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.
Finally I released version 1.2 of Xperiment with fresh new screenshots. I'm also happy to say that I'm currently working on 2 other maps for the wad : Purgatory and Red Phosphorous.
They will be available on the next few updates
---
Episode 1 - The Facility : You start the level in a UAC facility and have to make your way outside, while monsters are all over the place.
The first thing to do is to shut down 3 nuclear reactors to progress and then reach the portal to Hell outside that has been opened by the monsters.
Episode 2 - Purgatory : Coming soon.
Episode 3 - Red Phosphorous : Coming soon.
The wad is made so it can be played either as vanilla Doom or with Brutal Doom, so don't worry.
- Minor bugs fixed
- Minor map changes
- Added new secret
- Custom menu and menu sounds
- Merged Voxel Vehicles Pack to the wad so you don't need to load additional file to play
Version 1.1 :
Spoiler:
- Fixed missing textures on toilets panels
- Fixed missing textures on elevator front door upstairs
- Fixed Pinky demon stuck in reactor
- Fixed line error on startup
- Fixed linedefs and sector textures errors on startup
- Improved elevator efficiency and speed
- Improved gameplay and backtracking
- Improved performance, A LOT MORE less laggy
- Minor changes to the map
- Radsuit in display is now usable if you need
- Added more ammo and especially in the Cyberdemon room
- Removed vehicles not needed in the package because of names double defining when using Brutal Doom or other mods
Credits :
Spoiler:
- NerdKoopa : Voxel Vehicles Pack 1.0
- Solarsnowfall, Tormentor667, Ghastly_dragon : Fire effects
- Tormentor667 : Duke Nukem texture pack conversion
- Lainos : Background forest texture
- DavidRaven : Food sprites
- Gothic : Golden Eagle sprite
- Captain Awesome : Waste bins
- Lucario : Trashcans
- CaptainToenail : Trees and bushes
- Grass sprite from Brutal Doom
- DavidRaven : Laboratory Glassware Pack
- Zrrion the insect : Tank creatures
- Ghastly_dragon : Chair sprite
- Music by Karl Casey @ White Bat Audio
- Konami, 3D Realms, Raven Software, ID Software
Thank you
Last edited by Berserker on Tue Jun 25, 2024 12:03 pm, edited 8 times in total.
Thank you I appreciate the support ! There will be no problem playing the map vanilla if you wish, it's made for that in the first place. I will release the map tomorrow ( sunday ) 100% complete, so beware
adding xperiment.the facility/xperiment.zip:xperiment.wad
warning: duplicate s_start marker found.
warning: duplicate s_end marker found.
...
loadactors: load actor definitions.
script warning, "xperiment.zip:xperiment.wad:decorate" line 1:
tried to define class 'switchabledecoration' more than once. renaming class to 'switchabledecoration@xperiment.zip@xperiment.wad@decorate'
map01 - entryway
line 1875 has no first side.
unknown ceiling texture 'glass01' in sector 337
unknown floor texture 'glass01' in sector 373
unknown floor texture 'glass01' in sector 374
unknown ceiling texture 'glass01' in sector 513
unknown floor texture 'glass01' in sector 536
unknown ceiling texture 'glass01' in sector 536
unknown floor texture 'glass01' in sector 1347
unknown ceiling texture 'glass01' in sector 1347
unknown middle texture 'glass01' on first side of linedef 268
unknown middle texture 'glass01' on first side of linedef 270
unknown middle texture 'glass01' on first side of linedef 5338
unknown bottom texture 'glass01' on first side of linedef 7048
unknown bottom texture 'glass01' on first side of linedef 7781
unknown bottom texture 'glass01' on first side of linedef 10244
unknown bottom texture 'glass01' on first side of linedef 10281
unknown type 17687 at (-784.0, -7280.0)
unknown type 17687 at (1040.0, -3584.0)
unknown type 17687 at (1400.0, -3584.0)
unknown type 17699 at (1216.0, -3128.0)
unknown type 17699 at (-1144.0, -3048.0)
unknown type 17699 at (-1064.0, -3048.0)
unknown type 17699 at (1280.0, -3128.0)
unknown type 17699 at (-1392.0, -3520.0)
unknown type 17687 at (1696.0, -5344.0)
unknown type 17687 at (1700.8, -5160.3)
pinkies that got stuck:
Spoiler:
[hom]s/missing textures:
Spoiler:
missing objects: note that the [voxel vehicles pack v1.0] (file [vvpck1.0.pk3]) was loaded.
Spoiler:
fuzzy audio in this area:
Spoiler:
error [p_startscript unknown script 23]:
Spoiler:
personal notes:
Spoiler:
the radsuit in glass casing a distraction? spent about 15 minutes searching for a way to open the radsuit casing.
never put health bonuses, stimpacks, medikits etc in the middle of narrow hallways. this provides option for players to use them later when backtracking.
during the earlier parts of the map, felt the gameplay was more a resource-management game rather than a shooter since ammo was so scarce (i only found the secret chaingun after backtracking much later in the map). especially if there are [pain elemental]s and [archvile]s (the latter not in this map], and for players that may have setting [sv_fastmonsters] enabled. perhaps could provide more ammo for the earlier parts of the map? i learned from another mapper is to make ammo in abundance to the point players do not need to resort to berserker and monster-infighting to save ammo, but make health scarce suitable for the level of difficulty. but this is just a personal preference.
should provide some ammo when confronting the cyberdemon. some players do not hoard their ammo before entering the room.
what i personally liked:
Spoiler:
could backtrack.
escapable pits.
have both indoors and outdoors environments.
ample stimpacks/medikits.
a large empty room with a switch usually implies a trap. but nothing happened when the switch was pressed, which was strangely refreshing for a change.
vantage points for players who do not like slaughtery gameplay. in other words, the mapset to a certain degree, was designed to cater multiple player types.
The map looks super amazing! I played with some mods and got tons of lag so, maybe it didn't like my mods. Other than that, I saw the monsters glitching out as cars.
adding xperiment.the facility/xperiment.zip:xperiment.wad
warning: duplicate s_start marker found.
warning: duplicate s_end marker found.
...
loadactors: load actor definitions.
script warning, "xperiment.zip:xperiment.wad:decorate" line 1:
tried to define class 'switchabledecoration' more than once. renaming class to 'switchabledecoration@xperiment.zip@xperiment.wad@decorate'
map01 - entryway
line 1875 has no first side.
unknown ceiling texture 'glass01' in sector 337
unknown floor texture 'glass01' in sector 373
unknown floor texture 'glass01' in sector 374
unknown ceiling texture 'glass01' in sector 513
unknown floor texture 'glass01' in sector 536
unknown ceiling texture 'glass01' in sector 536
unknown floor texture 'glass01' in sector 1347
unknown ceiling texture 'glass01' in sector 1347
unknown middle texture 'glass01' on first side of linedef 268
unknown middle texture 'glass01' on first side of linedef 270
unknown middle texture 'glass01' on first side of linedef 5338
unknown bottom texture 'glass01' on first side of linedef 7048
unknown bottom texture 'glass01' on first side of linedef 7781
unknown bottom texture 'glass01' on first side of linedef 10244
unknown bottom texture 'glass01' on first side of linedef 10281
unknown type 17687 at (-784.0, -7280.0)
unknown type 17687 at (1040.0, -3584.0)
unknown type 17687 at (1400.0, -3584.0)
unknown type 17699 at (1216.0, -3128.0)
unknown type 17699 at (-1144.0, -3048.0)
unknown type 17699 at (-1064.0, -3048.0)
unknown type 17699 at (1280.0, -3128.0)
unknown type 17699 at (-1392.0, -3520.0)
unknown type 17687 at (1696.0, -5344.0)
unknown type 17687 at (1700.8, -5160.3)
pinkies that got stuck:
Spoiler:
[hom]s/missing textures:
Spoiler:
missing objects: note that the [voxel vehicles pack v1.0] (file [vvpck1.0.pk3]) was loaded.
Spoiler:
fuzzy audio in this area:
Spoiler:
error [p_startscript unknown script 23]:
Spoiler:
personal notes:
Spoiler:
the radsuit in glass casing a distraction? spent about 15 minutes searching for a way to open the radsuit casing.
never put health bonuses, stimpacks, medikits etc in the middle of narrow hallways. this provides option for players to use them later when backtracking.
during the earlier parts of the map, felt the gameplay was more a resource-management game rather than a shooter since ammo was so scarce (i only found the secret chaingun after backtracking much later in the map). especially if there are [pain elemental]s and [archvile]s (the latter not in this map], and for players that may have setting [sv_fastmonsters] enabled. perhaps could provide more ammo for the earlier parts of the map? i learned from another mapper is to make ammo in abundance to the point players do not need to resort to berserker and monster-infighting to save ammo, but make health scarce suitable for the level of difficulty. but this is just a personal preference.
should provide some ammo when confronting the cyberdemon. some players do not hoard their ammo before entering the room.
what i personally liked:
Spoiler:
could backtrack.
escapable pits.
have both indoors and outdoors environments.
ample stimpacks/medikits.
a large empty room with a switch usually implies a trap. but nothing happened when the switch was pressed, which was strangely refreshing for a change.
vantage points for players who do not like slaughtery gameplay. in other words, the mapset to a certain degree, was designed to cater multiple player types.
hope my findings above help. tq
First of all, thanks for the detailed feedback.
I'm a bit sad to hear that there's a lot of errors in the wad, but rest assured that I will fix all that in the next update I'm working on. Also I've taken your advices about backtracking for health, and adding ammo in the beggining of map and the Cyberdemon part, so I will work on it as well !
PS : Yes, the radsuit in the glass is a distraction, but I will make it more obvious lol
Rex705 wrote:The map looks super amazing! I played with some mods and got tons of lag so, maybe it didn't like my mods. Other than that, I saw the monsters glitching out as cars.
Super happy that you liked it !
What mods did you use ?
I know the game could lag a bit with BDoom when I tested it, and I'm trying my best to fix this at the time. For the monsters glitching out as cars, I figured it does that when using heavy mods like BDoom because of names double defining or something. Will take a look on it.
Really enjoyed this. It's a well put together map that plays well - nice and logical, good fights etc. I pretty much agree with all of the comments that ritaremton mentioned and I found the same bugs.
I did notice frame rates dropping in places - not problematically, but it was detectable. I played without additional mods. I suspect that the reflective floors are the main culprit. They are known to cause lag if used excessively and you have used them a lot.
Enjay wrote:Really enjoyed this. It's a well put together map that plays well - nice and logical, good fights etc. I pretty much agree with all of the comments that ritaremton mentioned and I found the same bugs.
I did notice frame rates dropping in places - not problematically, but it was detectable. I played without additional mods. I suspect that the reflective floors are the main culprit. They are known to cause lag if used excessively and you have used them a lot.
Hi and thanks for the review ! I'm aware that there are lots of bugs and such, so I'm currently working on improvements on the map and also adding new content.
After taking useful and constructive feedback into consideration, I have updated the map so it is more enjoyable and clean, all the details are on the first post
Void Warrior wrote:Good map, Berserker! They are well developed and the complexity is quite normal. I wonder why the beginning of Xperiment resembles Half-Life?
By the way, will there be more maps?
Hi Void Warrior, well I admit that I was a bit inspired by the first Half Life and then I used my imagination. I am currently working on 2 other maps for Xperiment, my main goal is to make a 3 maps wad to start with.