NieMaMordy Posted January 16, 2022 (edited) 1 hour ago, OpenRift said: Don't get too salty about it. As for the non-playable areas, I believe he was talking about the areas behind bars. Some players might think that there's a secret back there. Yes, this is what I meant. Don't get me wrong guys, I do dislike some maps, yeah, but most people didn't have much problems with any of them (apart from e3m6, which was considered good, but its inescapable pits were generally considered to be annoying). The reason why I didn't like many of the maps was lack of space to move. That used to be the biggest issue to me before the playtest session. However, during the playtest, I observed that the real problem of many of the maps is lack of balance in weapon placement, especially the ease of access to plasma gun. Doom 1 does not have SSG, so countering plasma is a very difficult task, and since its the best weapon to use in tight spaces, it gets spammed very quickly, without much you could do about it. This issue also applies to BFG, but to a lesser degree, since this weapon requires some more skill to use. In my opinion, Plasma gun, just like BFG, should not be nonchalantly placed on a Doom 1 map without any effort or circumstances needed to be fulfilled to collect it, especially in maps that are filled with narrow corridors. A map that suffers from this issue the most is probably E1M8. Also, the fact that E1M3 is a map generated in Oblidge map generator is a major problem to me. This map was added by project's lead, which feels very unfair to me, since no other community project would allow such maps, unless they focused on auto-generated maps. Maybe I misunderstand something here, and this is just a filler to make the beta playable, and it will get replaced later. If that's the case, then I'd like to see it mentioned somewhere in the OP. Edited January 16, 2022 by NieMaMordy 2 Quote Share this post Link to post
Blast_Brothers Posted January 17, 2022 (edited) As promised, here are the changes made to my maps based on feedback from the playtest session. E2M7 Blue armor changed to green (it seemed like few people grabbed it when passing it by; I think it blended into the floor too much?) Additional green armor added to raised RL platform, to entice people to actually go up there Plasma teleporter made more obvious (one of the silver UAC containers had a TWANGO logo on the back; now it's also on the front) E3M2 BFG progression made more obvious (deleted hanging corpse in front of switch, moved BFG to more visible location) E3M6 Blood floors no longer damage the player and the edge has been pushed farther away from the island slightly; a new lava damaging floor has been added around the BFG island to compensate The trench deals half as much damage and has 11 escape teleporters Exit area widened to reduce the possibility of camping Blast_Brothers Post-Test Fixes.zip Edited January 17, 2022 by Blast_Brothers 1 Quote Share this post Link to post
OpenRift Posted January 17, 2022 2 hours ago, NieMaMordy said: Also, the fact that E1M3 is a map generated in Oblidge map generator is a major problem to me. This map was added by project's lead, which feels very unfair to me, since no other community project would allow such maps, unless they focused on auto-generated maps. Maybe I misunderstand something here, and this is just a filler to make the beta playable, and it will get replaced later. If that's the case, then I'd like to see it mentioned somewhere in the OP. I never got the chance to clarify: it was based on an Oblige map, but was heavily cut down and modified to work for deathmatch. I included it because I really enjoyed the layout and thought it made for interesting gameplay when tested it out with friends. Also, I literally made reference to that map in the OP if you look at the links, where I specifically say it was based on an Oblige layout. 0 Quote Share this post Link to post
Mr.Rocket Posted January 17, 2022 (edited) Here's my E2M3 map with the already non-accessible areas removed from automap: E2M3_DEJAVU_v7.zip Edited January 17, 2022 by Mr.Rocket 1 Quote Share this post Link to post
NieMaMordy Posted January 18, 2022 (edited) Here's an update to my map. I moved most spawns and weapons to different spots, added a few small improvements in geometry, and I replaced some error inducing decorations with others. Hopefully, it isn't as chaotic as it was during the testing session. 240kilo.zip Edited January 18, 2022 by NieMaMordy 0 Quote Share this post Link to post
JustAthel Posted January 19, 2022 Here is my update to E1M4, legit just moved one of the spawn spots over a shotgun. I don't recall anybody really having any real criticisms of the map? I could be wrong however...Download 0 Quote Share this post Link to post
NieMaMordy Posted January 19, 2022 8 hours ago, Athel said: Here is my update to E1M4, legit just moved one of the spawn spots over a shotgun. I don't recall anybody really having any real criticisms of the map? I could be wrong however... This map is really good. Thanks for this small fix. On 1/17/2022 at 3:25 AM, Mr.Rocket said: Here's my E2M3 map with the already non-accessible areas removed from automap Thanks a lot! On 1/17/2022 at 1:56 AM, Blast_Brothers said: As promised, here are the changes made to my maps based on feedback from the playtest session. Thanks these fixes! All of those small things were bothering me and the others during playtest session, so its good that they are fixed now. E3M2 and E3M6 are much better maps now! On 1/15/2022 at 11:17 AM, Scorpius said: Updates to Disrupted Original and Unto the Grave thanks to video - added or moved weapons closer to spawns while one plasma rifle were moved onto raised platforms and other plasma rifles were removed Thanks for the fixes, especially ones from E1M8. As I stated before, this map had very good layout, but this was completely lost due to easy access to plasma rifle. It should feel much better to play now, since Players have to search for it. On 1/15/2022 at 9:29 PM, ProYT said: Fixed two small missing textures causing HOM effects. By the way, may I request more difference in lighting on the southern section of E3M4? Due to a very different colors of textures used, lack of variety in lightning make this portion of the map not blend well with the rest of it. 1 Quote Share this post Link to post
NieMaMordy Posted January 19, 2022 @Astro X Hey, can you make all the items on E3M8 to be available in singleplayer as well? Currently, when playing your map in single player, I see no items, which makes it inconsistent with other maps. @OpenRift also, for the sake of consistency, shouldn't the monsters be deleted from all maps? Server owners can disable them, but recent play test showed that it is not something they always remember to do. 1 Quote Share this post Link to post
OpenRift Posted January 19, 2022 1 hour ago, NieMaMordy said: @OpenRift also, for the sake of consistency, shouldn't the monsters be deleted from all maps? Server owners can disable them, but recent play test showed that it is not something they always remember to do. Yeah, I just need a list of which maps have them. I don't entirely remember. 0 Quote Share this post Link to post
Walter confetti Posted January 19, 2022 More open hallways and rooms to navigate in E2M9, i hope: dm-thing (v4).zip 1 Quote Share this post Link to post
Eternal_ Posted January 19, 2022 9 hours ago, NieMaMordy said: By the way, may I request more difference in lighting on the southern section of E3M4? Due to a very different colors of textures used, lack of variety in lightning make this portion of the map not blend well with the rest of it. Is this okay?Stygia.zip 0 Quote Share this post Link to post
NieMaMordy Posted January 20, 2022 27 minutes ago, Astro X said: Edited my map Much better. Thanks a lot! 0 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 Everybody just went on vacation or..? :D What's the word fellas? 0 Quote Share this post Link to post
OpenRift Posted January 30, 2022 (edited) 37 minutes ago, Mr.Rocket said: Everybody just went on vacation or..? :D What's the word fellas? Been on a short haitus is all. Have all the latest map versions in the build as of writing, but I got a few more things on the to-do list for some of y'all. fix cell ammo and/or plasma showing on easy difficulty on: E1M9 - @magicsofa E2M3 - @Mr.Rocket E2M4 - @MAN_WITH_GUN E2M6 - @Mr.Rocket E4M8 - @MAN_WITH_GUN remove monsters from: E2M3 (@Mr.Rocket) E2M8 (@ZeMystic) fix tutti frutti on E1M9 (@magicsofa) E3M6 (@Blast_Brothers) needs secret exit instead of regular exit Edited January 30, 2022 by OpenRift 0 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 (edited) What not have an exit sign? I'm not really sure what you mean. Is this something new in DM now days to put a secret exit in? lol Do mean a 2nd exit? or a 2 switch exit? or hit switch run to the exit before door closes? It's DM, do you mean to have a secret area message trigger? Edited January 30, 2022 by Mr.Rocket 0 Quote Share this post Link to post
OpenRift Posted January 30, 2022 1 minute ago, Mr.Rocket said: What not have an exit sign? I'm not really sure what you mean. Is this something new in DM now days to put a secret exit in? lol Sorry, I meant to @ Blast_Brothers. We're putting a secret exit tags in the respective levels for vanilla players so they can exit manually to the secret levels without skipping over them. 0 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 Ohh ok, lol no wonder I was confused! :D 1 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 15 minutes ago, OpenRift said: fix cell ammo and/or plasma showing on easy difficulty on So remove cell ammo on skill 1? does this include removing the plasma gun and BFG from this skill setting also? 0 Quote Share this post Link to post
NieMaMordy Posted January 30, 2022 4 minutes ago, Mr.Rocket said: So remove cell ammo on skill 1? does this include removing the plasma gun and BFG from this skill setting also? That's right. I recommend replacing them with rocket launchers and/or chainguns 0 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 Yeah but I already have rocket launchers etc sitting around. I think since it's skill 1, maybe I'll just put blue armor in those spots where I have the BFG's. And a big box of rockets where the plasmagun would have been. 0 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 (edited) Ok, here ya go @OpenRift: MR_final_updates_1_29_22.zip Btw, why is it that people who play on skill 1 aren't allowed to use the plasma gun or BFG? Also, I've been putting monsters in some of my DM maps for the past, what, 30 years? Why are they not allowed now? Hell they're even in dweller maps lol. -nomonsters is usually a pretty standard command for DM, ya know. I mean it's not that big of a deal, just wondering. Edited January 30, 2022 by Mr.Rocket 0 Quote Share this post Link to post
Blast_Brothers Posted January 30, 2022 1 hour ago, OpenRift said: Been on a short haitus is all. Have all the latest map versions in the build as of writing, but I got a few more things on the to-do list for some of y'all. fix cell ammo and/or plasma showing on easy difficulty on: E1M9 - @magicsofa E2M3 - @Mr.Rocket E2M4 - @MAN_WITH_GUN E2M6 - @Mr.Rocket E4M8 - @MAN_WITH_GUN remove monsters from: E2M3 (@Mr.Rocket) E2M8 (@ZeMystic) fix tutti frutti on E1M9 (@magicsofa) E3M6 (@Blast_Brothers) needs secret exit instead of regular exit Here's a version with secret exit. E3M6 Final.zip 1 Quote Share this post Link to post
OpenRift Posted January 30, 2022 1 hour ago, Mr.Rocket said: Also, I've been putting monsters in some of my DM maps for the past, what, 30 years? Why are they not allowed now? Hell they're even in dweller maps lol. -nomonsters is usually a pretty standard command for DM, ya know. I mean it's not that big of a deal, just wondering. It's just kind of redundant to have to be honest. Plus the guy who was hosting our last test didn't have nomonsters on so... Also Doom's not 30 years old 0 Quote Share this post Link to post
xdude_gamer Posted January 30, 2022 1993 + 30 = 2023 Very close, about to turn 29 on December 10 @OpenRift 1 Quote Share this post Link to post
Jark Posted January 30, 2022 Specifics aside, I just had a look through every map in the V2.2 Beta and the following maps had monsters: - E2M3 (Mr. Rocket) - E2M6 (Mr. Rocket) - E2M8 (ZeMystic), a single sergeant that almost looks accidental in placement Point is, it is a matter of inconsistency if 3 maps out of 36 have monsters and the rest do not. Looking at your maps Mr. Rocket, I think they're quite competently made and good looking, but the monsters don't necessarily strengthen the maps in regard to deathmatch. 0 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 1 hour ago, Jark said: Specifics aside, I just had a look through every map in the V2.2 Beta and the following maps had monsters: - E2M3 (Mr. Rocket) - E2M6 (Mr. Rocket) - E2M8 (ZeMystic), a single sergeant that almost looks accidental in placement Point is, it is a matter of inconsistency if 3 maps out of 36 have monsters and the rest do not. Looking at your maps Mr. Rocket, I think they're quite competently made and good looking, but the monsters don't necessarily strengthen the maps in regard to deathmatch. Ah, well you probably should have grabbed my update from yesterday in my previous post then, heh. :P Cheers! 0 Quote Share this post Link to post
Jark Posted January 30, 2022 2 minutes ago, Mr.Rocket said: Ah, well you probably should have grabbed my update from yesterday in my previous post then, heh. :P Cheers! I should have quoted your post in my prior one as it was continuing that conversation: 14 hours ago, Mr.Rocket said: Ok, here ya go @OpenRift: MR_final_updates_1_29_22.zip Btw, why is it that people who play on skill 1 aren't allowed to use the plasma gun or BFG? Also, I've been putting monsters in some of my DM maps for the past, what, 30 years? Why are they not allowed now? Hell they're even in dweller maps lol. -nomonsters is usually a pretty standard command for DM, ya know. I mean it's not that big of a deal, just wondering. I was attempting to answer why it is an issue to put monsters in your map. 1 Quote Share this post Link to post
Mr.Rocket Posted January 30, 2022 (edited) Oh btw @Jark have you updated the brightness in your map yet? It still seems pretty dark in there, in the Beta2.2 version anyway. ~ btw, it's a good look'n map and I like the flow, but it's just a bit dark is all. Edited January 30, 2022 by Mr.Rocket 2 Quote Share this post Link to post
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