Tranquility_Be_Gone (for ZDoom or GZDoom)

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Kappes Buur
 
 
Posts: 4154
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Tranquility_Be_Gone (for ZDoom or GZDoom)

Post by Kappes Buur »

Here are some screenshots:

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And the link for the download

Hint: To open the first door, shoot the Ettin.

Whether you love it or hate it, please, let me know how it fared.
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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London

Post by Phobus »

Ok, played it through, and it was a fun, back-to-basics oldschool ZDoom map. There are some problems however:

Ammo placement is a bit dodgy, but the amount is fine.

The monsters really need to be deaf or something, as setting off the entire map just by punching that ettin wall is not good, as they run around all over the place and make some parts very hard, and tend to get lost, making the killing of the entirity of the monsters to be very hard.

The fog choices seemed a little odd in places, particularly some eye-gouging lilac under one of the lava pools!

The demons in the lave pools weren't a good idea, as they made dying in the lava harder rather than easier.

There's some missing textures on one of the doors into the cage with the revenants, imps and demons on the way to that teleporter (that takes you into that tower in the middle of the lava pool).

There's a few too many shoot-activated doors, when really they look like they should be press-doors.

The map has lots of places that are easy to miss... not sure if that's intentional or not.

Looks a little odd in places due to lack of texture alignments, though I think the general look of the map is pretty good.

You seem to put a load of powerups in one place... but it's very easy to go there last because it's not the most obvious of places to go.

Level progression was very random. I didn't have a clue what I was doing until I had pretty much cleared the map out, then I found the exit all of a sudden.

The switch to the exit room is located in a room, with a door that only lets you in once... might want to reconsider that.

And for some extra praise - I really liked the forest bit. The look and gameplay there really stood out in that map.

Overall, it's pretty good, but has several minor flaws in it. Sod all the complaints you'll get about detail (or the lack thereof), oldschool is great. :)
Golden Heaven
Posts: 58
Joined: Thu May 24, 2007 1:07 pm

Post by Golden Heaven »

I'm going to try it out now, I'll let you know what I think when I finished it.
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Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie

Post by Unknown_Assassin »

I found this map a bit more random than your first map. Everywhere I go, I seem to run out of ammo. Also, I seem to be running around in the map, not knowing where do I go next. One more thing, when I teleported to this one area, I got hurt by just touching the ground when there was no lava or no radioactive waste around.
User avatar
Kappes Buur
 
 
Posts: 4154
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Post by Kappes Buur »

I have made a demo for Tranquility Be Gone with GZDoom 1.0.24

gzdoom -file Tranq01v2_2_1.wad -playdemo tbg221

Here is the download link. Use 'Save target as'
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qwerqsar
Posts: 236
Joined: Sat Jun 02, 2007 10:06 am
Location: The beautiful Anahuac (A mexican kind of Midgard)

Post by qwerqsar »

I must agree: At some point all mosnters suddenly run together and you run aout of everything. It is extremely frustrating to discover that for the nth time I find a mass of monsters and ALL my bullets and shells run out. And the worst part is when I run away... they are everywhere :? ! The idea is nice, but there should be more control about the wandering monsters.

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