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7 hours ago, DeXiaZ said:

I think we need this.

I have added them in my resource WAD that I am using to make maps.

 

2 hours ago, Kore said:

I made a few textures that I felt I needed. I hope you find an use for them.

I also made some skies but I don't know how we'll go about that.

 

edit: quick fix to the textures.

textures.zip

Could you post your SKYDEFS? I have some custom skies also in my resource WAD and would like to have them all there if anyone wants a custom sky.

 

I can add the textures to it too.

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Alright here is the current resource WAD that I am currently using. It contains the skies and textures that @Kore posted, the two new skies from the Absolution maps that were ported to EX, a few new skies I made up myself, and of course @Cage's excellent "Doom the Way Midway Did" textures. I would prefer if everyone used the texture names for Cage's textures in here because I use the same names in Doom 64 Retribution's resources. This will make it easier to port these maps there if I end up doing so.

 

Let me know if there are any other changes that need to be made or you guys have some skies to add or textures you'd like to see included.

 

d64ex_dwcmp_resources_10-8-18.zip

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Alright, finished my entry. I suggest that this map should be fairly early on as the only weapons are the regular shotgun and the chaingun. There's also an optional rocket launcher which you have to backtrack to get.

 

It shouldn't pose much of a challenge in lower difficulties, but there might be balance issues.

 

Also, thinking back to what I said about the compatibility. I think infinitely tall actors are a good thing here because vertical collision seems to be buggy in Doom64 EX and cacodemons tend to get stuck to each other in large areas.

MAP02.zip

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Yeah, that'd make sense if I made its own thread. But in this context I won't, for obvious reasons and mostly because I can't be bothered to.

Edited by Kore

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2 hours ago, Kore said:

Alright, finished my entry. I suggest that this map should be fairly early on as the only weapons are the regular shotgun and the chaingun. There's also an optional rocket launcher which you have to backtrack to get.

 

It shouldn't pose much of a challenge in lower difficulties, but there might be balance issues.

 

Also, thinking back to what I said about the compatibility. I think infinitely tall actors are a good thing here because vertical collision seems to be buggy in Doom64 EX and cacodemons tend to get stuck to each other in large areas.

MAP02.zip

In the middle of playing this now (Watch me die!)

Lighting is spot on.  Texturing is good too, nothing gaudy or out of place.
Layout is really nice.

 

There's a shotguy guy stuck in a tree right at the start.

Balance:  Fighting multiple Pain Elementals with just a shotgun is a little tedious.  Maybe this isn't such a big deal if the entire megawad is meant to be played sequentially and you have some bigger weaponry at your disposal, but from a pistol start...


That red key ambush, while I get what's supposed to happen now, is a little unfair.  I attempted it a few times, and the last time I escaped with 1 health- then got blasted in the face by a shotgun guy in the next room.  Also, it's a little weird that you cant walk over the ledge being that it's so low.

 

All in all it was pretty enjoyable though.  Nice work!

 

 

Edited by Antnee

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Thanks for the review.

Yeah, I was worried that fighting enemies with high health points would get tedious, but it's hard to find a middle ground. It's not as pronounced in lower difficulties so I added extra ammo in hard to make up for it.

Maybe I should make the rocket launcher available as soon as you get the yellow key. Yeah, that would be the better. It's not like you can abuse it.

Do you think the chaingun is too late into the map?

 

27 minutes ago, Antnee said:

That red key ambush

I guess it's not one of those parts you can go through in your first, at least in hard. This is one of my peeves with level design. Traps don't go well with first time runs.

I tested it a bunch of times making sure it was consistently doable. The trick is to get the blue armor on the teleporter and save as much as health as you can before going into it. Then solely shoot at the arachnotron while moving as little as possible to avoid the mancubi shots. When the cacodemons arrive, stop shooting and try to make them infight and wait it out.

I don't really want to tone it down too much but I could make some health spawn while you're fighting.

 

Should I make the ledge higher or make it so you can walk over it? I guess I'll have to see if it plays better that way.

Edited by Kore

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5 minutes ago, Kore said:

Maybe I should make the rocket launcher available as soon as you get the yellow key. Yeah, that would be the better. It's not like you can abuse it.

Do you think the chaingun too late into the map?

 

I think the chaingun definitely felt like an afterthought.

 

Quote

I tested it a bunch of times making sure it was consistently doable. The trick is to get the blue armor on the teleporter and save as much as health as you can before going into it. Then solely shoot at the arachnotron while moving as little as possible to avoid the mancubi shots. When the cacodemons arrive, stop shooting and try to make them infight and wait it out.

I don't really want to tone it down too much but I could make some health spawn while you're fighting.


Up to you how you want to balance it, but IMO if you have to be that specific with the strategy (and that is what I ended up doing btw) then it might need a bit of tweaking.

 

Quote

Should I make the ledge higher or make it so you can walk over it? I guess I'll have to see if it plays better that way.

 

I won't tell you how to design it, it's your baby after all.  It's just not very intuitive as it is- no one likes invisible barriers!  My first instinct was to run the hell over that ledge when everything showed up, and then *boomp*

Edited by Antnee

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Kore I played your map. It was pretty alright, but I think you went overboard with the red key trap. Way too many monsters. I also think some of the rooms were a bit too chaotic in their design/shape. Otherwise a pretty fun map.

 

EDIT: I suggest this thread be moved to the console Doom sub-forum now that it exists.

Edited by hardcore_gamer

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I don't know... I think it feels a bit too easy, anyhow I still made it slightly easier just now.

By the way, can you record demos with this thing?

 

Edited by Kore

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Looking good!

And I thought I was the only one who used that trick.

Are those big bricks a new texture?

 

Edited by Kore

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1 hour ago, Velvetic said:

The 'big bricks' are from the texture pack Nevander provided.

I think that's a default texture, if we are talking about the same bricks.

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26 minutes ago, GoatLord said:

How do you fake 3D floors in EX?

 

Same thing as fake 3D floors in the PSX Doom (video demonstration)

 

The PSX/N64 Doom Render allows to ignore F_SKY Ceiling sectors so you CAN view everything behind the sector. The PSX Doom doesn't use 3D floors created by mappers, BUT this effect still working just becuase some maps were done by using f_sky tricks. I mean, look also here:

 

 

For Doom 64 - just look at the very first map. The 3d lamps are also made by f_sky ceiling trick

 

P.S.: @StevenC21, don't forget me, please, I'm going make a map too

Edited by DeXiaZ

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i am wondering if anyone has all the data to maybe put together a list of all the maps which are not being worked on, that way we don't get ahead of ourselves and map jump all over the place!

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On a closer look it doesn't look like the trick I was using of putting visible geometry outside the map.

51 minutes ago, Thedoctor989 said:

a list of all the maps which are not being worked on

What do you mean? The slots are not final and it's not like we have to fill certain amount of them.

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but is it like a megawad for Doom64 ex or are we like reimagining the doom 64 game?

 

But i do think it would be cool if we continued the Doom 64 game's plot (here's a plot i thought up)

 

it would be it is a chronicle of Doomguy's quest after killing the mother demon, and how he stayed in hell to fight the other demons, but he finds a portal which leads him to a remote base on Mars which has gotten overrun with the 64 demons which are on a hunt to find a lost relic which will resurrect the Mother demon to help to take back Planet earth, (but doomguy's got other plans for them) Rip and tear...

Edited by Thedoctor989

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42 minutes ago, Thedoctor989 said:

it would be it is a chronicle of Doomguy's quest after killing the mother demon, and how he stayed in hell to fight the other demons, but he finds a portal which leads him to a remote base on Mars which has gotten overrun with the 64 demons which are on a hunt to find a lost relic which will resurrect the Mother demon to help to take back Planet earth, (but doomguy's got other plans for them) Rip and tear... 

 

And John was zombie...

 

 

heh

 

 

BTW, don't forget the Outcast Levelpack for the Absolution TC. It's already continued the original story as far as I remember

Edited by DeXiaZ

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50 minutes ago, Thedoctor989 said:

But i do think it would be cool if we continued the Doom 64 game's plot (here's a plot i thought up)

 

it would be it is a chronicle of Doomguy's quest after killing the mother demon, and how he stayed in hell to fight the other demons, but he finds a portal which leads him to a remote base on Mars which has gotten overrun with the 64 demons which are on a hunt to find a lost relic which will resurrect the Mother demon to help to take back Planet earth, (but doomguy's got other plans for them) Rip and tear...

I am doing this for the "Retribution" episode in my own TC. It will pick up exactly after the Mother Demon dies and leads up until Doomguy is trapped and entombed by the Demons.

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Stories are too restricting regarding the thematic. I'd rather not have them if they're gonna get in the way of the game play.

Isn't this just a random level pack with some slight level of cohesion?

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I'm planning on a hell-themed map as D64 has some very nice horror/gothic textures. There's a lot of potential for atmosphere. Or perha

11 hours ago, DeXiaZ said:

 

Same thing as fake 3D floors in the PSX Doom (video demonstration)

 

The PSX/N64 Doom Render allows to ignore F_SKY Ceiling sectors so you CAN view everything behind the sector. The PSX Doom doesn't use 3D floors created by mappers, BUT this effect still working just becuase some maps were done by using f_sky tricks. I mean, look also here:

 

 

For Doom 64 - just look at the very first map. The 3d lamps are also made by f_sky ceiling trick

 

P.S.: @StevenC21, don't forget me, please, I'm going make a map too

Considering so many of D64'S maps use this trick to create more varied architecture, is this the only instance it's found in the PSX versions? I find it very interesting that, like D64, the PSX renderer ignores the "sky flooding" effect from PC. I wonder if any other console versions did this...

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