Jump to content

Deadly Standards 4 - We have no standards anymore! (Doom Episode 4 Community Project) COMPLETED!


Recommended Posts

An update from me;

 

https://www.dropbox.com/s/dq8ye0mqc1ewbli/DS4CBMaps.zip?dl=0

 

Changes

E4M5 - Difficulty settings added and co-op starts placed. This one should be finished.

E4M8 - Adjusted the final fight a little to prevent ways of cheapening the fight. Essentially there is a rear guard cyber. At the moment the map only has UV difficulty but I want to make sure that this difficulty is fine before tweaking for HMP/HNTR.

Share this post


Link to post
  • 2 weeks later...
  • 5 weeks later...

So...

It's been a while since the last time I've checked out this thread and no news are coming from this project, how the things are going? @NeedHealth and @DukeOfDoom, what is your map status? I send as well a DM to the guest mapper that it's working on the backup map, if i don't have any news from you guys, I'll see to make some type of filler map for completing the episode...

Share this post


Link to post
On 4/27/2022 at 11:08 AM, Walter confetti said:

Ok, i personally thinking that Duke dropped out without saying...

 

I am really sorry for a long delay - I had been very busy with work and had little if any time to actually contribute on our map. But I did not drop out of this project or worse, I swear. I promise I will get my map done as soon as I can.

Share this post


Link to post
  • 3 weeks later...

@Walter confetti @SilverMiner @cannonball

 

Title: Human Surrender

Description: A slice of the end days, inspired by the designs of Monty.

Build time: 6 months on and on

New music (if any): Recycle.mid by Maxime Tondreau(Psychedelic Eyeball)

Tested with: dsda-doom-0.21.3

 

all difficulties should be supported, i even added a few multiplayer monsters.

screenshots: maybe later.

 

requires the texture pack and please record a demo of some kind if you play this map. thank you!

 

e1- version 3

https://www.dropbox.com/s/lot7lpv9dgbbew8/V3nh_e4m6V3.7z?dl=0

 

Edited by NeedHealth

Share this post


Link to post

Cool! Can you please upload to a different site like MediaFire or something else? That link works only for 6 days!

Share this post


Link to post
On 6/26/2021 at 7:35 AM, Walter confetti said:

E4M7: Sad Retaken Voyager - SilverMiner, DukeOfDoom, Chaine

 

Could you correct my nickname, please?
It's Chainie, not Chaine (Not Chanie either)

Edited by Chainie

Share this post


Link to post
  • 3 weeks later...

Hey pals. Sorry for the bump, just curious about the progress of the project? Hope it gets done soon since we are way past the deadline lol

Share this post


Link to post
  • 3 weeks later...

Cool! I'll add it to the list! This leads to the completion of the episode, now is time to put them in the episode pack and then some proper testing...

E4M6 had a broken section somewhere idr now but i said to the author that i was going to make some changes in his map so there's no problem (?)

Share this post


Link to post

@Walter confetti Here are the most recent E4M3 and E4M7

https://www.dropbox.com/s/ilyfp5q2jk0wj8z/ds4-e4m3.wad?dl=1

https://www.dropbox.com/s/sejz8jkyx0p2tr9/ds4-e4m7_new.wad?dl=1

 

The thoughts on what I've played so far:

E4M1 (playing for the second time) is a great opener, one of the best maps by WalterC I've ever seen.

E4M2 (the unfixed version) is hellishly hard on UV, it's ok since it's UV. Can't find any hint on how to get to the yellow key.

 

The other ones I didn't finish.

 

The general mood is as if entire legions were sent for Doomguy cuz his soul costs a lot. Funny. I expected the wad would be more about exploring some buildings, but ok, heh.

The ending is somewhat creepy, I like that
 

 

 

 

 

Share this post


Link to post

Some minor oversights you might want to fix before this goes to the archive

Spoiler

Screenshot_Doom_20220628_193928.png.7bdffca2e7ab1fd0743dc16e43d4e465.pngScreenshot_Doom_20220628_211714.png.989d905cbaa7980c6f455f38aa336744.pngScreenshot_Doom_20220628_211118.png.926d38fcb5b27d9278ccbdc609b87f2c.png

imps there do nothing but waste your time    m2 - some misaligns, the rocket launcher secret isn't tagged as one; I thought that map

it's probably best to just remove them                  was a bit too generous with health in the second half (4 berserk packs, etc.)

Screenshot_Doom_20220629_171320.png.d45c15e7858625b042d2b67788fa5812.png

m6 - one lost soul is placed in the void; also the combat armor and the BFG both aren't tagged as secrets

 

m7 - two lost souls used to activate lifts periodically aren't crushed at the end

 

Share this post


Link to post
42 minutes ago, NeedHealth said:

@SilverMiner what was the issue with my e4m2: whas is too little ammo on uv or too many enemies ?

Too many enemies probably. If they surround and get close, there's no reasonable option to use RL, and so it becomes grind with chaingun. I don't remember a plasma gun there, it'd have helped to resolve these situations easily.

 

13 minutes ago, skepticist said:

m7 - two lost souls used to activate lifts periodically aren't crushed at the end

Thank you for feedback!

Lost souls don't affect countkill. So there's only problem when they still count in Zdoom family ports. It can be fixed via decorate however. I might try to do. I don't think I should crush them at all. That's why I took lost souls and not anything else

 

Share this post


Link to post

@skepticist @SilverMiner map02: I added three strategically placed beserk packs at various points to give the player a third option to fight the onslaught, the fourth is hidden and you need to press a cola machine to find it. I think I realized when i came back to the map after half a year that it would become grindy if I didnt, but i have been uncertain at times if i should remove parts of the map. -e1 i also didnt realize at the time that the beserk powerup last the whole map and not only the red phase.

 

map06: i'll leave the blue armour and bfg as freebees, otherwise at least one would be a none obvious secret that irritates the player.

-I was trying to find the last soul in the void using the search function but I couldnt find it, sorry. Was there an error on your end?

 

The main issue with both these maps is that they need more play testing but I have been hesitating shopping them around to find people willing.

Edited by NeedHealth

Share this post


Link to post
18 minutes ago, NeedHealth said:

Was there an error on your end?

Don't think so, unless we use different versions of the map. It's thing 251, X: -2264, Y: 1560.

Share this post


Link to post

I did play through Map02 and I think I did provide feedback. Personally I had no real issues using the rocket launcher. I apologise for not playing the others, Inwas having some weird issues with the resources where the maps were missing textures and the debacle monsters were buggy. No issues with the release though so I should be able to play maps  4/6/7

Share this post


Link to post
2 hours ago, skepticist said:

Don't think so, unless we use different versions of the map. It's thing 251, X: -2264, Y: 1560.

I checked, you are playing the older version, I provided a link to my updated version map06  after it wasnt included in the latest final.

 

Spoiler

poTREp7.png

 

@cannonball I remember you play testing my map02 and you did provide feed back so thank you again! I meant other people that havn't participated in this thread.

 

e1 - map06 not map02

e2 - i've talked to skepecist and for some reason the erronous lost soul has a different thing id on my side. I'll get around to sort the issue out.

Edited by NeedHealth

Share this post


Link to post

Time for some feedback;

 

E4M4 - I am just going have to come and say that this was not my cup of tea. Rather cramped and seemingly reliant on finding secrets given the most powerful weapon i had was the chaingun/berserk. As such I left the baron report and noisy room alone. I suspect the former is ok, there is probably enough space to punch them out, but the latter.... fair to say I need some headache tablets :P

 

E4M6 - This is fine.... I think.... The layout is pretty neat and the cyberdemon does provide some pressure, especially as pistol starts will need to save their rockets to stand a chance of 100% kills. The map does feel a little over-resourced in terms of radsuits/green armour and shells in general. Maybe that was deliberate in the event of a player wanting to used the shotgun/chaingun to kill him.

No other complaints really, I never got into any unwinnable situations and the map is visually solid.

 

E4M7 - This one gives me the same feelings as E4M4, there are some better moments in this one. However from what I gather you can softlock yourself very easily because of a rather obscure piece of progression that mandates the use of a rocket. Like in E4M4 there is a lot of doomcute, as well as some cramped spaces to move through. I was not a fan of the cyberdemon at the end, he is more annoying than anything else.

Share this post


Link to post

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...