RAMP 2024 - Playthroughs 36

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  • Опубликовано: 30 сен 2024
  • ramp2024.doomp...
    / discord
    RAMP is a community project running in June, aimed at encouraging beginners to try mapping for Doom! Anyone is welcome to join, and I would love to see what you make.
    Today's maps:
    MAP241: SHitscan - Jokey665
    MAP242: Favor the Bold - Krombopulos Alex
    MAP243: Camp Soelil - Nuggets
    MAP244: Trimming the Hedges - wrsw aka Untitled
    MAP245: Doomed Station - Bennington2024

Комментарии • 22

  • @Wrswest
    @Wrswest Месяц назад +7

    Author of 'Trimming the Hedges' (featured at 30:00) here.
    I honestly don't have a lot to say about the map that David himself didn't run into; right down to the "Well I can fight safely in the corner! [runs into archvile]" revelation, because yeah, the map rather dramatically simplifies once you have an edge that can take stray shots and thus I wanted to make sure the main challenge was in getting there. Otherwise, it was a silly gimmick map that I came up with and built rather quickly, but it ended up turning into something that honestly still plays pretty well, just in an incredibly unique way.
    Also, there's nothing lucky about the megasphere with the break - you took out an archvile in a situation where you might have stripped most cover, and strategically getting that archvile out early so you can grab a megasphere is an intentional reward for those who go for the risky play, since often an early archvile reveal results in it escaping, resurrecting stuff, and rendering the map pretty close to unwinnable real quick. The lucky part was stunning it with the plasma rifle; it was dangerously close to zapping you and rendering the effort moot.
    In retrospect, I feel like I probably should've nerfed the map a bit; it came out a lot harder than intended for a silly gimmick map, but because I knew how to route it because I made the map, it's quite a bit easier for me (for normal people, it might land as a 5/5 in difficulty? I called it a 4). That said, there _is_ some truth to matter that it's incredibly save-abuse unfriendly, as if you autosave frequently when you haven't routed the map properly it's basically certain that you'll end up locking yourself into a really nasty spot to get out of. That said, the chain reaction effect where any intense firefight self-propagates by lowering more hedges to reveal more demons was the absolute intentional draw of the map once it was finished for me - once you open the first set of hell knights, you aren't getting a break until everything on the map is dead (or you exit, whichever comes first).
    I'm glad you liked it, though! I figured the map's inherent weirdness might be a turn-off for some, especially since it can feel frustratingly out-of-control if you haven't routed the map like I have.

    • @andrewdwilliams
      @andrewdwilliams Месяц назад +1

      That's a really interesting idea, and one I'm surprised hasn't been done before. How did you set up the hedges? Are they midtextures that get removed when shot, or are they doors/platforms that you move instantly?

    • @Wrswest
      @Wrswest Месяц назад +2

      @@andrewdwilliams So, basically every single hedge block is an instant-speed elevator, and the four sides of each of the hedge pillars are shootable switches that instantly cause the sector they're attached to lower to the floor. UDMF allows you to essentially arbitrarily set both activation conditions for switches and the effects those switches have (rather than everything being line specials); despite what it may look like this is a map that I'm pretty sure is _only_ possible to implement in GZDoom UDMF because of this.

    • @noot4622
      @noot4622 Месяц назад +1

      I think savescumming one's way into an unwinnable scenario is entirely user error...
      Really clever map. I don't think the difficulty is too bad. David didn't actually die *too* many times. The challenging is about balancing giving yourself more space while not letting in too many monsters. Instantly coming to the conclusion I should tear down all the inner hedges in my space helped me a lot, even when the archies released they just wasted time reviving guys. All the medikits make up for chip damage.

    • @lancebaylis3169
      @lancebaylis3169 Месяц назад

      @Wrswest Great concept map. It was really cool how it peeled back the layers of slaughtermap-y as you go through. Also reminded me a bit of the old windows game Minesweeper. Excellent work! 🙂

    • @Qoko88
      @Qoko88 Месяц назад

      Possible the most novel idea I've seen in a year or so. Might be an interesting concept to 'pack': create increasingly harder scenarios to solve. Not too many maps though as then it gets boring. 4 difficulty is fine, it's a map that's relatively short for the intended difficulty. Players will have to repeat a few times to understand monster placement but that only takes a few minutes, after that it's achieving that safe corner, trim everything and go to town.

  • @bdjeffyp
    @bdjeffyp Месяц назад +1

    I’m sure it’s pronounced S-Hitscan. Certainly it can’t be pronounced any other way, right? Right???

  • @davidedwards1055
    @davidedwards1055 Месяц назад +3

    Thanks for playing my map Doomed Station. Btw to get the secret you have to run to the super shotgun stand thingy where you get it and run to the misaligned wall you saw and your will get a backpack

  • @makrostheblack4791
    @makrostheblack4791 Месяц назад +1

    @21:23 Don't you just hate when your elevator isn't where it should be!

  • @ClippyClippington
    @ClippyClippington Месяц назад +1

    I own a chainsaw and that is not safe way to hold it

  • @Qoko88
    @Qoko88 Месяц назад

    The last map gave me a chuckle because it's obviously a beginner's attempt but the encounters are hell 😂. As for Trimming the Hedges, which is an incredible novel idea, I would say make your way to one corner slowly, and once a safe corner is achieved actually trim the entire courtyard: congregate them in the middle, go to town with infighting and circlestrafing. Kind of for you at the end, just open it up and you'd probably max it in about a minute more.

  • @lancebaylis3169
    @lancebaylis3169 Месяц назад

    26:01 It's 'Carry On Dooming' with Kenneth Williams!

  • @MineDoom312
    @MineDoom312 Месяц назад +2

    20:45 evil bnuy

  • @SiD3WiNDR
    @SiD3WiNDR Месяц назад

    That hedge level is totally amazing! What a great idea!

  • @jjborenfff
    @jjborenfff Месяц назад

    Setting up the MAP244 might have taken a lot of effort.

    • @Wrswest
      @Wrswest Месяц назад +1

      Map author here.
      It took some time to set up the main gimmick, but geometry-wise most of the map was a lot of copy and paste. Most of the effort was really just in getting the combat balance down to the point where I could consistently beat the map.

  • @RUTAS3292
    @RUTAS3292 Месяц назад +2

    (Again) Were waiting for map 259 with this one🗣🗣🗣🗣🗣🗣🗣🗣🗣🔥🔥🔥🔥🔥🔥🔥🔥

    • @MineDoom312
      @MineDoom312 Месяц назад +2

      This should be in part 38

  • @johnlewisbrooks
    @johnlewisbrooks Месяц назад

    That hedgemaze map was amazing!

    • @Wrswest
      @Wrswest Месяц назад +1

      I had a lot of fun coming up with the idea.