete the fucking thing legit.
-You GOTTA take out the green Volcubi in the first big room of the last map. If he flies too high, and you shoot him with a rocket launcher, he can blast backwards into other parts of the level and has a hard time coming back. I had to enable fly and go chase him down to get the rest of the level to lower.
-The entrance to the secret level is a pile of bullshit. If the player falls into that nukage pit, they have no choice but to die, and I didn't find any radsuits in the time I played the level, so I finally gave up and God moded so I could explore, and inadvertently found the secret exit. Not the coolest way to find it. I would consider doing it differently, or putting a radsuit nearby when you fall into the pit.
Dude, calm down! You don't need to make personal attacks on the OP, just give your opinions without raging at him.
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insightguy
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Re: Secretdoom: Disrepair

Post by insightguy »

TheMightyHeracross wrote:
Onslaught Six wrote:
Spoiler: WALL O TXT!!
Dude, calm down! You don't need to make personal attacks on the OP, just give your opinions without raging at him.
...I fail to see this an an actual attack...
Onslaught Six wrote:Played it. Finished it. Overall, liked it a lot, but I've got some constructive comments:

...(TXT above)

Other than that, I'd say it's pretty good. The texture set is fantastic and the usage is stellar, and most cases of architecture are great looking and play well (although I'm not a fan of those spiral staircases, they're easy to fall off of.) My main issue is that I always seemed like I was walking around with 100% health (or close to it) and then I would run into a room literally filled with bad guys who would take me down to 25% or less in a matter of seconds. I don't really like my encounters to go that way; I'd rather run around with 40% health and worry about just a few monsters being able to kill me, it's much more tense that way.

....(Images here)

Overall, still a fun romp, just has some issues that can be worked on. I didn't try out Survival mode because it doesn't interest me, sorry.
Onslaught Six
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Re: Secretdoom: Disrepair

Post by Onslaught Six »

What's a few "fuck yous" between friends, right? Sure, I use strong language, but it's only to get a point across. I think it's only fair to properly convey the rage I felt from having my shit pushed in by those damn Crackodemons.

I just have strong opinions about kamikaze zombies and getting locked out of rooms.
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Re: Secretdoom: Disrepair

Post by wildweasel »

Onslaught Six wrote:What's a few "fuck yous" between friends, right? Sure, I use strong language, but it's only to get a point across. I think it's only fair to properly convey the rage I felt from having my shit pushed in by those damn Crackodemons.

I just have strong opinions about kamikaze zombies and getting locked out of rooms.
Even still, maybe you ought to tone it down a bit in the future.
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Re: Secretdoom: Disrepair

Post by Arthropod supremacy »

I thought this was pretty fun. Nice use of the custom monsters, although the "super imps" often confused me because the visual differences between them and the normal ones were too subtle to notice while running around. The maps were pretty and I liked the fact that they were all pretty short (I don't have the patience to finish longer maps :P).

I got stuck in the first area of map eight however, in the room with the plasma rifle. Maybe I'm just stupid and missed something obvious but I couldn't find any way to proceed. What did I do wrong?
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Cyberdemon531
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Re: Secretdoom: Disrepair

Post by Cyberdemon531 »

in map 8 you have to pick up the plasma rifle to advance. I'll probably change that to a walk trigger instead for the next update.

Also another thing to note, the PAR times are based on the speed run routes for each map. (I made some skips myself into each map, so be sure to look for them ;) )
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Cyberdemon531
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Re: Secretdoom: Disrepair

Post by Cyberdemon531 »

updated again to 1.3. Fixed a lot of issues that people told me about and rebalanced some things.
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