Warmup

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
_bryan
Posts: 53
Joined: Tue Dec 25, 2018 4:12 am
Contact:

Warmup

Post by _bryan »





Album screenshots: https://imgur.com/a/X0sv0gX
Repository (non-git users just download a zip) https://codeberg.org/_bryan/warmup

This is a map of mine that I worked on a few years ago and I only had a few people test it back then. I know I'll disappoint a lot of doom players, but this map requires using Hideous Destructor. As much as I'd like to pick it up and finish it my other obligations take up too much of my time for me to really invest into any kind of game development.

While it's not finished there is enough to keep you occupied for at least a half hour. The puzzles are also aren't fleshed out and can be obtuse. The map itself though is quite interactive.

The latest gzdoom version I've run this on is gzdoom 4.12 and hdest 4.11.3d

Hope somebody can find some enjoyment out of it. Feel free to use any textures and stuff you find.
User avatar
Enjay
 
 
Posts: 26936
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Warmup

Post by Enjay »

It looks really interesting from the screenshots and from poking through the resources. However, I can't get it to run. Even with HD loaded, I get many errors on startup.
User avatar
ZikShadow
Posts: 605
Joined: Wed Jul 13, 2016 1:43 am
Location: Could be the chair, the floor, or the bed.

Re: Warmup

Post by ZikShadow »

Seems like it only works with older versions of HDest. 4.11.3d appears to launch the map, atleast. Anything higher like 4.14.1a won't.
https://codeberg.org/mc776/HideousDestr ... g/v4.11.3d
_bryan
Posts: 53
Joined: Tue Dec 25, 2018 4:12 am
Contact:

Re: Warmup

Post by _bryan »

Enjay wrote: Mon May 05, 2025 11:02 am It looks really interesting from the screenshots and from poking through the resources. However, I can't get it to run. Even with HD loaded, I get many errors on startup.
Bummer, best I can do is link to the release that I currently have on currently

https://codeberg.org/mc776/HideousDestr ... g/v4.11.3d

Edit: zik beat me to it
User avatar
Enjay
 
 
Posts: 26936
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Warmup

Post by Enjay »

Oooh, that did it, thanks.

I'll explore the mod properly later on.

Thanks again. :)
EnslavedWater
Posts: 1
Joined: Sun Jan 26, 2025 6:57 am

Re: Warmup

Post by EnslavedWater »

Seriously impressive map, I dont think i’ve come across a more well made Hideous Destructor map than this, let alone a doom map. You definitely know how to make a good first impression too, got hooked during the first 5 minutes of playing through Map 1
ghostboy1225
Posts: 29
Joined: Fri Aug 12, 2016 12:51 am

Re: Warmup

Post by ghostboy1225 »

i remember you or someone else posting some of those screenshots in hdestcord a while back. I'll see about recording my time with the map when life isn't so busy.
User avatar
Caligari87
Admin
Posts: 6225
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: Warmup

Post by Caligari87 »

The texture work and overall vibes remind me heavily of Diabolus Ex in a good way.

8-)
_bryan
Posts: 53
Joined: Tue Dec 25, 2018 4:12 am
Contact:

Re: Warmup

Post by _bryan »

Thanks for the compliments everyone. Diabolus Ex was a source of inspiration indeed.

I think I was thinking that the minimalist textures as opposed to photo sourced was going to be less work for a large variety, but ended up being pretty much the same amount of effort.
User avatar
ZikShadow
Posts: 605
Joined: Wed Jul 13, 2016 1:43 am
Location: Could be the chair, the floor, or the bed.

Re: Warmup

Post by ZikShadow »

Took me a while to play the mapset myself, mainly 'cause I had to sort out a HDD crash among other IRL finagles, but wow.

It's hard to say exactly why I quite like the mapset, 'cause half of it feels like spoiling what happens as the player goes further in the set. It gets a bit funny, I'll say. I can't really clippost the same way I would in the HDest Discord here (where I go more in-depth about what I think), so for here I suppose I'll first start to mention how gorgeous the architecture can be. Yes, the layouts are remixes of familiar vanilla maps sometimes, but the way they're recontexted be it in both Doom Redux and Warmup here really stuns me at times. Really glad that there's zero mandatory secrets, too, even if it takes a bit of learning to figure out how to use the retscans/PCs.

Lots of interactibles in the first map alone, like the wall cabinets that seems to be randomized per-run, the aforementioned retical scanners that can be used in multiple ways, the typewriter where you can make saves with, the list goes on. It made me wonder if that's why the full versions never came to be. The thought of extending the sheer amount there to some of the more... deviating maps would be quite the tall order. The unfinished nature starts to hit once I hit the "chapel", the ambush not going off even after crossing the linedef. But still, even just exploring the rest of the empty corridors and rooms got me saying "that looks way past cool" every now and then.

I appreciate that combat isn't toothless, but it can be a bit too mean at times. I mentioned it before in my HDest mapping not-to-dos, something like "HDest's mechanics ain't an excuse to put nothing but low level mooks for the entire mapset", but it's also hard to agree when a trap suddenly pops 2 hellknights at nigh-point-blank range. I got lucky 'cause I ran outside when I thought the computer raised the bridge, but I can see some players not getting the same courtesy when balefire starts covering their faces. Did like needing to avoid the lasers, atleast.

I suppose on the bright side, OP has specifically mentioned that the textures and stuff are fine to use. I imagine other mappers might be able to, if not take the mantle, then atleast create something that's aesthetically similar in the future. Whether or not it may be enjoyed in HDest as well is an entirely different ballpark, but that's a follow up quiz for when the main question is answered. Thanks for releasing this to the public, in any case.
Post Reply

Return to “Levels”