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14 minutes ago, Biodegradable said:

Love the Thunderforce midi! Main gripe with the map though is it feels quite mean and lacking in supplies to deal with all the carnage at a pistol-start. Might want to consider re-balancing it a smidge or argue its case for a later staged map slot. Regardless of that, this map's very frantic and fun!

Oh man, you're too fast! Matacrat pointed out to me that the cyber and SMM are kinda tedious, so I was working on a rebalance but didn't get it done before you played it. I'm basically doing pretty much a complete overhaul of the combat, making it faster and punchier to fit the midi. Cut down on tough monsters and have a lot more pick-ups to maintain the pace. I'll definitely take your notes here into account as well, big thanks for those 🙏

 

Would you mind giving it another shot when I'm ready with the update? 

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2 minutes ago, Sneezy McGlassFace said:

Would you mind giving it another shot when I'm ready with the update? 

 

Absolutely, fam. No worries ;^)

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I completed 1/3 segments of my map, and decided to do a cave-ish theme using NOISEWALL, what do you think?
 

Spoiler

Screenshot_Doom_20230503_130820.png.431d64d1b3b06d8c69766d94911bfa0f.png

 

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@Matacrat and @Biodegradable, here's second and hopefully improved version of my ORANGE map

https://drive.google.com/file/d/17G9jEED4JlKA5YbUigckTu45lr0NqUna

 

changelog:

completely overhauled combat - average health per monster reduced significantly but increased in numbers, more health+ammo pickups, added bfg, green armour replaced by blue, par time remains 7-10 minutes but faster paced

added a monster closet and mon. teleport destination, both to offer more dynamic encounters

improved lighting

removed some redundant visual markings

highlighted ssg area entrance

added crushers for snipers as a QOL

Edited by Sneezy McGlassFace

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2 hours ago, Sneezy McGlassFace said:

@Matacrat and @Biodegradable, here's second and hopefully improved version of my ORANGE map


Nice! The map's definitely improved due all your changes.
However, I think the bfg included near the end is pretty unnecessary as the RL covers area of effect damage already.
And using the bfg with a subsequent encounter ends it very quickly and kills the difficulty of the map.

Edited by Matacrat

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11 hours ago, Korni27 said:

I completed 1/3 segments of my map, and decided to do a cave-ish theme using NOISEWALL, what do you think?
 

  Hide contents

Screenshot_Doom_20230503_130820.png.431d64d1b3b06d8c69766d94911bfa0f.png

 


I'm relieved that subsequent people with Hamtex uses NOISEWALL the same way I've had before.
Though you've had me double guessing at those fine stairs, I thought they were actual slopes!

Edited by Matacrat

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Map Name: Jovial Block Buster
Author: Glikkzy
Music and Composers: "Australian" by Dust Hill Resident
Par Time: 7:00
Map Description: As reality regresses to the bare building blocks of existence itself, there is little time to waste navigating yet another UAC complex. Be quick, but take in the blue skies and warmth of the sun along the way. Who knows if there will be another chance?

 

(Off the record this is a fairly straight-forward map of average length that should teeter on the easy side. Difficulty settings implemented. Tested in gzDoom, DSDA-Doom and DoomRetro.)


Map Screenshot:

Spoiler

CurrentScreenshot.png.49e8f15c7a0900cac594ac5fa415cbbf.png

 

BO_JovialBlockBuster_v1.zip

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38 minutes ago, Matacrat said:


you've had me double guessing at those fine stairs, I thought they were actual slopes!

Yup, definitely took me the longest about this section, I also picked a midi, but I will reveal it with the map itself

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@Sneezy McGlassFace Much improved! My only quibble is the BFG feels a little overkill given the last fight. My suggestion would be to otherwise swap out the BFG with a plasma rifle or bring back the Cyberdemon that originally showed up at the last leg. Either one of those would even things out just a little bit and not completely nullify the threat of the very last group of demons. Other than that, I really like this version a lot better, fam. ;^)

 

 

@Glikkzy Simple and elegant, no real qualms to speak of. It'd probably fit in an early map slot like MAP02 or something. Good job!

 

 

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On 5/2/2023 at 2:04 AM, Matacrat said:

How was the asset pack with eureka?
Did all the objects display correctly in the editor for you?
I salute you for dealing with eureka to create this map.
I've had Doommake crash on me a number of times just for the gl lumps eureka needlessly adds.

Right, I forgot to reply to this! 

 

Eureka is funny, some assets have the icon displayed correctly, some don't. There are some ways to make them show every time but I'm usually not too bothered. When there's a custom assets, and people give a list of thing ID, I'll work out what's what, even if it doesn't show in the editor at all. Which happens. But I like it, it's a simple editor that does what I need from it well enough. It shows its heritage with all the ancient things like drawing sectors clockwise, otherwise you'll get void space, no deleting lines or sectors, they have to be merged instead, janky copy/paste.. but it works and it's easy to work with, all things considered. UDB is much more full-featured but that makes it harder to grasp. Simple is better than complex, complex is better than complicated. Right now, UDB feels both complex and complicated to me. 

 

I don't know what the GL lumps are for, and that may be why doomtools hates working with my maps. 🤔 I have a finished one just rotting about on my drive because of textures that need to be compiled and I can't find a way to make it work..

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@Matacrat

blockedoutred.zip

Updated the map with the latest version of the asset pack and fixed the issue with the ceiling in the first closet.

hopefully it fits.

Also there is a small issue with the midi composer credit, Microsoft made the Midi technically, unless it's written in the meta data or something like that.

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13 hours ago, Glikkzy said:

Map Name: Jovial Block Buster
Author: Glikkzy
Music and Composers: "Australian" by Dust Hill Resident
Par Time: 7:00
Map Description: As reality regresses to the bare building blocks of existence itself, there is little time to waste navigating yet another UAC complex. Be quick, but take in the blue skies and warmth of the sun along the way. Who knows if there will be another chance?


This is pretty much everything I've wanted out of a blocked-out map. It's very solid, description has a snippet of plot that adds to the help screens, uses env_explosion and all Playerstarts, lighting's crisp and sharp. My only qualm is that it ended! Good stuff!
 

7 hours ago, Biodegradable said:

It'd probably fit in an early map slot like MAP02 or something.

I think the cheerful theme it provides is good contrast story-wise as a map01 to when things start to go terribly wrong...

Edited by Matacrat

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6 hours ago, Sneezy McGlassFace said:

Eureka is funny, some assets have the icon displayed correctly, some don't. There are some ways to make them show every time but I'm usually not too bothered. 


I'm guessing stuff showing up is caused by me replacing the original thing sprites and eureka drawing upon that to preview.
 

6 hours ago, Sneezy McGlassFace said:

I don't know what the GL lumps are for, and that may be why doomtools hates working with my maps. 🤔 I have a finished one just rotting about on my drive because of textures that need to be compiled and I can't find a way to make it work..


Those gl lumps are definitely the reason. Removing those allowed me to compile Ommited Reconciliation flawlessly.
Seems like something with the way doommake scans for textures is tripping itself up...
 

Spoiler

 


java.lang.NullPointerException
        at net.mtrop.doom.tools.WTexScanMain$Context.inspectSidedefs(WTexScanMain.java:425)
        at net.mtrop.doom.tools.WTexScanMain$Context.inspectMap(WTexScanMain.java:329)
        at net.mtrop.doom.tools.WTexScanMain$Context.inspectWAD(WTexScanMain.java:269)
        at net.mtrop.doom.tools.WTexScanMain$Context.processWAD(WTexScanMain.java:259)
        at net.mtrop.doom.tools.WTexScanMain$Context.call(WTexScanMain.java:524)
        at net.mtrop.doom.tools.WTexScanMain$Context.call(WTexScanMain.java:192)
        at net.mtrop.doom.tools.WTexScanMain.call(WTexScanMain.java:666)
        at net.mtrop.doom.tools.doommake.functions.ToolInvocationFunctions$12.execute(ToolInvocationFunctions.java:952)
        at com.blackrook.rookscript.lang.ScriptCommandType$5.execute(Unknown Source)
        at com.blackrook.rookscript.lang.ScriptCommand.execute(Unknown Source)
        at com.blackrook.rookscript.ScriptInstance.step(Unknown Source)
        at com.blackrook.rookscript.ScriptInstance.update(Unknown Source)
        at com.blackrook.rookscript.ScriptInstance.call(Unknown Source)
        at net.mtrop.doom.tools.WadScriptMain$Context.call(WadScriptMain.java:1173)
        at net.mtrop.doom.tools.WadScriptMain$Context.call(WadScriptMain.java:894)
        at net.mtrop.doom.tools.WadScriptMain.call(WadScriptMain.java:1526)
        at net.mtrop.doom.tools.DoomMakeMain$Context.executeTarget(DoomMakeMain.java:606)
        at net.mtrop.doom.tools.DoomMakeMain$Context.call(DoomMakeMain.java:455)
        at net.mtrop.doom.tools.DoomMakeMain$Context.call(DoomMakeMain.java:303)
        at net.mtrop.doom.tools.DoomMakeMain.call(DoomMakeMain.java:982)
        at net.mtrop.doom.tools.DoomMakeMain.main(DoomMakeMain.java:1003)
ERROR: [ToolError]: WTexScan threw an error.

 

 

 

Edited by Matacrat

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3 hours ago, Matacrat said:

Those gl lumps are definitely the reason. Removing those allowed me to compile Ommited Reconciliation flawlessly.
Seems like something with the way doommake scans for textures is tripping itself up...

I've created an issue for tracking: https://github.com/MTrop/DoomTools/issues/92

 

Could somebody provide me with an example WAD/Map that I can use for testing?

 

EDIT: Never mind - I grabbed Sneezy McGlassface's latest map.

Edited by MTrop

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So, I decided I would take a go at making a midi for my map as I don't care for any of the pre existing ones for the song I want to use. Long story short, I have always appreciated the work that goes into making them, but my goodness. There are so many little nuances and little mistakes that domino into the rest of the track, hopefully it will sound decent. I'm not having much luck with it sounding good outside of Microsoft GS Wavetable Synth. Tested it in GZDoom and Prboom+, using aforementioned Midi output or the default GZdoom sounds fine, but any custom sound fonts make it sound completely off as the instruments don't match up.

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1 minute ago, HorseJockey said:

So, I decided I would take a go at making a midi for my map as I don't care for any of the pre existing ones for the song I want to use. Long story short, I have always appreciated the work that goes into making them, but my goodness. There are so many little nuances and little mistakes that domino into the rest of the track, hopefully it will sound decent. I'm not having much luck with it sounding good outside of Microsoft GS Wavetable Synth. Tested it in GZDoom and Prboom+, using aforementioned Midi output or the default GZdoom sounds fine, but any custom sound fonts make it sound completely off as the instruments don't match up.


I know how that feels! Designing midi's with multiple sondfonts in mind is like trying to equalize a 4 way scale.
"Seems like i've set my fingered bass too low! Let me fix that... Whoops! I've accidently loaded Gzdoom's default soundfont and now my ears don't work. Dang it!"

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12 minutes ago, Matacrat said:

and now my ears don't work

I relate to this so much right now. Hopefully my midi plays nice with others midi setups. I just couldn't find a decent midi of Everything is Going to Be Okay from PREY. There are a few straight piano versions but they are pretty lackluster.

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@Matacrat

Hopefully the final update (rc3) to ORANGE.

changes:

added cyber back

3 extra chaingunners

1 rev in exit room replaced by archie

added a ton of health and armor bonuses

moved the teleport destination near end a bit south-east so dudes have easier time going down the stairs

Edited by Sneezy McGlassFace

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Map Name: Savagery of those orange walls

Author: Korni27
Music and Composers: I AM GOD by Kunner
Par Time: 16:55
Map Description: The map is divided into 3 sections, the orange castle, the hellish cave, and the void. There is also a Co-op checkpoint room, where teleporters will open that can quickly catch you up to your allies, and regain lost ground. Read more in the ZIP file

Screenshots:

Spoiler

Screenshot_Doom_20230506_152224.png.6539ffbd09772d4e586b8e9d29ec081d.png

Spoiler

Screenshot_Doom_20230506_152245.png.a5691bfe6bc3608aa0d106f9ba127a33.png

Spoiler

Screenshot_Doom_20230503_130820.png.8cdb62be75e1f021b48de089526fb7d3.png

Spoiler

Screenshot_Doom_20230506_152311.png.0d7e6bbf9ab3b029bceeefcfa56f3086.png

 

 

SOTOW.zip

Edited by Korni27
Updated the map

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@Matacrat, I have a question.

 

Quote

Include all player starts.

 

While making my map I've noticed that there're options for 8 co-op player starts. Do I need to place all eight, or four would be just fine?

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@Korni27 Pretty wild and woolly map, mate. Not usually my cup of tea, but you kept up the supplies with your generous amount of ammo, health and power-ups that kept the map rolling around and it never felt like a drag to play. Also despite how big the map is, the progression is relatively straightforward which helped me not feel terribly lost on top of being overwhelmed by all the meat I had to carve through. I didn't notice any bugs or softlocks either. Good job!

 

 

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43 minutes ago, Biodegradable said:

Pretty wild and woolly map, mate. Not usually my cup of tea, but you kept up the supplies with your generous amount of ammo, health, and power-ups that kept the map rolling around and it never felt like a drag to play.

 

 

Thanks, I fiddled around with ammo and power-up placement, and I think it turned out very well. I wasn't happy with me trying to make an early map contender, so I did what I like the most, making you powerful, but still creating a challenging map. I am also open to any criticism or ideas on how to change or improve the map

PS: Killing the spider mastermind, gives you a chainsaw... lmao

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6 hours ago, EagerBeaver said:

I've noticed that there're options for 8 co-op player starts. Do I need to place all eight?


Yes, all 8 player starts must be placed.

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