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"ISOLATION" speedmapping project - BETA 2 RELEASED


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brief note about my map that i feel i should add: most people around here seem to consider ultraviolence the default difficulty. i don't. ultraviolence is hard mode. you pick hard mode, you get hard mode. hurt me plenty is the recommended "normal" mode, ultraviolence assumes a general knowledge of the map layout and the things you must do to complete it. figured i would clarify before anyone grows frustrated.

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I was made aware that the stairs in my map are now broken, having just checked, yeah, they are. Not sure what I did between versions but that really doesn't make any sense! Either way, I will remedy this and pass it your way tomorrow Jimmy. My apologies to anyone who already tried to play my map, skip Strain 1, Map 17 for now. :)

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I forgot to add secrets to my map. Good job getting the gigawad completed! e1- Will download the first release later today to make sure everything is correct.

Edited by NeedHealth

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Doing a bit of playtesting using PrBoom-Plus 2.5.1.4

Sadly, both my playthroughs were cut short.

In Strain 1 Map 4, there are two lifts (sectors 149 and 165) that don't work.

Strain 2 Map 3 has a similar problem, the first door (sector 73) won't open.

I'll see if I can list off more problems as I go through these maps when they get fixed, at least for Boom compatibility.

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It feels good to have contributed to a community project. Feels more "professional", somehow.

I didn't expect my map to be placed so late as map19, but I'm frankly a terrible judge of difficulty.

Did some quick testing in between my classwork, so here's some initial thoughts on strain 1. This was before that last quick fix download that Jimmy just put out, so depending on what changed some things may have been fixed.

  • Get Down with the Sickness is a bit cramped, not necessarily an issue, except that it makes it easy to cheese the fight near the green key. Somehow, the second time I played the level the bars around the green key didn't raise for some reason? Not sure what happened there.
  • I like the cheeky e1m1 homage at the end of Martian Law. It's a cute touch, especially with the exit right there.
  • Almost all of Feverish Nightmare is optional. Like, if you know where to go you can just grab the skull and head straight to the exit. This said, I had a lot of fun with it. Lots of mini-fights.
  • I want to like Disease Disaster. The doomcute sinks, the pumps, the little scene in the exit room, it's adorable. Unfortunately the whole thing is marred a bit by "only tested in ZDoom"-ness. The lifts aren't tagged, and so in any non-ZDoom port they just don't work. The room they're in can be straight up unbeatable as a result, with you being unable to damage the pinkies blocking you from jumping down. Again, this is something that isn't a problem if you're in ZDoom, but is glaringly apparent in prboom.
  • Disease Disaster also has that crusher run, in both nukage and darkness, without a radsuit. It's not fun. I feel like if one of those factors wasn't the case I'd enjoy it more, but as it is I basically had to grind it to figure out a way through. I don't know if I could have accessed it via the pumps, had the lifts been working. I didn't open up the map to check my suspicions until after I'd confirmed I was at a dead end.
  • Map05, Fluid Control! I like the TNT music. I... don't have much else to say about it. It's a slightly cramped but pretty fun combat map.
  • Squared Aqua gives me Rylayeh vibes for some reason. I dunno what it is, something about the aesthetics, but I don't mind in the least; I liked Rylayeh a lot. This felt like the first "full size" map in the wad so far. I realize speedmaps tend towards the small end by their nature, but it's still cool to play a larger map from time to time. The Get Three Keys structure works pretty well.

I'll get to testing more maps tomorrow. So far this has been a lot of fun.

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@Jimmy I found a serious problem. The exits in MAP15 and MAP31 need to be changed to secret exits or you won't be able to play all maps within a wad.

Edited by pcorf

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Thanks to everyone reporting issues. When reporting I'd say please make sure to @ the map author as well so they're made aware!

 

Dragonfly and I have penciled in a stream for later today where we will hopefully blaze through a few more maps.

 

The secret exits are known about - we'll figure something out! This initial beta compilation has had no direct input on the maps from myself, so naturally there's no secret exits just yet.

 

If everyone could resubmit their maps ASAP with fixes to the reported problems that'd be great! They will go in the next beta compilation and the next test stream.

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Dunno if anyone actually used GRNMAP since I was the one who suggested it and ended up not submitting a map. But in case they did it should go between C_START and C_END markers in isolation.wad

Edited by plums

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@Jimmy: As discussed in DM, here's another minor revision. The starting area is now NOT damaging anymore. Even though it kind of fit with the (meaning: my) idea of unexpected danger, it was unfair for players starting the level with < 10% health as you pointed out. Also, there's now some health bonus / vials "on" the player for the same reason.

 

"Also also", I noticed a ceiling (door) that was rising too high in the Caco Room which revealed a missing texture. I fixed that, too.

 

The level was playable without these fixes but it's more.. rounded with them:

 

File: Zylinderkatze_1.2.zip

 

Again, Thanks for all this work put into the project by everyone.. it's an honor to be part of this.

Edited by Zylinderkatze

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This is a video of the first version of the megawad. Enjoy. I'll do another video as soon as Jimmy updates the wad again...

 

 

Edited by leodoom85

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Strain 2 MAP04: Multiple ZDoomisms that render the map unbeatable on other source ports. @nue

This door uses a switch action with tag 0 and thus won't open. The soulsphere secret at the start has the same problem.

Screenshot_Doom_20200401_183623.png.590c35c5f8769737138735b35673ff6f.png

 

 

This slime fall has a DR Open Door action even though you're supposed to open it via a switch. If you manage to activate it directly and then press the switch you'll get softlocked.

Screenshot_Doom_20200401_184846.png.d4d364b2d3b25a1616201f211a33bc0b.png

 

This Imp is stuck and completely harmless.

Screenshot_Doom_20200401_183512.png.20a57214a51afa14a145bb66ce0dccde.png

 

Also, just a small nitpick but I'm kind of confused why you bothered to build your own grate texture out of a huge number of sectors on top of the waterfall when one MIDSPACE would have achieved the same effect with much less effort.

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5 hours ago, leodoom85 said:

This is a video of the first version of the megawad. Enjoy. I'll do another video as soon as Jimmy updates the wad again...

 

 

Thanks for the vid Leo!

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