Sludge Refinery v1.0 (STILL WIP)

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
everennui
Posts: 35
Joined: Thu Mar 24, 2016 11:51 pm

Sludge Refinery v1.0 (STILL WIP)

Post by everennui »

Hello,

My newest level: Sludge Refinery is ready for testing.
https://www.mediafire.com/?0qsaqt45oyxkqg6

Updated 2/6/2016
This just makes it beatable and adds some health. I'm not done with it. There needs to be some more detail added and if I can streamline it and redesign it to play better I will.

This map requires GZDoom 2.2+, Doom II

The map has been made with Smooth Doom compatibility in mind so Smooth Doom will not modify the monsters. (Now it does all of a sudden. 3/11/17)

Only UV Difficulty is implemented. Experienced Doomers will probably feel like it's HMP. biggest pile of shit they've ever played. 3/11/17

What's it all about?

This map is meant to be 4 in 1. It's about an hour long and there are a little over 500 monsters. There are a few custom textures, the map is hightly scripted (~40 scripts in total), there are decorations from Hexen and Strife. Sounds are royalty free from the sound bible. ANIMDEFS on the water (like Quake)... I tried to pack it full of cool stuff (without going overboard). Music: a Radiohead midi and Master Boot Record (used with permission). Monster modifications (no modifications to vanilla monster behavior (except chaingunguy doesn't drop chaingun).

I have not tested if you can play it in Brutal Doom, but the monsters will not drop Health Items.

Image

Image

Image

Image
Last edited by everennui on Sat Mar 11, 2017 6:47 pm, edited 6 times in total.
User avatar
leodoom85
Posts: 684
Joined: Sun Sep 14, 2014 6:40 pm
Location: Earth-shaking Chile

Re: Sludge Refinery v 0.99

Post by leodoom85 »

Holy shit, that fourth screenshot is majestic, tho
User avatar
ramon.dexter
Posts: 1562
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Sludge Refinery v 0.99

Post by ramon.dexter »

Nice atmosphere. but the torches don't fit with the overall feeling. They're too bright.
User avatar
leodoom85
Posts: 684
Joined: Sun Sep 14, 2014 6:40 pm
Location: Earth-shaking Chile

Re: Sludge Refinery v 0.99

Post by leodoom85 »

By the way, I've been testing this map in Zandronum and the items dropped by the monsters, it's scripted?
everennui
Posts: 35
Joined: Thu Mar 24, 2016 11:51 pm

Re: Sludge Refinery v 0.99

Post by everennui »

I used drop item through DECORATE. I have code that is commented out in ACS because it was only working in ZDoom not gzdoom.
User avatar
LugiasBitch
Posts: 18
Joined: Tue Jan 05, 2016 3:27 pm
Location: Somewhere in America

Re: Sludge Refinery v 0.99

Post by LugiasBitch »

Lookin pretty good. I'll have to give this one a try.
everennui
Posts: 35
Joined: Thu Mar 24, 2016 11:51 pm

Re: Sludge Refinery v 0.99

Post by everennui »

There's not enough ammo.

At the end. I'm currently tweaking things.
everennui
Posts: 35
Joined: Thu Mar 24, 2016 11:51 pm

Re: Sludge Refinery v 0.99

Post by everennui »

ramon.dexter wrote:Nice atmosphere. but the torches don't fit with the overall feeling. They're too bright.
I've been able to adjust this a little, but I'd definitely recommend setting your brightness to 0.8 - 0.9 for this map. Sorry. There are so many control sectors and it becomes confusing when trying to adjust lights.
User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: Sludge Refinery v1.0

Post by BFG »

I think a more beige/sepia color for those torches would fit better than the gray.
Post Reply

Return to “Levels”