DFF Posted August 25, 2021 (edited) 5 minutes ago, Ofisil said: Okay people. Updated the wad with @DavidN's map. The Project now has 17 complete levels! I'll begin to slowly ask for updates from the rest of you starting with... @Nimiauredhel do you have the MIDI for map 02 ready? @magicsofa @Kurogachii @DFF any progress on your works? Thanx. I submitted my map a while ago, you said it looked good. I can re-link it if you want Link Name was "Comm-link Control" Edited August 25, 2021 by DFF 0 Quote Share this post Link to post
Ofisil Posted August 25, 2021 @DFF I remember. I'm asking if you think your map is complete. 0 Quote Share this post Link to post
DFF Posted August 25, 2021 Ah gotcha, my bad. I'll take a look tomorrow but yes I think it's finished. Have not gotten any more feedback. 0 Quote Share this post Link to post
Titanoxus Posted August 25, 2021 6 hours ago, DFF said: I submitted my map a while ago, you said it looked good. I can re-link it if you want Link Name was "Comm-link Control" I tested the Map. Very cool fights, especially in the second half. One problem i found is with the left red door. The two lines of the door face the same direction, so u can not open the door from the inside, which may be intended? It also causes problems in prboomplus if "use passes through all lines" is enabled. In short, i would either remove the action of the line or face it the other way. Screenshot: Spoiler 1 Quote Share this post Link to post
Nimiauredhel Posted August 25, 2021 @Ofisil Hi, been a while! I have no plans to update the MIDI for MAP02, it can be used as is (the last one I sent you). 1 Quote Share this post Link to post
DFF Posted August 25, 2021 @Ofisil Ran through my map, made some slight edits to some off textures, and fixed the door Titaxous pointed out. I'm done with this map and can be added to the current Alpha, updated the file in my google drive so the links previous will have the latest version. 0 Quote Share this post Link to post
Azuris Posted August 28, 2021 (edited) Theme_Gawad_Map20_Beta1.zip So, this is my Beta for Map 20 to this Project. It is still not done and i need Help to balance the Battles. I am not sure if i should include a Archvile in the Arena instead of a Baron on Hard (or even two). The Beginning is mimiking Map 19 of this Project, i'll try to mimik the Exit to Map 21 of this Project, so this Corner is absolutly not done. I am bad and lazy at Detailing, so don't be to harsh that it is rough in some Corners, i am still working on it. I really need some Opinions over the Fights to proceed on everything :) Those are my biggest Question Marks, since i am not really AS good in Doom and i am getting out of the Map with over 100 HP. I tried to enforce the Player to use the Shotgun and Chainsaw on the 1/3 Part of the Map and added everything else later. A Backpack and BFG are added as a Secret, but not as brutally hidden ones. Lazy Players will oversee the BFG by using the Shortcut. There are Parts that can be skipped by skilled Players, i've let them in, since it is Fun to mess around and find such Stuff. In my Imagination the Map is a Techbased carved into a anciend Temple placed in a Mountain. Edited August 28, 2021 by Azuris 0 Quote Share this post Link to post
Ofisil Posted August 28, 2021 @Azuris thanx for the update, will test it and provide feedback ASAP 0 Quote Share this post Link to post
xScavengerWolfx Posted August 28, 2021 @Azuris: I played through and i understand you're still working on it and all but i do have a few things i wanna point out. 1. The layout is really good but the room where the torches are (and floating skulls) is a bit to dark in my opinion. 2. Some textures are mis-alinge i know i know you're still working on it, i'm just saying. 3. You need a bit more health and ammo. At least more ammo in the first half and more health in the second half. 4. the big fight room where the barons, cacos, imps and fat asses (Manusbusi) i say add a Arch Veil in that room for more of a fight and to make the player panic to kill the flame boi quickly. 5. Again i love the layout but the sense of direction is kinda weird, i'll explain. After i died too many time in the room where the red key card was (i wasted the BFG ammo as soon i found it), i got lost trying to find the red key door/exit. What i say you should do is put a exit sign over where the red key door is. That way it's telling the player "hey, the exit is over here. Come this way". If that makes sense. Overall it's fun but yes it needs work and maybe change some of the textures a bit like the vine walls maybe instated of all green vines, maybe you should do some brown vines as well. You know to mix it up a bit and mimicking map 21 entry for an exit, i haven't played map21 i don't think it's up for play testing (i don't think). Anyways hope this helps you out with your mapping and i can't wait to play the newer version of this map. I have too much time on my hands lol 1 Quote Share this post Link to post
Azuris Posted August 29, 2021 13 minutes ago, xScavengerWolfx said: ... Perfect :) Thank you very much. I have seen some of the Stuff you pointed out, but since everybody can be stuck in the Bubble of the own View, it sometimes needs such Critics as yours to proceed in one Direction. So my thoughts for the first Changes: - I think the two Pillars in the Arena can provide enough Protection against Archvile(s). - I'll find a nicer Addition for the Vines, to make it more plesant for the Eyes. - Medpacks at some strategic Points at the End, maybe just allow some hmp Stuff for Hard and Ammonition in the Beginning, but still in Way being an A-Hole by not providing it to easy :P - Exit (Sign) as soon as i see how i could do a nice Transition to the next Map. It is really just there to be there :D.... Rest for later. The psychadelic hard Red Key Room is there to say: "Don't think it is over only because you have beaten a Arena full of Demons. This is Map 20, Hell still awaits you." . 0 Quote Share this post Link to post
xScavengerWolfx Posted August 29, 2021 38 minutes ago, Azuris said: - I think the two Pillars in the Arena can provide enough Protection against Archvile(s) What i would do is pull a "fuck you" move on the player. After killing one Arch-vile, you think it's all over and BOOM! another arch-vile shows up out of nowhere :P. 50 minutes ago, Azuris said: I'll find a nicer Addition for the Vines, to make it more plesant for the Eyes. Like i said change it up a bit. 50 minutes ago, Azuris said: Medpacks at some strategic Points at the End, maybe just allow some hmp Stuff for Hard and Ammonition in the Beginning, but still in Way being an A-Hole by not providing it to easy :P Health: I would use health bonuses around the map like on UV, for hmp i would use some stimpacks and bonuses. Ammo: Same with health but i wouldn't use like box of ammo or box of shells. But that's just me. 50 minutes ago, Azuris said: Exit (Sign) as soon as i see how i could do a nice Transition to the next Map. It is really just there to be there :D.... I don't know if you've played my map but i did a transition into map04. If you wanna get an idea (if you want to) of transition into the next map, check out my map because like i said i did the same thing for my map. 0 Quote Share this post Link to post
Ofisil Posted August 29, 2021 @Azuris haven't tested it yet, but this is map 20, so no Arch-viles or Pain elementals. The only thing u can add in this map that wasn't in your chapter is a Cyberdemon. 0 Quote Share this post Link to post
xScavengerWolfx Posted August 29, 2021 10 minutes ago, Ofisil said: @Azuris haven't tested it yet, but this is map 20, so no Arch-viles or Pain elementals. The only thing u can add in this map that wasn't in your chapter is a Cyberdemon. Well in that case @Azuris added a cyber demon in the arena then :P 0 Quote Share this post Link to post
Ofisil Posted August 29, 2021 @Azuris Okay here we go: 1) as I've said, no Arch-viles or Pain Els. You can add a Cyber, though (On the red key arena, maybe?) 2) One "bug" in the starting area, because of a sector not being closed - in some ports this adds a black/missing "texture" 3) Regarding the challenge, this map is ought to be as hard as DII, so raise the challenge a bit. Add some knights in between the first arena for starters. 4) Design wise, add light sources in rooms that bright for no reason, and create some light variations (especially in the first arena fight) 5) Add more "abstract" corruption if that makes any sense - you know, some OG Doom-like weirdness 6) The dark room in the beggining is fine by me. P.S. don't bother with lower difficulties - we're doing this for UV-play Anyways, thanx for your work. I'll try to find/make a nice MIDI for your map while you are refining it. 0 Quote Share this post Link to post
Ofisil Posted August 29, 2021 @DFF Okay tested your map - indeed it is complete as far as I can see. One mysterious thing is that the 3rd Switch-in-a-Crate in the first area doesn't work on Crispy Doom, yet works in all other ports - will try to figure out this one out... 1 Quote Share this post Link to post
ViolentBeetle Posted August 29, 2021 55 minutes ago, Ofisil said: @DFF Okay tested your map - indeed it is complete as far as I can see. One mysterious thing is that the 3rd Switch-in-a-Crate in the first area doesn't work on Crispy Doom, yet works in all other ports - will try to figure out this one out... Boom-exclusive action strikes again. Also, due to infinitely tall nature of linedefs, you can press them even if you don't see them. The ceiling needs to be lowered so there's no gap between where you stand and where switch is. Probably more crates. 0 Quote Share this post Link to post
Ofisil Posted August 29, 2021 1 hour ago, ViolentBeetle said: Boom-exclusive action strikes again. Also, due to infinitely tall nature of linedefs, you can press them even if you don't see them. The ceiling needs to be lowered so there's no gap between where you stand and where switch is. Probably more crates. Oh, yeah a boom action - will fix it myself. Won't bother with the other issue, though. @DFF if u want u can send me an updated wad, but i'm ok as it is. 0 Quote Share this post Link to post
DFF Posted August 29, 2021 (edited) I'll possibly make an edit to add a ceiling if it stops pressing the switch through crates. I thought it was a depth thing rather than height. Edited August 29, 2021 by DFF 0 Quote Share this post Link to post
ViolentBeetle Posted August 29, 2021 15 minutes ago, DFF said: I'll possibly make an edit to add a ceiling if it stops pressing the switch through crates. I thought it was a depth thing rather than height. I think doomguy can press things up to 64 units away from his midpoint or so. 0 Quote Share this post Link to post
DFF Posted August 29, 2021 1 hour ago, ViolentBeetle said: I think doomguy can press things up to 64 units away from his midpoint or so. sounds about right from what I have experienced, in which case i doubt i can make the switches un-skippable and may just write it off as a "speedrun trick", since i don't want to recess the switches into the walls. 0 Quote Share this post Link to post
xScavengerWolfx Posted August 30, 2021 Since my map is already in the wad, is there anyway i can help out other people with there maps besides play testing? I'm asking because i'm waiting for my other community project map to get accepted and i got to much time on my hands lol. I can help out the best i can but i won't rework stuff unless i have permission from you and the mapper, plus i'm kinda bored since i took a break from mapping. 0 Quote Share this post Link to post
Ofisil Posted August 30, 2021 12 hours ago, DFF said: sounds about right from what I have experienced, in which case i doubt i can make the switches un-skippable and may just write it off as a "speedrun trick", since i don't want to recess the switches into the walls. I'm fine with leaving the switches as it is - I agree with having them there as a speedrun trick, as you say. Is it possible to fix the switch yourself? Remember, no boom format. Just plain ol' Doom II format. Thanx. 0 Quote Share this post Link to post
Ofisil Posted August 30, 2021 (edited) @xScavengerWolfx Can't think of anything right now, besides giving u my spot (the prison map) - I've been working on my solo project, so haven't made any substantial progress, and I don't mind giving this spot to u as long as u want to do some mapping. I'll probably create sth for another spot, in case someone leaves the project, after all. What d u think? Edited August 30, 2021 by Ofisil 0 Quote Share this post Link to post
xScavengerWolfx Posted August 30, 2021 (edited) 41 minutes ago, Ofisil said: @xScavengerWolfx Can't think of anything right now, besides giving u my spot (the prison map) - I've been working on my solo project, so haven't made any substantial progress, and I don't mind giving this spot to u as long as u want to do some mapping. I'll probably create sth for another spot, in case someone leaves the project, after all. What d u thing? Can i take a look at it to see how far you got into it? I don't mind working on it. Like i said i got too much time on my hands lol. I can do like i did with map 03 from Mr. Masker, build off of what you done already. That would be more easy on me because building from scratch would be tougher to do. It's up to you if you want me to work off your map or just make a new one. Edited August 30, 2021 by xScavengerWolfx 0 Quote Share this post Link to post
Ofisil Posted August 30, 2021 1 hour ago, xScavengerWolfx said: Can i take a look at it to see how far you got into it? I don't mind working on it. Like i said i got too much time on my hands lol. I can do like i did with map 03 from Mr. Masker, build off of what you done already. That would be more easy on me because building from scratch would be tougher to do. It's up to you if you want me to work off your map or just make a new one. Nuh, better make a new one as my WIP is very tiny. Want me to tag you for it? 0 Quote Share this post Link to post
xScavengerWolfx Posted August 30, 2021 9 hours ago, Ofisil said: Nuh, better make a new one as my WIP is very tiny. Want me to tag you for it? Sure and i can do a new one. I'll get started on it in a bit, i got real life projects i got to work on as well. But i don't mind making a new one. 1 Quote Share this post Link to post
xScavengerWolfx Posted August 31, 2021 So i started working on map09, the theme is prison. I was joking around and i made a toilet! i know i know it isn't a surprise to make one but i was laughing so hard at this and i said "fuck it! you're in prison so what!" lol. Anyways i wanted to show this off and yes that's shit water in there again it's prison. 1 Quote Share this post Link to post
Ofisil Posted August 31, 2021 1 hour ago, xScavengerWolfx said: So i started working on map09, the theme is prison. I was joking around and i made a toilet! i know i know it isn't a surprise to make one but i was laughing so hard at this and i said "fuck it! you're in prison so what!" lol. Anyways i wanted to show this off and yes that's shit water in there again it's prison. At least it's not blood ;) 0 Quote Share this post Link to post
magicsofa Posted August 31, 2021 I suggest you either lower the poop flat a few units, or even better, make it spill out onto the floor :P 0 Quote Share this post Link to post
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