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SPEARTEN_COFFEE

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10CoffeeCrusader

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About this mod

Soul Processor is a new custom map , featuring 5, difficult combat arenas - some open, some claustrophobic. Includes custom slayer gate which is unlocked through an optional encounter, totaling the major encounters to 6. Map takes estimated 30 min - 1 hr+ depending on skill level.

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UPDATE 1.02:

  • Power Station: Updated First Arena to include respawning ammo pickups, added more fodder. Added additional BFG. Changed pacing in some phases to make first Archvile spawn when group health of the Mancubi and Tyrant reach a low percentage, as opposed to just the Tyrant being slain. Fixed Archvile not having spawn effects.
  • Added vault next to the landing pad you go to after the first arena (power station) to indicate direction better
  • Slayer Gate: added new extension to path near respawning medkit that wraps around larger building with new jump pad. Added one extra wave in the encounter with new enemy variant (archvile blue). Expanded playable space by moving invisible walls out much further and adding teleport fade volumes on floors outside the arena.
  • Void Arena: Reworked bottom area by making it less flat, added floating void terrain with fall hazards, much easier to group enemies up down there. Reworked some of the terrain on the top to be less of a large flat land. Changed borders to be less of a cliff and more of an edge to give off the feeling that you're on a floating rock better. Added new geometry and details. Added more pickups to the bottom floor. Changed the possessed archviles encounter to remove all other enemies when the 4 archviles are killed. Added new encounter with new archvile variant to follow up.
  • Final Fight: moved the overdrive powerup to the center of the topside of the arena to avoid accidental pickups after teleporting.


Fixes:

Fixed annoying clipping issues in Slayer Gate arena and Void Fight Arena on exterior.

Made it so you can start the mod by starting on a new save file.

Known Issues:

Sometimes fodder (usually stone imps) are not removed after an encounter. May need to finish the job yourself.

Void Arena and Slayer Gate arena still have a few places where enemies may get stuck and die. Usually Doom Hunters in the Void Arena and Pinkies/Mancubi in the Slayer Gate arena.


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Soul Processor is a new custom map , featuring 5, difficult combat arenas - some open, some claustrophobic. Includes custom slayer gate which is unlocked through an optional encounter, totaling the major encounters to 6. Map takes estimated 30 min - 1 hr+ depending on skill level.

Story: The cultists have uncovered an ancient technology, an abomination of wraith and Makyr technology, known as the 'Soul Processor'. Destroy it and all of the demonic workers, leave no trace.

To play: Start a new campaign OR open the console and type: "map processor" and press enter. Don't forget to edit the difficulty in the options and change your runes + weapon mods at the start.The Soul Processor is the latest Cultist Project that is combining unholy technology for the purpose of Galaxy-wide conquest. An ancient technology was discovered amongst the numerous excavations done in the artic. Known as the 'Soul Processor', this technology is allowing the ease of creating argent energy outside of the demonic realm. Through mass, ritual sacrifice, the cultists are harnessing a pure, potent form of Argent for their own personal gain.

Obviously, this area is guarded by the most dangerous forces, including an elite class of Archvile that has enhanced their own abilities with this pure form of Argent. Plummet straight into the mass excavation site, and destroy all hostiles. Upon entering the soul processor, rumored to be located within the void dimension, locate the override switch and destroy it. A dimensional relay should be located above the cliffside cult ruins, which is protected by the elite of the cultist guards. Once there destroy everything, leave no trace. Rip and Tear, until it is done.

This map is the culmination of months of messing around with idstudio. Through learning encounter designs and creating combat scenarios I always wanted in the base game, I created an intense gauntlet of Doom Eternal combat.

However, I didn't want it to be a slaughter map with no thought. Encounters are made so that there is strategy and space to traverse. Some arenas are open, encouraging you to be free with your methods. Others are much more tight, encouraging defensive strategy and picking your targets. Then, some are testing your control of arenas, with specific respawning equipment that enemies can easily swarm, but will reward you with supplies. The goal was to keep the challenge high, while also giving less skilled players room to breathe. The map will still beat them up though without a doubt. Here's the full layout:

Start -
Power Station: entry encounter that warms you up quickly and kicks you into high gear to get ready for the rest of the map.

Tower Fight: a tricky and somewhat gimmicky encounter where you must balance on small walkways and deal with enemies that have special abilities and try to limit movement.

Cliffside Path: no fights here, but has the slayer gate door to come back to as an optional fight.

Room of Agony: a brief but painful encounter, designed to be the first marauder on the map unless an Archvile changes that earlier. There is some BFG ammo and a very convenient opening to the sky to aim it...hmmm.

Cult Ruins: My personal favorite part of the map. A tight, rectangular arena with dangerous enemy combinations designed to constantly throw you off, changing your target priority constantly. Use your shield. After the encounter is complete, a purple switch will spawn that activates the cult ruins escalation encounter. Completing this difficult fight will give you the slayer gate key in the spot of the switch, which you can then backtrack along the cliffside ruins to enter the gate.

Slayer Gate: the most challenging fight in the entire level. Upon entering, it gives you the sentinel hammer. However, you have to beat the slayer gate to keep it for the rest of the level. The gate is made to be the aesthetic opposite of the base level, and encourages constant mobility plus air movement. Includes large platforms to group enemies up for using the hammer, as well as many twists and turns, but also some dangerous dead-ends.

Void Fight: a unique, large arena where enemies have a lot of verticality in their movement options. They can block you off very easily and catch up quick, but the play space is so large that you can avoid it. Made to be more of a fun blast at first. However, the difficulty quickly ramps up with the switch fights in the center, giving a variety of fights based around a certain powerup or limitation imposed on you. The arena dynamically changes over time, locking you out of certain areas that were open at first. And it is also very blue.

Final Fight: The last encounter, a mix of themes from the slayer gate and earlier open encounters, with a little bit of dangerous, small spaces that get crowded quickly. It is a long battle, with no checkpoints to space it out. Includes a really tough mini-boss battle at the end, several of them actually. Get ready :)

Tips:
-The “new” enemy variant cannot be faltered, use other methods like ice bomb and microwave beam

-There are no worded objectives yet, just POI markers. When all else fails, follow the green light.
For example, after leaving the first arena and landing on the floating platform, go to the green towers.

-Items with glowing circles around them respawn after a set time, more powerful items have longer respawns, I made these because I wanted to add areas of contention, that make arenas a power struggle, but also to help players that may not be as skilled. As a result, the combat is ramped up with more spawns, heavies, and numerous super heavies. So get ready.

-To find the slayer gate key, you must activate the slayer gate escalation encounter within the cult ruins. It is a purple switch, super hard to miss, and it has its own POI upon beating the first encounter there. Upon completing it, you must backtrack on the cliffside path to get back to the slayer gate.

-Don't be afraid to whip out the chaingun shield. I made the map with that weapon mod in mind, because it is so powerful. Get yourself out of dangerous situations and especially use it in the cult ruins.

-There are quite a lot of spirits. Some are placed in non-heavy enemies, like fodder. It really throws you off, especially if you let off a BFG and it kills a possessed fodder. Sorry if you don't like them, I really enjoy their role in the enemy chessboard.

-The same goes for cursed prowlers. I giggle with amusement placing these guys in the editor because I know they will make people mad, lol. I purposely delay their spawns while your fighting other targets to make you nervous. But don't forget, the shield blocks being cursed, and they aren't super tanky.

-Check your environment! You might find an extra life, BFG ammo, or a little pick me up :)


Known Issues:

-AI may not spawn with effects (only seems to happen when using custom skin mods)

-Archvile might summon AI outside of bounds in Void Arena (not cool, but they usually kick the bucket eventually)

-Archvile himself may teleport out of bounds (can be fixed by finding where and getting close, forcing him to teleport)

-Blood Angels may get stuck in Void Arena rarely, either on a wall or a switch. Very silly and sometimes they might become immortal because of it. Why?

-Activating a switch with Berserk active may lock weapon switching (idk why)

-Sometimes a fodder enemy or two may be left after fights (not supposed to, free ammo I guess, notably in the cult ruins escalation fight, or in power station fight a zombie might survive despite being coded to commit game end)

-May seem like there are delays in purple switch fog fight in void (eventually seems to move on after a few seconds, try killing all screechers)

-A crash might occur late into the level, luckily there are plenty of checkpoints (sorry UN players ☹)

-Archvile may teleport into map geometry in void fight (temporary fix is find where and get close so he teleports out)

-Lower map geometry in void arena may kill some enemies

-One pillar in slayer gate arena sometimes may kill a mancubus for some reason, perhaps he should try dieting, same issue may happen in the lower part of the same arena, but rarely with other enemies


If you wish to donate for my efforts, please do so by trying out my own coffee business. I make coffee infused with cognitive boosters & energy supps, perfect for gaming and lifting heavy! Link is below:
https://spearten.com/