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[Community Project] 666CRETS - A CP about secrets (PRIVATE ALPHA 0.2 )


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8 minutes ago, Rabbid said:

ok so uh update... I've got bad news... uh my power went out and now... I lost the WHOLE MAP I was making... which means I have to start from scratch... great way to start a tuesday... tired and mad...

I will restart but for the lost map, its as good as gone, don't try and find it... all you need to know was that it was gonna reference 6 different games... as I finished the first part which was Portal... but now...yeah


Oh, man! that's a shame! I get that frustration. 
Take your time. (the concept sounds really fun)

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Just now, RED77 said:

(the concept sounds really fun)

well it would be... but remember I don't have the tech I could have... so really the reference wouldn't go very far...atleast the portal one... and besides the second one would break rules as it was mario XD

1 minute ago, RED77 said:

I get that frustration. 
Take your time.

and yeah, thank you... this is pain... besides starting from scratch may be hard... I was up all night playing HL2 Episode 2 to finally complete it.

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50 minutes ago, Rabbid said:

well it would be... but remember I don't have the tech I could have... so really the reference wouldn't go very far...atleast the portal one... and besides the second one would break rules as it was mario XD

and yeah, thank you... this is pain... besides starting from scratch may be hard... I was up all night playing HL2 Episode 2 to finally complete it.


What do you mean about breaking rules? 

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well, there was lava surrounding the player in the mario part... which would make the player take damage...

oh and also it would be too easy to solve if you DID fall in.

 

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11 minutes ago, Rabbid said:

well, there was lava surrounding the player in the mario part... which would make the player take damage...

oh and also it would be too easy to solve if you DID fall in.

 


Sorry, no environmental harm on easy skill. You can use it on the other ones, but not easy. 

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Oh, damn, I just completed another section of my map, but the "secret" just plain doesn't work properly in DSDA Doom because of the way it does lighting: the player themselves acts as a light source, which renders the gimmick trivial. The only "solution" is to cut the lighting down to just about zero, which makes it completely impossible to navigate on other ports.

 

It looks like I need to completely throw away that entire section and start over. ...Wait... maybe I can rework it a bit, if I add in more triggers to additional locks.

 

I'll still need to rework the lighting, though. I'm not sure that's possible at all, though. 64 is about as dark as I can put it for GZDoom and still be able to navigate, but that's way too bright for DSDA Doom.

 

EDIT: No. This won't work properly in DSDA. It must be a complete rework.

Edited by Stabbey
%$%^%^W%^

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10 hours ago, Stabbey said:

Oh, damn, I just completed another section of my map, but the "secret" just plain doesn't work properly in DSDA Doom because of the way it does lighting: the player themselves acts as a light source, which renders the gimmick trivial. The only "solution" is to cut the lighting down to just about zero, which makes it completely impossible to navigate on other ports.

 

It looks like I need to completely throw away that entire section and start over. ...Wait... maybe I can rework it a bit, if I add in more triggers to additional locks.

 

I'll still need to rework the lighting, though. I'm not sure that's possible at all, though. 64 is about as dark as I can put it for GZDoom and still be able to navigate, but that's way too bright for DSDA Doom.

 

EDIT: No. This won't work properly in DSDA. It must be a complete rework.


That's a shame. I get the limitations of the format can leave options out of reach. 
Thanks for sharing and I hope you can keep the concept for future maps, it sounds interesting.

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On 2/7/2023 at 3:50 PM, RED77 said:


Sorry, no environmental harm on easy skill. You can use it on the other ones, but not easy. 

lol but thats impossible...


Update: ...ok maybe it might be thinking about it... just need to put a teleport and make it only easy... or a completely different path...

Edited by Rabbid

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On 2/9/2023 at 5:20 AM, RED77 said:


That's a shame. I get the limitations of the format can leave options out of reach. 
Thanks for sharing and I hope you can keep the concept for future maps, it sounds interesting.

 

I thought on it some more, and I realized that the big issue was a one-time switch line which was behind a repeatable switch line, so the one-timer was never possible to activate in DSDA. So I added a second switch, and made the repeatable line behind a one-time-only line so that it could be pressed. That should probably work.

 

Hex Appeal is now about halfway complete. I've added some monsters on higher difficulties. It's still impossible to finish the map at this point as the three remaining rooms haven't been built yet.

 

VBuw9oY.jpg

 

AWfXltp.jpg

 

I'm not sure if my puzzles are too obnoxious or obscure to solve, so I thought I should get some feedback on them now while there's still time to change them. (Consider this the Feb 12 progress update.)

 

EDIT: Removed old link.

Edited by Stabbey

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Update... I've gotten a idea for my level... might be hard to make though... pretty much you get the key at the start of the level, you have to escort it to the end of the level.

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16 hours ago, Rabbid said:

lol but thats impossible...


Update: ...ok maybe it might be thinking about it... just need to put a teleport and make it only easy... or a completely different path...


That's right, I've posted a sample wad of this working:
Skill option.rar
 

12 hours ago, Rabbid said:

Update... I've gotten a idea for my level... might be hard to make though... pretty much you get the key at the start of the level, you have to escort it to the end of the level.


Oh, that sounds super interesting. cant wait to check what you have in mind.
 

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14 hours ago, Stabbey said:

 

I thought on it some more, and I realized that the big issue was a one-time switch line which was behind a repeatable switch line, so the one-timer was never possible to activate in DSDA. So I added a second switch, and made the repeatable line behind a one-time-only line so that it could be pressed. That should probably work.

 

Hex Appeal is now about halfway complete. I've added some monsters on higher difficulties. It's still impossible to finish the map at this point as the three remaining rooms haven't been built yet.

 

VBuw9oY.jpg

 

AWfXltp.jpg

 

I'm not sure if my puzzles are too obnoxious or obscure to solve, so I thought I should get some feedback on them now while there's still time to change them. (Consider this the Feb 12 progress update.)

 

https://drive.google.com/file/d/1f1BYVQsDfKtvluOWcS3GioUKbPkvsaAT/view?usp=share_link

 


Amazing. I'll playtest this week and come back with some feedback. Thank you so much for the update.

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CHECK DAY #2 (FEB 12-2023)


The second check day is here.
 

At this point, we have already 4 maps finished.

 

For the last two weeks, I've received updates form
@Bri0che , @knifeworld , @scientifikgenius , @HUNdebLeonidasX , 
@Stabbey , @DFF , @Worm318, @Rabbid, and @Niloquì about their maps.  
With some really cool ideas that help expand the concept for this project.

 

Also, we had the confirmation of @Angry Saint, @noob_killer012345678 , @Pegleg , and @King Know-Nothing
that they are still on the project.

 

From the original set of claims, I've still not received yet an update from @Thelokk .
Please let me know if you are still with us.

 

About new mappers, @Fadri decide to join us. So Welcome to the team!

 

And, finally, I want to share some textures I've been working on for a Credits map.
Each mapper will have a wall to be immortalized on the most secret corner of hell for all eternity.
Here are the finished ones: 
(so, if you want to have an avatar other that the one you have in this forum, let me know).

creditssofar.png.37021237237f76195c415da2e5f8def5.png

 

Once again, thank you so much for all the work, and let me know if I can help in any way.

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45 minutes ago, RED77 said:


CHECK DAY #2 (FEB 12-2023)


The second check day is here.
 

At this point, we have already 4 maps finished.

 

For the last two weeks, I've received updates form
@Bri0che , @knifeworld , @scientifikgenius , @HUNdebLeonidasX , 
@Stabbey , @DFF , @Worm318, @Rabbid, and @Niloquì about their maps.  
With some really cool ideas that help expand the concept for this project.

 

Also, we had the confirmation of @Angry Saint, @noob_killer012345678 , @Pegleg , and @King Know-Nothing
that they are still on the project.

 

From the original set of claims, I've still not received yet an update from @Thelokk .
Please let me know if you are still with us.

 

About new mappers, @Fadri decide to join us. So Welcome to the team!

 

And, finally, I want to share some textures I've been working on for a Credits map.
Each mapper will have a wall to be immortalized on the most secret corner of hell for all eternity.
Here are the finished ones: 
(so, if you want to have an avatar other that the one you have in this forum, let me know).

creditssofar.png.37021237237f76195c415da2e5f8def5.png

 

Once again, thank you so much for all the work, and let me know if I can help in any way.

I dont think i will be able to stay on the project. I am dealing with a fuckton of IRL problems, + a few other projects to deal with

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2 minutes ago, noob_killer012345678 said:

I dont think i will be able to stay on the project. I am dealing with a fuckton of IRL problems, + a few other projects to deal with


That's a real shame, but I totally understand.
I'll drop your spot, but let me know if you want to rejoin at some point in the future.

I hope everything goes well IRL, man! thanks for the update.

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2 hours ago, RED77 said:


CHECK DAY #2 (FEB 12-2023)


The second check day is here.
 

At this point, we have already 4 maps finished.

 

For the last two weeks, I've received updates form
@Bri0che , @knifeworld , @scientifikgenius , @HUNdebLeonidasX , 
@Stabbey , @DFF , @Worm318, @Rabbid, and @Niloquì about their maps.  
With some really cool ideas that help expand the concept for this project.

 

 

Can confirm I'm still working on my map!

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2 hours ago, RED77 said:


CHECK DAY #2 (FEB 12-2023)


The second check day is here.
 

At this point, we have already 4 maps finished.

 

For the last two weeks, I've received updates form
@Bri0che , @knifeworld , @scientifikgenius , @HUNdebLeonidasX , 
@Stabbey , @DFF , @Worm318, @Rabbid, and @Niloquì about their maps.  
With some really cool ideas that help expand the concept for this project.

 

Also, we had the confirmation of @Angry Saint, @noob_killer012345678 , @Pegleg , and @King Know-Nothing
that they are still on the project.

 

From the original set of claims, I've still not received yet an update from @Thelokk .
Please let me know if you are still with us.

 

About new mappers, @Fadri decide to join us. So Welcome to the team!

 

And, finally, I want to share some textures I've been working on for a Credits map.
Each mapper will have a wall to be immortalized on the most secret corner of hell for all eternity.
Here are the finished ones: 
(so, if you want to have an avatar other that the one you have in this forum, let me know).

creditssofar.png.37021237237f76195c415da2e5f8def5.png

 

Once again, thank you so much for all the work, and let me know if I can help in any way.

Most of the main mechanics are done, just decided to take a break.

What i want to ask that is it possible to add a some texture that has a short message which explains the goal of the map?

Edited by HUNdebLeonidasX

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1 hour ago, RED77 said:

CHECK DAY #2 (FEB 12-2023)

 

I was very busy in the last two weeks and I changed very few things in the map. I will be very busy also for the following two weeks, so I won't be able to make much progress for the next check day too. I will have more free time in march, so I will continue mapping then.

 

Anyway, here you can download the current version of the map since the first two secrets are almost completed. I don't how easy or hard they are, so some external feedback would be very appreciated.

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Ideas in place, not much progress yet due to other activities and working on maps with much quicker deadlines, but still around.

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7 hours ago, RED77 said:


CHECK DAY #2 (FEB 12-2023)


The second check day is here.
 

At this point, we have already 4 maps finished.

 

For the last two weeks, I've received updates form
@Bri0che , @knifeworld , @scientifikgenius , @HUNdebLeonidasX , 
@Stabbey , @DFF , @Worm318, @Rabbid, and @Niloquì about their maps.  
With some really cool ideas that help expand the concept for this project.

 

Also, we had the confirmation of @Angry Saint, @noob_killer012345678 , @Pegleg , and @King Know-Nothing
that they are still on the project.

 

From the original set of claims, I've still not received yet an update from @Thelokk .
Please let me know if you are still with us.

 

About new mappers, @Fadri decide to join us. So Welcome to the team!

 

And, finally, I want to share some textures I've been working on for a Credits map.
Each mapper will have a wall to be immortalized on the most secret corner of hell for all eternity.
Here are the finished ones: 
(so, if you want to have an avatar other that the one you have in this forum, let me know).

creditssofar.png.37021237237f76195c415da2e5f8def5.png

 

Once again, thank you so much for all the work, and let me know if I can help in any way.

 

Oh yeah, the wall credit ! This look like a very good idea to me :D 

Ofc I'm still working on my map, though I've paused it very recently so I can focus myself and find new ideas. I just want to produce puzzles that aren't that difficult, or at least not frustrating. This is only MAP02 after all.

 

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After many years of secretely modding, I am finally ready to contribute to the community, particularly this project instantly gave me ideas to go full-throttle. So I'd love to occupy map slot MAP27. Tell me if it is possible. 
So excited tbh. everyone have a nice day.

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37 minutes ago, senyaiv said:

After many years of secretely modding, I am finally ready to contribute to the community, particularly this project instantly gave me ideas to go full-throttle. So I'd love to occupy map slot MAP27. Tell me if it is possible. 
So excited tbh. everyone have a nice day.


Hey @senyaiv. Of course, you are more than welcome! I'll set you MAP27. Be aware that map spots can be rearranged in the final version. 

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7 hours ago, knifeworld said:

Can confirm I'm still working on my map!


@knifeworld Thank you so much for the update!
 

6 hours ago, HUNdebLeonidasX said:

Most of the main mechanics are done, just decided to take a break.

What i want to ask that is it possible to add a some texture that has a short message which explains the goal of the map?


Hey @HUNdebLeonidasX, Great to hear you have that much progress, Cant wait to check the map. 
About the extra texture, If you think the map will be too cryptic without it, I don't mind it. 
My only concern is that fits visually with the rest of the project, so. We have two options:

  1. You can make a custom texture of your own and maybe I'll ask for changes.
  2. You can tell me what you need it to say and which dimensions have and I can make it for you.

Either choice is fine by me, just let me know. 
 

6 hours ago, Niloquì said:

 

I was very busy in the last two weeks and I changed very few things in the map. I will be very busy also for the following two weeks, so I won't be able to make much progress for the next check day too. I will have more free time in march, so I will continue mapping then.

 

Anyway, here you can download the current version of the map since the first two secrets are almost completed. I don't how easy or hard they are, so some external feedback would be very appreciated.


@Niloquì No rush at all, we have still time ahead of us. I'll be sure to check this map version and give some feedback ASAP.
Thanks for the update.
 

3 hours ago, DFF said:

Ideas in place, not much progress yet due to other activities and working on maps with much quicker deadlines, but still around.


@DFF No problem at all. Thanks for the update
 

1 hour ago, Bri0che said:

 

Oh yeah, the wall credit ! This look like a very good idea to me :D 

Ofc I'm still working on my map, though I've paused it very recently so I can focus myself and find new ideas. I just want to produce puzzles that aren't that difficult, or at least not frustrating. This is only MAP02 after all.

 


@Bri0che thank you so much for the update, take your time. we have time.

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On 2/11/2023 at 7:10 PM, Stabbey said:

 

I thought on it some more, and I realized that the big issue was a one-time switch line which was behind a repeatable switch line, so the one-timer was never possible to activate in DSDA. So I added a second switch, and made the repeatable line behind a one-time-only line so that it could be pressed. That should probably work.

 

Hex Appeal is now about halfway complete. I've added some monsters on higher difficulties. It's still impossible to finish the map at this point as the three remaining rooms haven't been built yet.

 

VBuw9oY.jpg

 

AWfXltp.jpg

 

I'm not sure if my puzzles are too obnoxious or obscure to solve, so I thought I should get some feedback on them now while there's still time to change them. (Consider this the Feb 12 progress update.)

 

https://drive.google.com/file/d/1f1BYVQsDfKtvluOWcS3GioUKbPkvsaAT/view?usp=share_link

 


Hey @Stabbey .
I've tested the map, and, so far I liked it very much. The layout is really cool and the visuals are well-made.
I have three notes.
 

Spoiler

1) the stairs to the end are a bit glitchy. This can be solved by adding a new sector around (Dsda has some issues with complex polygons)
2) the panel to open the room that activates the color puzzle is not marked (or At least I find no difference with the surrounding textures, can it be?)
3) The yellow key puzzle is this really cool platforming switch hunt maze. I'm really bad at platforming, so it was a little frustrating but That's me being bad at the game. My only real complaint is that I think I was not able to activate the second switch and I spend a lot of time trying to do it, while missing the health bonnus hint. Maybe this can be hinted thru some kind of texture pattern, I'm not sure.

review.png.55c8f9684462c217c122cca6a0cc55ff.png


Hope this helps, and thanks for the updates!

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22 hours ago, Niloquì said:

 

I was very busy in the last two weeks and I changed very few things in the map. I will be very busy also for the following two weeks, so I won't be able to make much progress for the next check day too. I will have more free time in march, so I will continue mapping then.

 

Anyway, here you can download the current version of the map since the first two secrets are almost completed. I don't how easy or hard they are, so some external feedback would be very appreciated.


Hey @Niloquì. I've just tested the map. Love the library vibe. 

The blue skull was a blast. A lot of moving pieces. I have only one note here:
 

Spoiler

These two switches seem to do the same, that glitch this wall.
review2.png.81a6f969412a16893657f4030e373f76.png


about the Bluekeycard. I like the idea of the maze but I'll add some spin, cause at this point is just "look at the right book".

hope this helps, and thank you so much for the update.
 

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2 hours ago, RED77 said:


Hey @Stabbey .
I've tested the map, and, so far I liked it very much. The layout is really cool and the visuals are well-made.
I have three notes.
 

  Hide contents

1) the stairs to the end are a bit glitchy. This can be solved by adding a new sector around (Dsda has some issues with complex polygons)
2) the panel to open the room that activates the color puzzle is not marked (or At least I find no difference with the surrounding textures, can it be?)
3) The yellow key puzzle is this really cool platforming switch hunt maze. I'm really bad at platforming, so it was a little frustrating but That's me being bad at the game. My only real complaint is that I think I was not able to activate the second switch and I spend a lot of time trying to do it, while missing the health bonnus hint. Maybe this can be hinted thru some kind of texture pattern, I'm not sure.

review.png.55c8f9684462c217c122cca6a0cc55ff.png


Hope this helps, and thanks for the updates!

 

Thanks for the feedback.

 

Spoiler

I've just fixed an issue with a repeatable walk-over line blocking a (different) switch in DSDA doom, so now the blue keycard puzzle can actually be completed.

 

1) I fixed that by just making the rest of the hexagon segments individual sectors instead of one singular sector broken up into parts. I don't actually need those segments to be separate, it was just framework to construct the stairs.

 

2) Do You mean the switch to open the door to the room is too hard to spot, or do you mean that the door texture itself is compspan and not a door? I could change those things.

 

3) Do You mean the second shootswitch, or the switch at the top of the crate stack? I actually like how the second shootswitch is essentially invisible from the floor because of the textures. Changing that little alcove's textures would make it immediately apparent.

 

 

Edited by Stabbey
removed link

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5 minutes ago, Stabbey said:

 

Thanks for the feedback.

 

  Hide contents

I've just fixed an issue with a repeatable walk-over line blocking a (different) switch in DSDA doom, so now the blue keycard puzzle can actually be completed.

 

1) I fixed that by just making the rest of the hexagon segments individual sectors instead of one singular sector broken up into parts. I don't actually need those segments to be separate, it was just framework to construct the stairs.

 

2) Do You mean the switch to open the door to the room is too hard to spot, or do you mean that the door texture itself is compspan and not a door? I could change those things.

 

3) Do You mean the second shootswitch, or the switch at the top of the crate stack? I actually like how the second shootswitch is essentially invisible from the floor because of the textures. Changing that little alcove's textures would make it immediately apparent.

 

 

Spoiler


About point 2) Oh! now that you say it I see the button. that blue texture placement hides it perfectly. 

review3.png.6198894ab4c77daab8807f115bd2981d.png

 

I'll be honest, I know it must be something there and I press every wall till I heard the trigger. I only spotted the button now you said it.

I think the map hint enough that there MUST be something there, so, if you want to keep it as it is or change it is fine by me either way.

About point 3) I meant the second shoot switch. I think is well-placed but it's hard to know if you hit it or not. maybe you can add a small sector that uses the same tag of the tagert so we can see that is already activated (?)

 

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48 minutes ago, RED77 said:
  Hide contents


About point 2) Oh! now that you say it I see the button. that blue texture placement hides it perfectly. 

 

 

I'll be honest, I know it must be something there and I press every wall till I heard the trigger. I only spotted the button now you said it.

I think the map hint enough that there MUST be something there, so, if you want to keep it as it is or change it is fine by me either way.

About point 3) I meant the second shoot switch. I think is well-placed but it's hard to know if you hit it or not. maybe you can add a small sector that uses the same tag of the tagert so we can see that is already activated (?)

 

 

Gotcha.

 

Spoiler

2) I decided to change the switch texture to orange. It's still pretty hard to spot, but it's at least a clearer visual difference from the normal texture.

 

3) Got it. I added a small sector inside the alcove which raises to display the letters "OK" once shot. I had thought that the disappearance of the crate blocking the way would have been obvious, but it wasn't a problem to add another indicator.

 

I also added another tiny crate 48 units high to make a bit of platforming more forgiving. Now you only need to move at a walking speed to make it onto the other thing.

 

I also increased the number of bonuses up top where the switch is to make it clearer.

 

Did you try the combat or just the puzzles?

 

Updated Version:

 

https://drive.google.com/file/d/1HmMTyRPSdjLoHv8KwsFB0eYwjv_BThwK/view?usp=share_link

Edited by Stabbey

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1 hour ago, Stabbey said:

 

Gotcha.

 

  Hide contents

2) I decided to change the switch texture to orange. It's still pretty hard to spot, but it's at least a clearer visual difference from the normal texture.

 

3) Got it. I added a small sector inside the alcove which raises to display the letters "OK" once shot. I had thought that the disappearance of the crate blocking the way would have been obvious, but it wasn't a problem to add another indicator.

 

I also added another tiny crate 48 units high to make a bit of platforming more forgiving. Now you only need to move at a walking speed to make it onto the other thing.

 

I also increased the number of bonuses up top where the switch is to make it clearer.

 

Did you try the combat or just the puzzles?

 

Updated Version:

 

https://drive.google.com/file/d/1HmMTyRPSdjLoHv8KwsFB0eYwjv_BThwK/view?usp=share_link


So far only the puzzles. I'll give a shot to the combat skills later this week

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4 hours ago, RED77 said:


Hey @Niloquì. I've just tested the map. Love the library vibe. 

The blue skull was a blast. A lot of moving pieces. I have only one note here:
 

  Reveal hidden contents

These two switches seem to do the same, that glitch this wall.
review2.png.81a6f969412a16893657f4030e373f76.png


about the Bluekeycard. I like the idea of the maze but I'll add some spin, cause at this point is just "look at the right book".

hope this helps, and thank you so much for the update.
 

 

Thanks for testing the map.

 

Spoiler

The shootable switch was left by mistake. It was my first idea for lowering the wall but I forgot to delete it lol

 

For the maze you are supposed to reveal the map on the table. In this way, you know where the right book is. To do so...

Spoiler

...you need to click on the page written in blue (all the other ones are written in black (not all the other ones because I didn't finish to color them)). To make it more visile I could change the black in red, or I can add a hint somewhere that guides to the blue page

 

 

Edited by Niloquì

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