Caverns, In Way too Deep.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Jwarrier
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Caverns, In Way too Deep.

#1

Post by Jwarrier » Fri Jun 07, 2013 5:39 am

This is a map that I have been working on for about a month now. I have finally finished the entire layout of the map. My next step is detailing and then adding the monsters!

Currently the map is over 1000 sectors! It consists of nearly 50 seperate 3D floors and/or water. It is a very large, inter-connected map that has an earthly cavern feel. This map includes a library with sky-light view, A 3d-bridge next to a waterfall, a few jump-maze like obstacles, A nukage crusher puzzle, a deadly deep hell-fire cavern, multiple secrets, and a hidden temple.

The map is made in doom format and is still very much in progress with probably 20% more to be done before it is considered complete.

29 Screenshots

Want to give it a test? Download Here.

Feedback ???
Last edited by Jwarrier on Fri Jun 07, 2013 5:44 am, edited 1 time in total.

BloodyAcid
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RE: Caverns, In Way to Deep.

#2

Post by BloodyAcid » Fri Jun 07, 2013 5:41 am

Sorry, the screenshot link is broken. Could you please post another one?

PS, your title should be "In Way too Deep"?

Jwarrier
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RE: Caverns, In Way too Deep.

#3

Post by Jwarrier » Fri Jun 07, 2013 5:44 am

Fixed.

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Zeberpal
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RE: Caverns, In Way too Deep.

#4

Post by Zeberpal » Fri Jun 07, 2013 8:13 am

I can see you've put a lot effort in this. I think D2 music and sky ruins overall feeling. Mainly music. I like the way you textured some places like temple and inferno.
I generally dislike playing coop wads, so I'm not much of advice here.
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Ænima
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RE: Caverns, In Way too Deep.

#5

Post by Ænima » Fri Jun 07, 2013 1:39 pm

Nice use of 3D floors. :)
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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Jwarrier
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RE: Caverns, In Way too Deep.

#6

Post by Jwarrier » Sat Jun 08, 2013 11:39 pm

Zeberpal wrote: I can see you've put a lot effort in this. I think D2 music and sky ruins overall feeling. Mainly music. I like the way you textured some places like temple and inferno.
I generally dislike playing coop wads, so I'm not much of advice here.
Thanks, I actually haven't got to detailing and adding much to customization yet. A lot of feedback I have received has been to add some music. Also I have been thinking about converting the map to zdoom style for extra options for 3D and effects... but that would be a large transition so I am debating on that.

As I finish the detailing and difficulty adjustments I plan on seeking a home for this map... I don't know if this is going to be the beginning of a resurrection of an old megawad project l had once started or what.

At this point I'm just looking for ideas and opinions on how I can best improve this maps play-ability, friendliness, and all other comments/ideas... so please if you are bored give this map a try and give me your honest feedback :D

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Ænima
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RE: Caverns, In Way too Deep.

#7

Post by Ænima » Sun Jun 09, 2013 12:31 am

STSKY2 would be a fitting sky texture.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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darkstar64
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RE: Caverns, In Way too Deep.

#8

Post by darkstar64 » Sun Jun 09, 2013 12:37 am

Whenever I hear the word caverns, this track comes to mind:

[spoiler]
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[/spoiler]

A midi version could work for this map, like the one used in Jumpmaze 2
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