MAP09 Outpost BETA (V1)

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  • Опубліковано 2 жов 2024
  • #DOOM2 #DOOMwad #ClassicDoom
    WAD: Empty Space (Part 1 Demo)
    Map Name: Invasion Entryway
    MIDIs Used: "Shoot the Pianist" by Stuart Rynn. Taken from "Alien Vendetta"
    Author: DBJ87
    Map format: UDMF
    Played on: GZDoom V4.12 (Stable Version)
    Compatibility: Default with:
    Freelook enabled
    Crouch & Jump enabled
    Actors Infinitely Tall disabled
    Build Time: 29th Jan - Mar 14th 2024 (Last Update) Aug 27th 2024
    About the Map:
    Escaping the bombardment of the Com Station, you're teleported near to the source of the invasion. A ship is also nearby, must have been what's dropped the reinforcements off, might also be a way back home after you find out what the f*** is going on. The Marines you're meant to be meeting are trapped & once freed you can also access the portal to one of the UAC's outposts in Hell, assuming you survive the guards waiting to greet you once the Marines are free.
    This is available to download & play via DropBox. Includes the version of GZDoom I played the demo on for easy set up but should run on any stable version above 4.12. No target time set as to when the remainder of the project will be complete or if that will be uploaded online, that depends on any feedback or interest I get, just remember this project is all experimental so don't expect "high quality content". Brightness & Video quality levels are also appear much darker & pixilated after UA-cam's rendered everything -_-
    Demo Download Link:
    Download: www.dropbox.co...

КОМЕНТАРІ • 1

  • @joekerwildeDBJ87
    @joekerwildeDBJ87  2 дні тому

    Ambush after collecting Yellow Skull will be changed. Was originally another Super Demon (Cyberdemon without the Cybernetics) & I stupidly hadn't checked how the changes would effect the level until this recording) the Dread Knights that spawn in (No, nothing related to Doom Eternal 🙄) will be replaced with Barons* or numbers spawned reduced although most likely the former as on lower difficulties these are what teleport in. And for some reason the player is unable to move for about 5 seconds after the script that activates them ends (when picking up the yellow key) that was edited but clearly still not corrected or, worse case scenario, the script needs rewriting.
    *Might be a huge step down, especially given their health is dropped to 800 instead of 1000, but ammo was surprisingly used up quickly from a Pistol start & a lot more quicker than I can remember when testing the originally finished map & I'm sure players would appreciate the intentionally obvious Super Secret on this map to still be optional rather than mandatory or you're not getting back down alive 😅.
    Apart from that oversight, the difficulty curve on this map is almost where I'd hoped, if you can save certain power ups & Armour they'll be vital to blast your way through to the final fights. Like MAP08, I had a lot more ideas for the map but time building & testing was broken up by also working on other parts of the project's content as well as other projects in general.
    Intend to also increase the overall size of the final arena to give the player & enemies more room to run around.