Dragonfly Posted November 10, 2018 DOWNLOAD NOW: https://www.dfdoom.com/project/order-of-the-odonata/ This map was lovingly crafted in just over two weeks for the 2nd Vinesauce Mapping Contest, called "Vinesauce Doom Mapping Contest II: Hellectric Boogaloo". The map was partially created on stream with many useful ideas passed my way by viewers. I made heavy use of advanced mapping techniques that are supported in GZDoom & the UDMF Format, such as Stacked Sector Portals, Line Portals, 3D Models, DECORATE, Scaled textures etc. This map was built from the inside out, starting from the inner courtyard and 'spiralling outwards' in terms of how I created it, until I reached a point there were three distinct areas each with a skullkey to collect. I then implemented the large, enemy-less courtyard area with the massive portal, then constructed the boss arena. This project, while very intense to create, has been an absolute blast and I've enjoyed every moment of it. This map has received external helps - I'd like to that Gutawer for the Shader used during the portal animation, and I'd like to thank Zanieon for the 3D model support they gave me. If you want a full list of credits, please open the pk3 file in SLADE and check the text lumps contained within the credits folder. Lastly, I'd like to thank Joel (Vargskelethor) for hosting such a fantastic competition. It's moments like these that keep our niche hobby in the public eye and also brings new life into the community! For that I am thankful. SCREENSHOTS: Spoiler =========================================================================== Advanced engine needed : GZDoom 3.2.5+ Primary purpose : Single play =========================================================================== Title : Order Of The Odonata Filename : ORDER-OF-THE-ODONATA.pk3 Release date : 27/02/2018 Author : Dragonfly Email Address : coheedftw@hotmail.co.uk Other Files By Author : Skulldash: Expanded Edition Some Stronghold maps... For a full list visit https://www.dfdoom.com/ Description : This map was lovingly crafted in just over two weeks for the 2nd Vinesauce Mapping Contest, called "Vinesauce Doom Mapping Contest II: Hellectric Boogaloo". The map was partially created on stream with many useful ideas passed my way by viewers. I made heavy use of advanced mapping techniques that are supported in GZDoom & the UDMF Format, such as Stacked Sector Portals, Line Portals, 3D Models, DECORATE, Scaled textures etc. This map was built from the inside out, starting from the inner courtyard and 'spiralling outwards' in terms of how I created it, until I reached a point there were three distinct areas each with a skullkey to collect. I then implemented the large, enemy-less courtyard area with the massive portal, then constructed the boss arena. This project, while very intense to create, has been an absolute blast and I've enjoyed every moment of it. This map has received external helps - I'd like to that Gutawer for the Shader used during the portal animation, and I'd like to thank Zanieon for the 3D model support they gave me. If you want a full list of credits, please open the pk3 file in SLADE and check the text lumps contained within the credits folder. Lastly, I'd like to thank Joel (Vargskelethor) for hosting such a fantastic competition. It's moments like these that keep our niche hobby in the public eye and also brings new life into the community! For that I am thankful. If you've made it this far in the readme, you're a good person and I respect you! :D Cheers. =========================================================================== * What is included * New levels : 1 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 17 Days (Map was started on 10/02/2018) Editor(s) used : GZDoom Builder, SLADE3, Adobe Photoshop, Adobe Fireworks, Notepad++ Known Bugs : With some render settings the sky surrounding the boss arena can show 'lines', doesn't affect the gameplay in any way. May Not Run With : Anything that isn't "GZDoom 3.2.5 or above". Tested With : GZDoom 3.2.5, all difficulties * Copyright / Permissions * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ You are free to copy and redistribute the material in any medium or format. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you may not distribute the modified material. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Web sites: https://www.dfdoom.com/ FTP sites: none 54 Share this post Link to post
Bauul Posted November 10, 2018 It's about time this saw a proper release! It was a blast to test through and I'm looking forward to giving the final version another go! Fingers crossed for a high place in Joel's competition! 3 Share this post Link to post
VanaheimRanger Posted November 10, 2018 This is the map I showed screenshots to my wife that made her try Doom for the first time, now I'll actually get to let her play the map :) 7 Share this post Link to post
Dragonfly Posted November 10, 2018 I should probably mention this is unchanged from the release given to Joel! I had plans for certain parts being more difficult (such as the boss) but right now my focus is on other things. If there's interest in a "hard mode" I might make a future re-release. :D 2 Share this post Link to post
elend Posted November 10, 2018 Good lord, this looks amazing. I will download this and try to play it later. Even postponing my mapping just for you. :P 1 Share this post Link to post
Fonze Posted November 10, 2018 Very impressive stuff as always Dragonfly! I look forward to playing this soon :) 1 Share this post Link to post
AL-97 Posted November 10, 2018 @Dragonfly Looks absolutely stunning! Say, with this map being GZDoom-specific, are jumping and crouching required? 1 Share this post Link to post
Dragonfly Posted November 10, 2018 Not required but absolutely allowed. :) 1 Share this post Link to post
Catpho Posted November 10, 2018 Congratz on the release! This map's screenshots in the picture thread was actually the reason I started paying attention to your maps :))))) 2 Share this post Link to post
Bridgeburner56 Posted November 10, 2018 Aw yis this looks good. 10% agents fee for promoting on my stream 2 Share this post Link to post
Obsidian Posted November 10, 2018 (edited) wheej Spoiler There's an area where the player can slip through the fence around the outer part of the map where you find the lone chaingun. The church windows can be shot through as well, but those are the only bugs I could find. I was a little worried that my laptop wouldn't be able to run it, but by the looks of things this runs pretty well. Combat felt a little ambush-centric at times, but the fact that I beat this first try suggests that it's fair and (more importantly) I still had fun. Looking forward to seeing where this places. 2 Share this post Link to post
Phobus Posted November 10, 2018 I've found a lot of your recent speed maps to be unreasonably difficult, so I was really happy to play something of yours that's more accessible. It's a very cool map - a perfect showcase for modern GZDoom, with a great mixture of 3D floors, models and features whilst still implementing a fast-paced game play that is recognisably Doom II. 5 Share this post Link to post
Dreadopp Posted November 10, 2018 Congrats on the release, Dragonfly! The screenshots look superb. :) 2 Share this post Link to post
AL-97 Posted November 10, 2018 (edited) Just finished playing this. Incredible work! Difficulty felt just right and detailing was spot-on without being excessive. As funny as it might sound, but my favourite little detail from this map was probably those dragonfly banners of yours fluttering in the wind :) I gotta say, was a little worried that performance might not be up to scratch, yet was completely blown away by how smooth it actually ran with both ambient occlusion and tonemap activated in GZDoom's opengl settings. If this is any indication on how Elementalism will look and play - I'm sold! For the life of me, couldn't figure out how to get to the blue armour secret. Any hints? Never mind, figured it out :) Edited November 10, 2018 by AL-97 1 Share this post Link to post
MFG38 Posted November 10, 2018 About time this gets released - had my eyes on it for a good while. I'll give it a spin shortly. c: 1 Share this post Link to post
Bridgeburner56 Posted November 10, 2018 Alright I've downloaded this. Lets see how bad at doom I am 1 Share this post Link to post
MFG38 Posted November 10, 2018 Alright, I was maybe expecting a slightly longer map than what it actually was, but in any case, what the map did offer was overall great. The visuals were eye-catching, the music was perfectly picked, the gameplay was just challenging enough - and holy shit, that effect of the portal to the final boss arena opening up and the subsequent showing of the arena taking shape. My only complaint is that the boss was perhaps slightly too difficult with his projectile patterns. But considering how awesome the rest of it was, it's only a minor gripe. 1 Share this post Link to post
AL-97 Posted November 10, 2018 (edited) 10 minutes ago, MFG38 said: My only complaint is that the boss was perhaps slightly too difficult I would add to that, that the boss's death is barely noticeable. On my first playthrough, I completely missed the moment I killed it. There's no explosion, no blood splatters, no death scream or anything. It's just like, puff! And it's gone. 3 Share this post Link to post
Dragonfly Posted November 11, 2018 I decided to have a crack at speedrunning this map today. Not sure if the route is optimal or not but my performance certainly WASN'T optimal - which leaves room for one or more of you to come along and compete! ;) If you've not played the map yet, I'd suggest playing it before watching this video, as it reveals a few secret areas, etc. :) 2 Share this post Link to post
Marlamir Posted November 11, 2018 Is great to see new relleased map from you. This was such a great experience and tons of fun. I really like your use of gzdoom featuress and 3d models. Detailing and combat feels spot on and ballanced very nicely. Layout feels really good, not complicated to navigate but not easy too and nicely interconnected. Incredible work sir, love your work. The way how everything start to raise before boss fight... my jaw fall down very quickly. 1 Share this post Link to post
VanaheimRanger Posted December 23, 2018 Finally got around to playing this. Very cool map. So many "How did he even do that?!" moments. Combat wasn't too tough, but definitely fun. Very much enjoyed all around. Thanks for making it, DF, was a blast to play. 1 Share this post Link to post