Mindprison Project Devlog #1: The CASTLE HASSLE
I keep going with Mindprison Project, but with a bit of a twist. You’ll know why if you play the later levels of Mindprison Project for a minute, but I continued with MAP22 of the megawad and I already finished the main castle section and its outskirts of it. Should look gorgeous. It has a gorgeous view of some mountains in the background, where I can possibly put some snipers in it.
You’ll directly have access to both a red and yellow skullkeys in the main castle. Won’t be easy, I plan this map to be some sort of Tyson map where all you have is berserk and that’s it, until you can way later grab a more decent weapon in the way that’s gonna even make it harder. I’m trying to decide between a regular shotgun or a rocket launcher.
But credit where it’s due: this map is way more aesthetic than the very first maps of Mindprison Project. The original idea for the megawad was mainly cramped maps where you got a big limitation of movement, I thought I could combine that and the open ended nature of the later maps in this MAP22.
There’s also a lot of interconnectivity between the different sections of the main castle in MAP22, a lot of alternate routes that are carefully crafted in order to give you some space, while lacking the breathing space to possibly get past easily the monsters.
I also put extra care and attention to detail to the main castle here. There’s things like banners, torches, gargoyles…
A particular joke that I keep making to myself about this particular map, Noctis, MAP22, is that it looks like Dracula’s castle. I like that very idea, since the name Noctis says it all.
This map though needs a lot more to be done. The end section towards the exit is going to be a real pain in the ass to get, plus the yellow key will allow you to get a better weapon than your fists, but it will be guarded by something really tough to punch out. I hope you can pull your hairs out with this one for a bit.
See ya around!