Hell's Playground Version 1.0

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
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.
Post Reply
User avatar
Steve5563
Posts: 83
Joined: Sun Jan 27, 2019 11:18 pm
Operating System Version (Optional): windows 10
Graphics Processor: nVidia with Vulkan support
Location: Australia
Contact:

Hell's Playground Version 1.0

Post by Steve5563 »














DOWNLOAD LINK:
https://www.moddb.com/games/doom-ii/add ... ground-v10

Hell's Playground is a single map that has been designed for zandronum 3.0 and gzdoom 3.0+ ( 3.6 used in the video )

this map is to be used with the doom 2 wad.

This level gives you the option to play with over 150 custom monsters created by the community from realm667 website.

this small project ended up being more of a research and development level for knowledge gathering for my main project (doom 2 project remap ), this map/project was created to gain myself more knowledge on how to create and add content to doom. while also trying to improve my skills with mapping in general with the main focus of the map is to try create good visuals / good performance and to make the level fun just to run around in for long gameplay time and the challenge to optimize everything the best i can when we try to push doom to the limit.

this map was also a big challenge to make some popular mods compatible while having the option to play with 150+ custom monsters sourced from the realm667 website. ( sprite names clashing between mods and monsters so i had to rename lots of sprites to make them compatible and appear correct in game)

this is the first time i have also made a online multiplayer map while still being designed for single player offline use, if online is not your thing its still fun to play.

the map has enough spawn points to have up to 64 players in singles ( death matches,etc...) or 32 vs 32 in team modes.

for single player, this map has no exit so you play it until you have had enough.

this map is also been setup for co-op with up to 8 players, so you and your friends can sit back and mess around for as long as you want.

please note, multiplayer modes have been setup but have not been fully tested on large scale, since the map has been released. feedback on issues would be much appreciated.as this is my very first multiplayer map, so i want to spend the time fixing or improving the issues people raise.

the design of the multiple files created and packed in this mod gives you to option to play this level how ever you want to.

you can play with just the original monsters or if you want to play with the original + custom monsters you can...

there are multiple copy's of this map which gives you the option to play this map with 0 , 25 , 50 , 100 , 150 and 200 monsters. depending on how you want the map to play or the performance you are wanting to achieve with your pc.

the monster count refers to the maximum amount of alive monsters that will continue to spawn into the map for however long you play the level for.
eg. if you use a 50 monster map the monster spawn script will start spawning monsters randomly until there is 50 monsters when there is 50 alive monsters in the map the monsters will stop spawning in until one is killed.

by making the maps scripting spawn monsters into the level... you can also load up a online game with a monster count of your choosing so you can play a deathmatch / team deathmatch / capture the flag / last man standing etc.. with monsters.

there is also a map for you to choose that has no monsters for normal online matches or so you can walk around in the level without being shot at in single player.

there is also janitor files that i have made for the original monsters which remove all the dead monsters after a short time to keep the performance up and prevent frame rate dropping over time as you kill more monsters so your frame rates stays the same throughout the time you spend playing the map.
" so the level also works really good as a stress testing level, if you choose a very high monster count for getting your settings dialed in for max fps"

there is also multiple copy's of the janitor files, which can boost the monsters speed's by 50% / 100% / 150% / 200%. so if you have a low spec pc and you can choose to run a 25 monster wad file, for the best performance, you can then choose to use a janitor file with high percentage monster speed boost to keep the map still fast paced with a low monster count.
as a 200% monster speed boost janitor file, will have a Spider Mastermind keeping up with you while sprinting around the map. so your speed and movement around the map becomes your best defense against monsters as you select high monster speeds % files.

with the custom monsters...there is also multiple files to change the monsters speed, which works the same as the janitor files 50/100/150/200% boost

so the speed of how you want the map to be played can adjusted to your liking and can actually be very fast paced if you use a high monster speed boost and player/ gameplay mod to boost the players speed and movement up like Zion v8 that gives the player double jump feature which also adds a boost the players speed faster then spiriting speed which becomes a benefit to the players that can master the technique throughout the maps layout.

the custom monsters have also been made to be removed from the map once they have died like the janitor file, so performance is not lost overtime.

with the mods such as brutal doom and zion v8 i have also made patch files which work the same as a janitor so all the monsters in these mods have no monsters laying around forever... everything in the mods get removed and cleaned up for the best performance.

there is also a file that adds the specular and normal maps to some textures if your using gzdoom, such as the blood and rock textures that i have made for this map. this is a separate file to give you the option to run the map with or without this texture effect for performance reasons or if you are setting the map up to be compatible with zandronum 3.0.

in some mods like trailblazer, guncaster and Zion v8 monsters normally drop attachments / upgrades and items,
with the patch files i have created for these mods the monsters don't drop most of those items,
i have made them spawn in the map instead this is done to speed up the building process with the weapons and abilities so you can equip with these mods much faster so you don't have to grind for them.

- with zion v8 the weapon attachments are given to you when you pick up a backpack.
- with guncaster / trailblazer items are replaced with a few items on the map and they re spawn after you pick them up.

I hope you enjoy this single map / project as it has taken me almost 1 1/2 years to create from when i first had the idea of taking up this challenge to become a better mapper / modder compared to the last map i made for doom 2 project remap.
when i first started this project i didn't even know how to add a custom texture / sprite to doom or how to use a image editing program to make/modify textures and to create normal maps for them,
and on top of that learning how to use a animation program to make all the animated sprites you see in this map. ( massive learning curve for me )

big thanks to the people that made all of the monsters on realm667 website you guys rock. and i hope you enjoy what you have created and play against in this map.
Cheers.
JadedLexi
Posts: 134
Joined: Mon Apr 16, 2018 6:24 pm
Preferred Pronouns: She/Her
Location: Ylisse

Re: Hell's Playground Version 1.0

Post by JadedLexi »

What possessed you to upload 1.16gb of multiple copies of a single map in one rar?
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Hell's Playground Version 1.0

Post by Marisa the Magician »

Yeah, there are definitely better ways to have different monster counts than duplicating a map.
User avatar
Steve5563
Posts: 83
Joined: Sun Jan 27, 2019 11:18 pm
Operating System Version (Optional): windows 10
Graphics Processor: nVidia with Vulkan support
Location: Australia
Contact:

Re: Hell's Playground Version 1.0

Post by Steve5563 »

the multiple wads are there for people to set up servers for online matches by just having to drag a drop files to keep things simple for them.
and also because the map re-spawns weapons / items and health and with different mods they use different actor names to spawn those items in the map including the additional monsters that some mods add to the game.
the reason why the file is so large is because of all the additional files that come with this map that include high resolution animated textures and sprites and also all of the audio work such as ambient sounds and the doom 2016 soundtrack that i chopped up and compressed with just using the good bits which is 134mb alone.
and that's why i made 2 resource files to prevent duplicating the same thing for every map which could have made the total file size well over 40gb if i had of done that. the reason for 2 resource file is because the tspg servers will only accept files that are under 600mb each so i had to split the audio to one file and keep graphics in the other file so now they are around 300mb each rather then the one 640mb file.
yea so for someone like me that didn't know how to add a custom texture to doom when i first started this map this project turned out to be absolute hell to make.
and to make other mods compatible for the scripting side of things was a nightmare for a beginner like me and i am never doing this again, i don't want to go grey just yet lol.
User avatar
GiraffeMan
Posts: 19
Joined: Thu Jun 28, 2018 10:45 pm
Location: The UAC Phobos Base.

Re: Hell's Playground Version 1.0

Post by GiraffeMan »

Steve5563 wrote:the multiple wads are there for people to set up servers for online matches by just having to drag a drop files to keep things simple for them.
and also because the map re-spawns weapons / items and health and with different mods they use different actor names to spawn those items in the map including the additional monsters that some mods add to the game.
the reason why the file is so large is because of all the additional files that come with this map that include high resolution animated textures and sprites and also all of the audio work such as ambient sounds and the doom 2016 soundtrack that i chopped up and compressed with just using the good bits which is 134mb alone.
and that's why i made 2 resource files to prevent duplicating the same thing for every map which could have made the total file size well over 40gb if i had of done that. the reason for 2 resource file is because the tspg servers will only accept files that are under 600mb each so i had to split the audio to one file and keep graphics in the other file so now they are around 300mb each rather then the one 640mb file.
yea so for someone like me that didn't know how to add a custom texture to doom when i first started this map this project turned out to be absolute hell to make.
and to make other mods compatible for the scripting side of things was a nightmare for a beginner like me and i am never doing this again, i don't want to go grey just yet lol.
well a few things pal,

first a disclaimer: I'm kinda new to this too, so if I say a few inaccurate or [censored word] bullshit, someone please tell me so I can correct myself and be more knowledgeable about stuff.

Please keep making Doom stuff, you do have potential, it's just that you gotta pack your resources into your wads.
First of all, keep all your resources in the same wad or pk3. I'm not too experienced and still work with wads, but either way, put all your shit into the wad or pk3, rather than all of this fuck stuff in one rar and folder, cause if you just put all your resources in a wad or pk3, and put all that shit in a zip, it would make all of our lives including yours, hella easier.

for seperate monster counts, you could find out how to alter that depending on the difficulty or something, depending on how you want to vary them.

if you want to have multiple copies for server hosting, uhhh don't put it in the same rar or even worry about it, I'm pretty sure someone could Ctrl + C Ctrl + V your map into what they're doing.

and for custom textures, if you're using Slade3, which you should be using cause XWE is homosexual and obsolete, click "New Entry" make it PP_START and make another entry called PP_END and put the images for your wall textures in between those two lumps. For floor textures, use the entries FF_START and F_END. Please do that next time, rather than putting all your assets together in one rar, cause I may have busted 666 nuts when I saw your trailer, but trying to unarchive this shit is a pain in the ass, and I still can't do it because I don't have the infinity 40 day trial of winrar, and the free websites don't want to cooperate with me.

P.S.
if you do make more things in the future hopefully, don't overwork yourself again. this was a pretty big project, so do some other, smaller things till you can recover and stuff.

Salutations,
Thank you,
with love, respect, hope, minor grief, and the frusturation of unpacking big rars,
Giraffe Man :3:
User avatar
PRIMEVAL
Posts: 168
Joined: Fri Jan 13, 2012 12:58 pm
Location: Cleveland
Contact:

Re: Hell's Playground Version 1.0

Post by PRIMEVAL »

The texture usage and effects are beautiful, I gotta say.
User avatar
Grumpy Tengu
Posts: 14
Joined: Sun Dec 02, 2018 2:14 pm

Re: Hell's Playground Version 1.0

Post by Grumpy Tengu »

Im not sure if im doing something wrong but when i try to play it in either zandronum or gzdoom with both the resource files and the mapfile itself it is totally unplayable, its lags to no end. I doubt its supposed to be like that
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Hell's Playground Version 1.0

Post by Marisa the Magician »

I'll give you my honest opinion here. This is the worst thing I've ever played. The map is so obscenely large it's impossible to navigate without getting lost. Enemies are just spawned randomly, with no real control on whether the spawn is balanced or not, so it's pretty easy to just get completely screwed by swarms of overpowered enemies. The whole map is unbearably loud from ambient sounds, to the point it's impossible to hear anything else. The custom resources used are so stupidly massive in size, from textures to even SPRITES, that this whole thing maxes out my 6GB 1060's VRAM. When dealing with the Icon of Sin I absolutely CANNOT SEE ANYTHING from all the huge super-bright particles in the area.

If you were trying to one-up Doomslayer Chronicles in its horrendous bloatage, you definitely did it.
User avatar
Steve5563
Posts: 83
Joined: Sun Jan 27, 2019 11:18 pm
Operating System Version (Optional): windows 10
Graphics Processor: nVidia with Vulkan support
Location: Australia
Contact:

Re: Hell's Playground Version 1.0

Post by Steve5563 »

Grumpy Tengu wrote:Im not sure if im doing something wrong but when i try to play it in either zandronum or gzdoom with both the resource files and the mapfile itself it is totally unplayable, its lags to no end. I doubt its supposed to be like that
im not sure what your your pc specs are but this map does push the engines you have mentioned quite a bit, depending on how many monsters you play the map with will determine your performance aswell, make sure you use the janitor.pk3 file as this will remove the dead monsters after a short amount of time. other wise the performance will get worse as more monsters die over time. cheers
User avatar
Steve5563
Posts: 83
Joined: Sun Jan 27, 2019 11:18 pm
Operating System Version (Optional): windows 10
Graphics Processor: nVidia with Vulkan support
Location: Australia
Contact:

Re: Hell's Playground Version 1.0

Post by Steve5563 »

Marisa Kirisame wrote:I'll give you my honest opinion here. This is the worst thing I've ever played. The map is so obscenely large it's impossible to navigate without getting lost. Enemies are just spawned randomly, with no real control on whether the spawn is balanced or not, so it's pretty easy to just get completely screwed by swarms of overpowered enemies. The whole map is unbearably loud from ambient sounds, to the point it's impossible to hear anything else. The custom resources used are so stupidly massive in size, from textures to even SPRITES, that this whole thing maxes out my 6GB 1060's VRAM. When dealing with the Icon of Sin I absolutely CANNOT SEE ANYTHING from all the huge super-bright particles in the area.

If you were trying to one-up Doomslayer Chronicles in its horrendous bloatage, you definitely did it.
-"The map is so obscenely large it's impossible to navigate without getting lost" - there is a map file that spawns no monsters which you can use to familiarize yourself with the maps layout and path's you can take or create using jump pads. ( this map is actually for team deathmatchs/CTF etc. that's why it exists if you want to play a normal match without monsters running around on the map).

-"Enemies are just spawned randomly, with no real control on whether the spawn is balanced or not, so it's pretty easy to just get completely screwed by swarms of overpowered enemies" - this is doom and this level is based is hell so it is supposed to be a challenge, use a lower monster count wad and just use a janitor file that doesn't add any speed boost to the monsters. pick and choose the files to setup the difficulty or your play style to your liking, and once you get better then use more monsters / high monster speed boost files. and it's important note that you use the players movement speed and surroundings to your advantage don't rely on just the weapons.

-"The custom resources used are so stupidly massive in size, from textures to even SPRITES, that this whole thing maxes out my 6GB 1060's VRAM " - im not sure how your maxing out 6gb of memory on your 1060, when i run the map without a hd texture pack i see 4.6GB in msi afterburner, and when using hoovers 1K texture pack the memory bumps up to 5.7GB usage and that's including my desktop using 700mb of the gpu memory. so im not sure why that is the case for you you should be able to run it.

- " When dealing with the Icon of Sin I absolutely CANNOT SEE ANYTHING from all the huge super-bright particles in the area " - the icon of sin in this .wad actually breath's fire and that's kinda what you would expect to see happen if a flame thrower on that scale was to blast at you. they are timed flamethrower bursts so the player's positioning and timing to the pulses are key. the icon of sin in this map has no purpose other then just being a landmark or giving the player something "optional" to do, because this map is specifically designed for multiplayer with single player as an option.

- "If you were trying to one-up Doomslayer Chronicles in its horrendous bloatage, you definitely did it" - i started this project 1 1/2 years ago and i didn't even know Doomslayer Chronicles was a thing back then, as this map was being designed as a multiplayer map while learning how to do some modding in doom rather then just drawing sector lines in gzdoom builder.

( edit- 2nd of all i dont understand why our gpu's are using so much memory when all the resources needed to run the level with all custom monsters etc, are only 730mb in size.... you have me scratching my head now i have never looked into memory usage as i thought the usage wouldn't be anymore then the file size itself.
and the issue has not affected me as i have 8gb on my gpu so i was not aware of how bad it is. if i had of know it was using so much memory on our gpu's i would have lowered the resolution of the sprites for sure. maybe something i will do in the future.)
Last edited by Steve5563 on Sun Feb 10, 2019 2:33 am, edited 2 times in total.
User avatar
leodoom85
Posts: 684
Joined: Sun Sep 14, 2014 6:40 pm
Location: Earth-shaking Chile

Re: Hell's Playground Version 1.0

Post by leodoom85 »

"The map is so obscenely large it's impossible to navigate without getting lost" - there is a map file that spawns no monsters which you can use to familiarize yourself with the maps layout and path's you can take or create using jump pads. ( this map is actually for team deathmatchs/CTF etc. that's why it exists if you want to play a normal match without monsters running around on the map).
I think adding a spawn script with randomized time in a large map is a bad idea. Simply because the player just want to deal the map and to not drag it long enough. Otherwise, the player will get bored of it regardless if the map is good or not or have such visuals. Take those things into consideration while making a map.
User avatar
Steve5563
Posts: 83
Joined: Sun Jan 27, 2019 11:18 pm
Operating System Version (Optional): windows 10
Graphics Processor: nVidia with Vulkan support
Location: Australia
Contact:

Re: Hell's Playground Version 1.0

Post by Steve5563 »

leodoom85 wrote:
"The map is so obscenely large it's impossible to navigate without getting lost" - there is a map file that spawns no monsters which you can use to familiarize yourself with the maps layout and path's you can take or create using jump pads. ( this map is actually for team deathmatchs/CTF etc. that's why it exists if you want to play a normal match without monsters running around on the map).
I think adding a spawn script with randomized time in a large map is a bad idea. Simply because the player just want to deal the map and to not drag it long enough. Otherwise, the player will get bored of it regardless if the map is good or not or have such visuals. Take those things into consideration while making a map.
this map was never designed for single player as the main game mode,
so like you have mentioned this 1 map will eventually get boring and yes it does happen i spent over a year on and off playing this map and yes it does get boring,
all i have done here is made a multiplayer map where you have the option to create a online team deathmatch, team capture the flag etc game mode,
with also having the ability to add monsters to that game mode, if you choose to do so.
all i have done for the single player side of things is added the player 1 spawn point so you can play this map solo, and you can play it however you want too by using the files i have created.
i 100% agree with you over time you do get board of the map and that goes for every other game out there, all i have tried to do is add a large amount of content to the 1 map as this was a map for me to practice on to expand my knowledge with modding doom and learning where the weaknesses and strong points are with the source ports (zandronum + gzdoom) such as what hurts performance, how to build a level to get try and obtain the best of both world's such as big atmosphere / decent visuals / lots going on in the 1 level / how the level flows when you sprint through it / create a player skill gap.
all this thought has been put into this one level for my own interest to actually see how far you can push the doom engine and the players.
eventually we all want something new and fresh to play that's why people make maps and mods and i am just adding my effort to that massive list.
from this map i now have the knowledge on what works and what doesn't for performance and i know how to push the doom engine for my main project which is doom 2 project remap.
Post Reply

Return to “Levels”