[Released]Extinguished - single-player Doom 2 level

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Stormwalker
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[Released]Extinguished - single-player Doom 2 level

Post by Stormwalker »

So I had an idea a few months back. When you ask seasoned Doomers what their least favorite Doom 2 level is, the response you usually get is MAP21("Nirvana"). I revisited this level recently on a whim, and as expected it is pretty atrocious. I thought it might be cool to try and make a new and improved version of Nirvana. Since the original Sanskrit word "nirvana" meant "extinguished", I figured I'd use that name for the level. However, as the level progressed it began to take on a life of its own, straying further and further away from the original concept. There are still be some notable references to MAP21 of Doom 2, but I felt that sticking too rigidly to the format of that level was limiting my creative freedom, and would've ultimately resulted in a subpar level.

Extinguished is a single-player map for Doom 2 occupying the MAP01 slot, playable in limit-removing source ports. I tried to make the map pretty difficult without creating a slaughtermap. The map is now complete and has been released.

Screenshots:
Spoiler:
/idgames link
https://www.doomworld.com/idgames/level ... f/extngshd
Last edited by Stormwalker on Mon May 23, 2016 4:40 pm, edited 6 times in total.
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Ethril
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by Ethril »

Stormwalker wrote:When you ask seasoned Doomers what their least favorite Doom 2 level is, the response you usually get is MAP21("Nirvana").
I always thought everyone's least favorite D2 level was The Chasm.
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Jeimuzu73
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by Jeimuzu73 »

Shouldn't this be in Projects?
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by wildweasel »

MJ79 wrote:Shouldn't this be in Projects?
Yeah, it should; you've got a screenshot and a download link and everything...
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AD_79
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by AD_79 »

Here's my take on it: Projects is (or at least, I would assume is) for ZDoom stuff. The tagline for Off-Topic is "If it's not ZDoom, it goes here." Seeing how this is a limit-removing map (works in PRBoom+ and whatnot), for me it does make sense for this to go there, heh.

Then again, I have seen other limit-removing/Boom projects posted in Projects (Gardevoir's Ultimate Doom II springs to mind, as an example) so I guess it doesn't really matter.
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by wildweasel »

AD_79 wrote:Here's my take on it: Projects is (or at least, I would assume is) for ZDoom stuff. The tagline for Off-Topic is "If it's not ZDoom, it goes here." Seeing how this is a limit-removing map (works in PRBoom+ and whatnot), for me it does make sense for this to go there, heh.

Then again, I have seen other limit-removing/Boom projects posted in Projects (Gardevoir's Ultimate Doom II springs to mind, as an example) so I guess it doesn't really matter.
The Project Posting Guidelines has an entry about this:
10) The Projects forum is NOT just for ZDoom-specific projects! We'll accept threads for damn near anything Doom-engine-related, and that includes projects for Zandronum, PRBoom+, vanilla Doom, Heretic, Strife, Doom 64 or even Vavoom if you want to go that route. All we ask is that you make it clear what your project needs to run; people don't tend to guess correctly when faced with a project that "won't start."
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by AD_79 »

Oops, I'll eat my words then, haha. I should probably read that sort of thing once in my life : x Regardless, I poked around the map a little bit and it's cool. Definitely not all that Nirvana-esque in the end though, as Stormwalker said, which is fine ofc
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Stormwalker
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by Stormwalker »

wildweasel wrote: The Project Posting Guidelines has an entry about this:
10) The Projects forum is NOT just for ZDoom-specific projects! We'll accept threads for damn near anything Doom-engine-related, and that includes projects for Zandronum, PRBoom+, vanilla Doom, Heretic, Strife, Doom 64 or even Vavoom if you want to go that route. All we ask is that you make it clear what your project needs to run; people don't tend to guess correctly when faced with a project that "won't start."
I'm sorry, I assumed that Projects was only for ZDoom-related stuff. Thank you for moving this to the correct subforum.
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by EffinghamHuffnagel »

Using ZDoom on UV. Good map. Good use of height. I've always liked maps where you criss-cross the same areas from different directions at different heights just using standard architecture, without 3D bridges and such.

The references to 'Nirvana' are nice, as is the great ambient/trance music, but I'm not sure the duplicated second copy of the opening rooms is necessary. It didn't feel like a 'twisted-hellish-version' of the original, just a harder version. But the teleport destination sectors in the secret areas should all be monster blocked (sectors tagged 8, 28, 10, 27, 17, etc). I telefragged a Shotgunner or Chaingunner almost every time I landed.

Linedef tag 2 teleport linedefs should be tagged as monster block. I telefragged a Caco that wandered into it, since the teleport destination in the main room has its linedefs (tag 1) tagged as monster block.

The Yellow Key bar sectors are not joined. I was able to open one of the bars and leave the others closed. That meant I was able to go through but the Mancs and the Arachno couldn't follow me. Is that considered smart gameplay or just taking advantage of the monsters' large size?

The Cyber past the Red Key door - There's enough room between the bars to shoot him and enough distance from the bars so the splash from his rockets hitting the bars doesn't affect you. I killed him with my Pistol. I used all my Bullets, then kept going back to find more ammo until he died. I was going to suggest some sort of transparent barrier instead of bars, but then I found the teleport which would have telefragged him without firing a shot. So it was all a huge trap to waste ammo. That's just evil. :D

The exit room - Chaingunners shooting at you from a huge distance is always annoying. You can't seen them, can't hear them shooting, no idea where they are; while you take damage. Good thing there weren't too many of them. The SpiderBoss died before I could shoot her. I was taking care of the AVs and I heard her die. Don't know if she got stuck on the wood sectors in front of the exit when she teleported in or if she couldn't move enough because of the monster block linedefs surrounding her.

I don't gamma-adjust, so a little dark in places, but otherwise, fun. Very nice work.
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by Stormwalker »

EffinghamHuffnagel wrote:stuff
Hey man, thanks for taking the time to play through the level and make these critiques! I will definitely be adjusting gameplay and design based on your observations. Much appreciated!
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Stormwalker
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by Stormwalker »

Please excuse the double-post, but I've updated the wad with many bug-fixes and improvements. *[INACTIVE LINK REMOVED, SEE FIRST POST]*
Last edited by Stormwalker on Fri May 20, 2016 10:40 pm, edited 1 time in total.
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by Jimmy »

I'll check this out when I get the time, should be very soon.
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by EffinghamHuffnagel »

Using ZDoom. Neither of the two Cybers teleported in. Heres why:

ZDoom requires over half the width of the monster to cross a teleport linedef before it actually teleports (one unit more than its radius). Both of your closets have less than 40 units from the teleport linedef to the outer boundary of the closet. The 80-unit wide Cybers are stuck. Move the vertices of the walls and monster-block linedefs another 32 units and they should both teleport in fine.

I was told this is a ZDoom-only issue. The problem probably doesn't happen in pr-boom-plus.
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Stormwalker
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Re: Extinguished - SP Doom 2 level - need playtesters

Post by Stormwalker »

EffinghamHuffnagel wrote:Using ZDoom. Neither of the two Cybers teleported in. Heres why:

ZDoom requires over half the width of the monster to cross a teleport linedef before it actually teleports (one unit more than its radius). Both of your closets have less than 40 units from the teleport linedef to the outer boundary of the closet. The 80-unit wide Cybers are stuck. Move the vertices of the walls and monster-block linedefs another 32 units and they should both teleport in fine.

I was told this is a ZDoom-only issue. The problem probably doesn't happen in pr-boom-plus.
Damn, I definitely did not know that. But thank you very much for pointing it out, because that is very useful information! And you are correct about PrBoom+ not exhibiting that behavior.
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Stormwalker
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Re: [Released]Extinguished - SP Doom 2 level - need playtest

Post by Stormwalker »

The completed map has been released and uploaded to the idgames archive. Thanks to everyone who played and gave criticism, especially Effingham Huffnagel and 00_Zombie_00.
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