When I got to that one unspoiled moment at 14:45 which I think is the same one I'm thinking of, I had to pause and reload my game to the nearest save, twice, just to make sure I was actually seeing what I thought I was seeing.
They're doing it the non-euclidean levels with Portals. Gzdoom has some of the most robust portal code of any of the source ports. Once you figure them out, stuff like this is actually relatively easy to do. The trick is learning how to implement them well. I prefer to only use non-euclidean geometry when something very Supernatural is happening, like I will have a hexen map where you enter a netherrealm which is in a non-euclidean setup compared to the Overworld, or a doom map in which the real world is a normal base, but then you will walk into a portal into a hell area which may allow you to quickly travel across the map because the portals make it non-euclidean like that. I also use that sort of geometry to confuse the player. I've been thinking of requesting a feature to allow connecting ceilings, so that I can make a room where you walk through a side hallway and end up on the ceiling.
I think regarding storytelling, the best method is either interactive dialog, or optional diaries/logs, or some kind of codex/item descriptions. The thing about it is that it allows people who DO care to experience it fully, while people who don't can elect to ignore it. Intermission screens, briefings, cutscenes are flawed because they stop the gameplay in their tracks. Another good idea, if you have a decent mic or a team member who's good at voice acting, is narration, like in Bastion. Like, if you have a section when there's no fighting and the player just has to explore (and in Doom that's very common), simply read player character's inner monologue or something like that. And of course, if you're good at level design, then environmental storytelling is a good option. For example, instead of simply leaving a shotgun for the player to pick up, put it next to a corpse with no head who clearly committed suicide, in a small locked (behind a keycard door or a switch) empty room filled with empty food boxes, with door itself covered with scratches from another side - said another side with a large group of monsters that look directly at the door. Suddenly a simple shotgun pickup turns into a small tragic story of a demon siege of a room! If someone is interested in that topic, here's a GDC presentation on it: www.gdcvault.com/play/1012647/What-Happened-Here-Environmental
I think that he should also do Heretic and Hexen Mod and Map Madness. The playlist would be like 20 videos long but it would be a start. He can cover mods like the Style mod and then cover map sets like Hoards of Chaos, and Heretic: Curse of D'Sparil.
I have. It's rare though, I'll give ya that. The original PREY had quite a few such moments, especially in the multiplayer-maps - it also had multiple other geometric tricks, like rotating rooms, as well as walking on walls and ceilings. The game was pretty good, but had a few weaknesses - still, one could say it was the last truly classic, yet good, 3DRealms game.
If you like non-euclidean space, I highly recommend Anti-chamber. It's a first-person puzzle game heavily based around it. Unfortunately, it devolves into isolated block puzzles toward the end, and the ending is utterly disappointing, but the rest is pretty good.
This kind of thing is easily doable in oldschool Unreal / Unreal Tournament, but very few maps did much with it. It really is a neat gimmick when done well.
@icarusliv3s regarding the moment that made you go "wow." I think i know what you were talking about. this was the first time that i said "oh my god," out loud, out of sheer awe, while alone in my room. like, the moment wasnt really a new idea, but it was just so incredibly well paced.
This feels like the kind of map that should have Demonsteel attached, or some other weapon pack. I could see Aeons of death being interesting here, if only with the weapon pack, not necessarily the enemy placement. I'll absolutely download this and see if I can find a good weapon pack to go with it. A great review as always!
Just played both maps before I even started the video, and holy fucking shit they were amazing. quirky domain specially completely and utterly destroyed my mind and one of the most impressive doom maps I have ever seen! 10/10 my brain melted
Having played it on Ultra-Violent, it's interesting seeing the difference in enemies in Quirky domain. I also never found the super shotgun, and I'm not sure if that was a difficulty thing or just a secret I didn't find.
The Quirky Domain... huh, I had no idea you could even DO that in the Doom engine, although I've messed around with several other engines where you could almost pull this off by accident. Very interesting!
The "Impossible" trick in A Quirky Domain is actually quite simple to copy, however how FishyClockwork (The author) used the trick extensively is remarkable.
DAMMIT! I played a few minutes, and thought, "Wait... this should totally work with Project Brutality!" Then I got to the freezing part, and all the monsters immediately attacked me. NEVER MIX MODS!
The Umbra of Fate designer apparently never heard of using boss health thresholds to phase your boss fights instead of looping timers so you don't get this shit.
Quirky Domain isn't actually super complex in the "how it works". Basically you just tell the computer "yes these two lines are connected" and that's it. In non sector based games such as Portal 2 having world portals its much more complex. But Doom being sector based it just boils it down to "these equal length lines are connected" even though in the editor they aren't right beside each other. (Slade 3 actually makes doing them pretty easy) Impossible a new reality just used a lot of silent teleport lines. Like a looooooooooot of them.
guys i need to disable the umbra of fate weapons because they are on conflict with my weapon mods ( high noon drifter) is there is a simple config for it?
Sigh problem is my computer is incompatible with the GZdoom engine for some reason I think it's a proprietary sort of issue so I can't play this heck zandronum or the older versions are incompatible with my computer it just gives me a kernel error
"If there's a place you got to go I'm the one you need to know I'm the map I'm the map I'm the map If there's a place you got to get I can get you there I bet I'm the map I'm the map!" - The Map, apparently.
Just a question: Are these maps compatible with mods such as Trailblazer or Death Foretold? Or is there some sort of code in these maps/WADs that prevent the usage of other mods at all?
So that's what the Quirky Domain looks like. I tried downloading it last week, but it kept crashing on me not even a minute into the level. Updated to the latest version of GZDoom and it crashed 2 minutes in. Should I be using a different source port? I didn't even think about that until typing this comment.
Read the txt file of this mod, it recommends an older gzdoom version. I think it is 2.8 or so and that one is more stable or hardware that doesnt have all the latest drivers. With that version I got gzdoom to work on the PCs at my school, as they crash after 5-10 min on the latest gzdoom.
I'm torn on these GL lighting effects etc, quite pretty but also kind of cheap looking in OG Doom. What's the general consensus on additions like this, even freelook etc Feels a bit off to me but maybe I'm overthinking it :)
Mandrill Ass Project has been out for years but there's not much on UA-cam about it. The name alone mostly tells you what to expect, really, but while the setup is a joke WAD the actual gameplay is not. Though it does have some save-scumming platforming areas that can get a bit annoying, but I am now forever going to hear the first level music from Speed Of Doom as part of MAP thanks to its reuse in a rather weird level.
lampenpam Many of the ones shown work fine in coop and can be quite fun. I only know if its singleplayer only or not after i download them as Icarus only reviews it singleplayer.
Whelp, I checked out Quirk and even spoiled the map was gloriously trippy mind fuck. Bit of a shame there's only one level, but maybe the world is a safer place without the added madness. I will say, however, I wasn't expecting the combat to be so hard. I can UV normal Doom just fine, but Quirky was kicking my ass even on HMP.
I played Umbra of Fate recently, and it reeks of a map that should have been made in Quake, but the mapper was an expert on Doom, and because the mapper couldn't be bothered to do it in Quake, did it on Doom. I say reeks because the entire experience gets fudged because of that. Doom doesn't implement radiosity lighting in its compilers, so the entire art style of the staggering amount of Quake textures used gets lost in weird color contrasts. A shame, because there's talent in there, but also an odd stubbornness.
If you know How to implement a mod in GZDoomDoom then just do it in GZDoom. There is really no need to go out of your way and learn a completely different engine if the one you have can do it. Doom modders are not too concerned with "Mah Graphix" to ditch the engine.
Well, Quake mapping is several orders of magnitude easier to use and learn than Doom's. I know both. What I think made the mapper go with Doom was the scale of the maps, but then again, using protocol 999 on Quake fixes that too. Indeed, it's more "out of the box" with gzdoom, but this is too Quakey to force gzdoom's weird lighting system in assets clearly made for lightmaps. And also, if you have a creative vision, you will find the appropriate tool to bring it to fruition, without fear of leaving your comfort zone. Sure, there's no NEED for it, but I'm sure the ideas get stuffy if you don't. Like this one.
Your complaints about the boss encounters in Umbra are 100% common. The Doom modding community loves to make their boss fights impossible for human beings who don't spend all their time in their mom's basement. It's a meme and an in-joke among them. Play Massmouth, A Warm Place, Unloved, etc. they just get a kick out of shitting on your experience the same way smarter people got a kick out of shitting on their experience in pre-Millennial high-school.
Quirky Domain went like "Before I explain, just play it." Me: Nah I'm good.
5 seconds later in the vid, Me: Ya know what? Yeah actually give it here.
umbaupause Nope, not watching, you can't make me!
When I got to that one unspoiled moment at 14:45 which I think is the same one I'm thinking of, I had to pause and reload my game to the nearest save, twice, just to make sure I was actually seeing what I thought I was seeing.
That is funny - if it is the same one, I also reloaded my save to watch that one again!
Have you pressed tab mate?
They're doing it the non-euclidean levels with Portals. Gzdoom has some of the most robust portal code of any of the source ports. Once you figure them out, stuff like this is actually relatively easy to do. The trick is learning how to implement them well.
I prefer to only use non-euclidean geometry when something very Supernatural is happening, like I will have a hexen map where you enter a netherrealm which is in a non-euclidean setup compared to the Overworld, or a doom map in which the real world is a normal base, but then you will walk into a portal into a hell area which may allow you to quickly travel across the map because the portals make it non-euclidean like that. I also use that sort of geometry to confuse the player. I've been thinking of requesting a feature to allow connecting ceilings, so that I can make a room where you walk through a side hallway and end up on the ceiling.
I think regarding storytelling, the best method is either interactive dialog, or optional diaries/logs, or some kind of codex/item descriptions. The thing about it is that it allows people who DO care to experience it fully, while people who don't can elect to ignore it. Intermission screens, briefings, cutscenes are flawed because they stop the gameplay in their tracks.
Another good idea, if you have a decent mic or a team member who's good at voice acting, is narration, like in Bastion. Like, if you have a section when there's no fighting and the player just has to explore (and in Doom that's very common), simply read player character's inner monologue or something like that.
And of course, if you're good at level design, then environmental storytelling is a good option. For example, instead of simply leaving a shotgun for the player to pick up, put it next to a corpse with no head who clearly committed suicide, in a small locked (behind a keycard door or a switch) empty room filled with empty food boxes, with door itself covered with scratches from another side - said another side with a large group of monsters that look directly at the door. Suddenly a simple shotgun pickup turns into a small tragic story of a demon siege of a room!
If someone is interested in that topic, here's a GDC presentation on it: www.gdcvault.com/play/1012647/What-Happened-Here-Environmental
I think you should make a Doom MAP Madness to show us good WADs to play... just saying XD
And cover like 2-3 maps (depending on the size).
There could be one about the Monster Hunter Inc. maps, those where pretty good...
I'd approve of this aswell.
Yeah I left the same comment somewhere else; I'd like to see Mr. Icarus cover a few sets of his favourite Megawads.
I think that he should also do Heretic and Hexen Mod and Map Madness. The playlist would be like 20 videos long but it would be a start. He can cover mods like the Style mod and then cover map sets like Hoards of Chaos, and Heretic: Curse of D'Sparil.
Nice Lovecraftian influence in the first wad
"Player was destroyed by the harbinger of Azathot"
"Begone, Azathot!"
That's crazy, you're the second person to trigger that unclosing pillar at the final boss fight lol. I triggered that only once during my testing.
Quirky Domain deserves to be its own game. I've never seen an FPS actually do impossible geometry before, and I want to see a whole game about it.
I have. It's rare though, I'll give ya that. The original PREY had quite a few such moments, especially in the multiplayer-maps - it also had multiple other geometric tricks, like rotating rooms, as well as walking on walls and ceilings.
The game was pretty good, but had a few weaknesses - still, one could say it was the last truly classic, yet good, 3DRealms game.
I saw something similar in some logical game. But i dont remember game name.
If you like non-euclidean space, I highly recommend Anti-chamber. It's a first-person puzzle game heavily based around it. Unfortunately, it devolves into isolated block puzzles toward the end, and the ending is utterly disappointing, but the rest is pretty good.
yep, Anti-Chamber is what you are looking for.
This kind of thing is easily doable in oldschool Unreal / Unreal Tournament, but very few maps did much with it. It really is a neat gimmick when done well.
@icarusliv3s regarding the moment that made you go "wow." I think i know what you were talking about. this was the first time that i said "oh my god," out loud, out of sheer awe, while alone in my room. like, the moment wasnt really a new idea, but it was just so incredibly well paced.
This feels like the kind of map that should have Demonsteel attached, or some other weapon pack.
I could see Aeons of death being interesting here, if only with the weapon pack, not necessarily the enemy placement.
I'll absolutely download this and see if I can find a good weapon pack to go with it.
A great review as always!
Ah Quirky Domain....one of the maps that I tested in its alpha version and still like it. Portals are the MVP of the game really...
Just played both maps before I even started the video, and holy fucking shit they were amazing.
quirky domain specially completely and utterly destroyed my mind and one of the most impressive doom maps I have ever seen!
10/10 my brain melted
Visual style and map design 10/10
A little off topic, but I really want to compliment you on your consistency and quality of uploads. You are doing really top quality stuff man.
I stoped the vid at 10 min to download the map, play at this, and see it by myself . it's just amazing.....
Quirky Domain picked my interest, I'll check it out
"Quirky Domain" really lives up to the name "Doom mod madness"! (In a very good way!)
Man, I took you up on the warning and played it . . . so worth it.
Having played it on Ultra-Violent, it's interesting seeing the difference in enemies in Quirky domain. I also never found the super shotgun, and I'm not sure if that was a difficulty thing or just a secret I didn't find.
TripodRanger yeah i jumped in on uv as well, the super shotty would've been a godsend
I'm more of a Quake fan, which means I'm definitely checking these
The Quirky Domain is basically taking Thinking with Portals to ridonkulous extremes. o.O
The Quirky Domain... huh, I had no idea you could even DO that in the Doom engine, although I've messed around with several other engines where you could almost pull this off by accident. Very interesting!
The "Impossible" trick in A Quirky Domain is actually quite simple to copy, however how FishyClockwork (The author) used the trick extensively is remarkable.
Love the dark cult theme ...
The Quirky Domain is awesome!
DAMMIT! I played a few minutes, and thought, "Wait... this should totally work with Project Brutality!"
Then I got to the freezing part, and all the monsters immediately attacked me. NEVER MIX MODS!
what other map packs/ megawads should I play if I like Umbra Of Fate and The Quirky Domain?
I regret not heeding your disclaimer about quirky.
The Umbra of Fate designer apparently never heard of using boss health thresholds to phase your boss fights instead of looping timers so you don't get this shit.
I guess this trick in map geometry i could call "warpzones"(this precticaly same thing in darkplaces engine) which you can in Xonotic for example.
The enemis from Zdoom Wars Realm 667 mod 10/10
I can see that high noon drifter is a good choice for the 1st map pack
umbra is not compatible with high noon drifter
Quirky Domain isn't actually super complex in the "how it works". Basically you just tell the computer "yes these two lines are connected" and that's it. In non sector based games such as Portal 2 having world portals its much more complex. But Doom being sector based it just boils it down to "these equal length lines are connected" even though in the editor they aren't right beside each other. (Slade 3 actually makes doing them pretty easy)
Impossible a new reality just used a lot of silent teleport lines. Like a looooooooooot of them.
Dang. I'm like... way into both of these.
What a marvelous map. I had so much fun with it!
….And then there's the boss battles. so underwhelming.
Quirky Domain reminds me a lot of the first parts of Antichamber. Have you tried that out?
Nice use of Quake textures in the first map. Dunno if you put them together on purpose but the 2nd one also uses one Quake texture.
I completely forgot that today is Friday. Damn, I really gotta get a job.
Quirky Domain seems heavy on box computation from Doctor Who
I didn't know that the word bugbear even had a meaning other than as a castlevania enemy wow! You learn something new each day I suppose.
My god, the music!
Quirky domain
Because "mindfuck domain" isn't the most appropriate title
You're mine. You're all mine.
The first map alone could destroy my laptop 5 minutes in...
Well looks like the Hunter is gonna be home late with dinner.
guys i need to disable the umbra of fate weapons because they are on conflict with my weapon mods ( high noon drifter) is there is a simple config for it?
Could it be that Umbra Of Fate was designed with overpowered weapon mods in mind?
Sigh problem is my computer is incompatible with the GZdoom engine for some reason I think it's a proprietary sort of issue so I can't play this heck zandronum or the older versions are incompatible with my computer it just gives me a kernel error
I'm using the latest version of gz doom but can't get unbra of fate to run. Can anyone help?
what is the intro song?
Can you cover the gunslinger 2 mod?
0:09 Shut up and take my download!
Love your videos!
Hell yeah! Mapping! I love mapping! That's why I map!
"If there's a place you got to go
I'm the one you need to know
I'm the map
I'm the map
I'm the map
If there's a place you got to get
I can get you there I bet
I'm the map
I'm the map!"
- The Map, apparently.
Just a question: Are these maps compatible with mods such as Trailblazer or Death Foretold? Or is there some sort of code in these maps/WADs that prevent the usage of other mods at all?
You should play Resurrection of Chaos for Hexen, Ultimate Simplicity by Agent Spork, Austerity by Tormentor667, and Riot Control by Dutch Devil.
Had the chance to take a look at The Vile Keep? ^^"
Umbra of fate looks like it could use upgrades on the weapons :P
I'm surprised you don't make more use of MDK.
Doom Map Madness
Hey charmful voice dude, what do you think about Doom Eternal uh?
do doom mod madness on the Doom RPG mod
So that's what the Quirky Domain looks like. I tried downloading it last week, but it kept crashing on me not even a minute into the level. Updated to the latest version of GZDoom and it crashed 2 minutes in. Should I be using a different source port? I didn't even think about that until typing this comment.
Read the txt file of this mod, it recommends an older gzdoom version. I think it is 2.8 or so and that one is more stable or hardware that doesnt have all the latest drivers.
With that version I got gzdoom to work on the PCs at my school, as they crash after 5-10 min on the latest gzdoom.
lampenpam I will try that out. I don't think the version I downloaded had a txt file with it. I think it just had the pk3.
hm, crap. Perhaps I was thinking of a different mod then
I played it just fine on the latest dev build of gzdoom. It might be something with your setup.
your PC might be broken mate
Please, review Shadowman's Inquisitor mod series next.
You didn't bring snacks or coffee!? You monster! :(
give the fish boi some donuts
My computer apparently dislikes non-Euclidean geometry as much as I do so Quirky Domain crashed. This isn't a bad computer, by the way.
CUT!!!!!
Got to try Umbra of Fate now, as the mod now has "less grindy" bosses by health tweaks and an option for a maximum of three phases :)
I'm torn on these GL lighting effects etc, quite pretty but also kind of cheap looking in OG Doom. What's the general consensus on additions like this, even freelook etc
Feels a bit off to me but maybe I'm overthinking it :)
*Can anyone please help me in identifying the font that Icarus uses in this thumbnails?*
Mandrill Ass Project has been out for years but there's not much on UA-cam about it. The name alone mostly tells you what to expect, really, but while the setup is a joke WAD the actual gameplay is not. Though it does have some save-scumming platforming areas that can get a bit annoying, but I am now forever going to hear the first level music from Speed Of Doom as part of MAP thanks to its reuse in a rather weird level.
Daww dissapointing, neither of them work in Zandro.
They looked really unique and interesting.
why would you want to play it in zandronium if it's a singleplayer wad?
lampenpam Many of the ones shown work fine in coop and can be quite fun. I only know if its singleplayer only or not after i download them as Icarus only reviews it singleplayer.
The doomworld posts show the .txt file on the site which you can read through before downloading.
you'll just have to wait until zandronum 4.0 comes out
Whelp, I checked out Quirk and even spoiled the map was gloriously trippy mind fuck. Bit of a shame there's only one level, but maybe the world is a safer place without the added madness.
I will say, however, I wasn't expecting the combat to be so hard. I can UV normal Doom just fine, but Quirky was kicking my ass even on HMP.
will these work with brutal mods
Disorient* Disorienting* ;-)
Non euclidian geometry isn't hard to do in a map, it's just tied to using a portal linedef, the hard part is planning it out well.
I played Umbra of Fate recently, and it reeks of a map that should have been made in Quake, but the mapper was an expert on Doom, and because the mapper couldn't be bothered to do it in Quake, did it on Doom. I say reeks because the entire experience gets fudged because of that. Doom doesn't implement radiosity lighting in its compilers, so the entire art style of the staggering amount of Quake textures used gets lost in weird color contrasts. A shame, because there's talent in there, but also an odd stubbornness.
Oh, and the pretentiousness of using Erik Satie in a Doom mod is revolting.
I was kinda thinking the same thing to a degree, would definitely have made a more fitting quake map, maybe have it included in Arcane Dimensions
If you know How to implement a mod in GZDoomDoom then just do it in GZDoom. There is really no need to go out of your way and learn a completely different engine if the one you have can do it.
Doom modders are not too concerned with "Mah Graphix" to ditch the engine.
Well, Quake mapping is several orders of magnitude easier to use and learn than Doom's. I know both. What I think made the mapper go with Doom was the scale of the maps, but then again, using protocol 999 on Quake fixes that too.
Indeed, it's more "out of the box" with gzdoom, but this is too Quakey to force gzdoom's weird lighting system in assets clearly made for lightmaps.
And also, if you have a creative vision, you will find the appropriate tool to bring it to fruition, without fear of leaving your comfort zone. Sure, there's no NEED for it, but I'm sure the ideas get stuffy if you don't. Like this one.
Artistical No, YOU are pretentious.
This map was awesome until the end; it was way to easy and was too much trippy for my taste
Review Doomzone.
i dont like this mod. when i use a mod for other weapons the weapons dont show up. this needs some work
Quirky domain should have terry trap on the end ^^
It have some kind of terry trap
Creating non-Euclidian spaces in GZDOOM maps is not really difficult. The tricky part is creating interesting level design with it.
Do Crapi.wad!
Juan the f*ck
This wad wont work
Your complaints about the boss encounters in Umbra are 100% common. The Doom modding community loves to make their boss fights impossible for human beings who don't spend all their time in their mom's basement. It's a meme and an in-joke among them. Play Massmouth, A Warm Place, Unloved, etc. they just get a kick out of shitting on your experience the same way smarter people got a kick out of shitting on their experience in pre-Millennial high-school.