Page 1 of 2

Haunted Base [complete]

Posted: Wed Mar 28, 2018 9:30 am
by DavidRaven
Hello everyone! This is the first wad (ok, pk3 xD) I publicly release.
It's a big single player map with a few custom monsters (can probably be played in co-op but I've not tested it). While being a dark (you get a flashlight and some flares xD) and claustrophobic map, I've tried to combine that with some decent fight zones.
It's meant to be played on GZDoom 3.3.0 version, will probably work with zandronum too.
It's not a definitive version, so feedback is appreciated!

Download link: https://www.dropbox.com/s/zinou5ylkgpnd ... e.zip?dl=0

Now for the screenshots
Spoiler:
Credits:
Spoiler:

Re: Haunted Base - rc1

Posted: Wed Mar 28, 2018 9:44 am
by Korell
DavidRaven wrote: It meant to be played on GZDoom's latest version (3.2.1).
GZDoom's latest version is 3.3.0 (released on March 25th) and it is the fifth release version since 3.2.1 (3.2.2, 3.2.3, 3.2.4, 3.2.5 and now 3.3.0).

Re: Haunted Base - rc1

Posted: Wed Mar 28, 2018 9:57 am
by DavidRaven
Korell wrote:
DavidRaven wrote: It meant to be played on GZDoom's latest version (3.2.1).
GZDoom's latest version is 3.3.0 (released on March 25th) and it is the fifth release version since 3.2.1 (3.2.2, 3.2.3, 3.2.4, 3.2.5 and now 3.3.0).
Whoops, my bad, I thought I had updated the version on my pc, but I hadn't. Anyway I updated GZDoom and tested the map with the newer version, I'll upload the first post. Thanks!

Re: Haunted Base - rc1

Posted: Sat Mar 31, 2018 6:12 am
by NovaRain
The atmosphere is nice. Custom monsters fit their location pretty well, especially head spiders, but I do miss original zombies.
I think the flare could be brighter and have larger light radius, as currently I only find it useful in completely dark area (the air duct maze). In low-light areas they're kinda useless. Also the sentry gun sometimes doesn't fire at enemies even if they're already close enough.
BTW, I thought the deployable shield could block the flame attack from the final boss, but I got my butt kicked. :P

Re: Haunted Base - rc1

Posted: Sat Mar 31, 2018 8:32 am
by _mental_
Everything below is just my opinion. Please do not take it too seriously.

The map will be much better if you will drop Doom 3 style horror crap and stick with a classic gameplay.
Fighting in a pitch darkness for over half of the level isn't quite entertaining. At least, flashlight and flares have a very low lighting radius.
Combination of both gameplay styles could work. But it doesn't, there are too many monsters for a horror one and freaking darkness for a classic style.
Unfortunately, this map is an example of a good level design with a poor gameplay.

Re: Haunted Base - rc1

Posted: Sat Mar 31, 2018 9:59 am
by drfrag
Well i'm playing thru this right now and i'm liking it so far. Gameplay is pretty good IMO, only a bit hard. And also this thing runs slow on my computer, runs with ZDoom LE BTW. It works with ZDoom32 too but mirrors are broken, that's not surprising since there was some portal refactoring and the GL renderer is older so i guess i'd need to look into it.

Edit: the filename is wrong, should be hauntedbase.pk3 instead of haunetdbase.pk3.
Edit2: i've finished it. Certainly sometimes you can die surrounded my monsters in the dark and also spiders are annoying and hard to see. Too many of those narrow corridors and the area with the nukage pit where you drown in the dark is one of those WTF moments but i can live or better said die with it. Overall i liked it anyway.

Re: Haunted Base - rc1

Posted: Mon Apr 23, 2018 6:24 am
by Ozymandias81
Had pretty fun moments while playtesting this creepy map and .pk3 conversion, will give another shot and come up with moar feedbacks later for sure :D

Re: Haunted Base - rc1

Posted: Mon Apr 23, 2018 10:59 am
by Ozymandias81
Okay here you are some suggestions and a fancy imgur album which may be of use to improve certain aspects of this creepy thing:

1) Portable medikit or bandages: Some areas may use them, as an inventory item so players may decide where to use them or not
2) Brightmaps: Enemies such spiders, imps and so on may really need them and this would turn things better on dark areas
3) Headlight: Since there are several situations where you must shoot rapidly after lower the searchlight, I think a fixed headlight like this should come in hand and pretty for players

Now notable playtesting imgur album, yet didn't finished: https://imgur.com/a/6bapmPm

That's all for now :mrgreen:

PS: Oh btw tested with GZDoom 3.4 pre-253 64bit

Re: Haunted Base - rc1

Posted: Wed Apr 25, 2018 5:30 pm
by Rex705
I really enjoyed this map and wish more horror style maps existed. Maybe a sequel after this one is polished? The only things I didn't like so much are the same as what others have said with the flashlight and flares.

1) In dark areas, it's a pain to switch from the flashlight to gun and then not be able to see what you are shooting at. I just used the flashlight mod instead of the one given here.
2) The flares are a really cool idea but like others have said maybe increase the radius to give a little more light. In that one part in the long hallways with holding cells that goes dark, I was popping flares like crazy using them all up because I still couldn't see much with them. I used a brightmap mod so I could see glowing eyes so maybe that's something you can throw in as well.

Other than that it was very cool and fun.

Re: Haunted Base - rc1

Posted: Thu Apr 26, 2018 5:21 am
by Ozymandias81
Finally finished the map, love how it ends ehehe :cool:
Okay another small imgur album here, I'll come then with improvements and tweaks if possible. Good work!

Re: Haunted Base - rc1

Posted: Thu May 24, 2018 11:40 am
by Rex705
I made a video for this map :)


Re: Haunted Base - rc1

Posted: Tue Jun 05, 2018 7:10 am
by DavidRaven
First of all, thanks everyone for your feedback :)
Forgive me if I answers this late, I'm having some issues IRL at the moment, so I don't have much time

@NovaRain: you're absolutely right, I'll increase the flares light area, I'll also check if I can make them throwable :) I'll also check if I can make the shield block the boss's attack

@_mental_: well, I have to partially agree with you. I'll edit the dark part to make it more enjoyable

@drfrag: thanks, I'll fix the filename! also (ad said before) I'll add some light xD

@Ozymandias81: thanks a lot for your album, I'm fixing those issues :) I've added portable medikits too, still thinking about brightmaps and head-mounted flashlight

@Rex705: yeah, I'll buff the flares xD I've seen your video, nice! :)

EDIT: I've added some of those edit, like more ambient light, better (and throwable) flares and portable medikits, the download link is in the first post

Re: Haunted Base - rc1.1

Posted: Tue Jun 05, 2018 5:13 pm
by Ozymandias81
You're welcome man, this wad deserves more attention from the community :)

Re: Haunted Base - rc1.1

Posted: Sat Jun 09, 2018 5:57 am
by _mental_
I must say the the current version is much much better than previous one. Good job!
Completed it on skill 1. Before I was giving up on jail part after power cube pickup.

Now, some nitpicking.

I expected epic arena style battle at the end but I was really disappointed.
IMHO it will be great to have a few waves of teleporting monsters there.

Please remove Doom Builder configuration and especially backup files to reduce .pk3 size.
Also, there is MAP01.wad in the root of .pk3 and the same file in maps directory.

Music is barely audible even with maximum volume. Is this intentional?

Two Unknown texture: "F_SKY" warnings can be avoided by removing sky1 definition from MAPINFO lump.

Looks like monitor size needs to be reduced
Screenshot_Doom_20180609_143925.jpg
Ammo box cannot be picked up
Screenshot_Doom_20180609_144033.jpg
Z-fighting around the bridge the end of the map
Screenshot_Doom_20180609_144105.jpg
Outside of the mentioned minor issues I really enjoyed playing this map.

Re: Haunted Base - rc1.1

Posted: Sun Jun 10, 2018 6:21 am
by DavidRaven
@Ozymandias81: thanks again! :)

@_mental_: thanks! I'm glad you like it now :)

Thanks for reporting the .pk3, MAPINFO and aesthetic issues, I've fixed them (download file updated in the first post) :)
The music was intended not to be too loud, but I may have exaggereted it. I've amplified it a bit, hope it'll be better.
About the anticlimatic boss you have a point: I had ran out of inspiration at that point, I'll see if I can improve that part (probably with some waves of monsters and changing architecture, I could even redesign that room completely)

A few more screenshots:
Spoiler: