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dashlet

Terrianis - Ruins of a mystical place (Boom) (Now on idgames)

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I wanted to post this with the topic but for whatever reason it wont work. Its a bit of footage of MAP01

 

Spoiler

 

 

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Now that my previous project its over, i can focus on finishing this one, tbh, theres only one map left and its 50% done. I think ill be releasing RC1 around beginning of march. Anyway, ill share some pictures 

Spoiler

doom01.png.53767f0dd23880b5a6f8fc3df62d1ce2.png

doom02.png.05abc942c2fdb049855efc10d8b76ec1.pngdoom03.png.176538b38d01675778087180e3fd72bb.png

doom04.png.1c7005622c245e978423af1c05c4089d.png

After some pallete swaps for the baron, i decided to stay with this one. I wanted them to stand out since they are not part of the killcount anymore.

 

Edited by dashlet

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Loved the visual <3  the name of the maps and the soundtrack 

While I was in map 01 I noticed this area without the the same surrounding texture.



Screenshot_Doom_20230226_155952.png

Edited by Flower_XD

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This is tremendous stuff, I've only done maps 1 and 2 so far with saves but these are absolutely excellent and people into challenging stuff would do well to investigate! Thank you so much for posting your work dashlet!

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Very cute set, enjoyed it a lot.

Here are fdas of each map (should be played back with dsda-doom 0.25.6): terrianis_fda.zip

 

Platforming in map 03 right path felt unnecessary mean and map 04 final fight felt too easy compared to the rest of the mapset (I was honestly expecting stuff to spawn behind me as well, and was surprised when it didn't), but otherwise difficulty seems very nice throughout the set.

I think I had a few more minor things to say but I forgot them all. I guess fdas are better feedback than words anyway xd

 

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@Flower_XD Glad you are enjoying the set! Also thank you for noticing the wrong texture in MAP01, ill make sure it fixed for RC2.

 

@Ravendesk Thank you for playing and providing demos of all the maps, they were also blind (i think) so they are really useful for seeing how players may approach the maps when playing for the first time. Im sorry to hear that you had a bad time with MAP03 platforming, it just that i really enjoy it as a different type of challenge and progression to maps (It was even worse before release because it was a death pit if you happen to fall).

MAP04 final fight it's a special one, you can make it harder by grabbing a secret BFG (It spawns extra baddies, otherwise they get crushed if you dont have the BFG).

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1 minute ago, dashlet said:

@Ravendesk Thank you for playing and providing demos of all the maps, they were also blind (i think) so they are really useful for seeing how players may approach the maps when playing for the first time. Im sorry to hear that you had a bad time with MAP03 platforming, it just that i really enjoy it as a different type of challenge and progression to maps (It was even worse before release because it was a death pit if you happen to fall).

Yes, those are blind demos with saves.

I didn't have a bad time with map 03 platforming, it's ok :) To elaborate on my remark - lost souls basically make it impossible to traverse the platforms, so you have to kill them anyway while being shot at by baron turrets, which kinda makes them redundant I guess. But idk, I might have missed a good approach to traverse this section quickly. I don't mind this section generally speaking and the rest of platforming was pretty nice (I especially like the frequent use of "no-run" platforming).

 

3 minutes ago, dashlet said:

MAP04 final fight it's a special one, you can make it harder by grabbing a secret BFG (It spawns extra baddies, otherwise they get crushed if you dont have the BFG).

Ah, gotcha.

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Stellar job replicating Crumpet's gameplay and visuals. Seems like there's some Magnolia influence thrown in as well. You definitely did your homework on Ribbiks, these maps feel just like his and contain some of his common motifs. I haven't finished the set quite yet, just wanted to comment that I'm impressed with what I've seen so far. My one complaint is about some of the teleporters, they're set up awkwardly so the player can easily stumble back into them on accident.

Edited by lunchlunch

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@lunchlunch Yeah, while i was making these maps sometimes i took my time to analyze and take points on how Ribbiks usually do things on his mapsets, he it's one of my favorite mappers and this mapset it's just an excuse to try to replicate his style that i like so much.

 

Crumpets had more influence on the visual side of things, since these maps tend to be longer and more linear in difference to Crumpets. Crackerjack (MAP09) its from where i mostly got my inspiration, and you can specially find that on MAP03. 

And yeah, this mapset also seeks influences from other Ribbiks works like Magnolia, Stardate and Wormwood. Magnolia just give me the idea of how to use barons since they are not part of the kill count anymore, otherwise those maps are really different to the ones on this set.

Edited by dashlet

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Really great mapset! Crumpets is like, my favorite wad so I always have to check out stuff in a similar style lol. I really dig the openness of the maps, particularly in maps 1 & 4. I love when maps have tons of optional or hidden enemy encounters so kudos for including a bunch of those. Good midi selection too!

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