Amorphous Euphoria - Development Finished
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Redid post cause it would not edit for some weird reason...
@walter-c thanks for playing the map I made, and well, that was the idea since I wanted to make a map inspired by Mt. Erebus since I love Ultimate DOOM...
Finding all the keens hidden in the map rewards you by making the final fight much easier, also here's a hint.. if you've ever played Super Mario Bros, then by trying something you will be rewarded with one of those hidden keens, it's an easter egg of sorts...
As for the Skull Keys, they are for additional pickups which are honestly not needed to beat the map, but can help you a lot if you do find the skull keys...
@Cuppykeks Speaking of maps, I updated the one I made with tons of visual tweaks and a few QoL changes to some of the challenges so they would be more digestible... I will link it in this post here: The_Melancholy_of_DOOM_GuyV2.wad
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@walter-c Thanks for the update. It flowed better, though the amount of cell ammo is excessive now and the opposition is too little now. Not much reason to enter the "weak" room. Thanks for the re-do on that final area too. I don't really have anything else to say so you can just watch the demo:
waltc333.lmp -
Please find attached version 2 of wizwar. [kvsari]_wizwar_v2.wad
Changelog
- Red star floor lift now single action. Zombies spawn in during lift ascent.
- Replaced two mancubi in red star skull key fight with six imps.
- Widened the sky walk for the blue skull key.
- Adjusted textures inside the tower lift.
- Added ceiling to teleport pad for the red star section.
- Slight geometry changes to final fight. Archvile can still get a little stuck allowing a free hit but it's a mercy.
- Moved teleport closet trigger linedefs out a little in red star room.
- Fixed some texture misalignments here and there.
Please let me know what you think.
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@r3d_belmont456 @R3D_Belmont456
OK I played it and I even beat it this time with the help of savescumming for half an hour. The hitscanner snipers in the red room alcoves outside of it are health leeches shooting at you from afar in darkness. When you enter the spidermastermind room to get cover you're assaulted by hitscanners from both sides and it'd e nice if that wasn't the case, in that it would probably work better with projectile monsters like imps that throw fireballs you can dodge instead of having to just tank more damage because the cover only accounts against the spidermastermind and not all the other hitscanners. I still question how much ammo there is since I'm sure I had to find secrets to get the ammo I needed. I didn't even think I pressed the switches in the rooms since they look they've already been pressed since I'm used to them not being lit up at first. Was a pain to get through but I managed.
The commander keen in the barrel revenant room I only noticed due to infinite height blocking my pathing over the secret door.
I reached the final room and it's a clusterfuck. Encounter design is messy and isn't presented well.
For that I recommend you keep the archviles away from the towers perhaps with a barrier of monster blocking lines. Remove the lost soul/pain elementals there entirely as they do nothing but throw bodies to block and trap you. Minor but effective monster nerfs. When you're the map creator you know where everything is and balance around the way you play your own map. As you get better at playing your own map you make it harder and harder to compensate.
EDIT: removed my really long rant. Final version is okay.
Here's my demo it's probably an hour long: belmontv3.lmp
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@kvsari Nice! Thank you for the update. I died at the end due to rocketing myself when the archvile teleported away but that's alright. Good map! I struggle to even have anything to nitpick about, though that may just be due to the fatigue of playing the map I commented on above. Here's my demo and sorry about the little pause near the end: kvsariv2.lmp
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@Walter-c Would you be okay with me merging different version of your map together? Basically to get a better balance of the map between what it was at the start and what it is now.
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Updated the Final Fight to make it much more consistent (I didn't include a Demo this time...). Monsters (except a few) will now all pop up as soon as you enter the last room, which should make it easier to consistently jump into the arena now...
The_Melancholy_of_DOOM_Guy_FINAL.wad
I deleted the previous thread since I it wouldn't let me edit it again...
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@cuppykeks said in Amorphous Euphoria:
@Walter-c Would you be okay with me merging different version of your map together? Basically to get a better balance of the map between what it was at the start and what it is now.
Sure, go ahead!
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I have a thing I'm working on, and am leaning towards using this project as a landing grounds for it.
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Hi, I have an idea for map 22, and i just wanna make sure everything I have so far is ok.
https://mega.nz/file/lUY21RjZ#B2ExUaPDSMj-p8XdP8q-x6_ZVR5hYbTf41A-BfMxgB8
(Ignore the nazi sound at the start for now, it's for a far later room.)Edit: Forgot to mention, the "bridge" with all the step textures inside the floor will be a self referencing sector, I'm just saving that job until the end of the map.
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@chrisjeplace Oooh very creative I loved all the little details you've made. Very promising, keep it up and thanks for sharing! It's all good!
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Alright then let's get to it. Sorry about my absence. This map will take some brainpower (to map anyway).
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And it's done! Plays on MAP27 for the music. Please let me know what you think!
note to self for next version:
fix texture alignment, make exit door unable to be opened by monsters, better inner lift textures.Also I made a Trello Board for this project to help keep track of things
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@cuppykeks
kvsari_sct_pickeldsunday_v1_t1.lmp
Is this what you had in mind when you said absolute freedom? I normally dislike puzzle maps because I usually find them obtuse and they interrupt the flow. But your map is much better than that.The puzzle mechanic is placed front and center as the unifying principle. In fact it is the first geometry based obstacle you encounter. This is good in my opinion. I like how you taunt the player with the easy way out. This puzzle mechanic stays present throughout the map in the form of pillars (or floors) being raised/lowered peppered about. Thus I'm constantly reminded what the mechanic is and I don't confuse the map for an action map that has this annoying puzzle sequence. It's instead a puzzle sequence that has these annoying (I jest) encounters. The puzzle is also unforgiving in that you can be trapped forcing you to suicide in the provided slime pit. Somehow I like this as it makes the map feel pure and it's not being betrayed to some standard of ease. Well done on the puzzle aspect.
You instigate some dicey combat that forces quick responses. This is the good kind of difficulty. Health is scarce but on a map like this with very positional battles I find it appropriate. Also I took some dumb damage.
Overall the map is short but very dense. I got the urge to save-scum my way through due to the nature of the puzzle and how you can trap yourself. Thus I think the pacing is good in that regard as the puzzle blocks different parts of the map giving a very good sense of progression.
The visual style is eclectic like your other map but I like it. I prefer bright and colourful over grey and gloomy and you provide this in spades. The visual style also helps to highlight the puzzle too which is important.
It was a fine map to play. One of the few puzzle levels I found enjoyable. Good work.
EDIT: Don't worry, I didn't savescum. That would have been very rude.
EDIT2: Demo recorded in dsda-doom v0.24.3 -
@kvsari Thank you very much for playing I really appreciate it! Yes this is along the lines of what I meant by the freedom in this project. My first map was just me focusing on the visual aesthetics in an otherwise pretty normal map but this one I wanted to really branch out and use this as an opportunity to make a real puzzle map.
I watched the entirety of your demo and you ended up skipping a step twice by hopping over the candle posts where I intended there to be even more juggling with the switches. I won't change it though it didn't break the map and creative alternative solutions are good. I enjoyed imagining the gears turning in your head thinking about how to solve and progress through it and it was really interesting to watch play out! Introduction to and the first steps of the main mechanic was a point of care indeed as well as getting just the right amount of use out of it.
Sounds like I did a good job with succeeding in making a puzzle map but I think there's room for improvement for sure ( and now I know what puzzle map to make again two dozen times aside from my "cuppy chaos base" style to refine or combine with hehe). I'm not satisfied with the name of the map though so I might rename it to something like "Coffee Click Calligraphy." Again thank you for playing and I'm happy you liked it
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@Cuppykeks cool map! I didn't realize that this was part of a community project at first so I didn't have the resource wad. I included the brief gameplay of that in my FDA video because its still part of my "exposure" to the WAD.
Overall I really liked the map! I ended up using the teleports a lot, not because I'm stuck but because I wanted to traverse to other areas of the map. I didn't like the feeling that I was "stuck" in an area, especially because I hadn't exactly figured out how to get out of an area (usually because I need to set something elsewhere). Generally speaking, I don't think it's fair to lock someone out in a state where they need to die to reset. Having the keys be present "in case you get stuck" feels like its a workaround more than anything else. I suppose it might be a challenge -- beat the map without picking up keys? You may want to think about how to more clearly express that.
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@segfault Thank you for playing! You skipped some steps of the map by hitting the shootable switches before you were supposed to using freelook. Yeah I have acid pits to burn in if the map breaks from low-compatibility doom quirks or just an easy way to punish a sloppy move. I initially tried to have them escapable by normal means but that was would be changing the map geometry I planned around (platforms moving at 32 unit increments or so) and decided it wouldn't be worth the hassle of trying to change the entire geometry and some intended progression around having escapable nukage pits. So it's definitely a workaround for that while also cutting players some slack if they want an easier time with the map. The only reward for beating the map without using the teleporters is a little congratulatory message at the end and maybe I can communicate the challenge better with something at the start if it's not easy to pick up on. I'm happy you liked it!