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Treehouseminis

B L E A K [MBF21, 3+1 Maps]

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You sold me at PSX sounds and also those screenshots look unbelievable! Can't wait to get off work and play this through. 

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On the first map, I thought this platform that the rev spawns on would lead me to a secret, so I fell down onto it from above, only to not be able to leave!

 

 

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doom00.png

 

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28 minutes ago, dolanmolan said:
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On the first map, I thought this platform that the rev spawns on would lead me to a secret, so I fell down onto it from above, only to not be able to leave!

 

 

  Reveal hidden contents

doom00.png

 

I have no Idea why that happens, I just tested it myself and did it to me too.  Its like youre getting stuck in the floor but it popped up?

 

EDIT : NVM there were block player lines but I have no idea why. Sorry about that!  I will fix this next update

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QTLzoIh.png
 

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23 minutes ago, Kappes Buur said:

QTLzoIh.png
 

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Unable to find sprite lump "TNT1A1" used by actor "Rain Spawner":23. Forgot to include required resources?
Sprite "BON2B0", index 1036 is double defined in resource "BleakRC1.wad".
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Patch "_BRONZE", index 3021 is double defined in resource "BleakRC1.wad".
Patch "BRIKCG06", index 3020 is double defined in resource "BleakRC1.wad".

 

 

The wad should be prefrctly playable.  I may see about fixing those errors but they never once impacted gameplay etc

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I'm close to beating the second level now and I'm seriously considering changing the difficulty from UV to HMP,the fights are kicking my ass like it's going out of style. I'm also completely in love with the atmospheric soundtrack! Any other mapsets with this style of music? Liking what I'm seeing so far, the lighting is very pretty in those dark caverns. 

 

Also paired this wad with my PSXFXDEH.wad for the full fat PlayStation Doom experience, goes very nicely with the ambience ;) 

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8 minutes ago, Muusi said:

I'm close to beating the second level now and I'm seriously considering changing the difficulty from UV to HMP,the fights are kicking my ass like it's going out of style. I'm also completely in love with the atmospheric soundtrack! Any other mapsets with this style of music? Liking what I'm seeing so far, the lighting is very pretty in those dark caverns. 

 

Also paired this wad with my PSXFXDEH.wad for the full fat PlayStation Doom experience, goes very nicely with the ambience ;) 

Yeah I think the 2nd level is Harder than the 3rd one surprisingly.  Wasn't my intention, but turned out that way for me and a few testers lol.  

 

Glad you're enjoying it tho!  

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Looks very nice from the screenshots, will defo pick this up soon. Early Mass absolutely kicked my ass but I had a great time getting better at slaughter so this seems to be a great follow-up.

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I checked Map 03 on HNTR and ahhhh...I think you could probably do with around 150-200 less monsters. (not the difficulty I recorded this on to be clear)

 

 

 

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38 minutes ago, LadyMistDragon said:

I checked Map 03 on HNTR and ahhhh...I think you could probably do with around 150-200 less monsters. (not the difficulty I recorded this on to be clear)

 

 

 

Thanks for the bite size stuff.  I didnt balance at all for HNTR, I could possible do that, I usually do 2 difficulties because Im Lazy.  But you did find a soft lock I didnt account for, you jumped over the cliff on map2 without pressing the switch first, which meant those walls couldnt come down.  Im gonna try to switch the lowering on the first switch that raises the stairs as well

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Incredible set of dark tech monolith maps, particularly thinking of the finale in Map03 and the sequence of fights at the end of Map31. The softFX palette in combination with the moody aesthetics (massive rooms of dark tech with bright lights, drone-y ambient pieces, the grey/black water and rain) really gives it a different feeling than a lot of the other macroslaughter I've played in recent memory.

 

Thanks for sharing, I loved this.

 

Full set of FDAs for all maps except the Thank You For Playing map. -dsdademo format, play back in v0.26.2, recorded on BleakRC1.wad - there are two demos for Map03 because I started it last night but realized it was going to be too long to do before sleep, so I picked it back up this morning. bleak_maribo.zip

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56 minutes ago, Maribo said:

Incredible set of dark tech monolith maps, particularly thinking of the finale in Map03 and the sequence of fights at the end of Map31. The softFX palette in combination with the moody aesthetics (massive rooms of dark tech with bright lights, drone-y ambient pieces, the grey/black water and rain) really gives it a different feeling than a lot of the other macroslaughter I've played in recent memory.

 

Thanks for sharing, I loved this.

 

Full set of FDAs for all maps except the Thank You For Playing map. -dsdademo format, play back in v0.26.2, recorded on BleakRC1.wad - there are two demos for Map03 because I started it last night but realized it was going to be too long to do before sleep, so I picked it back up this morning. bleak_maribo.zip

Thanks so much!  I watched map01 and 02 demos so far and see things I want to change.  Like another softlock I didnt think about at the small yellow key fight in map02.

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Just finished playing through the second map. Really enjoying it so far. The spooky atmosphere, architecture, music and sound effect choices, and the desolate spaces in the pouring rain all fit the wad title perfectly. The combat is great too, good mix of incident, small cramped encounters, and cleverly designed slaughter. 

 

Found a couple of soft-locks in map02:

  • In the arena with the yellow key switch if you run back past the barriers without hitting the switch there's no way back into the arena. I also tried archvile jumping over the barriers to cheese this fight and got soft-locked that way too.
  • In the basement room with the yellow key if you press the switch to raise the lift and then jump off it there's no way back up.

 

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4 hours ago, ryiron said:

Just finished playing through the second map. Really enjoying it so far. The spooky atmosphere, architecture, music and sound effect choices, and the desolate spaces in the pouring rain all fit the wad title perfectly. The combat is great too, good mix of incident, small cramped encounters, and cleverly designed slaughter. 

 

Found a couple of soft-locks in map02:

  • In the arena with the yellow key switch if you run back past the barriers without hitting the switch there's no way back into the arena. I also tried archvile jumping over the barriers to cheese this fight and got soft-locked that way too.
  • In the basement room with the yellow key if you press the switch to raise the lift and then jump off it there's no way back up.

 

Glad you enjoy it so far!  Ive known about those issues except about the vile jump part.  The first switch in the room now raises the stairs while also lowering the barricades.  Also in case the vile jumps you there are small steps on the far end of the rock pile now.  Finally got around to fixing them and updated the OP :)

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Played map03. Nice epic finish, the final arena especially is quite the spectacle.

 

There's a bunch of railings that are missing some blocking flags:

  • map02 bridge area (with the green armor/rocket launcher). The fences and rails have block players, but not block monsters. Had some pinkies run through the fences :-). Looks like most fences/rails in this map only have player block flags.
  • map03 entry walkway to the yellow fight rails have no blocking flags.

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17 minutes ago, ryiron said:

Played map03. Nice epic finish, the final arena especially is quite the spectacle.

 

There's a bunch of railings that are missing some blocking flags:

  • map02 bridge area (with the green armor/rocket launcher). The fences and rails have block players, but not block monsters. Had some pinkies run through the fences :-). Looks like most fences/rails in this map only have player block flags.
  • map03 entry walkway to the yellow fight rails have no blocking flags.

Good finds.  I could have sworn I put player blocking lines in that map03 area, Idk what happened, wad did get corrupted at some point and had to use a backup so probably that.  Fixed and updated.

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33 minutes ago, TheCyberDruid said:

The blue key card in map 3 is set to hard skill only.

Wow a decent sized blunder lol.  Updated link again.  Thanks for finding it :)

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Finally got around to playing this recently, bloody excellent mapset dude! It's exactly my kind of jam.
The finale areas of map3 and map31 are the coolest rooms I've seen in doom for a while.


Here's some feedback on stuff I noticed:

The Yellow Keycard can be grabbed from here incredibly easily, same goes for hitting the switch, you don't even need to engage with the fight.
o1FZ6tB.jpg

You can escape this fight kind of easily and just blast the revs from above.
h4WKRTJ.jpg

The finale here felt a bit underwhelming, maybe teleporting some enemies behind you would make it more dangerous.
BfuhLc5.jpg

some bleeding midtextures, changing one sectors brightness by 1 will fix em.
GBBaMum.jpg
0hQQ2fJ.jpg

bleeding flat here (on both sides), probably due to missing side textures.
3VBCTRx.jpg

fences here just kinda suddenly end with no wall or post to support them, minor thing I noticed but it does look goofy.
J8GvaTA.jpg

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10 hours ago, knifeworld said:

Finally got around to playing this recently, bloody excellent mapset dude! It's exactly my kind of jam.
The finale areas of map3 and map31 are the coolest rooms I've seen in doom for a while.


Here's some feedback on stuff I noticed:

The Yellow Keycard can be grabbed from here incredibly easily, same goes for hitting the switch, you don't even need to engage with the fight.
o1FZ6tB.jpg

You can escape this fight kind of easily and just blast the revs from above.
h4WKRTJ.jpg

The finale here felt a bit underwhelming, maybe teleporting some enemies behind you would make it more dangerous.
BfuhLc5.jpg

some bleeding midtextures, changing one sectors brightness by 1 will fix em.
GBBaMum.jpg
0hQQ2fJ.jpg

bleeding flat here (on both sides), probably due to missing side textures.
3VBCTRx.jpg

fences here just kinda suddenly end with no wall or post to support them, minor thing I noticed but it does look goofy.
J8GvaTA.jpg

Very thorough like always!  Thanks for this.  I fixed the visual stuff.  I didnt even know changing brightness fixed mid texture stuff, great tip.  The end fight in map02 im fine with, to me the finale is the cyberdemon/caco cloud.  I didnt have a good reason for the imps and revs, just thought it would be a fun breather, but at least its not a bunch of viles lol. The other fight Im ok with too.  The yellow key on map03 was the big one to me. Put some junk in front of the switch and moved the key back. 

 

Updated DropBox link

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Wow, what a beautiful wad, the eyes, lights and items that glow like they are fluorescent, the water drops?!?!. Awesome stuff, thank you for the recommendation.

 

edit:

...and the Quake resemblance, sounds, atmosphere... I don't like Quake that much honestly but you used all the things I like from it. Really really well done.

 

Also how damn good are you people are playing Doom? This wad is insanely hard for me, I've been only playing the game for a few months now and 200+ monsters in one map is insane to me. Challenging anyway, a lot to learn, I'll play this one for months I'm sure.

Edited by CacoKnight

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1 hour ago, CacoKnight said:

Wow, what a beautiful wad, the eyes, lights and items that glow like they are fluorescent, the water drops?!?!. Awesome stuff, thank you for the recommendation.

 

edit:

...and the Quake resemblance, sounds, atmosphere... I don't like Quake that much honestly but you used all the things I like from it. Really really well done.

 

Also how damn good are you people are playing Doom? This wad is insanely hard for me lol, I've been only playing the game for a few months now and 200+ monsters in one map is insane to me. Challenging anyway, a lot to learn, I'll play this one for months I'm sure.

Awesome glad you like it so far.  I don't think I'm an amazing player, I still save on my own fights sometimes.  But creating combat scenarios is fun.  I did play Sunlust, Sunder, combat shock, pretty early into getting back into classic doom so this combat I'm used too a lot. 

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Hey, I've only played the first map so far but it is abolutely soul crushing. I'm a sucker for any map that uses a more ambient background music and love the subtle palette change, your architecture and texturing are brilliant also. Combat-wise, I played on HMP but was considering switching to UV until the gray sludge fight kicked my ass several times (still my favorite fight in the level tho probably). Generally, I think the area-denial style combat puzzles work really well with the map's oppressive atmosphere. Excited to play the next two maps :).

 

Note: I seemed to exit the map missing a kill, after checking, it was in the area past the blue door where the floor drops out. Idk if I did something wrong or if its a bug. Other than that tho, the first map is basically perfect:
nugg0000.png.ed6f0104de937fc6f9406cd991c14c9c.png

 

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