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[Beta] Escher's Tomb

Posted: Wed May 13, 2009 4:07 pm
by Setzer
Escher's Tomb, an experimental map for Doom II.

- link beta1 - , host courtesy of QBasicer & Xaser
Spoiler: Screens
Welcome to Escher's Tomb, the most psychotic network of arms & architecture this side of Phobos. Battle within, locate the Skull Artifacts, and escape. A simple matter at first glance, but navigating through the twisted tunnels is a different story altogether. Toss gravity out the window and expect the impossible!

Note: This is not solely my own work. The base idea and bulk of the map stems from Justin Fisher's NEMISIS.WAD. True credits fly in his direction. My additions are none more than an experiment and a test of my own ability. As a result of the similarity, this wad may not find its way to the archives unless it is somehow deemed suitable for such.

Having said such, I am curious to see the community's reactions to the wad. I am relatively new to the world of mapping and have little to no experience in creating a memorable gameplay experience. I am seeking feedback in any form, but mainly want to know everyone's opinions on the gameplay. It plays 'okay,' but most of this was achieved through sheer guesswork and leaves a bit to be desired. Skill settings probably won't work right, and it's possible even more essential aspects have been left in tatters. But that is, in my defense, the purpose of a beta. ;)

Enjoy for now.

Re: [Beta] Escher's Tomb

Posted: Wed May 13, 2009 9:46 pm
by iSpook
The level played Interestingly, although realizing I just wasted shells trying to kill the Spider while I was in the outer area. (Where you can see the red skull floating in the middle of the 'air.') This was a mild annoyance.

I did enjoy the music, it helped when trying to get through the level. (Which confused me to all hell at first.)

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 2:39 am
by neoworm
Level is really cool, it looks just incredible. It plays a little worse, that engine is just not made for structures like this. It could be interesting for Serious Sam where you could make wonders with gravitation (for example the obelisk DM map).

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 3:06 am
by Snarboo
It could be done by using silent teleports and different sectors, but it would probably need to be very linear as a result.

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 8:15 am
by oODemonologistOo
Do you know who the real Escher is? If not, this may be an inspiration to you...

http://www.mcescher.com/

Good luck with the map. :)

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 8:20 am
by Captain Ventris
oODemonologistOo wrote:Do you know who the real Escher is? If not, this may be an inspiration to you...

http://www.mcescher.com/

Good luck with the map. :)
Did you look at the first screenshot?

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 8:25 am
by Marisa the Magician
How convenient, you have here a real real MC Escher fan right in front of you! *points at himself* :D

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 8:44 am
by CaptainToenail
Heh, I've got a book of his stuff too, pretty interesting. Now add the roller and the flatworms as monsters!

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 10:23 am
by ShadesMaster
Now THAT is a unique idea for a map!!!!

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 12:13 pm
by Enjay
CodenniumRed wrote:Now THAT is a unique idea for a map!!!!
Or not
Setzer wrote:The base idea and bulk of the map stems from Justin Fisher's NEMISIS.WAD.
:P

However, it is very well done and definitely Escher-esque. I too found the gameplay... I dunno, it just wasn't right. Too confusing? Maybe. No clear direction? Maybe. Both of those would seem to be inherent in the nature of what the map is trying to capture so, perhaps, there isn't an easy way to resolve the problem. Personally, I found it very interesting to look at but not much fun to play.

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 4:22 pm
by Xaser
Okay, I finally got around to playing this. :P

I'm in agreement with most here. It looks bloody amazing, but it's not exactly the best design for running n' gunning. The interior of the main "building" is really cramped, though the outside portion is a good deal better. Took me a long while before I could figure out where to go (I was running in circles forever looking for the skull-switch room), but it was interesting to explore about nonetheless.

Anyone else notice the lack of a coffin or anything actually tomb-like? :P

I must say, though, nice extension to the original map. You've nailed the style, which is a good start, and it plays about as well as it could considering the structure. I'm sure you'll have no trouble at all making a killer map using a more user-friendly map layout (*coughgizmocough*). Now GET TO IT SIR BELFIN


[EDIT] You forgot to mention that it works in other ports, too. Hell, I got it running in Chocolate Doom of all things, though the sky seems a bit glitchy. Funny, though -- I wasn't expecting it to work. :P

Re: [Beta] Escher's Tomb

Posted: Thu May 14, 2009 7:54 pm
by Snarboo
The map looks great, but as other's have said, the gameplay isn't perfect. However, I'm willing to overlook that given just how unique this map is.

The only minor issues I noticed were with textures: a few of them were misaligned, but the staircase near the red key is probably the worst and can easily be fixed.