Wanna try a map?
The map is a much bigger, gameplay-wise copy of Doom E3M2: Slough Of Despair (looks like a hand on automap) mixed with some Duke Nukem 3D.
It's got three keycards and lot's of customized enemies.
It's all canyon like environment with caves and complex, hidden secret areas.
Long-time re-tweaked for a fair 1995 style challenge.
About 25 minutes of playtime.
Theres but a few degradations:
*An upper area might show BSP errors
*Might get stuck in keycards if run straight into it
*Exit switch might not trigger
http://www.gamefront.com/files/21703963/DOOM+LIKE+DONNA..unr
oldunreal mirror: http://www.oldunreal.com/usermaps/files/maps/DOOM_LIKE_DONNA.7z
Doom - Slough of Despair style map.
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- BuddhaMaster
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Subject: Doom - Slough of Despair style map.
Post Posted: 09 May 2012, 02:56
Last edited by BuddhaMaster on 20 May 2012, 02:45, edited 10 times in total.
- bob
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 10 May 2012, 03:25
Tried , looks very doom like and nice in U227 I like,
Good to add to my collection of doom themed unreal maps;
But no work in 225 since you used 227 blooddecal textures as level textures or something mabye more then that i cant tell. To bad...
Good to add to my collection of doom themed unreal maps;
But no work in 225 since you used 227 blooddecal textures as level textures or something mabye more then that i cant tell. To bad...
- integration
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 11 May 2012, 23:35
It's the first map, I've seen released since ages, and still not many comments.
Well, a decent map. No real DOOM feeling for me, but absolutely worth playing. I haven't encountered any bugs except those few visible BSP holes. But they are hardly avoidable, when a map is so compact like yours. I'd have added a teleporter at the end of the map, so the player knows, that the map is finished. Apart from that, I have no complaints mapping-wise.
Using spaces in your map name is not a good idea - just as using a PNG file as screenshot. And beware, Gamefront downloads can be fastly deleted. You could ask at Oldunreal.com for backupping your map.
Well, a decent map. No real DOOM feeling for me, but absolutely worth playing. I haven't encountered any bugs except those few visible BSP holes. But they are hardly avoidable, when a map is so compact like yours. I'd have added a teleporter at the end of the map, so the player knows, that the map is finished. Apart from that, I have no complaints mapping-wise.
Using spaces in your map name is not a good idea - just as using a PNG file as screenshot. And beware, Gamefront downloads can be fastly deleted. You could ask at Oldunreal.com for backupping your map.
- BuddhaMaster
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 13 May 2012, 04:07
Thank for the comments.
The end you would basically trigger a button inside the tower after the yellow door.
A spaceship would appear and you touch it, exit the level with a short animation.
Some trigger might not work during that.
I still struggle writing a proper Teleporter URL making exit the level
The very basic map idea was inspired by THIS (DOOM E3M2)
Now, If you played doom, you should at least see some influence
The end you would basically trigger a button inside the tower after the yellow door.
A spaceship would appear and you touch it, exit the level with a short animation.
Some trigger might not work during that.
I still struggle writing a proper Teleporter URL making exit the level
The very basic map idea was inspired by THIS (DOOM E3M2)
Now, If you played doom, you should at least see some influence
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- Skaarj Berserker
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 13 May 2012, 09:13
The screenshot looks familiar to me. I think, it doesn't feel like doom because of Unreal's lighting and textures. There are already some maps completely imitating doom, so no need for you to do this again.
You can get immediately the yellow key by using a shortcut involving those pillars.
Perhaps, what I say now, is out of date. But I had issues with the ending sequence in my downloaded version. You can try it out by typing into console (or binding a key to): causeevent starship
The ship immediately flied away. NumKeys is set to 3, but key 2 is not set. And for TriggerPound, you should use OtherTime instead of StandOpenTime.
The ship was black. Turn bDynamicLightMover on. Or set BrushRayTrace to 1, if you'd like to have the ship to be enlighted like being on key 1.
If you want to teleport to another map, use an URL like entry#playerstart?peer (where entry is the name of the map and 'playerstart' is the tag of a teleporter or playerstart). Or finish your Playerpath.
You can get immediately the yellow key by using a shortcut involving those pillars.
Perhaps, what I say now, is out of date. But I had issues with the ending sequence in my downloaded version. You can try it out by typing into console (or binding a key to): causeevent starship
The ship immediately flied away. NumKeys is set to 3, but key 2 is not set. And for TriggerPound, you should use OtherTime instead of StandOpenTime.
The ship was black. Turn bDynamicLightMover on. Or set BrushRayTrace to 1, if you'd like to have the ship to be enlighted like being on key 1.
If you want to teleport to another map, use an URL like entry#playerstart?peer (where entry is the name of the map and 'playerstart' is the tag of a teleporter or playerstart). Or finish your Playerpath.
- BuddhaMaster
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 15 May 2012, 01:45
Thanks for the info.
I think I should now be able to a level-exit working.
The spaceship and stuff *should* work in the latest updated version. Didn't test it though.
It worked another version before. I changed some things and the current file should be ok.
Looks like ?peer is an ordinary part of the code, but it's good to know that you can use a Teleport or a Playerstart as Teleport destination.
What happens if the desired destination isn't existing?
How do I just "exit a map" / return to title?
I think I should now be able to a level-exit working.
The spaceship and stuff *should* work in the latest updated version. Didn't test it though.
It worked another version before. I changed some things and the current file should be ok.
Looks like ?peer is an ordinary part of the code, but it's good to know that you can use a Teleport or a Playerstart as Teleport destination.
What happens if the desired destination isn't existing?
How do I just "exit a map" / return to title?
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- Skaarj Berserker
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 15 May 2012, 08:22
IIRC when the next map doesn't exist, you get a notificaion on the middle of your screen "can't open map blabla" (in green font). So even, if loading the map fails, the player knows, that the map was supposed to end. In old Unreal, there is an actor, which lets the menu pop up (keypoint->OEMend) , but no need to use that (as there are different Unreal versions around with different menus).
- AlCapowned
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 16 May 2012, 03:41
You did a good job at making the map Doom-like, despite the lighting. I didn't have any problems or glitches with the gameplay. Good work!
- BuddhaMaster
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 20 May 2012, 02:06
AlCapowned wrote:You did a good job at making the map Doom-like, despite the lighting. I didn't have any problems or glitches with the gameplay. Good work!
Doom Actually doesn't have lighting only sector lighting and omni-present darkness fog.
It would be boring simply being a lazy copy, right?
Anyone probably recognized the moving pillars as a tribute to Turok 64
- BuddhaMaster
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Subject: Re: Doom - Slough of Despair style map.
Post Posted: 02 Jun 2012, 01:34
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