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30 minutes ago, Doom fan said:

Based on the video, the maps were completely different, it didn’t include that many pinkidemons, and so on.

I still can't understand, but if you mean the review then i can tell you that it was made a year ago if i am not wrong cause i made some maps during that time, then i had to stop and i restarted mapping a couple of months ago, so i modify many things in those 6 maps as well. But the maps are not completely different, just fixed in some points? If by pinkies you mean the huge arena i can assure they are still there :)

The original 6 maps were in random order and had a random difficulty curve, i was just creating what i felt like without caring too much about making a mapset.

Edited by Zolgia108

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his first orbit starts with 108 enemies with pink demon imps, a zombie man and a skeleton, I played all of these piano and I couldn’t find just one orbit on it with 1092 and a 1792 enemy on them.

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wait, i would like to answer but...

what is an orbit? and skeleton?

what do you mean by piano? i can speak italian and spanish in case, just send me a pm and i ll try to help i guess

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108 are the number of monsters in map 1, 1092 in map 12 1792 in map 6, only on ultra violence, you find less monsters in other difficulties. i still can't understand the rest :)

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Yeah they have so many monsters on them, then at 12 there are that many pinkidemons? There are barely a few tracks and only a few rooms in the whole which is pretty weird. Unfortunately, I can only write in Hungarian with a google translator.

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it's hard to understand what you mean, map 12 is an open map and the swarm of demons is just "trivial" as said before, the pinkies can be easily killed with the bfg you can get just before, and the space is so big that you can run a lot and backtrack so that you won't get surrounded.

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Igen tudom azt láttam hogy nyitott, csak vannak olyanok is ahol pár szoba van csak minimális szörnnyel.

Yeah I know I've seen it open, there are some where there are a couple of rooms with only a minimal monster.

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1 minute ago, Doom fan said:

Igen tudom azt láttam hogy nyitott, csak vannak olyanok is ahol pár szoba van csak minimális szörnnyel.

Yeah I know I've seen it open, there are some where there are a couple of rooms with only a minimal monster.

 

you mean in that map or in general? 2 maps (7 and 13) are boss maps if that's what you mean.

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Just now, Doom fan said:

igen arra van még egy ahol 3 van.

yes there is another where there are 3.

3?

 

something is weird, are you using GZ doom?

map 7 has 18 or 19 monsters, that's the map with the lowest count.

What is the map with just 3?

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uhmmmmm

 

so

 

this is a work in progress and contains only 16 maps so far. So the rest is from the original doom2, that is the iwad. But still... those maps should not have that enemy count^^

 

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Oh that's not ready for me then I'm sorry. What is the maximum size of a track? What can be done ?, or can you make the biggest folder so that you can put the brutal mod on it and stay playable? Because for me and others the helly holle wad if I put the mods on it is unplayable.

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8 minutes ago, Doom fan said:

 

Oh that's not ready for me then I'm sorry. What is the maximum size of a track? What can be done ?, or can you make the biggest folder so that you can put the brutal mod on it and stay playable? Because for me and others the helly holle wad if I put the mods on it is unplayable.

as said in the title i am working on it and im halfway done, there is still so much work to do and the maps need to be tested well. Brutal doom compatibility will be surely added once everything is finished, i don't think it is usable right now on these maps i am sorry man, i will work on it but not for now :)

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This wad works with it only where 41669 opponents are wearing it tens of thousands of them running at 1 fps with only i7 6700 proci 16 giga ram and an rtx 2060. I hope there will be thousands of opposing tracks: D: D

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i tried it on brutal and it seems to work pretty well though, i still didnt try the maps with 1000 + monsters, i will check them out later :)

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Yes, it still holds 1792, especially if placed away normally. If you have 10,000 pl on the field and 800-900 opponents in one place, you are already very lagging or crashing to 1 fps. And I would be curious to see that with such an amount of opponents, if placed correctly, what will go out to remain playable?

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all maps are playable, from 1 till 16, number 6 and 12 have a huge slaughter ending, the other maps have a different style and the monsters are distributed normally, so play 1 2 3 4 5 7 8 9 10 11 13 14 15 16.

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Changelog 27/06

 

map 17, Inhale Disaster, is complete, but still needs to be tested, so it may not be bug free. Oh and it's a disaster.

449288292_Map17pic1.png.cd28217238aa05f7a34cc9a7f2e85f20.png

 

Next map will be the episode ender, so a boss map, and i sort of created a custom monster that everybody in the world will hate.

 

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So, I played your map 17. Really good stuff! Both visuals and fights. The big fight took forever to finish

But I noted that the new version of your wad (17 1.0) is the same as the previous iteration, this confused me a bit. 

It seems that your episodes are getting shorter)

 

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1 hour ago, el_inf said:

So, I played your map 17. Really good stuff! Both visuals and fights. The big fight took forever to finish

But I noted that the new version of your wad (17 1.0) is the same as the previous iteration, this confused me a bit. 

It seems that your episodes are getting shorter)

 

Hey thanks m8!

you should have played map 16 before :P

The episodes will be (at least this is what i was thinking):

1/7

8/13

14/18

19/25

25/30

 

This map still wasn't tested and that fight was the one which worried me the most, i will add some health there, i ll move the berserk cause it gets too much in the way, then i ll fix the final fight with the two cyberdemons, something was weird with the archie there. Sad that you had to repeat the fight 100 times :( you basically made it 3 times but then you didn't save and you were killed by random stuff after all that effort...

I am totally getting inspiration from both sunlust and scythe I/II, also the textures of course, we share this passion it seems ahhahaaah

 

Im glad that i could watch the official first test of this map, going to fix it up a bit, the update was because there was a secret which didn't work ( you didn't find it no worries, a bfg early game ;P), so i think the size was the same.

Play map 16, it's fun!

Edited by Zolgia108

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the size was larger by 500kb. I don't think map 17 was in the previous version. 

it was ok to replay that fight so many times, at least I'm learning not to die of random shit)

 

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Changelog 29/06

 

Fixed some minor issues in map 17, added some health and stuff like that, fixed last fight and added lower difficulties.

 

Added and already tested map 18, The Black Worm, a  short boss map featuring a custom monster that i "made" (it's more like a mix of more things, i m not good in creating sprites) namely the Black Worm. This maps uses a trick learned in God Machine, Sunlust (monsters killed by barrels and teleporting already dead, so guess what will the boss be?).

 

Episode 3 is done, now i will take "break" and use it to better detail previous maps and probably fixing what i can, also perfectioning lower difficulties. After that i will go on with the megawad itself.

 

1250449255_Map18pic1.png.bde015f985dbf709c402cdda0db620dd.png

 

 

Edited by Zolgia108

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23 minutes ago, el_inf said:

Can this guy resurrect archviles?

well no i didn't want to be too mean, but if you want i can totally do that! ( i think, i didn't try to be honest)

basically he has 3 attacks, the flame (not much damage), a tracer and a big ball that takes forever to charge but kills instantly, whenever he goes in pain (same pain chance as an archie) he spawns a mini archi that can revive as well. That's all :)

 

 

Edited by Zolgia108

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The fight felt like too easy. Maybe you will make the cover smaller (whose yellow things)? Or make them move up and down for example so that the player cannot hide so easily? (or maybe if you do so then the level will look too much like sunlust map 29)))

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6 minutes ago, el_inf said:

The fight felt like too easy. Maybe you will make the cover smaller (whose yellow things)? Or make them move up and down for example so that the player cannot hide so easily? (or maybe if you do so then the level will look too much like sunlust map 29)))

yea i saw it was easy, i don't know if i should keep it as a breather or if i should add some difficulties, the easiest thing would be to place 2 more archies coming from the back, that would be salty mmmm.

They would surely reanimate the cracko as well, maybe just on uv, it can be done, what do you think?

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