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Orange Crush
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7.331 MB
Jul 22, 2017 @ 2:54pm
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Orange Crush

Orange Crush....(Yes, it's a stupid name, but it's got crushers in and they're orange.... I'm open to suggestions.)

This a large level that I have been building on and off for quite a while now. It's fully playable, but not as polished as I would like. My PC is ancient and struggles to run this map at a decent framerate now that it is fully populated with monsters. This makes the job of refining the level very difficult.

As I said, it's fully playable, just not fully polished.


-Difficulty setting aren't implemented. Play it on whatever setting you like, but I would recommend Hardcore.
-Monster/Ammo/Health balance isn't as tight as it should be.
-It's probably too difficult in some places, too easy in others.
-There is only token lighting in this level - Many areas haven't been lit at all, so the monsters and items will appear at full brightness (which is what wrack seems to do if a light source isn't acting on an item).
-There are probably a lot of rogue textures to align.
-The later fights need more attention, they are a bit pedestrian at the moment.
-The boss fight needs refinement.
-Too many extra life pickups. Its hard to know how many is reasonable until I can tighten up gameplay, but there are faaarrrr too many!
-It's not possible to get 100% kills. Some of the early 'decoration' crushers are not killable at the moment.
-The start of the map is bland - it's the first thing I built and I may rework this.
-One of the crusher transport tubes doesn't seem to be working.
-The secrets aren't numbered in order (ie. secret #3 might come before #2 or whatever)

The boss fight is Mechron. One of his attacks seemed to fire rockets off at a very bizarre angle. I suspect these are targeting specifically tagged mapspots, but I haven't investigated this yet. However, when the rockets from these attacks were active the framerate tanked. It is probably my PC, but I have enclosed the firing position for this attack in forcefields. This is a temporary measure to eliminate these rockets almost immediately to stop this slowdown. So in this firing position you can't harm Mechron and he can't harm you. I will address this when I return to this map. The boss fight is still fully completable.


This map contains several small enclosed elevators which when activated will lower, pause and then rise. If you step onto one of these whilst it is still descending it will remain stuck in its lowered position until you step back off. If you find yourself on a stuck elevator, simply get off and then hop back on again and it should rise as normal. Better still, wait until it has finished descending before you step on. I don't know if it's a fault in my design or if wrack hasn't been setup with these types of elevator in mind. I should email Brad about it, but it think I've bothered him enough :)

Anyway, have a play and let me know what you think. All feedback is welcome.
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Foxysen Dec 22, 2017 @ 2:19pm 
Aha, it's pretty excellent. Nice maze idea. I liked some parts a lot. It has the best kamikaze (and railgunner) ambush rooms yet. And it feels quite fitting to the chain finisher mechanic of a game.

Though by the time I was done I felt my back hurting. It feels much longer than E1M6 while feeling much more corridor-like. It might be better off being broken into two maps or so. Not to mention that framerate was tanking for me at the second half.

Needs pistol too. Just because using shotgun all time gets tiring. I did enjoy few tough spots of peeking and shooting.
Drakiah Sep 21, 2017 @ 9:46am 
That was amazing. The level design was clever with all those shortcuts opening up, the detail in the areas far surpassed anything from the main game (in my opinion), and the crazy amounts of enemies made the combo system of Wrack a lot more useful and fun.
I don't think I can even come up with anything negative to say about it. Even the Mechron fight was very well done and fair. Great use of an existing boss in a new way.