NeedHealth Posted April 1, 2020 (edited) @Jimmy Orka's map (Strain 1 MAP04) seems to have all the door tracks unpegged. Edited April 1, 2020 by NeedHealth 0 Quote Share this post Link to post
Jimmy Posted April 1, 2020 Stream incoming! Stay tuned to https://www.twitch.tv/dragonflyos 3 Quote Share this post Link to post
EffinghamHuffnagel Posted April 1, 2020 Saw this on twitter. Thought it might be useful. "M-m-m-my Corona..." 0 Quote Share this post Link to post
joepallai Posted April 1, 2020 1 hour ago, Jimmy said: @joepallai Your map has the player start in the wrong location. Sorry about that--fix one thing break another is my method apparently... iso_jp2 (2).zip 2 Quote Share this post Link to post
leodoom85 Posted April 2, 2020 Last fix. - Added conveyor belts instead of joining sectors to spawn the monsters in both blue and yellow key areas. - Removed ALL backpacks. Now better use ammo properly :D - Added a vile and a monster at the exit (zombieman in easy, chaingunner in medium and pinky in hard). - I tried my best to remove slime trails but....I bet that one can be roaming there. If no trail happens, then gg for me... virutech-V5.zip 0 Quote Share this post Link to post
plums Posted April 2, 2020 I'm playing through these and have run into a few "linedef special without tags" errors so far, and expect a few more. Map authors, please test your maps with prboom-plus -complevel 9 and not just ZDoom! 1 Quote Share this post Link to post
universal-quantifier Posted April 2, 2020 @AmbureonStrain 2 MAP05: All floors in the exit area deal 20% damage, even those without a nukage texture. Is this intentional? If yes, consider adding another radsuit. @sugarwaterStrain 2 MAP06: You can get softlocked here: There's a HOM on both sides of the exit door. Also, why is the end area 5x bigger than the rest of the map put together when there's nothing but 4 pinkies and a BFG in it? You wouldn't need all these arrow signs pointing at the exit if you just scaled it down. 0 Quote Share this post Link to post
Phobus Posted April 2, 2020 (edited) @Dragonfly and @Jimmy - that corridor in my map is deliberately damaging. I put a radiation sign over the drop in, but we could always have more signage. The map is toxic, you see. You want to be in water or one of a very few safe zones. Likewise, the door tracks moving and the door stops staying still is an aesthetic choice I like. Edited April 2, 2020 by Phobus 1 Quote Share this post Link to post
Ambureon Posted April 2, 2020 13 minutes ago, universal-quantifier said: Strain 2 MAP05: All floors in the exit area deal 20% damage, even those without a nukage texture. Is this intentional? If yes, consider adding another radsuit. bumped it down to 10% damage after some thought, but no changes beyond that -- see my previous post regarding difficulty. hard mode is hard mode, you get one radsuit and you need to use it strategically.@Jimmy isolation - inverse quarantine v3.zip 0 Quote Share this post Link to post
sugarwater Posted April 2, 2020 (edited) @universal-quantifier https://www.mediafire.com/file/nudfpjf8sramjyn/Staysafe_(fixed).rar/file Here's a fix for the end door missing textures. Fixed up some slightly messed up light there to. And yeah luckily caught that section with the box and it's fixed now. The ending area was intentionally huge in comparison to everything else as well as barren. It's supposed to be an area where you can get lost if you don't follow the fire sticks. Towards the very end, where the automap is, I was gesturing players to Spoiler use their radar in the pitch black using only the arrows to guide them. Perhaps a little obtuse. But I like the idea. If I hadn't hit the wall of my time limit I would have made it even larger because as it is I don't think it works so well because Spoiler Running basically straight through can get you right to the end so you can really bypass the maze type element I wanted, with a bunch of twists and turns. But also that might be for the best because at least there is a way to bruteforce the challenge if you're not enjoying it and simply want to speed through. The BFG was just a secret. Maybe sort of a misleading secret but I was also planning on a final combat encounter near the end but I ran out of time. Edited April 2, 2020 by sugarwater 0 Quote Share this post Link to post
an_mutt Posted April 2, 2020 in response to last night's stream, I've made some slight changes to map visuals (to make progression clearer), as well as change the rad-suit area to make backtracking less of an issue. an_solate.zip v. 3 1 Quote Share this post Link to post
Scotty Posted April 2, 2020 Stir Crazy v2 Combat tune-up, hmp added, some automap cleanup. ------------------------------------ Side note - i see A2Rob has been shafted with the dud map33 slot, this seems unfair given that he submitted on time and everything. 3 Quote Share this post Link to post
plums Posted April 2, 2020 (edited) FDAs and very brief comments for Strain2 maps 1-25, using the beta from this post. I was hoping to get at least one whole wad done but I need to stop and go to bed. All except one or two were done with complevel -1 on PrBoom+ 2.5.1.4, so I could turn with high resolution, and save/load easily. In general I didn't comment on aesthetics etc. except when something was good, these are speedmaps so I didn't expect super high quality. Overall there are a lot of good short maps here though. The palette gives the whole thing a sense of unity that would otherwise be missing, but man is it ugly :p iso2-plumsfdas.zip Maps which have incomplete FDAs due to non-door linedef actions not having tags, aka ZDoomisms: MAP03 @zeldavxa MAP04 @Ambureon @nue MAP08 @Mister_theMan (not sure DW name; map was missing textures and so I didn't even try it) MAP13 @kudo MAP20 @no_mic MAP23 @Hawns Braks Edited April 3, 2020 by plums 1 Quote Share this post Link to post
boris Posted April 2, 2020 Fixed version: replaced red (silver) key card with yellow (green) key card to make it more clear that they switch requires the key (hopefully) fixed some possible linedef skips when crossing the platforms boris_isolation_v4.zip 1 Quote Share this post Link to post
Hawns Braks Posted April 2, 2020 (edited) 57 minutes ago, plums said: Maps which have incomplete FDAs due to non-door linedef actions not having tags, aka ZDoomisms: MAP03 @zeldavxa MAP04 @Ambureon MAP08 @Mister_theMan (not sure DW name; map was missing textures and so I didn't even try it) MAP13 @kudo MAP20 @no_mic MAP23 @Hawns Braks Thanks for the Headsup, ill check my map! For some reason i thought the boom thing to do was NOT having tags and having linedefs reference the sector behind them. Which is probably also true but led me astray xD E; omg half of my shit has it and half doesn't -_- Edited April 2, 2020 by Hawns Braks 0 Quote Share this post Link to post
Hawns Braks Posted April 2, 2020 (edited) Ive played through it in prboom (but not sure at what comp level tbh), but i think i got every tag now... E: phobossnotstorage2.2.zip Also while the map has like 120 monsters, i feel its pretty easy compared to some of these maps ive seen and played, and spot 23 seems a bit high. That's ok tho, ill let you guys be the judge :-) Edited April 2, 2020 by Hawns Braks missed the first 2 doors fcs 0 Quote Share this post Link to post
Ambureon Posted April 2, 2020 1 hour ago, plums said: Maps which have incomplete FDAs due to non-door linedef actions not having tags, aka ZDoomisms: MAP04 @Ambureon sorry, where exactly in the map is there a compatibility issue? can't find it myself, and watching your demo reveals no issue aside from a few enemies you opted not to kill 0 Quote Share this post Link to post
RonnieJamesDiner Posted April 2, 2020 subway_isolation_v1.1.zip Updated version. Fixed the slime trails in prboom, hopefully I didn't miss any. I thought long and hard about the suggestion for a secret radsuit in the PR battle, and decided against it. I appreciate the idea, but the whole fight was built around forcing the player to defend their position inside the cars, and I just fear that a radsuit (secret or not) would negate the entire concept. 0 Quote Share this post Link to post
AD_79 Posted April 2, 2020 3 hours ago, Scotty said: Side note - i see A2Rob has been shafted with the dud map33 slot, this seems unfair given that he submitted on time and everything. There's a few authors who submitted two maps, slot one of those into map33 imo 1 Quote Share this post Link to post
Worm318 Posted April 2, 2020 Map updated:https://drive.google.com/open?id=1Uokl0u44_yGog_kwxsVkfexMrLAL0fBL Changelog: - Added a pair of platforms to make the route to blue key more intuitive - Added a secret radsuit - Fixed texture in northwest bars fight - Moved the destination from return teleports to player starts instead of behind blue key - Added some health and ammo - Added a chaingun copy - Added some decoration - Added difficulty settings - Automap cleaning 0 Quote Share this post Link to post
Karl1971 Posted April 2, 2020 This sounds awesome. When can I download it? 0 Quote Share this post Link to post
Phobus Posted April 2, 2020 (edited) 8 minutes ago, Karl1971 said: This sounds awesome. When can I download it? Wow. Page 1 of this thread actually doesn't have it. It's a bit of the way down page 9. It's also now linked at the top of page 11, right here: Link! Edited April 2, 2020 by Phobus 1 Quote Share this post Link to post
leodoom85 Posted April 2, 2020 I'd personally wait for another whole update with all the fixes, because most mappers here are presenting updates left and right. Also, since I'm recording this set, it's better for me to wait.....patiently 1 Quote Share this post Link to post
plums Posted April 3, 2020 7 hours ago, Ambureon said: sorry, where exactly in the map is there a compatibility issue? can't find it myself, and watching your demo reveals no issue aside from a few enemies you opted not to kill Sorry! I tagged the wrong person! MAP04 is by @nue and it has compat problems. 0 Quote Share this post Link to post
wydoomer Posted April 3, 2020 (edited) @plums Thanks for the fda, I'm happy to see that you liked it. I made a few changes based on what I saw: -I decided to add a barrier in the stair area near the 2nd switch -added a secret -Made a few windows impassable -replaced a few misaligned textures @Jimmy here's my update: https://www.dropbox.com/s/l4kpq1npirndd95/strain2_map22_remediation_v2.wad?dl=1 Edited April 3, 2020 by wydoomer 1 Quote Share this post Link to post
plums Posted April 3, 2020 (edited) FDAs for the rest of Strain 2. A few maps were quite hard so I didn't finish them, I'll go back and play on HMP. MAP29 @TravyB has mapping errors and can't be finished in Boom. iso2-plumsfdas2.zip edit: @Danlex I was able to beat MAP28 on HMP without much trouble, but I think you could still add at least a medikit in the centre room on that skill, since it's so hard to not take damage at the very start. @IvanDobrovski MAP30 is pretty tough even on HMP just because it takes a long time to get your bearings. It's possible that people might be put off by the difficulty, even on lower skills. Edited April 3, 2020 by plums 0 Quote Share this post Link to post
IvanDobrovski Posted April 3, 2020 9 hours ago, plums said: @IvanDobrovski MAP30 is pretty tough even on HMP just because it takes a long time to get your bearings. It's possible that people might be put off by the difficulty, even on lower skills. Well, the map is made to be a bit hard. Perhaps more difficulty specific settings could be employed? There are certain ways to beat that map, two styles, I don't want to guide people on how to beat it as that'd kind of kill the purpose. I'll just say you can land on specific spots from that pyramid into a BFG and a backpack for an early start. 0 Quote Share this post Link to post
TravyB Posted April 3, 2020 9 hours ago, plums said: FDAs for the rest of Strain 2. A few maps were quite hard so I didn't finish them, I'll go back and play on HMP. MAP29 @TravyB has mapping errors and can't be finished in Boom. iso2-plumsfdas2.zip What's the problem you ran into? 0 Quote Share this post Link to post
plums Posted April 3, 2020 54 minutes ago, TravyB said: What's the problem you ran into? You've got linedef actions without tags, that aren't doors. e.g. Linedefs 319 and 327. That doesn't work in Boom; you should test it in prboom-plus with -complevel 9 if possible. 0 Quote Share this post Link to post
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