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Hey all just wondering if anyone has any other feedback for my map, because I feel as of now it's in a good place.

 

I've still been trying to get that pesky switch to display properly so someone might have to fix it for me as I've tried everything and followed the instructions from some people in here but it still displays as a black square but it does play the activation sound.

 

I found a few little things that I should of fixed (one door was set to only open once).

 

Apart from that everything seems to go well and I'm proud of how it turned out. I'm a little disappointed that nobody picked up the ending area is from Map31 of TNT. I paid homage to that map as it's my favourite doom map that I've ever played.

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15 hours ago, Bob9001 said:

Hey all just wondering if anyone has any other feedback for my map, because I feel as of now it's in a good place.

 

I've still been trying to get that pesky switch to display properly so someone might have to fix it for me as I've tried everything and followed the instructions from some people in here but it still displays as a black square but it does play the activation sound.

 

I found a few little things that I should of fixed (one door was set to only open once).

 

Apart from that everything seems to go well and I'm proud of how it turned out. I'm a little disappointed that nobody picked up the ending area is from Map31 of TNT. I paid homage to that map as it's my favourite doom map that I've ever played.

 

I think reviews are slow because it's so early in the project.  As time goes on I'm sure more people will be testing more maps.

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Here is the beta version of the map as promised. Sorry for being late. There are no difficulty levels as of yet and not all of the detailing is entirely finished. It's also possible some new optional side areas will be added to the finished map. Here is the map along with a screenshot (also, don't forget to drag and drop the texture wad alongside the actual map wad!):
 

Spoiler


c4r8KQz.jpg

 

 

https://ufile.io/64ben

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1 hour ago, hardcore_gamer said:

Here is the beta version of the map as promised. Sorry for being late. There are no difficulty levels as of yet and not all of the detailing is entirely finished. It's also possible some new optional side areas will be added to the finished map. Here is the map along with a screenshot (also, don't forget to drag and drop the texture wad alongside the actual map wad!):
 

  Reveal hidden contents

 

c4r8KQz.jpg

 

 

https://ufile.io/64ben

Very enjoyable and overall a fun map, I just had a quick speedrunish through it. One thing I should mention is you can get stuck at the start in that yellow light square.

 

Very promising and solid map and I love the macro with the crushers I'll call them, that you have to wait and fight!!

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12 hours ago, hardcore_gamer said:

Here is the beta version of the map as promised.

  Reveal hidden contents

 

c4r8KQz.jpg

 

 

 

Alright, here we go:

 

Overall this was fun and interesting.  You did a really good job on the lighting for the most part, but there's a lot of full saturation primary colors that I personally don't like, for example:

 

image.png.5cfe9f61627eec586f46ef343840a2a5.png

 

I think something as simple as just making the green less... green... would make this whole scene look a lot better.  (also you can get trapped in that pit- DW hates that)

 

As mentioned, you can get stuck in this little nook:

image.png.071cec604714666dff2affda84c64a27.png

 

I would appreciate it if this button was a bit brighter, maybe recessed and lit up.  It's way too easy to walk by this and not see it, because it blends so well with the wall.  (also a texture misalign that I'm sure you're in the process of cleaning up, but since it's in the screenshot...)

image.png.d980e8ad80592047847025d4a50fed09.png

 

In the super shotgun room, there's two things that can happen as far as I can tell.  Either time runs out, and everything fades and the light turns on, or you kill everything and it goes full black- what's the intended behavior here?  If it's the former, then I think that means you can't get 100% kills, which makes DW angry and DW smash.  Also- and I think this might be an engine bug- if you save in the middle of that fight and reload, you're fighting in full blackness.

 

Some health would be appreciated in this room, even if it's just stimpacks.

 

This transition is a bit jarring- the doorway should have a neutral color if you intend on making both rooms such extreme colors:

image.png.8e52b00acd1be17ca0ff59b4ef361d3a.png

 

Another note- you used SMONBB for the "screen" textures- you want to use SMONBA so that they will animate.

 

This room was a pretty fun ambush.  I liked whirling around, making the arachnotron kill everything for me.

 

The rest of the level was pretty good!  The lighting in the outdoor area after the yellow door and everything that connects to it is nice, but IMO the floor brightness directly underneath any SKY textures should be bumped up just a tic.

 

 

image.png

 

My only gripes with that area:  Some stimpacks are stuck in the ledge.  It's a bit of a hitscan nightmare if you're low on health, and after the arachnotrons spawn, you can cheese them by just staying up on the ledge.  They can't hit you because of the rim.

 

Summary:  Good lighting that needs toned down in some areas, great enemy placement, excellent use of macros.  I like.

Edited by Antnee

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My current build of the submission for Map07. No difficulty settings yet.

{

EDIT: Current builds of both maps here:

MAP07:

https://www.dropbox.com/s/ff1o9pihhrm01r8/map07.wad?dl=0

MAP21:

https://www.dropbox.com/s/tsubx3ibevy5wui/map21.wad?dl=0

}

 

There's still a few kinks to work out, both visually and mechanically, but the level is beatable and all the switches/keys/doors/etc. should be working. Let me know what you think so I can make additional changes to the ones I already have planned.

Edited by GoatLord

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30 minutes ago, GoatLord said:

My current build of the submission for Map07.

https://www.dropbox.com/s/ff1o9pihhrm01r8/map07.wad?dl=0

 

There's still a few kinks to work out, both visually and mechanically, but the level is beatable and all the switches/keys/doors/etc. should be working. Let me know what you think so I can make additional changes to the ones I already have planned.

The map layout is really great and the lighting is superb.  For some reason, I'm getting a lot of missing textures (perhaps I don't have all the texture resources) and I'm getting lost quite a bit because of this reason.

sshot000.png

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2 hours ago, Antnee said:

Overall this was fun and interesting.  You did a really good job on the lighting for the most part, but there's a lot of full saturation primary colors that I personally don't like, for example:

 

I think this boils down to personal preference honestly. I personally enjoy the strong contrasting colors. But each to his own.

 

As mentioned, you can get stuck in this little nook:

 

This will be fixed by merely making the linedef in-front of the square impassible.

 

I would appreciate it if this button was a bit brighter, maybe recessed and lit up.  It's way too easy to walk by this and not see it, because it blends so well with the wall.  (also a texture misalign that I'm sure you're in the process of cleaning up, but since it's in the screenshot...)

 

Point taken. I might make the button more bright compared to the wall. There are plenty of misaligned door textures yes, but they will be corrected before the final release.

 

In the super shotgun room, there's two things that can happen as far as I can tell.  Either time runs out, and everything fades and the light turns on, or you kill everything and it goes full black- what's the intended behavior here?  If it's the former, then I think that means you can't get 100% kills, which makes DW angry and DW smash.  Also- and I think this might be an engine bug- if you save in the middle of that fight and reload, you're fighting in full blackness.

 

Yea that's probably just an engine bug. It sounds like saving during the middle of the macro breaks it. Not sure if anything can be done about this since the problem is the engine itself rather than the macro. It works just fine if you don't safe while it's happening. And saving during a cramped firefight with possibly limited health is a bad habit anyway :)

 

And the reason the monsters vanish once the sequence is over is because I wanted that sequence to be a form of surreal horror of sorts rather than just a generic ambush. You enter this dark room and then everything turns red with there are demonic props everywhere, but then once the sequence is over the lights go back to normal and the demonic props and monsters slowly wither away. It's more of a mindfuck moment than just a generic trap. I like it so I won't be changing this.

 

Some health would be appreciated in this room, even if it's just stimpacks.

 

This transition is a bit jarring- the doorway should have a neutral color if you intend on making both rooms such extreme colors:

 

I might make the transition a bit more smooth. There are already 2 medkits inside that room. I might add a third though.

 

The rest of the level was pretty good!  The lighting in the outdoor area after the yellow door and everything that connects to it is nice, but IMO the floor brightness directly underneath any SKY textures should be bumped up just a tic.

 

My only gripes with that area:  Some stimpacks are stuck in the ledge.  It's a bit of a hitscan nightmare if you're low on health, and after the arachnotrons spawn, you can cheese them by just staying up on the ledge.  They can't hit you because of the rim.

 

I might alter the macro in that area to make it so that portions of the ledges lower after you have picked up the red key so that the arachnotrons can shoot at you easier. I will alter the location of the stimpacks a bit so that they don't get stuck. And yea I will brighten the area under the sky. This is just a beta version so there are a lot of small things like this that haven't been implemented yet. In fact there are still entire areas of the level (optional areas mind you, this current version includes only the minimum amount of areas that play must visit in order to progress) that haven't even been made yet.

 

Anyway, thanks for your feedback!

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25 minutes ago, STILES said:

The map layout is really great and the lighting is superb.  For some reason, I'm getting a lot of missing textures (perhaps I don't have all the texture resources) and I'm getting lost quite a bit because of this reason.

sshot000.png

Make sure you have the approved resource!

 

https://www.doomworld.com/applications/core/interface/file/attachment.php?id=42642

 

Also, @hardcore_gamer, (going by the screens), it's not so much your color choice as your level of saturation. You can maintain contrast while lowering the saturation; at about 80-120, it still looks vibrant. Yours look closer to 240 (the max value) and there's not a whole lot of instances where you want it that high. I personally like making most of the map lower saturation, then crank it up for small details, such as the light being cast from torches, computer monitors and tech switches.

Edited by GoatLord

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1 hour ago, GoatLord said:

My current build of the submission for Map07. No difficulty settings yet.

https://www.dropbox.com/s/ff1o9pihhrm01r8/map07.wad?dl=0

 

There's still a few kinks to work out, both visually and mechanically, but the level is beatable and all the switches/keys/doors/etc. should be working. Let me know what you think so I can make additional changes to the ones I already have planned.

Alright I replayed it and beat it.  Very tight map layout overall, felt like it could have been in the original Doom 64.  The only nitpick I have is that the "pillar" area with the switch line defs to get to the area with the yellow key is a bit cryptic and I had to use the auto-map to find it (don't know if that's intentional.) 

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Thanks so much for pointing that out. I was thinking I was being too subtle. So the idea is that, in this dark forest, one single tree lights up and touching it causes the bars to lower, revealing the switch. This happens when you step on a line near the tree, but the change is very slight. Any suggestions on making that a more explicit clue?

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Ok folks ( @hardcore_gamer & @GoatLord ) I've checked your maps and they seem to be pretty promising.

 

They're both pretty colorful, but Goatlord's MAP07 has some really neat lightning. However, it's unfortunately a bit confusing, that's probably going to be my biggest complaint about the whole level. I've spent 10min. or so looking for the yellow key but I could not locate it (it's definitely not in my pocket).

 

Other than this,

 

4 hours ago, Antnee said:

As mentioned, you can get stuck in this little nook:

image.png.071cec604714666dff2affda84c64a27.png

 

I would appreciate it if this button was a bit brighter, maybe recessed and lit up.  It's way too easy to walk by this and not see it, because it blends so well with the wall.  (also a texture misalign that I'm sure you're in the process of cleaning up, but since it's in the screenshot...)

 

Gotta agree since that's literally the first thing I noticed after killing the Shotgun Guys. As for the use of colors, I think it's fine the way it is, but they probably could be toned down a little bit in the area Antnee mentioned. I don't necessarily have any problem with the color transition in the other room.

 

I was going to bring up the SSG room initially for the same reasons (minus the saving part, haven't saved in either level) but since its concept is most likely set in stone I won't. Guess that covers all I had to say for now.

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Very nice to see! @GoatLord I'll give your map a play soon as I can. Only 9 maps left to be filled then we can start pulling this together. I'm getting excited :D

 

I'm a bit disappointed that @Nevander gave up Map32 cause I was looking forward to playing Go 64 It :(

Edited by Bob9001

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It's not even just saving. Using the automap makes the room turn black. There's something strange here.

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10 minutes ago, Kore said:

It's not even just saving. Using the automap makes the room turn black. There's something strange here.

 

Well it's not my fault. This just sounds like a engine bug.

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Current builds of MAP07 and MAP21. Neither has difficulty settings and I'm working out kinks in both. Make sure you have the resource wad. MAP07 is a very non-linear affair where you can decide which order you get the keys in. MAP21 is a weird tech/hell hybrid that ambushes the player when you shut off the main power. Images are slightly color adjusted. Below are the latest updates to each file.

 

MAP07:

https://www.dropbox.com/s/ff1o9pihhrm01r8/map07.wad?dl=0

 

MAP21:

https://www.dropbox.com/s/tsubx3ibevy5wui/map21.wad?dl=0

 

map7map21.jpg

Edited by GoatLord

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54 minutes ago, GoatLord said:

Current builds of MAP07 and MAP21.

 

I just played 21, and first of all BRAVO.  You knocked it out of the park.  The lighting, enemy placement and layout are absolutely superb.  That said, some (minor) stuff:

 

I got stuck in here, because the linedefs don't have any activation types set.

 

image.png.9186dbb559e2f787ecb1a4537254f17f.png

 

You know what to do!

 

image.png.a715793f856d1b47705fedbff3d27927.png

 

There's a few areas in the map that have these light spillovers, my only gripe is that there's no way that light source could light up the lower linedefs like that.  It's uncharacteristically weird looking in an otherwise *great* looking map.

 

image.png.61a611280d6d48ba2fa9e154f8730a40.png

 

Balance stuff:  Health was fine, but unless you find the secret plasma gun right off the bat, ammo is a real struggle later on in the map (say, post yellow key).  There were several times I had to skip by encounters because I was literally down to my fist.

 

Did I mention this is a superb map?  It is.

 

 

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1 hour ago, GoatLord said:

Current builds of MAP07 and MAP21.

Great stuff man, you work very fast.  MAP21 had a particularly grueling amount of difficulty but that's probably because I'm not used to the feel of Doom 64 EX.  There's a glitch with the nightmare imp blocking my path of hitting the blue switch though, had to noclip it.  

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19 hours ago, Bob9001 said:

 I'm a bit disappointed that @Nevander gave up Map32 cause I was looking forward to playing Go 64 It :(

With the current deadline and plans I had for it, there was no way I could finish it in time.

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Thanks guys. I'm going to add more health and ammo to Map 21 to make it easier. I want to be able to compensate for people who don't find the plasma gun. I'm going to also take care of those visual/thing glitches!

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