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THEME-GAWAD PROJECT #1


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Working on the column-lifts right now.

Please give me an update for any additional issues.

 

UPDATE: Column-lifts and secret with blue fixed.

 

Now what to do with the damn arena fight issue............

Edited by Ofisil

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Okay, I've fixed all the issues mentioned so far. As for the mystery problem at the end, I had to create a small platform, and set the action to Lower to Lowest. @StarSpun5000 check it out, and tell me if you are ok with the change - it's a minor one :)

 

Will update the megawad in about five mins.

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ok ran through map 08 real quick. Here are some more issues with 0 tagged lines:

 

 

Spoiler

660075012_map08secret1bug.png.8f305686bb59cf8f9b35ca20c66bd698.png

the door to secret 1 is 0 tagged, so the map breaks, when u try to open it.

 

1004750983_map08secret3bug.png.ee8720b4d64b0a85bf2a9350248e115b.png

 

same thing at secret 3, this time when u try to get out of the secret.

 

1181624131_map08redkeypitbug.png.8ad817f161207cd1082d026ddde37451.png

and finally in the red key pit: the two lifts are 0 tagged so the whole arena lowers and comes back up, when u try to lweor them. Interestingly the sectros themselves wont go down, because they have the tag 20.

 

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Updated my map some time ago, totally forgot to upload it though! Here it is:

 

sofathem.zip

Added some visual knickknacks, deathmatch and co-op items, and probably something else but I can't remember...

 

Edited by magicsofa

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2 minutes ago, magicsofa said:

Updated my map some time ago, totally forgot to upload it though! Here it is:

 

sofathem.zip

Added some visual knickknacks, deathmatch and co-op items, and probably something else but I can't remember...

 

 

Final version?

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15 minutes ago, Ofisil said:

All these are now fixed.

Check the updated wad if you need to.

 

Thanx for the extra work!

 

Can confirm all the issues Titanoxus & myself reported are all fixed.

 

.....but I did find one more tiny problem, nothing major this time at least, but weird because I'm pretty sure the old version didn't have this problem.

 

ggs6zc.jpg

 

This is behind the Tag 10 door at the top right of the library room.  I think the shotgun shells just need to be moved downward a bit, so their collision box isn't slightly clipping into the slimefall.

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12 minutes ago, Ofisil said:

Final version?

 

 

Yes, although I just realized I forgot to change the music lump from D_RUNNIN to D_BETWEE

Fixed:

sofathem.zip

Edited by magicsofa

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40 minutes ago, magicsofa said:

sofathem.zip

Great map. Enjoyed it a lot, didn't die once. I might've skipped a few encounters, the layout is pretty confusing and I jumped around a lot. Pinkies on the walkways are pretty useless, especially those that accompany the squad that greets me after picking up red key. They just catch hitscanners' bullets and gore them. Perhaps replacing them with imps would make more sense.

This thing looks weird, which is OK I suppose, but I'd look into making it volcanic or technological (If acceptable for the theme)

doom52.png

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Just played through Magicsofa's map, I really enjoyed it!  Very unusual design but it certainly works for the theme.  The amount of Chaingunners did get me close to dying on a few occasion but thankfully pulled through with no deaths.

 

Whilst I managed to find all the secrets pretty easily I did not manage to get 100% kills, not sure why, I was at 153/161 by the end.

 

Also, in the circular room shown in ViolentBeetle's recent post, I heard a crusher start up but couldn't see where it was, not really an issue as far as I can tell, I was just confused is all.

 

Finally, I hope that MIDI is going to be the final one because it was very much to my liking!

 

Tested on PrBoom Plus v2.6.1um with complevel set to 2.  Encountered no obvious bugs.

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22 hours ago, magicsofa said:

 

 

Yes, although I just realized I forgot to change the music lump from D_RUNNIN to D_BETWEE

Fixed:

sofathem.zip

 

I tested the map. Progression is not really straight forward, which leads to a lot more exploration and i think that is great in a map and theme like this. 

Found two small issues though:

One candle is floating, that might be a glboom plus thing though:

Spoiler

604618283_Map04buggedcandle.png.1bbf8b714d1770762abb6c0916eb8ab1.png

And one monstercloset did not open. Im not sure why, because i move over the line that's supposed to open it:

Spoiler

965080659_Map04buggedcloset.png.53ac405f3da318af567320653ed2ae7d.png

 

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1 minute ago, Titanoxus said:

And one monstercloset did not open. Im not sure why, because i move over the line that's supposed to open it:

Oh, so this is what making a grinding noise. I may be able to figure it out later.

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5 minutes ago, Titanoxus said:

And one monstercloset did not open. Im not sure why, because i move over the line that's supposed to open it:

Ah so that's why I didn't get 100% kills.  I thought it was weird that I'd found everything yet still had enemies missing.

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With more and more maps completed i thought it's time to test waht we have so far.

So i've been playing the whole wad over the last few days for testing purposes and of course to provide some feedback

I tested with glboomplus:

 

Map 1:

Spoiler

Really fun map, very fast paced with a very fitting midi

 

Map 2:

Spoiler

It's a very short map with some neat ideas. I especially like the blue door secret. The blue door texture seems to be one pixel to high on the front side, which makes the red parts of the texture visible. It just looks a bit odd, nothing major. This is a really really minor in an otherwise very nice map.

 

Map 3:

Spoiler

This map is really confusing. I like the signs on the floor to help u know where to go and some fights are cool, considering the enemy variety is still small at map 3.

A few Problems occur in this map:

If you walk on this teleporter from the wrong side, the wall in the next room won't open and you're stuck:

1445767981_Map03firsttpbug.png.4a20fc25f16ec3999d64ea8d6bd1f9b7.png

 

A corpse hangs above the next teleporter and blocks it. You can still get on it, it's jsut an inconvenience:484925367_Map03secondtpbug.png.285fd710560f8e75c3808844eef4b7c4.png

 

inside the secret, a few pinkies are stuck:303624168_Map03secretbug.png.e9aa11735d4d318c05d55d42c1bc1309.png

 

Lastly, I don't really like how u can get down to the exit door without blue key and be essentially stuck there, because you can't get back up

 

Map 5:

Spoiler

This map is awesome. It looks great. I can barely believe i's done with only doom 2 textures. The midi really helps with the atmosphere and the look of the map being very spooky and sinister. The gameplay on the other hand is fast paced and fun, which contrasts that a bit, but i still like it.

 

Map 6:

Spoiler

A really well done crate maze. The map feels huge. It's very confusing and i still get lost very often, despite this being one of the earliest finished maps. Still not sure how to find some secrets. It can get annoying, but i guess that's the norm for this kind of theme and map.

 

Map 7:

Spoiler

Very fun map. Full of actio and the midi reflects that well. Not much else to say, but i like the knee deep in the dead look.

 

Map 8:

Spoiler

Since a lot of problems of this map got remvoed yesterday, i played it again today. The look and feel is nice, the fights are fine. I like how the souldsphere secret not only gives you a power up, but also opens up a part of the room, so there is more space to maneuver. 

On of the lines in the red key pit still is tagged 0 zero though:

1008285129_Map08buggedline.png.6774674d53ec9982826675569cbf66c3.png

I also believe the lifts are supposed to lower when the red key is grabbed to make it impossible to escape back up. Thats why they had tag 20 as well.

 

Map 11:

Spoiler

3 paths, one big room you cross over and over. The concept is well done and every paths does something different. One thing that gets annoying after a few playthroughs is the sequence the player has to go through to get back to the start. Also this one chaingunner did'nt wake up for some reason:

828290367_Map11lostmonster.png.2565b79da70456e5d963372d6c14ada1.png

 

Map 12:

Spoiler

I really don't like city maps, so i might be a bit biased here. All fights outside are great. The progression is kinda weird, but it feels a lot like you don't really need to be in certain houses, but you want to get something there. The house decorations are very cool and it acutally feels like a city. The keen hunt is cool, but i don't really like how some hidden rooms open after you got all keens.

Ending the level via romero feels a little random :D.

I found a few issues, nothing too major:

This computer doesn't lower all the goodies to the floor: 991881390_Map12computerbug.png.9267a216954e8e32e308ee33ca728710.png

 

You can just walk through those bars, might be intended though:

 

637915138_Map12barsbug.png.e302ec8e6ceb30ef7c6a924849db9016.png

 

And the texture of this lift doesnt move, when it's lowered. Looks a little weird:

 

1724189525_Map12liftwithbadtexture.png.62d9696ddb44c7ca728705b329e4d077.png

 

 

Map 14:

Spoiler

Awesome fights and looks in this map. It's a lot more vertical than most maps, which leads a few very cool combat ideas. I especially love the caco usage in this map.

 

 

Map 32:

Spoiler

This map is exactly what you want form a slaughter map in my eyes. Tons of ammo, lots of enemies and grand architecture. A lot of fun and not too difficult. Awesome map.

 

Map 18:

Spoiler

This map is a real difficulty spike. Might be because a lot of maps in between are not finsihed yet. I like the idea to give the rocket launcher as main weapon from the start, you don't see that too often and it#s done very well. The map is very non linear and i played a few times, but never the same way. One thing i miss is a backpack though. Maybe i just did'nt find one, but i often find myself full of ammo, yet it's not enoguh for the next fight.

 

Map 19:

Spoiler

Definetly the most detailled map so far. Also the shooting thorugh tunnel secret is a crazy cool.

 

I found 2 problems with shadows at ceilings:

This one might be bug with glboom, the lighting is totally different if you look at it in doom builder. 618783463_Map19Lightingbug.png.a090f487c922a8c323141cfc0e062a6f.png

 

The second one is jsut an oversight  and a really minor one:112766452_Map19shadowgap.png.fdb5d3d6142703799c84f4f4d05024a8.png

 

 

Map 22:

Spoiler

The atmosphere in this one is awesome and intensifies that even more. One of the coolest things is the big drop with the face textures all around you. 

But I feel like the payoff is just a bit weak. You really get scared, but it's too easy in my eyes. 

that aside it might acutally be cool to have a map to realx a bit that ddeep into the wad. And the last secret is pretty awesome.

 

Map 23:

Spoiler

Nice map, the cyberdemon concept works great. Finding the secret in this map really helps. Without it's quite a hard map.

 

Map 25:

Spoiler

This is the map i made. Just found a few issues:

 

Some items a floating in the air. This only occurs in glboom. Mainly the items around the chaingunenr tower and the two torches on the endind bridge.

 

Also there is a problem i just came across again, that i jsut could'nt fix when making the map: The exit lien lays in sector with brightness of 0. But if u go close enough, the wall behind that sector is still visible. Maybe someone has an idea, how to make that totally black, so it looks like you enter the gate to exit the level:

1124348417_Map25finsihlinebug.png.55a1048818b6d8254f4e8d2be16bd237.png

(you can also see one of the floating torches on the left)

 

Awesome midi btw.

 

Map 30:

Spoiler

Another awesome map. I hatet the cyber fight for a while. Its by far the hardest in the wad, but with a good idea it becomes managable. Still a lot of rng with timing of teleports. What i realyl love about this map is how you walk in this very narrow pasage at the start but at the end you can look down into that again and see that you were very close to the icon the whoel time. I really don't like the huge lift for the icon though.

 

I found a few Problems:

 

The switch in the first is build out of 4 lines, and u can use it 4 times because of that. That also leads to the siwtch lighting up, when you allready opened the door and not lighting up, when u press it the first time.

 

The spider fight is cheesable: if u walk very slowly the monsters will spawn before the bars raise behind you.

 

The midi seems a little quiet or is it supposed to be that way?

 

The sector that lwoers after the revenant fight has a higher floor than ceiling.I know that is necessary to delay the opening, but it looks really weird when its lowering down. I would make 2 sectors out of these so this overlapping does'nt occur:

1651778154_Map30sectorbug.png.b462d05844a99aeca36ec0ce88db1fc4.png1038868645_Map30weirdlookingsector.png.184b17a1b93464a16e084b7601131c4e.png

 

Finally you can cheese the mentioned Cyberdemon fight by archvile jumping out of the pit. This brakes the map though, since the monsters in the floor do not raise, because the floor only raise when you enter the last room the intended way

 

 

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Map03 was originally Mr. Makser map but he couldn't finish it because of personal stuff going on, so i step in and finished it for him. I won't lie i kinda got pissed but at the same time i understand what you're pointing out. If need be i can rework it so there isn't any issues and the theme was cave/cavern.

 

As far as the blue key door goes that's internal, i want the player to move forwarded to the exit, but i can put a teleporter that leads back to the beginning of the map.

 

What should i do to make it better? Honestly i'm open to any thing and i can rework it so it dosen't have issues if that's ok with Osifil?

 

Edit: Ok so i went in and found out why the wall wasn't lowering when going though the teleporter. See where the red arrow is? That a trigger line to lower the wall to leave that room and hit the switch on the wall. That's on my part, sorry.

Screenshot 2021-09-27 142727.png

 

Update: I'm reworking the map and fixing the issues that titanxous pointed out. I do that criticism to heart i mean if i didn't then i wouldn't be getting good at mapping if i brush off people advice/criticism. Anyways yes i'm reworking this, fixing the issues and making it easier for people to find the blue key card (that was the big issue and the exit as well). So i'll upload the newer one when finished and hopefully it will be better then it was.

Edited by xScavengerWolfx
Updating about map

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Okay tested the map @magicsofa and it's very good.

When you apply the fix to the issue mentioned above re-send your wad.

While at it, I would reccomend removing some hitscanners, and adding some imps/demons. This way you'll balance things out a bit.

 

@Titanoxus thanx for the detailed review. I'll slooooooowly start fixing some of the issues, but if the OG mappers can, please do it youself and send me the updated wad.

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Already working on the issues with mine so don't sweat it.

 

i'm also added more details to it as well because i felt like it was kinda bland, once i'm done i'll uploaded it here.

 

It's still the same name for the map.

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OK, I have a new version of 'Jailbreak' ready, this can be considered the final version if no-one has any issues with it.  It includes the following changes from the previous versions:

 

  • More decorative props & minor sector detailing work added.
  • The boat at the end has been completely changed, you'll see why later.
  • The final encounter has had a few extra enemies added.
  • Some shutters have been added to spice up 2 combat encounters.
  • A third secret has been added.
  • A graphic lump for the level name has been added.
On 9/26/2021 at 11:58 AM, Ofisil said:

BTW Rymante the midi I'll use is from my ddamn10 megawad, E1M4. Check it out if u want, and tell me if you like it.

 

Since our project leader already mentioned specifically which MIDI he was going to add, I took the liberty of finding it and well........since I had the MIDI I just up & added it to my WAD to see how it sounded whilst actually playing the map.  For the record, I like it & feel it fits the map well.

 

With all that said, here is the latest (& hopefully final) version of my submission > JAILBREAK

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To let you all know that yes i'm still in this project, yes i'm fixing the issues with map03 and yes i'll post the reworked version here once i'm done.

 

Just been dealing with personal issues right now but it's coming alone and i should have it done in a couple of weeks or by halloween.

 

i like to take my time on stuff because if i rush it, it will be trash (like my very first wad i made back in march which we don't talk about).

 

Yes i'm still in it, yes i'm fixing the issues/reworking it and yes it will be done.

Edited by xScavengerWolfx
correction in spelling

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15 hours ago, xScavengerWolfx said:

To let you all know that yes i'm still in this project, yes i'm fixing the issues with map03 and yes i'll post the reworked version here once i'm done.

 

Just been dealing with personal issues right now but it's coming alone and i should have it done in a couple of weeks or by halloween.

 

i like to take my time on stuff because if i rush it, it will be trash (like my very first wad i made back in march which we don't talk about).

 

Yes i'm still in it, yes i'm fixing the issues/reworking it and yes it will be done.

 

Thanx for the update!

 

P.S.: No, your first wad wasn't trash, it just wasn't as good as your next one was - in other words: progress! ;)

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6 hours ago, Ofisil said:

 

Thanx for the update!

 

P.S.: No, your first wad wasn't trash, it just wasn't as good as your next one was - in other words: progress! ;)

Thanks, i mean i am having fun but i drive myself nuts sometimes lol

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I felt like being a bit of an ass, so here's here some screen shots of the rework i'm doing. Don't worry it's still going to be fun and a bit more ruthless. But i wanted to show off my progress of my work as it's coming alone nicely.

 

Update on the map: I finished reworking/fixing issues within it, now i'm doing placements of monsters, ammo and health.

 

I hope i can finish it next week or the week after for play testing/review.

 

I am sick  right now (no not from covid thank god, just a simple head cold) but being sick ain't stopping me from finishing this map.

 

Once it's finished hope everyone will like the rework and effort i threw in for map three and i will give a fair warning: This might be a bit harder on UV because i'm added more and making the fights more tougher then before. So if you come @ me with the "God this is too hard" or "Man it's brutal" all i got to say is this "I made it that way on purpose because i want you to feel the pain and make you fight your way thought the enemies instead of having it too easy and being bored with the map".

Cavern of sorrow rework 1.jpg

Cavern of sorrow 4.jpg

Cavern of sorrow rework 2.jpg

Cavern of sorrow rework 3.jpg

Edited by xScavengerWolfx
Update on map progresstion

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4 hours ago, Ofisil said:

@xScavengerWolfx

Hey there man.

Plz don't increase the challenge very much. Stick to the difficulty that each "chapter" is supposed to have.

Thanx.

Ok thank god you said something before because i was about to leave it where it was. But i'll fix it.

 

Sorry if that bit i said sounded like it was going to be plutioian-eqse, What i was meaning was on UV it would a bit more tougher not like "oh hit a switch and boom arch-veils come out and roast you" (i know i know no arch veils, just saying). But i trimmed the enemy count down a bit.

Edited by xScavengerWolfx

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