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THEME-GAWAD PROJECT #1


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On 7/11/2021 at 1:03 AM, ViolentBeetle said:

Yeah, zDoom family will do it for you. This is why if you don't want to specifically map for it, you should test elsewhere.

I'll keep that in mind if i do mapping for zdoom.

 

Update: So i have it finish the first draft of the map but i'm holding off on posting it, because i'm still going through and making sure it ain't having game breaking issues before posting it. I will post it on a later date but for now letting y'all know that the first draft of it is done.

Edited by xScavengerWolfx

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Now i can present the map, sorry i had to take it down but Violentbeetle was telling me what was wrong with it so i fix it. Thanks Beetle.

 

So here's the updated version of first draft 2.0 if that makes sense at all. I renamed it Cavern of sorrow and the midi is Doom 1 E1M3 Dark halls.

 

Like i said before rewriting this i am done working on this for a while because i got my sequel to work on and i need a break from mapping anyways. I will be reading comments about this map and replying to them when i can. Other wise here's Cavern of sorrow by Mr. Masker and xScavengerWolfx

 

Edit: This was Mr. Maskers map but he let me rework it to my liking that's why i put his name first before mine. Just to let you know. Also i place it in Doom 2 format so now everything should be fine, If there's bugs just use rad x on them...you'll be fine lol. If there are bugs or game breaking glitches please let me know and also let me know if i need to trim down the enemy count as well.

 

Cavern of sorrow (A doom 2 wad submission map).zip

Edited by xScavengerWolfx

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@xScavengerWolfx

Beside a few strange exture choices (Earthen lift, why?) and a strangely arranged entrance to the level (Why is it in a niche, and instead is like it is) the map was doing fine, but unfortunately my testing efforts were thwarted by a boom-only switch action (tag 30) - you'd need to switch to lowest/highest instead of nearest, which was not implemented for going down. I will come back with further reports if anything would come up.

 

Update: I passed through 2 teleports and got stuck. I assume the remaining progression is not yet implemented.

Edited by ViolentBeetle

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21 minutes ago, ViolentBeetle said:

@xScavengerWolfx

Beside a few strange exture choices (Earthen lift, why?) and a strangely arranged entrance to the level (Why is it in a niche, and instead is like it is) the map was doing fine, but unfortunately my testing efforts were thwarted by a boom-only switch action (tag 30) - you'd need to switch to lowest/highest instead of nearest, which was not implemented for going down. I will come back with further reports if anything would come up.

 

Update: I passed through 2 teleports and got stuck. I assume the remaining progression is not yet implemented.

Can you send me screen shot(s) of the problem(s)? As far as the strange niche for the entrance i figure since i've played remove WuW map and saw the exit, i was like "what if the switch in remove's map was like an elevator going down to the Carvern?"

 

As far as the lift goes yes it's earthed themed but now i changed it and i figure out where tag 30 was. i changed it. The teleporters you got stuck in which ones? I can fix them if i know which one they are.

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@xScavengerWolfx I actually can see in editor that there's multiple instances of unsupported actions being applied to sectors. I believe I got trapped in this room

pONZOE0.png

But there's a few others, like, say, a room with shotgunners behind a cross decoration on the floor. Any map editor worth a damn should have a validation tool (In UDB it's a blue checkmark on left column) and of course you need to set Doom 2 format in map setting.

zDoom will swallow the actions just fine, but it's not what we call limit-removing compatible. PrBoom+ would also work with them because it's Boom by default, but will refuse if you test it with complevel 2 which is backwards compatibility with Doom. Crispy Doom will fail faithfully without any additional effort required.

 

I can probably go looking for all the problematic actions, but not today, because I'm too tired to get it right.

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17 minutes ago, ViolentBeetle said:

@xScavengerWolfx I actually can see in editor that there's multiple instances of unsupported actions being applied to sectors. I believe I got trapped in this room

pONZOE0.png

But there's a few others, like, say, a room with shotgunners behind a cross decoration on the floor. Any map editor worth a damn should have a validation tool (In UDB it's a blue checkmark on left column) and of course you need to set Doom 2 format in map setting.

zDoom will swallow the actions just fine, but it's not what we call limit-removing compatible. PrBoom+ would also work with them because it's Boom by default, but will refuse if you test it with complevel 2 which is backwards compatibility with Doom. Crispy Doom will fail faithfully without any additional effort required.

 

I can probably go looking for all the problematic actions, but not today, because I'm too tired to get it right.

Ok i think the problem you were having is i have a line def that triggers the wall(s) to come down as soon you grab the med kit, armor and chainsaw. I'll look into that but my question is this...Was it too hard? Meaning do i need to trim the enemy count down a bit or is it fine?

 

Edit: Looking at the screen shot now i need to change it to lower not nearest.

 

Line def.png

Edited by xScavengerWolfx

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Well, you can see the actions are not from Doom 2 set, they are Boom actions. You should press F2 and change your format to Doom. As for difficulty, it wasn't difficult for me (Until I hit the wall and gave up for a while), but I'm not sure what Ofsil wants. I think it's a bit easier than its neigbours - from what I remember.

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11 minutes ago, ViolentBeetle said:

Well, you can see the actions are not from Doom 2 set, they are Boom actions. You should press F2 and change your format to Doom. As for difficulty, it wasn't difficult for me (Until I hit the wall and gave up for a while), but I'm not sure what Ofsil wants. I think it's a bit easier than its neigbours - from what I remember.

Ok i'll see what ofsil saids about it, i do plan on making this map as a stand alone and it will be much much harder i think i don't know yet. But yeah i'll get right on it.

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On 7/15/2021 at 7:17 AM, Ofisil said:

Okay people, back home again, so I'll start testing any new stuff you have.

Ok, i threw mine up there but as you can see me and beetle were talking so i updated it. Like i said in my post that i'm done working on it for now, i am taking a break from it, but i will be adding decorations (if need be) to it and maybe trimming more fat from it if that makes sense.

 

Edit: It's been pretty quite here lately, i take everyone is busy and stuff i understand that, i was wondering what's going on with people's maps and how there doing. As for me i'm taking a break from mapping because i got burnt out working on map 03. Anyways hope you all doing good and staying safe and what not.

 

Edited by xScavengerWolfx

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18 hours ago, StarSpun5000 said:

Hey @Ofisil. I don't want to sound like I'm bugging you or anything but I like to know if you have played my level or not. I'd love to hear your thoughts on it.

 

U r not bugging me, don't worry - real life is bugging me :D

 

Sadly I don't have much time right now, but don't worry, I'll eventually take a look at the project.

 

Thank your for your patience.

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1 hour ago, Ofisil said:

 

U r not bugging me, don't worry - real life is bugging me :D

 

Sadly I don't have much time right now, but don't worry, I'll eventually take a look at the project.

 

Thank your for your patience.

Well at least it's good to hear from you at least :). I got mine thrown up there as well when you get a chance to look at it.

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I took a break mapping for doom but I'm now back and ready to roll. I think I might scrap the current map I have for MAP30 and make a entirely new one. I have fresh ideas and I hope it will make it into the wad.

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Okay I'm back from the dead.

 

@xScavengerWolfx

Nice, fun, and simple map. If u think it's complete I can put it in the pile.

Some reccomendations:

1) The area close to the end is generally the best looking one, simply because there's more detail and light variation, like holes in the ceiling and so on.

2) Instead of a bunch of imps, or a bunch of zombiemen, make enemy groups more diverse. Again, your map is better in that regard towards the finale.

 

@StarSpun5000

Really cool map! Very moody, nicely designed, with a great retro feel, and a neat tune that increases the already strong atmosphere quite a bit (by the way, if it's yours send me the title)

The only issue I have with it is a balance one. This isn't a "tier-2" aka medium challenge map, especially when compared to other maps. This leans more towards hard because of many ambushes taking place in VERY tight spaces, and with high-health enemies. I would definately decrease the enemy count by 15, even 20 monsters.

 

Thank u for the great work ppl!

 

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16 minutes ago, ViolentBeetle said:

@Ofisil What port are we targeting? You can see discussion earlier about unsupported actions and other things that only work in zDoom family, what is your stance on them?

 

The rule of thumb is that the megawad must play in all major limit-removing ports, from Crispy Doom, to GZDoom and beyond.

In other words, don't use any fancy stuff that only work in port X, but doesn't work in port Y.

 

TL;DR Build your map as if it's a map for vanilla doom, but without the vanilla limitations.

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4 hours ago, Ofisil said:

Okay I'm back from the dead.

 

@xScavengerWolfx

Nice, fun, and simple map. If u think it's complete I can put it in the pile.

Some reccomendations:

1) The area close to the end is generally the best looking one, simply because there's more detail and light variation, like holes in the ceiling and so on.

2) Instead of a bunch of imps, or a bunch of zombiemen, make enemy groups more diverse. Again, your map is better in that regard towards the finale.

 

@StarSpun5000

Really cool map! Very moody, nicely designed, with a great retro feel, and a neat tune that increases the already strong atmosphere quite a bit (by the way, if it's yours send me the title)

The only issue I have with it is a balance one. This isn't a "tier-2" aka medium challenge map, especially when compared to other maps. This leans more towards hard because of many ambushes taking place in VERY tight spaces, and with high-health enemies. I would definately decrease the enemy count by 15, even 20 monsters.

 

Thank u for the great work ppl!

 

@Ofisil Glade you like it. As far as what you've said about if i think is complete it is, but i can make changes (which i'm doing right now). i'll have the newer one done and send it here. Overall i'm glade i had fun working on it. i might rework it for a stand alone version of it. i'll have the newer on up after a while and after that you can throw it in the pile with the other's :)

 

Update: There's the final version of it, i trimmed down the enemies, i added more lighting in the carvern parts and i also added a computer map area to see something special with in the map. So yes this is the final version of it and yes please do add this in the pile. Another words it's finished.

 

Edit: The map is called Cavern of sorrow (idk why i thought it sounded cool) and the midi is from Doom 1 E2M8 Nobody told me about Id. (great midi by the way).

Cavern of sorrow (A doom 2 wad submission map).zip

Edited by xScavengerWolfx

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@xScavengerWolfx

Sadly there seems to be a problem here - you need to change the Actions/Tags of your wad to be compatible with pretty much all ports, in other words, you must use a default Doom II format, and use the standard Actions, not those that only work in specific ports. The megawad must be playable in Crispy Doom as well to give you an example.

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13 minutes ago, Ofisil said:

@xScavengerWolfx

Sadly there seems to be a problem here - you need to change the Actions/Tags of your wad to be compatible with pretty much all ports, in other words, you must use a default Doom II format, and use the standard Actions, not those that only work in specific ports. The megawad must be playable in Crispy Doom as well to give you an example.

Oh ok, is there a way i can change it to a different format?

 

Edit: When you say use default Doom 2 format are you talking about Doom: Doom 2 format? because i can change it to that if that works.

Edited by xScavengerWolfx

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@xScavengerWolfx Upon opening your wad in, say Doom Builder, you are asked for the format, but if I remember correctly u need to manually work the actions.

 

I don't know if anyone else knows a quick way around it.

Team?

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4 minutes ago, Ofisil said:

@xScavengerWolfx Upon opening your wad in, say Doom Builder, you are asked for the format, but if I remember correctly u need to manually work the actions.

 

I don't know if anyone else knows a quick way around it.

Team?

I did switch it to Doom: Doom 2 format. It was on Boom: Doom 2 format. I'll work on it when i get the chance. I use UDB by the way.

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4 hours ago, xScavengerWolfx said:

I did switch it to Doom: Doom 2 format. It was on Boom: Doom 2 format. I'll work on it when i get the chance. I use UDB by the way.

UDB has search/search and replace actions. I think all the problem actions are the same in the case of the underground map.

 

For doors that aren't tagged, I don't have a good solution. You'd have to check all doors manually to not have S-prefix and no tag.

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4 hours ago, ViolentBeetle said:

UDB has search/search and replace actions. I think all the problem actions are the same in the case of the underground map.

 

For doors that aren't tagged, I don't have a good solution. You'd have to check all doors manually to not have S-prefix and no tag.

i am going to go through it and re tag everything since i reformat it. Hopefully it works when i'm done.

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8 hours ago, Ofisil said:

Really cool map! Very moody, nicely designed, with a great retro feel, and a neat tune that increases the already strong atmosphere quite a bit (by the way, if it's yours send me the title)

The only issue I have with it is a balance one. This isn't a "tier-2" aka medium challenge map, especially when compared to other maps. This leans more towards hard because of many ambushes taking place in VERY tight spaces, and with high-health enemies. I would definately decrease the enemy count by 15, even 20 monsters.

Thank you so very much for the feedback. I'm glad you liked it. I guess I didn't fully realize how difficult I made the map. Just another reason as to why getting others to playtest what you make is always a good idea.  

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Okay I'm done so far... I had a few people play test it and so far I've heard good things from it. It's decently hard, decent visuals, decent gameplay, and the Icon fight isn't horrible.

 

Here is a few screenshots.

 

Edit: I forgot to mention the Midi is made by me.

 

 

THEME-GAWAD30.rar

THEME-GAWAD30P1.png

THEME-GAWAD30P2.png

THEME-GAWAD30P3.png

Edited by Skronkidonk

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Good shit Skronk! I hope T.Will doesn’t hate you for that torture routine, also the reason I’m not asleep is cause my melatonin wore off, sorry for not testing lol.

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