The most exciting thing for me last year, doom-wise was playing Claustrophobia 1024.
The Green Herring did a good job at coordination.
It is much better done than Congestion 1024.
Effectively design a level where the player cannot move out of a 1024x1024 box
but the level designer can have monsters outside firing in.
These maps are true minatures at creativity, as good as Picasso could do :-)
MAP29 was packed as possible with monsters for such a small area (and a few secrets)
I have just found out that the extra maps from Claustrophobia 1024 have been placed in their own 32-level WAD so something to
look forward to for 2010
Happy Dooming !!!!
Stephen Howe
Played MAP01 before work - clever!
As to my Dooming, I replayed my own Hermitage recently (man, some of those
switches were real dick moves on my part). Also been playing a few Oblige
maps. Once you have the numbers tweaked to suit your play style it can produce
some fun levels.
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>Stephen Howe wrote:
>>Wotcha all
>>
>>The most exciting thing for me last year, doom-wise was playing Claustrophobia
>> 1024.
>>The Green Herring did a good job at coordination.
>>It is much better done than Congestion 1024.
>>
>>Effectively design a level where the player cannot move out of a 1024x1024 box
>
>Played MAP01 before work - clever!
Congestion 1024 was good.
Maps like
MAP14: House of Shadows by Jeffrey Graham (Psyren)
- very atmospheric. A lot of tight corners with berserk power.
MAP27: Tower of Hades by Ian Cunnings (The Flange Peddler)
- superb. Easy to miss 4 switches on the outside walls facing Spiders
MAP28: A Bridge Too Far by Ian Cunnings (The Flange Peddler)
MAP29: Magus by Brandon Potgiesser
MAP30: Nullified Departure by Ian Cunnings (The Flange Peddler) and Thomas Lutrov (Lutrov71)
- good.
You need to flip 2 blue skull switches at the back once the area is open and then the final big-skull switch to kill the demon
spitter. And survive long enough of course.
But Congestion 1024 had a few maps that were poor quality.
And it showed.
Claustrophobia 1024 was better. Better testing of the whole WAD paid off.
Maps that stood out to me were
MAP09: Bitter Sanctuary
- a map were doors are contantly opening all around you and enemies moving.
ultimately the whole area opens up.
MAP29: Magnum Opus by Brandon Potgiesser, with edits by Brett Harrell (Mechadon)
- Traditional enemy packed map for 29. Toughish.
MAP31: Skyscrape IV by Joonas �ij�l� (Jodwin)
- most cleverly constructed map. 4 separate areas open up. Floors sign in Japanese. Music good.
MAP32: Oil Rig by Mike Ewer (Mik57), with edits by Brett Harrell (Mechadon)
- With many Cyberdemons. Lot of hardhitting enemies.
Claustrophobia 1024 2: The Mystery of Too Many Maps
I have played 12 of these.
These were the maps rejected from Claustrophobia 1024. And this shows up as well.
They are not bad. But not as good collectively as Claustrophobia 1024.
To me it reminds me of left-over trimmings on making a pie.
Stephen Howe
>Claustrophobia 1024 was better. Better testing of the whole WAD paid off.
I don't know, I'm stuck on MAP07. It's just so jarring a change from the rest
of the levels.:\
Stuck because it is hard :(
Or stuck for some other reason?
I found that map a gear change. It was very hard compared to previous maps.
And bloody difficult to survive with 200% health intact at the end
with 2+ archviles, pain elems, barons and cacos coming from all directions.
It was a job to know which weapon I should use.
But in terms of difficulty solving it:
I dont think there was anything hard to find, impossible switches or jumps.
Fairly straightforward.
I found some maps of 10-sectors absolutely impossible in the later stages.
S
Both. It's hard, but also it's such a change from the rest of the maps that I
have a hard time building up the incentive to finish it. I get frustrated and
go do something else before much real progress is made. The other ones like
this?
>I found some maps of 10-sectors absolutely impossible in the later stages.
Hmmm. Can't recall if I finished that one or not. Impossible like jam-packed
or just stupid level design?
I would say not.
>>I found some maps of 10-sectors absolutely impossible in the later stages.
>
>Hmmm. Can't recall if I finished that one or not. Impossible like jam-packed
>or just stupid level design?
I remember one of the levels that had a very awkwardly placed Cyberdemon on a ledge above some room, difficult to shoot at, not
much cover, and down in the alcove were some archviles and teleports. The teleport destination put you level with the
Cyberdemon, so you had to move mighty fast out of his way having teleported. Other monsters were in other corners (chaingunners,
revenants). If you killed them, those archviles wandering in the base of the alcove resurrected them.
So not jam-packed or bad level design.
I hate levels where the threats are conflicting multiple dangers from different directions.
One threat at a time ;-)
Two threats I can just about handle.
Three, Four or Five etc: it is getting crazy.
I suppose I should design a level with multiple crushers in a room, many revenants & archviles as a mix.
Sounds fatal :)
S
>>Both. It's hard, but also it's such a change from the rest of the maps that I
>>have a hard time building up the incentive to finish it. I get frustrated and
>>go do something else before much real progress is made. The other ones like
>>this?
>I would say not.
Something to look forward to, then....
>Cyberdemon, so you had to move mighty fast out of his way having teleported.
> Other monsters were in other corners (chaingunners,
>revenants). If you killed them, those archviles wandering in the base of the
> alcove resurrected them.
That's a bit cheap.:( Better the viles just appear to have happened upon the
bodies than look like an obvious ploy by the editor to make you kill things
over and over.
>I suppose I should design a level with multiple crushers in a room, many
> revenants & archviles as a mix.
>Sounds fatal :)
With ghosts on and no rockets, it is.:)