Swalzi Posted July 8, 2018 Updated my map to v4. I added a couple suggestions by Bdubzzz (Thanks for play testing!) and noticed a major bug that happened in his demo and I fixed it. This update does include changes to gameplay. Gameplay changes summed up: • Major encounters are more forced onto the player to take an active role in the situation presented. It's still relatively the same. • The rocket launcher was removed from single-player as it was detrimental in progressing the level. The rapid-RL was stacked on top of it and the standard RL didn't provide the dps to make the level go smoothly from that point forward. That's if the player forgets they picked up the rapid-RL. • Teleporter power-ups/ammo are highlighted with a different flat texture in main area. It makes it easier for players to visually notice equipment placement during the last fight. • Two valuable item spawns during the last fight had a high chance to not teleport. This is fixed. I apologize if the changes are major.Download v4 ----- v4 notes: Spoiler ♦ Bug Fixes: • Equipment and powerups that spawn during the final encounter now teleport 100% of the time. Primarily affects the BA + PI and SS + PI due to a monster teleporting in the same spot. There can be a time delay for them to show up if they go through a subsequent pass. • Medikits on red key platform are now activated on easy mode. ♦ Gameplay changes: • Monster block lines removed: Near player start and outdoor playing area • Shellbox at the beginning is replaced by shells. A shellbox was added at the start of the steps leading to the big window room. • Outdoor fight is now forced onto the player. More enemy positions in this area are hidden before the fight starts. • Bridges are raised when the player hits the key switch in the console room. Removed purple key pillar switch. • Bridges are now tagged separately instead of being combined. Lift action no longer drops both tagged bridges at the same time. • Alternate path to main area in console room removed. • Computers in console room are now interactive. • Removed rocket launcher from single-player. Two more rockets were added leading to the rapid-RL. • Removed a medikit in console room from single-player. • Teleporter powerup/ammo locations are now highlighted with a different flat texture. • Added a rocket box to exit switch room. • two medikits on both west and east side of red key platform are now deactivated in single player. ♦ Details: • Changed texture of door leading to outdoor fight. • Changed flat texture next to purple key switch in console room. • Realigned a wall texture leading to console room. ♦ HMP: • 3 additional enemies added to the last fight. ♦ UV: • 4 energy cells next to the revenant pillar were restored due to the bridges being raised early and corpse placement. • 5 additional enemies added to the last fight. ♦ Multiplayer: • Added a chaingun to the "second chance" cache. Players no longer have to worry about switching to the chaingun during combat if they died in the final encounter. • Four medikits on red key platform are now multiplayer only. • A medikit in console room is now multiplayer only. 2 Quote Share this post Link to post
valkiriforce Posted July 9, 2018 Here's my latest and probably final update to my map: https://www.dropbox.com/s/erdtuu0cow8r4wa/surreality.wad?dl=0 Just added an additional monster teleport before the exit as was suggested thanks to @Bdubzzz 2 Quote Share this post Link to post
PepsiBepsi Posted July 10, 2018 I finally got around to taking a look at the monster teleport closets on my map. I changed the pain elemental to 2 grells, but the only thing I could find wrong with the teleporters is that the one line wasn't linked to any sectors on the map keeping three of the enemies from teleporting, but other then that, it looked fine. I probably need to look at it a bit closer. Anyway, here's the update with the things I just changed: http://www.mediafire.com/file/d358wv1mmynmum5/PepsiMayhemPurple.wad/file 1 Quote Share this post Link to post
Worm318 Posted July 17, 2018 Small update to my map. Some small visual changes and added some ammo in each path (rockets in the north, cells in the south) Link:https://drive.google.com/open?id=1XoFQ0N3LiOF_FcDsJLQwGfWYpdg5FBn4 1 Quote Share this post Link to post
Aquila Chrysaetos Posted July 20, 2018 @Killer5 and @MegaBlast Here's a review of Tesseract on HNTR. I love puzzle combat and platforming, so when I played this, I enjoyed myself. The first room had a neat dynamic, whereby making the viles aggro to the monsters around turned out to be the best strat to get through with minimal damage, and it was fun to execute twice like that. The next room was, to me, just a UV-lite version, with many fewer monsters, which is fine, but I didn't find it to be terribly interesting, unfortunately. Our good Killer5/MrZzul kindly told me what I had been doing incorrectly at the yellow card and I had no problems from there. The hell knight room was a good room to put pressure on the player, and the one vile made him a primary target because with him there, the fighting space is extremely limited. I liked the next large fight, but the suicide bombers' screams really gave me a headache. Figuring this one out only took a couple attempts, and once the suiciders were all dead, the fight tapered. The last parts with the red line mazes were cool and an interesting method to constrict player movement, and a couple cybers are here for you to two-shot if you can, but they're not quite mandatory. It was a fun map overall, but the second fight is the only one I have a real issue with, just because it was somewhat uninteresting to me. 1 Quote Share this post Link to post
damo Posted July 21, 2018 I have this hosted on ZDaemon now: Broken Glass Breakfast - Mayhem 18 Purple - RC2 zds://37.247.54.67:10602 I had to rebuild the nodes for it to load in ZDaemon. 0 Quote Share this post Link to post
Obsidian Posted July 21, 2018 @damo2k Umm...considering I'm currently in the process of final compilations, I'd recommend against using these for multiplayer just yet. If you'd like to have MAYhem optimized for MP I'd be happy to talk things through with you, but for now I'm still finalizing the vital stuff such as map order and difficulty settings. 0 Quote Share this post Link to post
damo Posted July 21, 2018 Yeah to be honest we were more just play testing, we know there will be some issues found and such. Happy to report them here if you like. 2 Quote Share this post Link to post
Killer5 Posted July 25, 2018 Since I made a poc demo for last year's Mayhem I decided to add the one I made for someone in the jom discord to the op for Tesseract. 0 Quote Share this post Link to post
Obsidian Posted July 27, 2018 First off, an apology: I know that updates haven't been coming as thick and fast from me as they should've been over the past few weeks and I fully take the blame for that. Between managing the speedmapping sessions this month and general lethargy, I haven't had an awful amount of headspace for MAYhem compiling. That changes now. I have the polished beta for MAYhem Orange coming soon and I'll soon be able to say the same for Purple: Orange will definitely be out before July ends and I'm gonna strive to make sure Purple follows suit. Watch this space! 8 Quote Share this post Link to post
baja blast rd. Posted July 27, 2018 (edited) 13 hours ago, Obsidian said: haven't been coming as thick and fast ( ͡° ͜ʖ ͡°) In all seriousness, five total RCs between the two sets in a month isn't bad at all, and more importantly, thanks for running this and coming up with cool ideas. Edited July 27, 2018 by rdwpa 9 Quote Share this post Link to post
Obsidian Posted July 29, 2018 So compiling for MAYhem Purple is chugging steadily onward, but before I can go further I need to decide on the map order. I'm having a fair bit more difficulty with this than I did with Orange (I am still resoundingly Good At DoomTM), so suggestions would be very much appreciated. 1 Quote Share this post Link to post
Dragonfly Posted July 29, 2018 Alphabetical order by map name ;D 0 Quote Share this post Link to post
Bdubzzz Posted July 29, 2018 (edited) So all maps were accepted I guess? :p Ill try to make a list later after work in this post since I played all the maps. So this is based on the RC2 release, if anyone updated their map after I didn't replay it to see the changes. 1. Failed Mining Operation 2. Aquila's unnamed map I think? (the one that has a lot of doors and hallways and ammo) 3. Surreality 4. Aquila's island map 5. Purplurium Processing Facility 6. Sugar, water, Purple 7. Everwhere 8. Breezeep's map 9. Heliotrope 10. I can Smell your fingerprints all over my computer (what?) 11. Thunderstone 12. purpleopolis 13. Pluto 14. Nailbiter 15. Haunter 16. Lilac Anomaly 17. Permanganic Shores (I feel like this was the hardest/longest non slaughtery map so it would be good to place somewhere inbetween 2 slaughtery maps for variety) 18. Omega Anger (potential secret map if we are having secret maps) 19. Murasaki ( I think this map would be a cool final map but its not the hardest) 20. Tesseract (potential secret map if we are having secret maps) So this is just based on my bad memory, I think its safe to say 14 - 20 are the "hard" maps, 1 and 2 are "easy" maps and 3 to 13 fall in to a "medium" difficulty so you could swap them here and there. Edited July 29, 2018 by Bdubzzz swapped 13 and 10 4 Quote Share this post Link to post
damo Posted July 30, 2018 Playing through RC2 on Daemon: map03 - these switches take a while to appear: map03 - it will take a long time for the red cubes to lower down on ZDaemon, about 5 minutes per each section: map03 - if a player goes past here, the next player cannot get through due to the little wall in the way. I stopped playing map03 after this, as constantly getting knocked into the teleport dead trap was getting a bit annoying hehe. map06: some hall of mirrors: (around the stairs): map10 - if you are quick enough, you can get the red key before it disappears to the next area. Not sure if it's a big deal though. map10 - jump needed (this means jump will need to be enabled for the server. Normally its disabled by default) map14 - i'm guessing this death trap is deliberate? But after one player already falls in, and detonates the suicide bombers, other players falling in will be stuck forever. Maybe make the floor damaging? map18 - something wrong with texture I think 0 Quote Share this post Link to post
Aquila Chrysaetos Posted July 30, 2018 3 minutes ago, damo2k said: map06: some hall of mirrors Those happen because those are sky floors. 3 minutes ago, damo2k said: map10 - jump needed (this means jump will need to be enabled for the server. Normally its disabled by default) You need to vile jump out of that pit. 0 Quote Share this post Link to post
baja blast rd. Posted July 30, 2018 (edited) damo2k you got a linedef skip. Already PM'd this to Obsidian, but will throw in the final version of the map now that I've made a post. m18-sco-rd-f.zip Edited July 30, 2018 by rdwpa 0 Quote Share this post Link to post
damo Posted July 30, 2018 6 minutes ago, Aquila Chrysaetos said: Those happen because those are sky floors. You need to vile jump out of that pit. Ah ok, however that won't be coop friendly, as someone will definitely kill the archvile straight away. 0 Quote Share this post Link to post
Killer5 Posted July 30, 2018 (edited) I have no idea which version of map03 is in the compilation. But that slow lowering bug should already be fixed in the latest version of map03. I'll just remove the timers at the start and that wall that is raised later in the map in multiplayer. Edited July 30, 2018 by Killer5 0 Quote Share this post Link to post
Obsidian Posted July 31, 2018 YES, out before August! I still need to check what still needs difficulty settings (among other things), but for now this is the polished version of MAYhem Purple. Cheers heaps to Damo2K for the MP bug reports, I did my best to identify and fix what I could. 9 Quote Share this post Link to post
Obsidian Posted July 31, 2018 (edited) Alright, some clarification on this current beta: The current order is the one suggested by BDubzzz: if you feel like some maps are out of place, let me know. MAP08 (Breezeep), MAP09 ( @an_mutt ), MAP10 ( @Dragonfly or @jmickle66666666 ) and MAP13 ( @AD_79 ) still require difficulty settings: I'll be taking care of MAP08, but the rest are up to you guys. The textfile will be finished in the near future: when it is, I'll let you guys know what music credits I still need. Yes, the D_READ_M is Purple Rain by Prince: if you have a better MIDI that's related to the colour purple, I'm willing to hear it. I'm open to further advice for how to make the maps more co-op friendly, hit me up. Cheers to everyone for contributing. :) Edited July 31, 2018 by Obsidian 3 Quote Share this post Link to post
galileo31dos01 Posted August 1, 2018 Just passing by to mention that the wad file is still missing the lumps STGNUMX, so I eased it in this file (mayhempurpleSTGNUMX.zip) so all it has to be done is to copy/paste the lumps. Also "STGNUMB..." should be deleted. And since I am here, is there still time to report issues? In the second map there's a small chance you can be trapped in the room with two hell knights and pain elemental, if somehow one runs out of bullet ammo. I didn't see the switches until everything was dead. M_DOOM looks flawed, but I suppose it's going to be polished for a future release. 0 Quote Share this post Link to post
Obsidian Posted August 1, 2018 ...Jesus shit, it looked fine in ZDoom. 0_0 Thanks for the feedback, much appreciated. 1 Quote Share this post Link to post
MegaBlast Posted August 1, 2018 @Obsidian Killer5's/my collab map in the current compilation is an older version with broken multiplayer and some other slight bugs. For ease I'll re-link the latest version here: https://www.dropbox.com/s/osgkn62y3aj3bw6/tesseract_v05.zip?dl=0 2 Quote Share this post Link to post
Dragonfly Posted August 1, 2018 I've spoken to Jazz with regards to MAP10. One of us will probably get onto it by the end of the weekend, heh. :) 1 Quote Share this post Link to post
an_mutt Posted August 1, 2018 Updated heliotrope to include difficulties. Wowee!! 2 Quote Share this post Link to post
Breezeep Posted August 2, 2018 Update for my map: Plum Predicament *Added some difficulty setting optimizations *visual adjustments *cleaned up automap I haven't fully tested this version yet, so please let me know if anything else needs changing. thanks. 1 Quote Share this post Link to post
Obsidian Posted August 3, 2018 @galileo31dos01, what port were you running the latest compilation in? Because this is how the M_DOOM graphic looks in the latest PrBoom+: I'm a bit baffled as to how you got that bug, frankly. 0 Quote Share this post Link to post
galileo31dos01 Posted August 3, 2018 @Obsidian GLBoom+ 2.5.1.4. software mode, in opengl it looks fine, a bit off screen still because mine is set "Fit to width". 0 Quote Share this post Link to post
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