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"Dimension Zero" - 5 maps - UDMF GZDoom
Posted: Mon Jun 23, 2025 3:06 am
by Chris Hansen
Re: "Dimension Zero" - 5 maps - UDMF GZDoom
Posted: Thu Jul 10, 2025 8:26 pm
by kdoom
Any opinions on this set?
Re: "Dimension Zero" - 5 maps - UDMF GZDoom
Posted: Fri Jul 11, 2025 5:36 pm
by Mhmiii
this look good!
Re: "Dimension Zero" - 5 maps - UDMF GZDoom
Posted: Fri Jul 18, 2025 11:59 am
by R4L
kdoom wrote: ↑Thu Jul 10, 2025 8:26 pm
Any opinions on this set?
Who are you asking? Maybe just download it, play it and leave your own review?
Re: "Dimension Zero" - 5 maps - UDMF GZDoom
Posted: Thu Jul 31, 2025 11:46 pm
by Rudiarius
goated
Re: "Dimension Zero" - 5 maps - UDMF GZDoom
Posted: Fri Aug 01, 2025 12:53 pm
by Vault
R4L wrote: ↑Fri Jul 18, 2025 11:59 am
kdoom wrote: ↑Thu Jul 10, 2025 8:26 pm
Any opinions on this set?
Who are you asking? Maybe just download it, play it and leave your own review?
I'm pretty sure that's the coauthor lmao.
Playing it now, will give feedback in idk, a day?
Re: "Dimension Zero" - 5 maps - UDMF GZDoom
Posted: Fri Aug 01, 2025 8:15 pm
by Vault
NVM, finished it already.
Played on Hurt Me Plenty, audio disabled
(Titlemap)
Opening flyover is very well done, visually impressive. Opening pop-up text (and those later on in the map(s) have some engrish issues but nothing huge.
(Map1)
- The map's switches I feel could be made 2x as large to help direct the player but again, not a big issue.
- Health and armor pickups are extremely scarce compared to the density of hitscanners, it would be a good idea to have sections of the walls upon revisiting areas drop to reveal health as the map repopulates with monsters.
- The teleporting hellknights at the turbine(?) is hella spicy, would be more enjoyable if I had breathing room health-wise
- Good use of health potions to guide the player at the beginning, could be done more liberally
- the timing on the pop-up text when picking up the rocket launcher secret should probably be significantly closer to when I picked up the rocket launcher, instead of when I was already using it fighting revenants.
- the two chaingunners that appear after the yellow door feel a bit cheap, would rather they spawn in like normal.
- the lift has a floor switch but also lowers by itself, unsure if this is intentional.
- the shotgunners positioned by the bottom of the lift aren't the nicest, as there's no indication as to which of the lift's walls open to face them.
Ending thoughts: Fun level after mapping out enemy spawns, beautifully designed, finished with 1HP. Never did find the blue door, and it doesn't show up on the automap either.
(Map2)
- The lab with the test subjects was cute, wish the kill all button could help to control the infinitely spawning crowd of shotgunners, zombiemen, and imps
- Did not find the switch to turn off the infinitely spawning mobs until I turned on godmode just to see where I was supposed to go next, I wish it were highlighted better as the infinite enemy spawns really pushed me to be somewhere else.
- I got lost frequently, did not know where to go after finding my way out of the pit with the broken elevator
- elevators look very same-y, had difficulty figuring out what elevator went where without consulting the automap.
- eventually found the drop-down into the sewer after climbing up the ladder. I would put lights there or something to highlight it, or a grate from the sewer to the pit to show there is a path in that direction.
Ending thoughts: another beautiful map, the test chamber was cute but not connected to map progression at all, which made it feel a bit out of place. Heavily recommend you make the path to the exit sewer more obvious. Plasma gun felt superfluous as the infinitely spawning monsters heavily emphasized chaingun+shotgun, infighting took care of tougher spawns. Final kill count: 834/834
(Map3)
- I don't know what/where the generator room is, telling my I have access to it doesn't tell me a whole lot.
- I was honestly expecting a baron of hell when I picked up the red key
- past the red key door, why is the switch to lower the elevator on the other side of the wall?
- The toxic sludge kill pit is mean
Ending thoughts: another fun map overall, revenant didn't really spawn anywhere where its resurrect ability would be dangerous though. You could remove the glass in the bunker containing the plasma gun to make the pain elementals start shooting lost souls immediately.
(Map4)
- The barrel crushing machine is cute as hell.
- you probably don't need the text pop-up telling the player things are going too easily.
- the teleporting monsters were neat, but the frequency at which they did so was occasionally more annoying than challenging.
Ending thoughts: oops all imps
(Map5)
- very moody
- similarly very frugal with health as map 1, though not as dire until the end.
- A refill before the finale would have been nice
- The finale itself was frustrating more than anything. The minimal cover causing revenant fireballs to circle forever, extremely limited maneuvering options, and high frequency spawns of high tier enemies left me feeling like there was little I could do to make measurable progress to the end before running out of ammo.
Ending thoughts: Did not finish.
Overall, a very beautiful mapset with uneven difficulty spikes and dips. Enemy placement was largely well thought out and had interesting gimmicks that I enjoyed. Certain maps made great usage of zdoom's additional feature set and I would have liked to see that expanded upon across the other maps in the set. I never found myself particularly lacking in ammunition but wound up using nearly all of it through the ebb and flow of each map. Health and armor pickups were always either exhausted or insufficient, especially in maps 1 and 5, though for different reasons. Placement of small health and armor felt more decorative than useful.