[Release] The Escape Teleporter v1.2

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Blue Shadow
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Joined: Sun Nov 14, 2010 12:59 am

[Release] The Escape Teleporter v1.2

Post by Blue Shadow »

Current Version: 1.2 - August, 13th, 2013

General Notes:
  • The map is linear. So, if you're not interested in this kind of a map, you might want to skip it.
  • There is only one difficulty setting, but don't worry it isn't Hell Revealed kind of hard or anything. I'm not a hardcore Doom player. In fact, I consider myself an average player, so if I can beat it with only a keyboard, then you might as well.
  • Though there is enough ammo to get through the map, don't get too comfortable with it and try not to waste it that much. This goes for health as well.
  • Circulate through your weapons and don't rely on just one for everything.
  • Secrets aren't that hard to find, so try to find them if you can. In my runs through the map, though, I was able to finish it without making use of the secrets' contents. So, the map is completely survivable without them.
  • Jumping is not necessary to progress through the map, though it is needed in a single bit in an optional area.
What's new/changed in this version:
  • Elevators fixing (round 2).
Spoiler: Screenshots - The areas shown are still how they look in the release version, though they are necessarily not when it comes to the items and such
Spoiler: Original post
Last edited by Blue Shadow on Mon Aug 12, 2013 9:13 pm, edited 4 times in total.
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Sgt Dopey
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Graphics Processor: nVidia (Modern GZDoom)
Location: Australia

Re: [WIP] Escape Teleporter

Post by Sgt Dopey »

The screenshots look nice keep up the good work!
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taufan99
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Re: [WIP] Escape Teleporter

Post by taufan99 »

Looks good so far. :) Keep mapping!!! :D
If I have a good mapping ability, i would help you. But, my maps are really scumbag! :(
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.+:icytux:+.
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Re: [WIP] Escape Teleporter

Post by .+:icytux:+. »

I love the screenshots, the atmosphere looks great. Theres something about the screenshots that give a great feel, do you have an altered pallette?
Blue Shadow
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Re: [WIP] Escape Teleporter

Post by Blue Shadow »

Thanks all!
taufan99 wrote:If I have a good mapping ability, i would help you. But, my maps are really scumbag! :(
That's okay, this is a solo project.
.+:icytux:+. wrote:do you have an altered pallette?
No, not really. Other than a slight change in blue (Demon Eclipse's palette blue), I think it's the same as Doom's.
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GuildNavigator
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Re: [WIP] Escape Teleporter

Post by GuildNavigator »

Your screenshots are not so horrendous as you say: they are self-explanatory! Sure enough it looks like a beautiful map!
And I like the atmosphere...

Good work. Do you have any on current project? :)
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insightguy
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Re: [WIP] Escape Teleporter

Post by insightguy »

[sarcasm]Your right! this is such a shitty map set![/sarcasm]
seriously now, these maps are pretty awesome! planning on placing a custom boss? seems fitting...
Blue Shadow
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Re: [WIP] Escape Teleporter

Post by Blue Shadow »

When I was taking the screenshots, I struggled to find something screenshot-worthy in my opinion but I guess they turn out okay. But that doesn't matter. The important thing is that I hope the map plays to you as good as it looks when it is released.

You see, I usually don't map. I've only made eight so called maps (actually only two of them are playable, the rest not so much) when I was practicing making maps with Doom Builder few years ago. You can say this is my third actual map, so I'm a still basically a beginner at mapping.

As for a boss, the map is not likely to have one, I'm afraid. It's just a normal map.

@icytux: In case you're still interested in knowing, I checked the palette today and it turns out that the gold range, as with the blue range, is also taken from Demon Eclipse's palette. Yeah, those two color ranges are the only ones changed in the palette used here.
Zdoomer1337
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Location: Hell

Re: [WIP] Escape Teleporter

Post by Zdoomer1337 »

hey could i beta test this?
Blue Shadow
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Re: [WIP] Escape Teleporter

Post by Blue Shadow »

Zdoomer1337 wrote:hey could i beta test this?
That wouldn't be necessary, I've got it coverd. Thanks for the offer, though. However, I've decided to upload the last working version of this, so if you or anyone else interested in giving it a try, refer to the first post.
Pyroscourge
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Re: [WIP] Escape Teleporter

Post by Pyroscourge »

This is really neat. You have a good sense of atmosphere in those screenshots, I will probably download this later and give you some feedback. Otherwise, nice work!
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FireSeraphim
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Re: [WIP] Escape Teleporter

Post by FireSeraphim »

Your maps show plenty of promise and fine craftsmanship. I especially like the fifth screenshot with the wooden courtyard.
Pyroscourge
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Re: [WIP] Escape Teleporter

Post by Pyroscourge »

I really like what you have done with this. Playing through the level, I found the detail to be at just the right amount to give the map a certain classic feel while still being modern. I did have a few gripes with the gameplay, with how at some stages it is much to easy and the difficulty jumps really high all of a sudden. Most notable point is the archvile on the bridge and in the cathedral, one because of the insane amount of resurrections and the other because there is very little cover. Or maybe I just hate archviles. :P

I did find the layout to be very nice, and the backtracking felt natural because of the way the mod was set up, with a go to hell and back kind of thing. I really liked the layout of the cave, I got lost so quickly. :wink:
Other than that, good work!
Blue Shadow
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Joined: Sun Nov 14, 2010 12:59 am

Re: [WIP] Escape Teleporter

Post by Blue Shadow »

Thanks for giving this noobish map a try, most appreciated. But yeah, I like to keep the detail at a decent level. From mapping point, I don't have the patience to do excessive detail and my computer won't tolerate it :p.

I'll try to better manage the difficulty so it starts easy-ish and becomes harder as you progress instead of the way it is now. As for the archvile on the bridge, you're right, it feels a bit lame and I think I'll remove it completely. The other one will most likely be replaced with other mini boss-ish monster. I also might change the setting a little for the room in that case.
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Enjay
 
 
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Re: [WIP] Escape Teleporter

Post by Enjay »

Pyroscourge's review of the map is pretty close to what I would say about it too. I thought it had a good sense of place and had a logical layout without being simplistic. Indeed, some sections, such as the cave, allowed the player to get lost but it was never that horrible, frustrating type of hopelessly lost. I always knew roughly where I was or wanted to go and it was just a matter of time before I spotted a landmark that got me back on track.

I thought that the map looked good and was fun to play. There were a few peaks and troughs with the difficulty but I didn't think it was particularly bad. I really liked the way back tracking was handled. It felt right and natural to go back and although there was a bit of "fill up the corridor with spawning monsters again" to it, most of the time the fights that occurred when back tracking also felt natural and occurred because a previously seen locked door was now open (or similar). There were also a few little sections where there wasn't much to fight and this also felt right.

Short version, I enjoyed it. :)
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