AD_79 Posted July 14, 2023 A somewhat small and uncomplicated map for Boom (-cl9). Download Spoiler This map was built in late 2019, intended to be the third of eight in a solo project. I never found the drive to create the rest of it, so this has been sitting around in a mostly complete state for far too long. I figured I should accept that I will not be returning to the project, and simply let people play what little was made for it. One of these days I will relearn how to finish a larger mapset. I hope, anyways! The MIDI is "Ink" by me. 59 Share this post Link to post
Degree23 Posted July 14, 2023 After the first fight at the start I looked at my health and thought "Wow, how the heck did I take SO much damage?" Only when I reloaded the map after I beat it did I realise why! Killed everyone but didn't find either secret. Quite challenging. Felt like some fights were cheesable by being able to just run back out the entrance. They would have been much more dicey if you were locked in the arena after going through, though a bit more health may be needed if that were the case. Very enjoyable. 2 Share this post Link to post
Breezeep Posted July 15, 2023 Cool little map, neat colors, good layout + gameplay + flow as expected from you. Found an oopsie tho. 1 Share this post Link to post
ryiron Posted July 15, 2023 This was a fun casual play. I really like the colour palette and texturing choices. Bunch of fdas attached. I got fairly far on my blind second attempt, and then spent a bunch of times dying within the first minute or so trying to yolo a bit much (I also didn't click on the 50% starting health for a while). Managed to find both the secrets too, I like how they are hinted at. voidspawn-fdas.zip 1 Share this post Link to post
uber Posted July 15, 2023 (edited) Great map, glad we get to finally play it! Big fan of going the full custom palette route rather than only recoloring textures - it makes the non-grayscale details stand out even more and gives the whole thing a striking look. Difficulty and length are just right for me as well, had a lot of fun both on my blind run and on replays. Edited July 15, 2023 by uber 5 Share this post Link to post
mancubian_candidate Posted July 15, 2023 Really enjoyed this, the MIDI and Custom palette were awesome :D 1 Share this post Link to post
Daytime Waitress Posted July 16, 2023 Typically relentless-without-being-overwhelming AD stuff. Lots of fun setups and and an exquisite palette - I especially liked the noble's lilac projectiles contrasting against the greyscale. I'm a pretty cautious HNTR player, so I didn't yeet myself off the final staircase, but I could see that being a pretty frustrating way to snatch defeat from the jaws of victory... 1 Share this post Link to post
AD_79 Posted July 16, 2023 Thank you for playing. There might be one more standalone map on the way, and then after that it's back to working on larger projects. Once I figure out how to not totally overthink them, anyways. On 7/14/2023 at 3:06 PM, Degree23 said: Felt like some fights were cheesable by being able to just run back out the entrance. They would have been much more dicey if you were locked in the arena after going through, though a bit more health may be needed if that were the case. I'm often fine with letting the player take whatever method they desire to deal with fights, so "this fight can be cheesed" isn't much of an issue to me unless it totally breaks a big important fight or something. Lock-ins are something I use sparingly as they can feel at odds with the way I like to design things (especially if the lock-in in question is "I closed a door behind you, now deal with the fight"), and if I do use one I'm more likely to build it into the layout via a drop-down or something. 8 Share this post Link to post
Helm Posted July 16, 2023 (edited) Had quite a bit of fun. I've got blind-with-saves footage, got all the kills, didn't find either secret but as I am on vacation in GR I doubt it'll upload anytime soon, so here's text instead. I loved the palette, I really like the kinetic event of making that leap for that SSG at the top of the stairs, stays in memory. Good midi to keep me company. As mentioned above since the layout allows for this you can run off from a lot of encounters and funnel them through doorways etc, but since there isn't that much health lying around, it feels balanced for that. Map feels quite big but there isn't really any downtime running around confused or any other problems. There were a few bits of health drought in the middle of my random route that felt like a few stimpacks and perhaps a big medkit would be forthcoming, but for blind play with saves it's hard to tell. I enjoy your stuff and this one's no different! Beautiful map as well, thank you for sharing. Edit: belated footage, for testing purposes Edited July 16, 2023 by Helm 2 Share this post Link to post
LadyMistDragon Posted July 17, 2023 Maybe playing on HMP wouldnt've been so bad. Because rushing this map was dumb. Really nice aesthetic though. A little different from your other maps even! 2 Share this post Link to post
EtzelFred93 Posted July 17, 2023 (edited) I really dig the color palette you went for, a lot! But I feel like the combat is wanting. I went through the first run killing everything with the pump action and grabbing the rocket launcher in the bottom portion. This ended up neutering the more difficult encounters like the red key trap. After I grabbed the red key I went tooling around the central area and noticed the SSG. Had I seen the SSG sooner I'd probably feel more positive about the pace of the combat. So I tried another run where I rushed for the SSG first and not only was the teleport ambush more exciting, each section became much better paced. It would've been better to make the SSG more transparently available and the jump to get it easier. You can see in Helm's footage that he misses the jump the first time and for the second jump he ends up skipping over the intended ambush for it because the jump has too much momentum to it. And in Lady Mist Dragon's footage she also misses the SSG for most of the map like I did. I'm sounding negative but I did enjoy the map, I just felt like it just needed a bit of tweaking around the SSG. 0 Share this post Link to post
Biodegradable Posted July 17, 2023 Really terrific stuff, fam. Your use of hitscanners was especially devious and had me on edge for most of my playtrhough as I was vying for a deathless run, but one of your traps was just too cheeky and robbed me of it. You never fail to enthrall, surprise and delight, AD. ;^) 3 Share this post Link to post
Custom Longplay Posted July 24, 2023 Project Brutality 3.0 - Doom 2 - Map: #0322 - Voidspawn - [4K60ᶠᵖˢ] - [100% Kills] 0 Share this post Link to post
EduardoAndFriends Posted July 30, 2023 Beautiful work, mate! Really, really solid stuff. Can I have some more, please? :p 2 Share this post Link to post
Maribo Posted August 6, 2023 FDA, -dsademo, v0.26.2 for playback: vdsp_fda_maribo.zip This color palette is unbelievable, the greyscale makes all of the colored textures feel so vibrant (and the pinky sprites in particular have such deep pinks). I'm in love with the way R_WISP looks when scrolling, it's kind of mesmerizing. On 7/16/2023 at 10:06 AM, AD_79 said: There might be one more standalone map on the way, and then after that it's back to working on larger projects. Once I figure out how to not totally overthink them, anyways. Wonderful map, really hoping the standalone map mentioned here makes its way to the public soon too. 4 Share this post Link to post