nicolas monti Posted Tuesday at 03:08 AM (edited) Well, the idea is the following: 9 maps with only 30 textures and 15 flats plus the new sky, very restrictive, let's see how it goes. Textures employed: BIGDOOR1, BRNBIGC, BROWN1, BROWN144, BROWN96, BROWNWEL, COMP2, COMPOHSO, COMPTALL, COMPUTE1, CRATE2, CRATELIT, DOOR3, DOORBLU, DOORHI, DOORRED, DOORYEL, EXITDOOR, EXITSIGN, GRAY5, GRAYYALL, LITE96, LITEBLU3, METAL1, NUKEDGE1, PIPE2, SHAWN2, STONE2, SW1GRAY, TEKWALL1. Flats employed: CEIL3_1, CEIL3_4, CEIL3_5, CONS1_1, FLAT1_1, FLAT10, FLAT14, FLAT22, FLAT5, FLOOR0_2, FLOOR0_3, FLOOR5_1, FLOOR6_2, NUKAGE1, TLITE6_1 Map01 and 02 available: https://www.mediafire.com/file/osde82x8mk67e0m/wa02.wad/file Edited 6 hours ago by nicolas monti 20 Share this post Link to post
watto3699 Posted Tuesday at 03:56 AM Looks really well made, I'll give it a crack tonight. 1 Share this post Link to post
watto3699 Posted Tuesday at 04:45 AM Really fun first map! Pistol only for the first few minutes was a bit of a slog but the barrels made it manageable. Keep it up, can't wait to see the rest. 1 Share this post Link to post
nicolas monti Posted Wednesday at 03:37 AM (edited) 22 hours ago, watto3699 said: Really fun first map! Pistol only for the first few minutes was a bit of a slog but the barrels made it manageable. Keep it up, can't wait to see the rest. Thanks man, all the weapons and bestiary will be added subsequently, with no much delay, and yes, lots of barrels in every map! 2 Share this post Link to post
FEDEX Posted Wednesday at 04:49 AM Se viene Nico con otro set de calidad, bien ahi mi viejo 👍 1 Share this post Link to post
EmoLevelDesigner Posted Wednesday at 05:23 AM That music seems familiar. Might be a well-known song. Reminds me how back in the day there were some songs I heard for the first time as midis in Doom2 and Duke3d levels. Oh wait, after few hours of thinking I recognized it. It's "Rock me Amadeus"! Overall it feels like trip back to the 90s. Abstract, short, simple but challenging vanilla-compatible level with interesting ideas in visuals and gameplay. Cramped spaces and places where walls change textures instantly without use of any pillars/trims to smooth the transition make the place look somewhat strange. Crowd of imps in the end is brutal, new sky is picturesque, but it's level of cartoonishness looks a bit too high even together with cartoonish visuals of Doom. Took me a while to complete because of that imp crowd. Here are all my attempts to reach the end of the level: https://odysee.com/@EmoLevelDesigner:e/DOOM2-New-Wad-by-nicolas-monti-All-attempts:7 Tactical use of explosive barrels allows to clean rooms quickly. Medkits are scarce, demanding careful planning of getting through toxic waste without losing too much health. There's some false visual guiding with health sphere: it hints you're supposed to jump through the window to it, which isn't the case. Monster hidden in the pillar hints there's a secret in the starting room. 0 Share this post Link to post
nicolas monti Posted Wednesday at 11:58 PM (edited) On 1/16/2024 at 6:18 AM, Walter confetti said: What a beautiful sky! Thanks man, this is the original one: Thanks @EmoLevelDesigner for the video, played as intended, the imp trap has some rape but doable!@FEDEX gracias wachín, la textura del cielo ayuda, voy a aprovecharlo en cada mapa, entusiasmado con los próximos niveles y el gameplay con los archviles y los revenants. Edited Thursday at 12:07 AM by nicolas monti 2 Share this post Link to post
dashlet Posted Thursday at 12:38 AM (edited) as usual really fun stuff and interesting layout. I like it when maps can be sort of challenging while only using low tier demons and resource starvation (plus navigation been a hazard itself) which its something you are really good at. Recorded a demo using dsda doom for saves, because i was expecting getting destroyed by damaging floors or shotgunners. Interested to see ho w you continue this project :D montiwad01.zip 0 Share this post Link to post
FEDEX Posted Thursday at 03:47 AM 3 hours ago, nicolas monti said: gracias wachín, la textura del cielo ayuda, voy a aprovecharlo en cada mapa, entusiasmado con los próximos niveles y el gameplay con los archviles y los revenants. Estaba viendo las screensh. y la lava es infaltable en tus niveles, pero ese cielo con montañas la verdad me sorprendió! Que bueno que andes con una ráfaga de inspiración :) 0 Share this post Link to post
Walter confetti Posted Thursday at 01:21 PM On 1/16/2024 at 4:08 AM, nicolas monti said: Textures employed: BIGDOOR1, BRNBIGC, BROWN1, BROWN144, BROWN96, BROWNWEL, COMP2, COMPOHSO, COMPTALL, COMPUTE1, CRATE2, CRATELIT, DOOR3, DOORBLU, DOORHI, DOORRED, DOORYEL, EXITDOOR, EXITSIGN, GRAY5, GRAYYALL, LITE96, LITEBLU3, METAL1, NUKEDGE1, PIPE2, SHAWN2, STONE2, SW1GRAY, TEKWALL1. Flats employed: CEIL3_1, CEIL3_4, CEIL3_5, CONS1_1, FLAT1_1, FLAT10, FLAT14, FLAT22, FLAT5, FLOOR0_2, FLOOR0_3, FLOOR5_1, FLOOR6_2, NUKAGE1, TLITE6_1 Are this the chosen assets for all the mapset or just this map? 0 Share this post Link to post
nicolas monti Posted 7 hours ago Second map donehttps://www.mediafire.com/file/osde82x8mk67e0m/wa02.wad/file@dashlet Thanks man for the demo, I'm going to be busy with exams and holidays but after that I'll continue with the project.@FEDEX Querrás decir ácido, si, la verdad es que me gusta visualmente, le da profundidad a los mapas, lo uso más por lo visual que como un medio para el gameplay.@Walter confetti The limitation is for the entire episode, I'll have to go creative, the choices may look silly but these are the textures I find myself using most of the time, you can call it the Tom Hall pack as those are mostly alpha textures that made it into the final cut.@Dubbag thanks man, I think I recognize your voices, have you made other videos of my maps in the past? the imp rape was funny, you reached that point very low in health, but doable. The proto version of the map had more imps in that trap but without the SS it was unfair. 3 Share this post Link to post
FEDEX Posted 4 hours ago Sisi acido quise decir, es verdad.. lava seria para la roja/naranja, pero vos usas casi siempre el verde (acido) . Suerte con los examenes, sigo de cerca este projecto 0 Share this post Link to post
Walter confetti Posted 4 minutes ago 7 hours ago, nicolas monti said: The limitation is for the entire episode, I'll have to go creative, the choices may look silly but these are the textures I find myself using most of the time, you can call it the Tom Hall pack as those are mostly alpha textures that made it into the final cut. Really interesting idea! 0 Share this post Link to post