Hello everyone,
This map was meant to be part of my old Blood-inspired mod. I started developing it during 2018, but I couldn't complete it due to some complicated personal circumstances.
My previous map was based on the Wild West era level of Duke Nukem: Time to Kill, so I felt like that game was a great source of inspiration and decided to recreate the popular city level next.
This time around, it was a little bit more complicated to design everything since as opposed to a western setting, Blood textures and props weren't quite enough to render a modern city. So I had to import a few assets from Duke Nukem 3D and Realm667.
Feedback for early screenshots of the level received praise for truly looking like a map from Blood. There was also someone who told me that the design reminded him of Batman Doom, which I never played. I love it when people have their own interpretations of what I do. After having a work-in-progress version of this map rotting for about four years, I decided to finish it for once and I think the end result is my best map yet.
Screenshot:
https://static.doomworld.com/monthly_20 ... df2427.png
Download Link: https://www.mediafire.com/file/eur3ggfb ... k.zip/file
Hope you enjoy it!
[GZDoom] Overlook City (Jump allowed)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
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- Posts: 5
- Joined: Tue Jan 17, 2023 9:05 am
- Preferred Pronouns: He/Him
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- Posts: 68
- Joined: Sat Oct 12, 2019 6:58 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: An 808 State
Re: [GZDoom] Overlook City (Jump allowed)
-I like all the interactive stuff like the closets, phone, light switch, dominatrix, etc. Minor: If all the light switches worked that would help with immersion.
-In the bank/morgue (blood bank?) if you could make it so one of two of the drawers were open or could be opened this would make it easier to get the goodies up above.
-Minor: The large metal door in the bank area (returning from your previous map) is just a little confusing because as a player you wonder if it can be opened or otherwise interacted with.
-Minor: Would be nice if trashcans and chairs were pushable or breakable.
-Getting a weird effect from the ground near three of the light posts, probably a conflict with Brutal Doom.
-You might wanna adjust the Pain Elementals so they cannot be seen until the player has actually entered that part of the room.
-The initial two Mancubus in the subway cannot hit me with some of their attacks, I'd suggest holding them back until the player is on the tracks or provide a way for them to get off of the tracks.
-Minor: Your posters are double sided.
-When you activate the panel in the subway that says, "You faintly hear a noise where you are." That panel didn't really stick out to me, perhaps you could draw more attention to it with a poster or a light source. Would be cool if the security monitors worked in here.
-The explosives at the end of the sub tunnel, are they going to be explodable at some point otherwise they could add confusion.
-Used the Rox to jump up to the Soul sphere (oh and I just found the secret teleporter). Oh and I just noticed the fence behind player start is claimable.
-Unfortunately Brutal Doom has this weird bug where it doesn't activate scripts when a player picks up or touches an item, only when they cross a scripted line, so I'd need to add a few lines to make the Cyberdemon and items spawn, heck the door on his death might also be an issue. Anyways, tested out in classic Doom II and everything worked as intended.
-And something I forgot to point out from your previous map (Weird West); the ladder (near the secret chainsaw) would work better if it was ever so slightly recessed into the wall, that way the player can only go up and down.
-In the bank/morgue (blood bank?) if you could make it so one of two of the drawers were open or could be opened this would make it easier to get the goodies up above.
-Minor: The large metal door in the bank area (returning from your previous map) is just a little confusing because as a player you wonder if it can be opened or otherwise interacted with.
-Minor: Would be nice if trashcans and chairs were pushable or breakable.
-Getting a weird effect from the ground near three of the light posts, probably a conflict with Brutal Doom.
-You might wanna adjust the Pain Elementals so they cannot be seen until the player has actually entered that part of the room.
-The initial two Mancubus in the subway cannot hit me with some of their attacks, I'd suggest holding them back until the player is on the tracks or provide a way for them to get off of the tracks.
-Minor: Your posters are double sided.
-When you activate the panel in the subway that says, "You faintly hear a noise where you are." That panel didn't really stick out to me, perhaps you could draw more attention to it with a poster or a light source. Would be cool if the security monitors worked in here.
-The explosives at the end of the sub tunnel, are they going to be explodable at some point otherwise they could add confusion.
-Used the Rox to jump up to the Soul sphere (oh and I just found the secret teleporter). Oh and I just noticed the fence behind player start is claimable.
-Unfortunately Brutal Doom has this weird bug where it doesn't activate scripts when a player picks up or touches an item, only when they cross a scripted line, so I'd need to add a few lines to make the Cyberdemon and items spawn, heck the door on his death might also be an issue. Anyways, tested out in classic Doom II and everything worked as intended.
-And something I forgot to point out from your previous map (Weird West); the ladder (near the secret chainsaw) would work better if it was ever so slightly recessed into the wall, that way the player can only go up and down.
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- Posts: 37
- Joined: Thu Dec 16, 2021 11:59 pm
Re: [GZDoom] Overlook City (Jump allowed)
EPIC MAP, more blood themed maps
Thanks for making the strippers interactable
Thanks for making the strippers interactable
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- Posts: 5
- Joined: Tue Jan 17, 2023 9:05 am
- Preferred Pronouns: He/Him
Re: [GZDoom] Overlook City (Jump allowed)
When I reconverted Weird West from the Blood TC back to Doom 2, I noticed that Doomguy's jump was lower than Caleb's jump from my mod so I edited the Doomguy class both in this map and Weird West to make the player jump a little bit higher. What seems to be the problem is that some gameplay mods might also tweak or replace the default player class so that my adjustment to Doomguy's jump gets overridden. Also yeah I became aware that some mods don't trigger certain important scripts as well. If I ever do an update of this, I'll try to find some way to sort most of these issues, either through scripting or small edits like how you mentioned with opening some of the drawers. Thanks for your feedback, Kills.Kills_Alone wrote: ↑Sat Jan 28, 2023 4:50 pm-In the bank/morgue (blood bank?) if you could make it so one of two of the drawers were open or could be opened this would make it easier to get the goodies up above.
-Used the Rox to jump up to the Soul sphere (oh and I just found the secret teleporter). Oh and I just noticed the fence behind player start is claimable.
-Unfortunately Brutal Doom has this weird bug where it doesn't activate scripts when a player picks up or touches an item, only when they cross a scripted line, so I'd need to add a few lines to make the Cyberdemon and items spawn, heck the door on his death might also be an issue. Anyways, tested out in classic Doom II and everything worked as intended.
Glad you liked it!