Dexiaz Posted November 16, 2018 Uh, "that" meaning. Yeah, you're right, I'll change the water texture to make it more "soft" 0 Quote Share this post Link to post
thexgiddoomerx Posted November 16, 2018 (edited) Map 16 Done https://drive.google.com/file/d/1tNJ_M1JtboJipZOGXzxJmBSEQ8cnV0l_/view "Lost courtyard" by thexgiddoomerx For Community Chest 64 Technical info Quote Map slot: MAP16 Music: Default Map16 Music Other files required: none (textures are inside in the wad, SLADE is used) Single Player: Designed for Cooperative & Deathmatch: none Difficulty Settings: Yes Build Time: Worked "on and off" since early 2017,after a long hiatus,started again between last october to this week Editor(s) used: Doom 64 Builder and SLADE Tested With: Doom 64 Ex IWAD: DOOM64.WAD Difficulty: Between Normal to Very Hard Compatibility: Doom 64 Monster Count: between 380 to 600 Secret Count: 9 Comment:a very large castle with caves,halls and libraries,normal run is almost a hour to finish. This map uses a custom sky F_SKYS (red sunset with red mountains) Screenshots Spoiler Edited November 16, 2018 by thexgiddoomerx 12 Quote Share this post Link to post
Koko Ricky Posted November 18, 2018 Is the MAP30 slot still not taken? I thought someone was working on that. 0 Quote Share this post Link to post
Dexiaz Posted November 18, 2018 Well, obviously it requires some Boss Battle idea...I suppose nobody have a good idea 0 Quote Share this post Link to post
Thedoctor989 Posted November 18, 2018 maybe we could do it as a final showdown, you have to single handedly take down of High tier enemies, in waves, theres 4 ways which increase in difficulty and finally after you defeat the last wave we could maybe add a new enemy as the boss? (if that's possible?) 0 Quote Share this post Link to post
snapshot Posted November 18, 2018 That's basically how the Final Boss of Doom 64 works, you take down waves of enemies, and then have to fight the Mother demon. 3 Quote Share this post Link to post
Thedoctor989 Posted November 18, 2018 (edited) then could we somehow make a new enemy? something far worse than the Mother demon? (maybe a Father demon?) Edited November 18, 2018 by Thedoctor989 0 Quote Share this post Link to post
Antnee Posted November 18, 2018 1 minute ago, Thedoctor989 said: then could we somehow make a new enemy? something far worse than the Mother demon? (maybe a Father demon?) Unfortunately not possible at the moment. I believe Decorate support should be coming soon, at least from what I've seen in the chat. 0 Quote Share this post Link to post
Thedoctor989 Posted November 18, 2018 then could we change the sprites for the mother demon? 0 Quote Share this post Link to post
Impboy4 Posted November 18, 2018 1 hour ago, Thedoctor989 said: then could we change the sprites for the mother demon? The Mother Demon is basically the IoS of Doom 64. No matter what you change visually, it will always play the same. 0 Quote Share this post Link to post
SteelPH Posted November 18, 2018 Surely we could make creative use of macros. 2 Quote Share this post Link to post
DMPhobos Posted November 19, 2018 I managed to finish the layout today, but i still need to polish gameplay and all the macros, so my map should be done soon Spoiler 3 Quote Share this post Link to post
StevenC21 Posted November 19, 2018 Just wanna say this is by far my most popular thread. I never expected this to blow up so much haha. 0 Quote Share this post Link to post
Thedoctor989 Posted November 19, 2018 there is 2 options we have: 1. Change the mother demon sprites to be some other custom enemy, but have it behave like the mother demon. 2. Don't include a bossfight and just have a bunch of custom levels. 0 Quote Share this post Link to post
snapshot Posted November 19, 2018 or..... we can just re-use the same boss fight but in a custom level like most Custom Levelpacks do, not a big deal. 9 Quote Share this post Link to post
Koko Ricky Posted November 20, 2018 (edited) In anticipation of there not being enough mappers, I secretly started work on a third map, and I'll finish it if I can get the other two completely done, which I think is possible. Edited November 20, 2018 by GoatLord 11 Quote Share this post Link to post
DMPhobos Posted November 21, 2018 Here's my submission for the map 11 slot, Doomsday Keep, difficulty settings are yet to be implemented, so i'll be rebalancing things up again. Let me know what you guys think Spoiler dkeep.zip 5 Quote Share this post Link to post
Bob9001 Posted November 21, 2018 I think its maybe a matter of having a december 3rd deadline and lack of mappers we have like 7-8 slots left to fill surely people out there would want to whip something up haha. I unfortunately don't have much time to finish the last 10% AND I'm still waiting for someone to do some more feedback so if you're reading this and you have nothing to do, just try play through my map, it's on page 13 or on the first page thanks. 1 Quote Share this post Link to post
KVELLER Posted November 21, 2018 @Bob9001 Alright, I felt sorry for you :P Spoiler I'm just going to point out a few things: This series of rooms feel kinda empty. A few torches on the walls would be enough I think. These hallways are really awkard to fight in, with the cacodemons being unable to come down and the player not being able to go forward due to infinite height. Maybe make them a little wider? This switch isn't animated. Now, this isn't a problem with the map itself since it's just because of how Doom 64 EX handles sound, but these bars are LOUD, it legitimately hurt my ears when I opened them. Maybe if there were fewer bars it wouldn't be as bad. Also, the switch here on the right is floating. I understand that that's basically how they work, but I thought I'd point it out since it seems you found a way around it for the other switches. This affects both the blue and red key ones. Is it really necessary to have an elevator here instead of some steps? It seems odd, considering the height. Here, those arachnatrons would just end up grouping up at the bottom of the stairs, so I would just go to one of the sides of the stairs and take them out one by one, taking cover behind a pillar when needed. Not very fun. And another thing: I had the game crash twice in that room, although I have no idea what could be causing it. These rooms (that and one opposite to it) look too barren IMO, maybe you could modify their shapes a bit or add some decorations. I did enjoy the map overall though! I know that there was some discussion about the lighting, but I think it looks good. Oh, BTW, I got that MAP31 reference at the end ;) I almost thought you were going to put the secret exit in the same place haha. And just for the record, I didn't find a single secret because I suck :P 1 Quote Share this post Link to post
Nevander Posted November 21, 2018 For the bars being loud, simply join the sectors. If they are all the same height, colors, and floor/ceiling textures, there is not an issue and the sound will be played only once. I cannot stress enough how important it is to join like-sectors, even more so in Doom 64 due to the color properties. It makes changing things up a lot simpler, and will make it simpler to port the levels later if I do. 4 Quote Share this post Link to post
Dexiaz Posted November 22, 2018 (edited) Urm, I think I will fail the deadline, just because I'm really busy in real life. The funny thing that I have a vacation right after the 3rd December. I should outsource my map to anyone who is interested, or it's better just to cross it out? Edited November 22, 2018 by Đeⓧiaz 1 Quote Share this post Link to post
SteelPH Posted November 22, 2018 Yeah I'm definitely not making the Dec 3rd deadline either. 0 Quote Share this post Link to post
Da Werecat Posted November 22, 2018 11 hours ago, Đeⓧiaz said: I should outsource my map to anyone who is interested, or it's better just to cross it out? I could tinker if you decide that. 1 Quote Share this post Link to post
Koko Ricky Posted November 23, 2018 If the date is bumped to the 10th, that's an entire extra week, as well as Doom's b-day. 2 Quote Share this post Link to post
Bob9001 Posted November 23, 2018 On 11/22/2018 at 6:39 AM, KVELLER said: @Bob9001 Alright, I felt sorry for you :P Reveal hidden contents I'm just going to point out a few things: This series of rooms feel kinda empty. A few torches on the walls would be enough I think. These hallways are really awkard to fight in, with the cacodemons being unable to come down and the player not being able to go forward due to infinite height. Maybe make them a little wider? This switch isn't animated. Now, this isn't a problem with the map itself since it's just because of how Doom 64 EX handles sound, but these bars are LOUD, it legitimately hurt my ears when I opened them. Maybe if there were fewer bars it wouldn't be as bad. Also, the switch here on the right is floating. I understand that that's basically how they work, but I thought I'd point it out since it seems you found a way around it for the other switches. This affects both the blue and red key ones. Is it really necessary to have an elevator here instead of some steps? It seems odd, considering the height. Here, those arachnatrons would just end up grouping up at the bottom of the stairs, so I would just go to one of the sides of the stairs and take them out one by one, taking cover behind a pillar when needed. Not very fun. And another thing: I had the game crash twice in that room, although I have no idea what could be causing it. These rooms (that and one opposite to it) look too barren IMO, maybe you could modify their shapes a bit or add some decorations. I did enjoy the map overall though! I know that there was some discussion about the lighting, but I think it looks good. Oh, BTW, I got that MAP31 reference at the end ;) I almost thought you were going to put the secret exit in the same place haha. And just for the record, I didn't find a single secret because I suck :P Firstly thank you for going over my map again and picking out some things I'll give my answers below: 1. That's supposed to be the secret exit room, so yes I can add a few torches. 2. I designed that part on purpose as that is the route to the blue key in the middle of a mini castle area. Normally the cacos come in the other side where you pick up the SSG and press the switch to lower the key. But I'll leave that the way. 3. Ah this switch, I don't know if anyone reading this thread has seen but this is the only switch I've been having trouble with, in it's current state it plays the activation sound but it won't display the activated texture which is annoying me cause I can't seem to get it to work with both the sound and the texture changing dispite what I do, if I change any of the switch display it's just a black square lol. If someone can fix this for me and submit the method I'd be so happy. 4. To my knowledge and with playtesting they only float when viewed in the editor so it's weird that you have seen that happen while in DOOM64 ex. However going ingame myself they are not visable in the sky like in the editor so this is working as intended. 5. I had steps originally, but changed this because the textures wouldn't align and it didn't look as good as with the way this is now, so sorry but that's how it will be staying. 6a. You're not the first person to say that it crashed in that area, I have no clue as to why that is happening maybe something to do with ram and or a gfx card issue? I've never had it crash and my computer is pretty old (going on 6 years hardware age). 6b. Yes I know that happens but if I put monster blocks in people would say that they shouldn't be blocked in however I have an idea for this so I'll change it in the next release. 7. Yes I see, ok I'll have a play around with some designs and what not. The lighting is supposed to be giving the player the feel that they're in another dimension, so a purpley hue light fits the level well I feel. Yay someone got the reference ;). There's 3 secrets total plus the secret exit but I didn't mark that as a secret cause I've already ruined the surprise in this thread cause people stumble upon the secret exit and wonder why that room is empty haha. Anyway thank you for the feedback, as I mentioned in an earlier post this map is 90% done just needs some polish really and fixing that DARN switch and then it will be ready for release. 1 Quote Share this post Link to post
KVELLER Posted November 23, 2018 10 hours ago, Bob9001 said: 4. To my knowledge and with playtesting they only float when viewed in the editor so it's weird that you have seen that happen while in DOOM64 ex. However going ingame myself they are not visable in the sky like in the editor so this is working as intended. Hm... maybe I didn't express myself properly. It's not in the sky, but floating in front of the piece of geometry that it's supposed to be attached to. Again, I know that that's basically how switches work in D64, but other switches on the map don't look like that. 10 hours ago, Bob9001 said: 6a. You're not the first person to say that it crashed in that area, I have no clue as to why that is happening maybe something to do with ram and or a gfx card issue? I've never had it crash and my computer is pretty old (going on 6 years hardware age). Well, I've got a pretty recent and powerful PC, so I don't think it's a lack of resources. However, I was reading Doom 64 EX's documentation the other day and noticed that it only allocates 32 MB of memory by default, so maybe that's the issue, although that wouldn't explain why you don't have a problem (unless you have increased this value). That or it just doesn't like my hardware :P 10 hours ago, Bob9001 said: Yay someone got the reference ;). There's 3 secrets total plus the secret exit but I didn't mark that as a secret cause I've already ruined the surprise in this thread cause people stumble upon the secret exit and wonder why that room is empty haha. Yeah, I had a feeling I was missing something in that room haha. 1 Quote Share this post Link to post
Nevander Posted November 23, 2018 I will need extra time too, I have not had time to finish the map yet. 0 Quote Share this post Link to post
Koko Ricky Posted November 23, 2018 Using a macro, how would one do the "Staging Area" trick whereby a door only opens after shooting *all* tagged barrels? 0 Quote Share this post Link to post
hardcore_gamer Posted November 23, 2018 (edited) 6 minutes ago, GoatLord said: Using a macro, how would one do the "Staging Area" trick whereby a door only opens after shooting *all* tagged barrels? It was probably a special script that you can't just use whenever you want. Sort of like Dead Simple in Doom 2 or the barons in E1M8. Edited November 23, 2018 by hardcore_gamer 0 Quote Share this post Link to post
Antnee Posted November 23, 2018 (edited) 22 minutes ago, GoatLord said: Using a macro, how would one do the "Staging Area" trick whereby a door only opens after shooting *all* tagged barrels? Tag them all with the same tag (make sure they have the "trigger on death" flag), then create a macro linedef with that same tag which is "triggered by dead thing." They are treated as enemies for this purpose. Edited November 23, 2018 by Antnee 4 Quote Share this post Link to post
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