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THEME-GAWAD PROJECT #1


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On 8/31/2021 at 12:24 PM, magicsofa said:

I suggest you either lower the poop flat a few units, or even better, make it spill out onto the floor :P

If there was a slime texture like the blood falls one i would but i might switch it to blood :P

 

Update: I'm going to take my time for this one, i'm kinda in a rut about how i want it to flow and how everything will work.

 

Also i debating on the name for it, i don't want it to be just called "prison" that's a bland name. I was thinking either Prison of corruption or Thunder-dome prison. I don't know which sounds more metal lol. But yes i'm working on it slowly but surely. 

 

Oh and now my toilet has blood in it because i can make it overflow :P

Edited by xScavengerWolfx
Update on map progresstion

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  • 2 weeks later...

Ok i'm going to say that i can't do MAP09. I'm having major mapper blocking right now so if it's ok with @Ofisil i'll like to hand MAP09 over to someone else. I tried but i try remaking it and i can't get it to work. At least i tried and i already have one map in this community project. For the person that will be taking over map09 you need to make it from scratch.

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If I'm reading this right the MAP09 slot is open?

 

Mind if I take a stab at it?

 

With the rules & limits so clearly defined the ideas are brewing in my head for how I could make the 'Prison' concept work....

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15 minutes ago, Rymante said:

If I'm reading this right the MAP09 slot is open?

 

Mind if I take a stab at it?

 

With the rules & limits so clearly defined the ideas are brewing in my head for how I could make the 'Prison' concept work....

 

Tagging u right now

thanx!

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9 hours ago, Rymante said:

If I'm reading this right the MAP09 slot is open?

 

Mind if I take a stab at it?

 

With the rules & limits so clearly defined the ideas are brewing in my head for how I could make the 'Prison' concept work....

Good luck, hope it turns out great.

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I've had a bunch of time to work on my submission so it'll be ready for playtesting soon, likely before the end of the month.

 

In the meantime, have a gander at some screenshots of what I'm tentatively calling 'Jailbreak' in the spoiler section below :
 

Spoiler


gApxba.jpg

^ You emerge from the sewer in Map 08 into the central hub of an overrun prison. ^

 

gApaPx.jpg

^ Things get dark and dingy when you reach the prison cells in the lower levels.... ^

 

gApfj0.jpg

^ The outdoor Prison Yard has lot of goodies for any aspiring Doom guy, but be prepared for a fight! ^

 

gApchA.jpg

^ After fighting your way through the Prisoner section of said Prison you eventually gain access to the staff section, including this 'Surveillance Room' ^

 

 

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59 minutes ago, Rymante said:

I've had a bunch of time to work on my submission so it'll be ready for playtesting soon, likely before the end of the month.

 

In the meantime, have a gander at some screenshots of what I'm tentatively calling 'Jailbreak' in the spoiler section below :
 

  Hide contents

 

gApxba.jpg

^ You emerge from the sewer in Map 08 into the central hub of an overrun prison. ^

 

gApaPx.jpg

^ Things get dark and dingy when you reach the prison cells in the lower levels.... ^

 

gApfj0.jpg

^ The outdoor Prison Yard has lot of goodies for any aspiring Doom guy, but be prepared for a fight! ^

 

gApchA.jpg

^ After fighting your way through the Prisoner section of said Prison you eventually gain access to the staff section, including this 'Surveillance Room' ^

 

 

 

Top stuff!

 

Just keep in mind the balancing of the map in terms of difficulty (check the rules) - Of course the final rebalancing will be done after some playtesting.

 

Thanx.

Edited by Ofisil

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1 hour ago, Rymante said:

I've had a bunch of time to work on my submission so it'll be ready for playtesting soon, likely before the end of the month.

 

In the meantime, have a gander at some screenshots of what I'm tentatively calling 'Jailbreak' in the spoiler section below :
 

  Hide contents

 

gApxba.jpg

^ You emerge from the sewer in Map 08 into the central hub of an overrun prison. ^

 

gApaPx.jpg

^ Things get dark and dingy when you reach the prison cells in the lower levels.... ^

 

gApfj0.jpg

^ The outdoor Prison Yard has lot of goodies for any aspiring Doom guy, but be prepared for a fight! ^

 

gApchA.jpg

^ After fighting your way through the Prisoner section of said Prison you eventually gain access to the staff section, including this 'Surveillance Room' ^

 

 

Not going to lie, this looks better then what i had, mine looked more like a Dungeon then a prison. Can't wait to play test it.

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21 minutes ago, Rymante said:

All right everyone, I think my map's in pretty good shape & ready to be thoroughly tested, have a go at 'Jailbreak' and let me know if you think anything needs adjusting!

 

DOWNLOAD 'JAILBREAK 'HERE!

 

Testing as soon as possible.

Thanx!

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I played it and i gotta say...it looks really nice. the only issues i had was (to me at least) was the lack of ammo near the middle and end of the map.

 

The layout was great, the monster placements were good, i couldn't find the secrets but that was me not looking for them. 

 

I say should add a bit more decorations to the map, but overall it's a great map.

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On 9/20/2021 at 11:10 PM, xScavengerWolfx said:

I played it and i gotta say...it looks really nice. the only issues i had was (to me at least) was the lack of ammo near the middle and end of the map.

 

The layout was great, the monster placements were good, i couldn't find the secrets but that was me not looking for them. 

 

I say should add a bit more decorations to the map, but overall it's a great map.

 

Thank you!  It was an interesting challenge to be limited to stock Doom 2 textures, really had to think about their usage to make the map look nice.

 

This is actually my 2nd attempt at this map, the first concept was not going well and I ended up scrapping it & starting over on this version.  Ammo is certainly tight on UV from a pistol start, but since this project is more about continous play anyway it might not be a problem, we'll see how other people feel about it once they test it, I'm certainly not against the idea of adding a bit more ammo.

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2 hours ago, Rymante said:

 

Thank you!  It was an interesting challenge to be limited to stock Doom 2 textures, really had to think about their usage to make the map look nice.

 

This is actually my 2nd attempt at this map, the first concept was not going well and I ended up scrapping it & starting over on this version.  Ammo is certainly tight on UV from a pistol start, but since this project is more about continous play anyway it might not be a problem, we'll see how other people feel about it once they test it, I'm certainly not against the idea of adding a bit more ammo.

I say let other people play it and give there option on it. After that make changes to it base on what people have said, that what i did with map 03 (even though i finished it for someone that couldn't because of personal stuff going on in there life). 

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On 9/20/2021 at 11:07 PM, Rymante said:

All right everyone, I think my map's in pretty good shape & ready to be thoroughly tested, have a go at 'Jailbreak' and let me know if you think anything needs adjusting!

 

DOWNLOAD 'JAILBREAK 'HERE!

Nice map. It's crazy how much actually fits into the small grid size. I especially liked the fight outdoors with the lowering floor, very clever. Yes, ammo is a bit tight in the middle, but managable. 

I might add a berzerk early on, maybe in a secret, so players can punch out stuff. Killing pinkies with the normal shotgun at the beginning really feels like it's slowing the map down. And it might help with the ammo problem; players could punch out one or two hell knights towards the end. That's really just an idea, the map is allready great in my eyes.

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On 9/21/2021 at 12:07 AM, Rymante said:

All right everyone, I think my map's in pretty good shape & ready to be thoroughly tested, have a go at 'Jailbreak' and let me know if you think anything needs adjusting!

 

DOWNLOAD 'JAILBREAK 'HERE!

 

Finally had some time to play-test and, frankly, I like what I see and have NO issue with the ammo thingy.

First of all, this is meant to be played as an adventure, but it's more than doable from pistol-start. Some times you are forced to run rather than gun, but that's what makes the level so fun!

 

In conclusion, when you think you have your final map ready, send it over. I'll add a nice little midi to it ;)

 

Thanx!

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39 minutes ago, Ofisil said:

 

Finally had some time to play-test and, frankly, I like what I see and have NO issue with the ammo thingy.

First of all, this is meant to be played as an adventure, but it's more than doable from pistol-start. Some times you are forced to run rather than gun, but that's what makes the level so fun!

 

In conclusion, when you think you have your final map ready, send it over. I'll add a nice little midi to it ;)

 

Thanx!

 

Great to hear!  I think I'll add a bit more detail & decoration to some parts of the map then send it on over.  I'm certianly curious to hear what midi will be added to my map ^_^

 

Btw, before I started working on Jailbreak, I did play the early maps available in the current beta & came away very impressed with what was available in Maps 1 to 8, especially Maps 1, 2 & 7!

 

Map 8 seemed kinda broken though.  A bunch of sectors lowered at the same time as one early lift that seemed like weren't supposed to move (it was VERY loud & revealed a bunch of untextured surfaces).  Also there was one point where I was teleported into a tiny room with a skull switch in it, pressing the switch gave me ammo & did nothing else, so I had to noclip out to finish the map.  A shame as the map otherwise seemed good, nice atmosphere, tough fights in very cramped spaces & the midi is nice & spooky!

 

I ran the current beta wad on PrBoom Plus v2.6.1um with complevel set to 2.

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Will re-check Map 08 when possible. thanx for the info.

 

UPDATE: Ok, I re-checked, and it seems that other than crispy doom, Zdoom ports have an issue.

Anyone more knowledgable than I can check it out as well?

 

UPDATE #2: So it seems there is a file corruption, as the original wad works as intended. Will update the megawad as soon as possible.

Thanx for noticing!

 

UPDATE #3: Fixed!

Edited by Ofisil
Update

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@Ofisil  First of all, I had a listen to the MIDI, it sounds great!  Looking forward to getting it integrated with my map ^_^

 

Secondly, I must sadly confirm that the issues affecting @StarSpun5000 's Map 08 are not fixed.  In fact, I went back & checked the standalone version of the map & it has the same issues.  Fortunately I can at least explain the problem to some extent.

 

In GZDoom, Map08 works fine.  But in PrBoom Plus & Crispy Doom, the map is not completeable without noclipping.

 

The map suffers from 2 issues, one of which is easily fixed, the other unfortunately I'm not sure why it's broken & that's the map breaking issue that requires noclipping, see below a video of the 2 issues, recorded with PrBoom Plus v2.6.1um with complevel set to 2.

 

 

From 7 seconds, you can see the lift issue, it even lets you go right into the toxic pool & grab the blue key early.  After I escape from the pool I try to demonstrate that I cannot open the door until all the affected sectors have stopped moving.

 

Fortunately, the fix is easy.  The issue is that the lift sectors & activating linedefs do not have numbered tags.  Something which GZDoom (and other ZDoom based ports I believe) automatically correct for where as other ports do not.  I've marked where the tags need to be applied in the picture in the spoiler section below (apologies for the image, my image editing skills are not the best).

 

Spoiler

ggkMuA.png

 

The second problem is shown from 52 seconds onward in the video & is the one that renders the map impossible to complete in ports other than GZDoom.  After collecting the red key, you're forced into the nukage below & must use the teleporter to escape.  It takes you to a 64 map unit wide room where all you can do is pick up a fresh rad suit, 2 medikits & some rockets & press a skull switch.

 

The switch is clearly supposed to lower you into the main chamber & a big fight breaks out & you need to press 2 other switches to reveal a teleporter to escape the trap.  But as the video shows, pressing the switch does not lower the platform (except in GZDoom, where it does work as intended).

 

Unfortunately, I can't explain the 2nd issue.  Everything is tagged correctly & it should work, but it just doesn't for some reason.  It DOES work if you change the skull switch's action from 'S1 - Floor Lower to 8 above Highest Floor' to 'S1 - Floor Lower to Lowest Floor' but that doesn't make much sense to me, the action that's already in place should work.

 

I hope this was of help to everyone, this shows the importance of testing in ports other than ZDoom based ports when targeting Boom, Limit Removing or Vanilla mapping.

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*scratches head*

 

Can the creator of MAP 08 confirm that the map doesn't use any actions that don't belong in the simple, pure, DOOM II format?

 

UPDATE: Ok this is crazy. At first I had problems in ZDoom, now I have problems only in Crispy...

I don't understand what's going on.

Edited by Ofisil

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14 minutes ago, Ofisil said:

*scratches head*

 

Can the creator of MAP 08 confirm that the map doesn't use any actions that don't belong in the simple, pure, DOOM II format?

 

UPDATE: Ok this is crazy. At first I had problems in ZDoom, now I have problems only in Crispy...

I don't understand what's going on.

 

It's like I said, ZDoom automatically fixes the issues, but the other ports don't.  I learned this myself working on a solo project last year.  It's strange behaviour for sure.

 

If the fixes I outlined are applied to the map, it should work in Crispy Doom & PrBoom Plus again.

 

I could easily apply the fixes to the map myself, but I don't wanna step on anyone's toes here, so I'd rather to wait to hear from the original map author & see if they would rather fix the problem themselves.

Edited by Rymante

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@Rymante Oh, my bad, I had the lift thingy fixed, but used the older version of the map in the updated megawad.

 

I don't know how to fix the second issue, though...

 

BTW Team, avoid using 0 Tag numbers in general. I've never done so, so I though it was common knowledge :D

Edited by Ofisil

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Yeah that second issue is a head scratcher all right.  Everything I know about the standard Doom 2 map format tells me that it should work as is, but it just doesn't......except in GZDoom where it did work for me.

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I'm currently playing throguh the whole wad for testing purposes. I stumbled over a few of the mentioned problems in map 08. There are a few more 0 tagged linedefs. I will go through map 08 again after i'm done with the other ones and try to list all of them :)

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8 minutes ago, Titanoxus said:

I'm currently playing throguh the whole wad for testing purposes. I stumbled over a few of the mentioned problems in map 08. There are a few more 0 tagged linedefs. I will go through map 08 again after i'm done with the other ones and try to list all of them :)

 

You mean lifts, right?

The column-lifts near the exit are easy to fix, but break down the logic of the area.

Edited by Ofisil

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2 minutes ago, Ofisil said:

 

You mean lifts, right?

 

I think there was a problem with the secret in the first room if i recall correctly. Instead of opening like a door, the whole map broke. As i said i will test the map again soon and list all problems i find.

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