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Clippy's new Doom 2 map : "Fortress of Secrecy" ! --- 100 secrets!


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23 minutes ago, Soulless said:

Im enjoying it so far, 100% exploration map, no hurries haha, but Im getting out of options.

Heres a screen of my progress, taken on that "Doom Pawn Shop", reminded me of "The Binding of Isaac" for a second, I need to get inside...

20200806231138_1.jpg.98fb2bf663f18e6d2a5c2ad0e301de6d.jpg

 

Hey thank you so much for playing and how many secrets did you find

 

I wrote another message but my stupid phone lost it all

 

Anyway yeah thanks for playing and as for the secret  look for switches that do multiple things

 

I know that you UV maxed all of my other maps haha

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20 hours ago, Clippy said:

 

Hey thank you so much for playing and how many secrets did you find

 

I wrote another message but my stupid phone lost it all

 

Anyway yeah thanks for playing and as for the secret  look for switches that do multiple things

 

I know that you UV maxed all of my other maps haha

 

36 / 100 secrets, 138 kills, like 39 min. I think I pressed a couple of buttons from below when I shouldnt, not sure, maybe I skipped something, I will try to beat it today.

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3 minutes ago, Soulless said:

 

36 / 100 secrets, 138 kills, like 39 min. I think I pressed a couple of buttons from below when I shouldnt, not sure, maybe I skipped something, I will try to beat it today.

 

If you're talking about the red line tech room

 

I goofed with the switch placement so I'll allow it

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6 hours ago, mArt1And00m3r11339 said:

I beat your map.

 

 

Good job man

 

Here is a special vid for the 3 you missed

 

I'll do a full secret reveal vid down the road

 

 

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So...after 65 secrets and almost 2 hours inside, I accidentally hit the fence behind the red key, from above, Is that the way to get the red key? Not sure because I had to freelook, and felt a bit odd.

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5 hours ago, mArt1And00m3r11339 said:

Thanks for the information.

Thanks for playing

 

Ps I forgot to say I cant believe you killed that archvile by looking up with the chain gun and shooting through a 2x2 hole. I put that there too wake them up for the finale.  Which was supposed to be after you find the first 99 secrets those blue bars lower for you to get in there. You did some crafty stuff in this play!

 

 

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4 hours ago, Soulless said:

So...after 65 secrets and almost 2 hours inside, I accidentally hit the fence behind the red key, from above, Is that the way to get the red key? Not sure because I had to freelook, and felt a bit odd.

 

my intention was for you to jump down the lower section after grabbing the megasphere and getting blown up

 

Once you're in the lower section you'll see that red key door

 

but in that squirt alcove to the left of the red key door is a switch that raises it

 

Once you can see the red key from below you just shoot it

 

But with free luck you can do it from above

 

I might've made that a little too wacky

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298 kills, 83 secrets, 2 hours 50 minutes of slow paced secret hunting.

I dont want to idclip, feels so wrong in a map like this, but I think im done buddy.

Hope you upload the 100% playthrough soon!

 

Edited by Soulless

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5 hours ago, Dimon12321 said:

Are you going to publish it on idgames? Looks pretty good!

I could never for the life of me figure out how to do that

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Will be there some kind of an update? I've found a lot of linedefs (at least, more than 10) which technically don't do anything (missing tags) or can't be activated (walls that have to be walked over to trigger events, or similar stuff).  

Edited by Dimon12321

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2 hours ago, Dimon12321 said:

Will be there some kind of an update? I've found a lot of linedefs (at least, more than 10) which technically don't do anything (missing tags) or can't be activated (walls that have to be walked over to trigger events, or similar stuff).  

 

I've tested this to 100% completion

 

I'm not sure what errorss you could even be talking about

 

Can you tell me anything more specific

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4 hours in and still only got 35 secrets. I might just be very slow though

 

This level is AMAZING, i'll definitely come back to it once i have more time (and patience). What i honestly loved the most was the non-linearity, that definitely helped give it more incentive to just explore around more rather than brute force and hump/shoot every wall.

 

On 8/4/2020 at 1:22 PM, Clippy said:

I'm not expecting anybody to ever UV max this one

I was playing on UV and having no issues whatsoever with the difficulty (except for a single evil archvile encounter), so half of me doubts this (given someone has the patience for a map like this), but also terrifies me a bit since i'm more or less only 1/3 of the way through.

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14 hours ago, Clippy said:

I've tested this to 100% completion

I'm not sure what errorss you could even be talking about

Can you tell me anything more specific

 

I downloaded your wad from here, this is a link from your first post: http://www.levelgame.net/doom/NTSH.wad

Maybe it's a beta version and now everything is fixed, but I've found some strange things. I don't know how exactly you've tested it. I assume it's made for a specific route only and if I deviate from it, the map is likely to get broken.

 

I haven't tested the whole map yet, but here's some info for you.

1. Some action linedefs which can't be activated. Like I said, they are walls that have to be walked over to trigger events, or similar stuff. Even though they don't break the map, they make route planning more confusing.

Linedef number - its pointless action

1115 - #88 WR
6555 - #38 W1
6326 - No Tag, #23 S1
6132-6137 - No Tag, #62 SR

 

2. Here are 2 map screenshots with explained problems.

Spoiler

#1

901144605_ntsh-bug2.jpg.7a21607af0b5e45a2c2fa5331f0fd066.jpg

#22122623567_npsh-bug1.jpg.18b042a51975e4b2f418b9ec7fbba0d3.jpg

 

3. Here are 2 videos with similar stuff. The map isn't edited.

Spoiler

 

 

To be continued

 

Edited by Dimon12321

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35 minutes ago, Dimon12321 said:

 

I downloaded your wad from here, this is a link from your first post: http://www.levelgame.net/doom/NTSH.wad

Maybe it's a beta version and now everything is fixed, but I've found some strange things. I don't know how exactly you've tested it. I assume it's made for a specific route only and if I deviate from it, the map is likely to get broken.

 

I haven't tested the whole map yet, but here's some info for you.

1. Some action linedefs which can't be activated. Like I said, they are walls that have to be walked over to trigger events, or similar stuff. Even though they don't break the map, they make route planning more confusing.

Linedef number - its pointless action

1115 - #88 WR
6555 - #38 W1
6326 - No Tag, #23 S1
6132-6137 - No Tag, #62 SR

 

2. Here are 2 map screenshots with explained problems.

  Hide contents

#1

901144605_ntsh-bug2.jpg.7a21607af0b5e45a2c2fa5331f0fd066.jpg

#22122623567_npsh-bug1.jpg.18b042a51975e4b2f418b9ec7fbba0d3.jpg

 

3. Here are 2 videos with similar stuff. The map isn't edited.

  Hide contents

 

 

To be continued

 

 

 

I've never had or seen anybody else have these kinds of problems

 

I've tested it on gzdoom which I think everybody else has also played on as well

 

What are you using to play this map???

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1 minute ago, Clippy said:

What are you using to play this map???

 

PrBoom+. You said:

On 8/4/2020 at 1:08 PM, Clippy said:

Tested only in Gzdoom - but is a standard type vanilla map - I think dynamic lights would be cool looking

 

So it's supposed to work in vanilla-oriented source ports too, like CrispyDoom or Doom Retro

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Just now, Dimon12321 said:

 

PrBoom+. You said:

 

So it's supposed to work in vanilla-oriented source ports too, like CrispyDoom or Doom Retro

 

I have to stop using the word vanilla. It works fine in gzdoom

 

You scared me buddy

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When I make maps I only test them on gzdoom

 

When I called it a vanilla map I meant that I'm only using standard mapping techniques

 

I'm sorry if I wasn't clear that gzdoom doing was the preferred source port

 

Sorry I had you waste your time @Dimon12321 we had a miscommunication there

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@Clippy If you had said "Compatible with GZDoom" instead of "Tested in GZDoom", everything would have been clear from the beginning. Whatever. That still was a good experience

Edited by Dimon12321

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Well guys here's the reveal

 

For some reason and because I can never avoid tech issues most of my commentary disappeared....

 

It's pretty disheartening to find free time to make this video and for this to happen ... I don't think I will be bothered to try again

 

But hope this video is still helpful

 

So mad

 

 

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