Jump to content

Bridgeburner's Playtesting Series (currently closed)


Recommended Posts

1 minute ago, Bridgeburner56 said:

@ViolentBeetle It was a fun wad. Did you make the maps in the order that they are in the wad? It definitely felt like the maps improved as I went on. Much better use of space, better enemy compositions and more varied encounters (the first few maps suffered more from cramped level design, similar enemy compositions and over usage of doors). 
I'd definitely agree that applying things you've learned to future maps is the way to go. You can easily get trapped in an endless loop of improving old maps and there wasn't anything in Hell Frontier that I'd say must be changed/fixed. Park it as a solid set and start something new.

Looking forward to more :D

I made 2nd map first and 6th map last. Otherwise they were indeed made in this order. In fact, the 2nd map was the very first map I ever finished.

I think I got traumatized by my first attempt at mapping which was sort of like Flesh Mines, but much worse, which started with me drawing really huge central room and I started leaning more onto cramped designs.

 

Currently "Episode 2" is in the work, to include maps from 8 to 13, give or take. my wad topic contains maps 8, 10 and 11 in separate wads, though 2 of them are pretty poorly balanced.

Share this post


Link to post

Stream starting in 5. Playingtesting some of the mini slaughter community project submissions and then some combo of this depending on how much time is left
image.png.8968e2fe9011a5cfedfc7feb72d66f1b.png 

 

Edited by Bridgeburner56

Share this post


Link to post

I'm making enemy replacement mod called Doom angels. It's a WIP and I have a little more than half the monsters replaced (Zombieman, shotgunner, chaingunner, imp, pinky, lost soul, cacodemon, revenant, arachnotron and I have the beta hell knight in this version) Looking for some feedback in terms of balance. Highly recommend playing it with Eviternity levels.

http://www.mediafire.com/file/mtum6ssmywpy6xl/DoomAngelsAuthorityBeta10.7.wad/file

 

 

Edited by RomDump
Did not insert link properly.

Share this post


Link to post
50 minutes ago, RomDump said:

I'm making enemy replacement mod called Doom angels. It's a WIP and I have a little more than half the monsters replaced (Zombieman, shotgunner, chaingunner, imp, pinky, lost soul, cacodemon, revenant, arachnotron and I have the beta hell knight in this version) Looking for some feedback in terms of balance. Highly recommend playing it with Eviternity levels.

http://www.mediafire.com/file/mtum6ssmywpy6xl/DoomAngelsAuthorityBeta10.7.wad/file

you better make your own thread, else there will be trouble LOL... however... I really like the monsters, they give me a nice Amiga gaming vibe... They would fit well in a kind of Cute Doom mod of sorts I think :D very well done. I have not experienced any balance issues.

Share this post


Link to post

Behold: My boy 

Compatible with any semi-recent version of GZDoom

 

The gameplay is fairly similar to base Episode 1 (unless you play on crud-buster difficulty), because it is a remake intended to be faithful to the original. So I'm mostly gunning for feedback on the visuals and if any of the detailing is questionable or intrusive. Figured I would let you know in case that's not your speed.

 

Share this post


Link to post

Incredible, how your look on a map can change over time. Back when I made it, I thought it was great. Now I'm like "Jesus Christ, what were you thinking?" But that's just part of the learnig progress, I guess. Thanks for reviewing it anyway :)

Share this post


Link to post

@Bridgeburner56 - Thanks for the partial playtest of "More Tricks and Traps". I wasn't awake to see the stream.

 

Some comments:

- In the lowering super-shotgun section (Sector 7), you more or less did it in the intended way, killing the enemies on the pillar before hitting the switch. You got most of them, and that makes the fight a lot easier.

- I reworked the mancubi trap once to teleport half them away if you stayed in the end with switch. I didn’t anticipate you running back through, which is my fault. I can add other teleport lines facing the other way to cut that amount, so there are fewer to fight at that point.

- EDIT: Done. You can end up needing to kill as few as 4 Mancubi at that point. Of course, any you don't kill then, you might need to kill... later.

 

- Indeed if you leave the barrels up, you can wipe most or all of the mancubi, which means fewer to deal with later.

- The maze is designed to filter players towards the end. The lack of detail there is intentional, to make the parts which do have detail stand out more - the path of flickering lights, and the secret. EDIT: I changed the textures of the flickering lights, because people don't seem to notice the path.

- The maze setup was a misdirection. The actual trick is the free BFG thing wasn’t free.

- The idea of putting in spectres, particularly silent teleporting ones to make the maze more interesting is a good one, I can do that and it'll spice things up. I suppose I could do the Arch-viles in a maze thing, but I probably wouldn't want to do quite that many as the amount I showed. I do have ideas, so I can do something more interesting with the maze.

- EDIT: Be careful what you wish for. The maze in the next version is much, MUCH more exciting.

 

- The multiple switches which culminate in the "?" room is another trick, a misdirect. I had to change the way I was doing that before because people were not finding the intended solution, using the window which had the different texture beneath it. That was my own fault for bad design.

- I did make sure that once you get into the ? room once, it stays open, to keep people from repeatedly having to do the puzzle to see if they missed anything.

 

- I guess needing to shoot the switch behind the window to get out of the room isn't the most intuitive thing, and I could rework it, but it's one of the things still lit up, and you are required to shoot it to get to the key in the first place, so it shouldn't stump players forever.

- EDIT: Added an arrow sector which doesn't go dark pointing to the shootable switch. That should help.

 

 

- I liked your attempt to use the pinkies as a meat shield, and your discovery about why it's dangerous to do that. I actually consider them more of a threat than the shotgunners, who tend to wipe most of themselves out. I consider them a breather wave to provide ammo.

- I should add a mention to the text file that jumping and crouching is not permitted (although I try and make sure there's no sequence breaking anyway), and also I should look up how to disable them.

- The time-consuming 2-switches to get up to the top of the Blue Key Palace, it's intentional to build up anticipation. I can also only make self-raising stairs go up so fast.

 

- I enjoyed your reaction to the pool of keys and the trolling platforming puzzle.

 

- Indeed, the triggers on the odd-shaped skylights are possible to avoid.

- As you noted, the fight in the Tekgreen room is a lot more difficult when you charge in and release all of the enemies at once. It's far more manageable taking on a couple at a time.

- It is NOT an infinite generator of Lost Souls, there are only 20, and they're there to be a distraction for players going through the room slowly. They trickle in gradually, so they're not too much of a problem for players proceeding slowly. When the entire rest of the room is full of enemies, it probably doesn't help.

- There is a plasma rifle in the area, but I could move it to get closer for the fight. I don't want to keep the players from having it, but I also don't want them having it for the spider fight, which is tough in a non-linear map like this.

Edited by Stabbey
noted corrections to next version.

Share this post


Link to post

Just as a quick link to the thread, seeing as I reminded you of its existence in the stream this morning (it was morning on my time zone anyway):

 

 

Share this post


Link to post

EDIT: Cancel the request for a playtest of Control Tower. Based on some feedback I received recently, I think it needs a great deal of revision, so I'm going to think about what to do with that one for a while.

 

 

 

Also, FYI, I updated my "More Tricks and Traps" map based on your feedback. The maze should be a lot more interesting now in this version: 

 

https://www.doomworld.com/applications/core/interface/file/attachment.php?id=104783

 

EDIT 2: Further updates based on the feedback. Now up to v 2.10.

 

This is NOT a request for another playthrough of the map. It's giving you (and your co-commentator) something closer to what they were hoping for, it should make the maze more in line with your expectations. ... But be careful what you wish for. :)

Edited by Stabbey
removed request for playtest of Control Tower.

Share this post


Link to post

I'm glad you enjoyed the map. Based on your feedback, I've made further changes to the map (and fixed a bug accidentally introduced in 2.07). I test the difficulty of each door by picking each door as the first door, so the order you enter doors could give a different feel to how the rooms play. Most notably, that Revenant/Arachnotron/Mancubus/Pain is much tougher if you go there first with just the starter weapons, instead of last with rockets and plasma in hand.

 

EDIT: Oops, I was too fast with 2.08 and made some monsters stuck. I did change how the yellow key fight works slightly.

 

https://www.doomworld.com/applications/core/interface/file/attachment.php?id=104783

 

- I added another connection to the maze to reduce the impact of one dead end.

- You can beat the maze with only shotgun, chaingun, and berserk, but likely not without running away and coming back later.

- The Mancubi/Sladwall trap is improved, and there's less fighting required.

- The Red Key room now has a switch to open the bars, instead of being required to hit the shoot-switch. The bars were only meant to keep players from fleeing the spectres, not to leave them stuck in the room after. A hint for progression has also been added.

- You took apart the Spider Mastermind pretty well, but you did need to move around and go for the health in the open, so I'm pleased that the fight at least requires some effort.

- Not all players might enjoy autosaves from surrounded by clusters of monsters, so I’ve moved the autosave line to outside the entrance of the room. That gives someone who dives in the choice about whether to take the full release challenge or not.

- CapnClever’s old video about Sandy Petersen’s maps – comparing Sandy’s style “lock you in and force you to face the trap” and Romero’s “you can run away from the trap” was helpful to me in deciding how to design traps. I did test the Tekgreen room for racing around, hitting the switches, then getting out without fighting anything. I'm not quite skilled enough to handle staying in the room to fight everything - at least not with all those Lost Souls streaming out.

- Speaking of which, I've made a tweak to the Lost Soul slow-release trap to make it not much of a factor for someone racing around the room as fast as possible.

- The Revenant which came out after you’d cleared the room was from a silent teleporter, which if you’re going slowly, releases 4 Revenants a short time after triggering the Pinky/Shotgunner/Caco closets. It’s a delayed trap. It seems like the space was occupied for a while and it wandered out late.

- You and AD_79 are quite right about the cut-out ceiling hexes being out of place. I wanted to make something visually interesting there for a trap trigger, and tried that. It's something I should consider changing with some additional graphical improvements, if I can think of an idea.

- Leaping across the hedges is the intended way to get the key, although everyone who has tried has always done it the difficult way. I’ve placed two rockets onto hedges for better signposting of the intended, easier path.

- I have changed the placement of the Chaingunners released after getting the yellow key. They all kill themselves ineffectively at the moment.

- The teleporter is a shortcut back to point you at the place you need to go next (the opening) and as an emergency way out of the room for players who unleash everything.

- Re: Megasphere. It is a line walkover trigger, but the platform is small. I have now increased the platform size on the Megasphere so you don’t have to pick it up.

- Re: Revenant/Arachnotron/Mancubus/Pain arena. I have to try and balance that fight assuming the player comes in with just a shotgun and chaingun.

- Thanks a lot for saying that the fight needs to progress faster. I thought something about it wasn't satisfying myself, but I couldn't figure it how to fix it. I increased the release rate of the monsters so the pace is upped, and the fight feels so much better now. I've also added more rockets, because there weren't quite enough before.

- The little alcove in the side of the arena was for co-op play – players could take the lift and drop down from above, instead of being stuck behind bars. I've adjusted that so it's now high off the ground, so no more safe cubby to hide in.

- If you get all the Keens, you can take the normal exit instead of the death exit.

- I have now signposted the hint for the Keen 1 secret a bit better.

 

Edited by Stabbey
added link to v 2.10

Share this post


Link to post
  • 1 month later...

Guess I'll give it a shot then, is 2 maps fine? 

 

If so, you know which one I'm gonna submit ^^ 

-Travelling to the moon 

-Man on the Moon

 

Both are for d2, one is cl9 (travelling to the moon) and the other is cl11 (man on the moon). Both maps run fine in gzdoom from what I've tested. 

 

Hopefully, you should have a blast. 

 

Maps should be loaded separately btw as they both occupy the map 1 slot. 

 

Links: 

 

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/travmoon > Travelling to the moon

https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/motm > Man on the moon

 

I unfortunately cannot guarantee that I will be here live due to timezones and shit but, I'll be sure to watch the on demand. No particular request on what to critique btw, just do whatever ^^ 

 

I would appreciate that you send the links to the on demand to me so that I don't have to search through a bunch of videos just to find my maps ^^

 

Have fun

Share this post


Link to post

Here's something crazy I released recently. It's full of adventure, confusion, way too many monsters, cats and a Christmas tree

 

 

Share this post


Link to post

Someone recommended I ask you to look at this.  It's a single limit-removing map with a cheesy aesthetic, movement-based combat, and pretty mild slaughter-lite elements.  No worries if you're not interested.  I doubt I can catch the stream live, unfortunately!

 

 

Share this post


Link to post

Hi! Here's an WIP map I'm making. It's vanilla-compatible: https://www.dropbox.com/s/ssd5m6a7d7aosb4/WIP.wad?dl=0

The map can be played from start to finish, so I guess the overall progress is done - but I didn't tested MAX runs yet so it may not be possible to 100% it at this point. Secrets and difficulties are also not implemented yet. 

Edited by Noiser

Share this post


Link to post

Alright these have all been added to THE LIST. I've got a bit left over from the last play stream and some other obligations to fulfill today but planning a long stream. Regular playtesting streams will resume from now so keep the wads coming.

Good chance I'll get to these new maps next week.

And we're going live now. Lots lined up today. Maps by Guardsoul, John Suitepee, Stormcatcher and Scotty to start with
Checking out a couple of new Age of Hell assets first
https://twitch.tv/bridgeburner56

.

Share this post


Link to post
47 minutes ago, Bridgeburner56 said:

VOD from yesterday. Maps were by Guardsoul, Suitepee, Scotty, Stormcatcher, Emperor Spoon, Clippy and Impboy.
https://www.twitch.tv/videos/845525497

Next stream will be the same time next week. Aiming to get to the new submissions from yesterday but will definitely be there the following week. Keep sending me maps :D

 

MY timing is always off but I watched you play my chainsaw map, good times. I laughed heartily when you called me a cheeky **** after you went for the BFG. I really am a secret asshole when it comes to my designs. also my maps require no jumping so it was fun to see you get into that baron finale situation after you broke progression. Hope you had fun playing, I had fun watching, was a good time thanks so much, keep it up :D - my buddy Arqueto made the title pic that you complimented and that made him happy too! Merry Clipmas everyone!

Share this post


Link to post

I don't know if you have time for an entire megawad (Granted, the maps are very short) and also it will probably get officially finalized before you get around it, but I still think your commentary would be illuminating. So here's the Hellevator, I think you saw it on Discord before and showed interest.

 

 

Share this post


Link to post
2 hours ago, ViolentBeetle said:

I don't know if you have time for an entire megawad (Granted, the maps are very short) and also it will probably get officially finalized before you get around it, but I still think your commentary would be illuminating. So here's the Hellevator, I think you saw it on Discord before and showed interest.

I second this! At least MAP31 :P

Share this post


Link to post
  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...