Insane_Gazebo Posted April 20, 2009 (edited) A Sunder Update appears!DOWNLOAD LINK: Download Sunder V.2407 It's been a long time, but I'm back with new maps. Four in total! It does not include changes to any of my previous maps. I’ll save those sorts of changes for future updates. I apologise this update took so long! The four new maps are: Map 15 - Babylon's Chimera This map has some huge vistas which might make older machines die. My deepest apologies to those who struggle to run this. Because of this, a reject table is included thanks to Ribbiks. (Which has bloated the file size a little bit.) This map also has the only secret in my wad which leads to the Secret Levels. Hopefully you can find it! The map also has run into the Boom line limit, so hopefully no one finds anything majorly wrong with it. Should take about 2 - 3 hours to finish. Map 16 - Whispers of the Gnarled King This map is outrageously long! Can take over 6 hours to complete. Map 31 - House of Corrosion A green secret map, focusing on tight combat. Map is roughly 45 minutes to an hour long. Map 32 - The Harlot's Garden Map might slow down some machines in the main outside area. Apologies if this is the case. Map also contains artwork by me, and artwork chosen by testers and other people who contributed to this update. So if you’re wondering what the strange paintings are there for, that’s why :) Map is about 1 - 1.5 hours long. Other additions: Loveless and Galileo have provided me with a Sunder themed status bar. Thanks guys! Map titles new and old have been fixed. A tweaked Sunder menu title graphic. An updated ReadMe. (I even fixed some of the old spelling mistakes!) Other thanks and credits go to: Spoiler Testing - Bemused, Nirvana, Scotty, Nevanos, Benjogami, MrZzul, Loveless, Bloodite Krypto, Solarn, Bridge Burner. A big thanks Marcaek for reminding me to put in version numbers. Dragonfly’s new custom palette (originally from Eviternity) which helped me get Map 15’s new theme working correctly. Thanks, bud! A great thanks to WereKnight for his amazing tree textures, as well as Elend for his grass, lily pad and banister textures. Thanks to Jimmy and Eris for letting me use their awesome music as well as Scotty for editing the weird 'whoop!' sound out of the Map 16 midi. A huge thanks to Ribbiks for doing all that tedious work to make a reject table for Map 15. (The crazy man actually built a custom script for this.) Thanks to the author of the Gothic Deathmatch Textures pack, as well as Ukiro and his incredible OTEX resource pack, which I'll certainly be using more of in the future. I’m sure there’s some other textures I’ve included that I’ve forgotten to credit the authors of somewhere, so if you spot anything please message me so I can update this list. Also, another big thanks to Ukiro for offering to, and cleaning up my messy texture lump, fixing old textures and other things. Lastly, thanks to John SuitePee’s (now several year old) Doom stream of my wad. That was quite the ride! (And yes, I colossus is spelled correctly in the readme now :D) Apologies to any testers or other contributors I have missed or forgotten about. As always, feel free to use any of the assets that I’ve personally made in my wad to make your own stuff as long as you credit me Thanks, and have fun! (With the exception of my horse painting hiding in Map 32. Please contact me if you want to use that for something, thanks.) If you’re not sure where an asset is from, feel free to PM me. Future updates: Bug fixing for old maps. Coop fixes. Maybe, just maybe, some difficulty settings, though I may need some help. :) And new maps, of course. The two next ones for example will be - Map 17 - Archives of the Technomancer - Done! Map 18 - The Singing Void - Done! Map 19 - City at the Mouth of Ire - Done! Map 20 - Beneath the Waves of Styx - Done! Map 21 - The Leviathan's Arteries - Early concepting. Because these changes might very well effect demo compatibility, I’ll be keeping version numbers clear from here on out. OLD OP: Spoiler DOWNLOAD LINK: http://doomedsda.us/lmps/1193/Sunder.zip Attachment: Sunder.zip What this WAD is about : The wad currently contains 10 fiercly difficult maps to test the skills of even some of the most hard-core doomers out there. You have been warned :) There is no coop, dm or difficulty support. (I may add difficulties depending on how popular they are in a map set like this - though how many players play 'slaughter maps' on anything but skill 3/4? :P)Released Maps/Screenshots: (Keep in mind some of these are old. Small things have changed in some shots.) Map01 - Pythonhttp://img239.imageshack.us/img239/6505/sundermap014.jpghttp://img198.imageshack.us/img198/5702/sundermap013.jpg Issues/Bugs - More detail outside perhaps? Map02 - The Burrowhttp://img5.imageshack.us/img5/5067/sundermap024.jpghttp://img200.imageshack.us/img200/433/sundermap025.jpg Issues/Bugs - None known. Map03 - The Dreaming Gardenhttp://img149.imageshack.us/img149/5093/sundermap064.jpghttp://img149.imageshack.us/img149/9457/sundermap063.jpg Issues/Bugs - None known. Map04 - Metal Descendantshttp://img26.imageshack.us/img26/692/sundermap083.jpghttp://img3.imageshack.us/img3/8913/sundermap081.jpghttp://img33.imageshack.us/img33/7421/sundermap082.jpg Issues/Bugs - Some people complained it was too dark on their machine. Map05 - Precarioushttp://img30.imageshack.us/img30/975/sundermap101.jpghttp://img14.imageshack.us/img14/4785/sundermap102.jpg Issues/Bugs - No known bugs. Map06 - Grinderhttp://img522.imageshack.us/img522/9362/sundermap031.jpghttp://img522.imageshack.us/img522/4116/sundermap032.jpg Issues/Bugs - None known. Map07 - Hollow Iconhttp://img127.imageshack.us/img127/2081/sundermap091.jpghttp://img126.imageshack.us/img126/9300/sundermap092.jpghttp://img9.imageshack.us/img9/4433/sundermap093.jpg Issues/Bugs - None known. Map08 - Pale Monumenthttp://img22.imageshack.us/img22/8895/sundermap042.jpghttp://img12.imageshack.us/img12/2313/sundermap041.jpg Issues/Bugs - Cyberdemon would get trapped in teleporter room at end. Should be fixed now. Map09 - The Cagehttp://img149.imageshack.us/img149/4898/sundermap053.jpghttp://img22.imageshack.us/img22/7669/sundermap052.jpg Issues/Bugs - Lots of small texture miss-alignements. Doesn't play terribly well. Runs poorly on ports that add light sources to torches. (Forgive me, this was one of the first maps I made.) Map10 - The Hags Fingerhttp://img121.imageshack.us/img121/9350/sunderhagsnew1.jpg Issues/Bugs - Runs poorly on ZDoom in software mode. Lava pit near later cyberdemon didn't damage player(Fixed). Some fights needed to be tweaked. Some Imps got stuck in an earlier version. I've removed them.New Maps/Maps In Progress (Not in order yet.) Map11 - The Furnace Map is mostly finished. Needs tweaks on the fights as it's too easy right now.http://img40.imageshack.us/img40/4572/sundermap111.jpghttp://img193.imageshack.us/img193/4093/sundermap112.jpg Editor shot -http://img705.imageshack.us/img705/9290/sundermap11map.jpg Issues/Bugs - No bugs I know of... yet. Map12 - The Zealous Machine Map is finished.http://img713.imageshack.us/img713/5157/sundermap121e.jpghttp://img521.imageshack.us/img521/4135/sundermap122.jpghttp://img180.imageshack.us/img180/6201/sundermap123.jpg Map13 - Obsidian Nightmare Map is almost finished. Needs item balancing and testing.http://img15.imageshack.us/img15/4885/sundermap131.jpghttp://img715.imageshack.us/img715/6352/sundermap132.jpghttp://img163.imageshack.us/img163/6683/sundermap133.jpghttp://img80.imageshack.us/img80/7488/sundermap134.jpg Editor shot:http://img580.imageshack.us/img580/9021/sundermap13map2.jpg Map14 - Hive Motherhttp://img101.imageshack.us/img101/3411/sundermap141.jpghttp://img12.imageshack.us/img12/262/sundermap142.jpghttp://img826.imageshack.us/img826/6830/sundermap143.jpg OLD VERSION 1.3>> http://www.sendspace.com/file/g57chb NEW VERSION 1.4.1>> http://www.sendspace.com/file/jrirrc I'd recommend playing this in GZDoom, mostly due to the size of Map09 and Map10. Though, it should run fine on PrBoom-Plus, as well as any other port I'm not aware of that handles massive amounts of detail well. All maps can be finished from a pistol start. I suppose other than that, anyone who sees some textures/music they've made being used and wants to be credited for it, PM me or dump a message in this thread. Enjoy, I hope!Old Stuff: I also made some maps a while ago I never released, and never quite finished. (Some were in a completed state, some were not.) Some I based some of the above maps on. I've uploaded them on sendspace, so you can see my first mapping attempts below :)http://www.sendspace.com/file/dj013b And in case you were wondering which maps were finished, and which were not before you have a look... Map 01 - Can be finished without cheats. Map 02 - Can be finished without cheats. Map 03 - Can be finished without cheats (I think?). Map 04 - Can't be finished without cheats. Map 05 - Can't be finished without cheats. Map 06 - Is three rooms big... Map 32 - Can be finished without cheats... maybe? And remember - if you are interesting in testing, just PM me. (Just remember to give me some feedback, even if you don't like them.) Edited January 11, 2022 by Insane_Gazebo 111 Share this post Link to post
DuckReconMajor Posted April 20, 2009 Second screen for Map02 made me lol. The Cage looks all kinds of awesome. 0 Share this post Link to post
Jodwin Posted April 20, 2009 Played the first old map...well, more like "played" since I ran out of ammo by the "fortress" behind the blue key door so I had to cheat from there on. The only secrets I found were the backpack and berserk+green armor closer to the beginning. The good: The architecture was awesome :) The bad: Simply not enough health. I found the berserk secret after getting through the lava lost soul area with 18 % health left, and had I not found the secret I guess I wouldn't have got much further and requiring secrets to beat a map is a big no-no. That lost soul area was pretty bad over all too, either too many souls or too little health or armor. Yeah, it was beatable, but only barely. The short part where you repeatedly teleported to the three square arenas (cacos, knights and barons, with zombies) was a little meh. Recycling the same arena for each fight would have been more interesting, as you would have seen the bodies pile up. :) The cybie arena was dreadful. Way too dark, huge pillars and two cybers to kill...it felt more like a chore, especially since cybers take ages to kill in such areas. However recycling the same arena for the next fight was a nice touch...too bad it was too dark to find any goodies lying around without blindly walking around. :( I guess that might have been the reason why I didn't have enough ammo for the part after the blue key door, in case I missed some ammo in that arena. 0 Share this post Link to post
Dutch Doomer Posted April 20, 2009 I'm liking the shots from map05 alot. 0 Share this post Link to post
WH-Wilou84 Posted April 20, 2009 Insane_Gazebo said:Anyway, try to spot all the mistakes I made making my first maps :D The first mistake I see before even d/ling your wad is this : Insane_Gazebo said:Map 04 - Can't be finished without cheats. Map 05 - Can't be finished without cheats. [...] Map 32 - Can be finished without cheats... maybe?[B] Every map in HR / HRII / AV / KS / DV /[...] can be finished without cheating :) What would be the point in making an impossible wad anyway ? That said, let's check this out, your screens look good. :) 0 Share this post Link to post
gun_psycho Posted April 20, 2009 I'm also liking the shots of those maps so far, it definitely reminds me of how sadistic all the other slaughter megawads were so far... in a good way, of course. 0 Share this post Link to post
scwiba Posted April 20, 2009 I don't know how they play, but the screenshots blew my mind. 0 Share this post Link to post
WH-Wilou84 Posted April 20, 2009 Had a quick try through it, yeah the maps are nice ! Problem is, as Jodwin stated there's a lack of health/ammo, it ruins the fun :o Map 05 was the most impressive imho, sadly it's in this map that the item/weapon problem is the most annoying. There are also some HOMs here and there, nothing critical though. For a first release, this sure is impressive :) 0 Share this post Link to post
Insane_Gazebo Posted April 21, 2009 [WH]-Wilou84 said: Had a quick try through it, yeah the maps are nice ! Problem is, as Jodwin stated there's a lack of health/ammo, it ruins the fun :o Map 05 was the most impressive imho, sadly it's in this map that the item/weapon problem is the most annoying. There are also some HOMs here and there, nothing critical though. For a first release, this sure is impressive :) Heh, guess I wasn't very clear. These are my old maps, and they're also unfinished. I just thought people might want to have a look at what I did before I forget about them forever. But I think the biggest mistake I used to make, wasn't in creating insanely detailed sections, but rather, not sector packing them. 0 Share this post Link to post
WH-Wilou84 Posted April 21, 2009 Insane_Gazebo said:These are my old maps, and they're also unfinished. I just thought people might want to have a look at what I did before I forget about them forever. Oh, my bad then, thought you'd want to rework and re-use them :) 0 Share this post Link to post
Kyka Posted April 21, 2009 Ryathaen said:I don't know how they play, but the screenshots blew my mind. Ditto. Looking forward to playing them just on principle. 0 Share this post Link to post
kristus Posted April 21, 2009 looks pretty sweet. Doubt I'll enjoy the game play though. 0 Share this post Link to post
cs99cjb Posted April 22, 2009 Insane_Gazebo said:But I think the biggest mistake I used to make, wasn't in creating insanely detailed sections, but rather, not sector packing them. The architecture looks stunning, especially in map 5. The shear scale of it is breathtaking. I'm going to send my brother (who complained that my humble PWAD was impossible) links to some of those screenshots with hundreds of monsters. :-) Just out of interest, what is 'sector packing', and how would it help? I can't help thinking that anything other than a Doom source port on steroids would keel over and crash, given the complexity of the visible detail in your screenshots. 0 Share this post Link to post
Jodwin Posted April 22, 2009 cs99cjb said:The architecture looks stunning, especially in map 5. The shear scale of it is breathtaking. Yeah, really reminds me of some of the maps in Drown in Blood (and some other works by TimeofDeath). :) 0 Share this post Link to post
Insane_Gazebo Posted April 22, 2009 cs99cjb said:Just out of interest, what is 'sector packing', and how would it help? I can't help thinking that anything other than a Doom source port on steroids would keel over and crash, given the complexity of the visible detail in your screenshots. I've heard it called other names before, but essentially, it means you're combining sectors that share identical properties together, like lights, the pillars you can see in Map05, etc. I had a look at your map again, and you're doing it correctly, so maybe you call it something else :P And no, funnily enough, Map05 seems to run okay. In fact, it isn't the architecture which appears to be causing a small dip in the frame rate... No, much like Map03 in DVII, it's the amount of visible sprites. (In this case, the torches.) 0 Share this post Link to post
Gez Posted April 22, 2009 For good examples of sector packing, look at the 10sectors and 2sectors megawads. 0 Share this post Link to post
esselfortium Posted April 22, 2009 As far as I'm aware, in most (or all) cases "sector packing" will have absolutely no effect on framerate, as detached-but-identical sectors will be split into subsectors (and, during the actual rendering process, visplanes) the exact same way regardless of whether the sectors themselves are merged or not. If their properties are identical, they'll be treated the same way. Makes no real difference in the end if they're merged or not. 1 Share this post Link to post
cs99cjb Posted April 22, 2009 esselfortium said:As far as I'm aware, in most (or all) cases "sector packing" will have absolutely no effect on framerate, as detached-but-identical sectors will be split into subsectors (and, during the actual rendering process, visplanes) the exact same way regardless of whether the sectors themselves are merged or not. If their properties are identical, they'll be treated the same way. Makes no real difference in the end if they're merged or not. But it makes a lot of difference if you are trying to keep within a fixed limit of sectors in your editor. For example the old and rather flaky port of DETH to RISC OS that I use crashes when I try to save a map that has more than 511 sectors. :-( I don't know enough about Doom to say whether that is an inherent limitation of the game, or just a bad editor. I imagine it probably reduces the file size too, doesn't it? 0 Share this post Link to post
Gez Posted April 22, 2009 cs99cjb said:I don't know enough about Doom to say whether that is an inherent limitation of the game, or just a bad editor. It is a bad editor. The original Doom stayed within those limits -- as far as sector count goes, the largest map in Doom 1 is Spawning Vats (323), in Doom 2 it's the Inmost Dens (348), and in Final Doom it's Shipping/Respawning (a whooping 489). But many mods went beyond that. As for filesize, well yeah, but an individual sector declaration doesn't take up much space anyway -- just 24 bytes per sector. 0 Share this post Link to post
The Ultimate DooMer Posted April 22, 2009 I'll certainly have to try these on -fast when they're done...but will they be harder than the Bowels of Gehinom (Titan 2 map 07) but not impossible? Delicate balance there :P (mind you the final set-piece in map 03 of dbzone was possibly harder...but that was only 1 bit of the map) 0 Share this post Link to post
Insane_Gazebo Posted April 23, 2009 The Ultimate DooMer said:I'll certainly have to try these on -fast when they're done...but will they be as harder than the Bowels of Gehinom (Titan 2 map 07) but not impossible? Delicate balance there :P (mind you the final set-piece in map 03 of dbzone was possibly harder...but that was only 1 bit of the map) You just made me realise that I never finished Titan2. (I'd only played the first two maps, and somehow forgot about them.) Going to finish them now. Also updated the OP with a very early screenshot of Map07. 0 Share this post Link to post
gggmork Posted April 23, 2009 Damn, 7 looks cool. The basic ingredient to an epic look is a really tall ceiling it seems (like map 5), heh (which is basically what deus vult did). 0 Share this post Link to post
Lord_Z Posted April 23, 2009 :O These maps look awesome. The Cage and Pale Monument are especially impressive. It looks like the game play is pretty tough but I am willing to try it :) 0 Share this post Link to post
Butts Posted April 23, 2009 I remember seeing this quite some time ago. It's pretty insane. 0 Share this post Link to post
Aldaraia Posted April 26, 2009 I sure would like to give these maps a try, if not for the gameplay, than just how cool they look. But if some maps can't be beaten by cheats, than what's the point of it? Just take some monsters away, add some health/weapons and see if its just BARELY beatable. Its a lot more fun when you do the work instead of cheating. ;) 0 Share this post Link to post
Insane_Gazebo Posted July 1, 2009 Bumping for minor update. Wee! (Expect a few more soon, now that I have time to map again.) 0 Share this post Link to post
Insane_Gazebo Posted July 13, 2009 Another update! More screenies! Huzzah! 0 Share this post Link to post
Shanoa Posted July 13, 2009 I'm liking the screenshots of the redesigned map02. 0 Share this post Link to post