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[NOW AVAILABLE] The Ultimate TWANGO - A Deathmatch MegaWAD for The Ultimate Doom


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6 minutes ago, Mr.Rocket said:

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.

 

Chisel011.zip

 

Touché 

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19 hours ago, DJVCardMaster said:

Can you please mention me as Diego "DJV" Villarroel in the credits?

@Blast_Brothers could you update your version of the CREDIT screen to reflect this change?

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Small balance change to E3M5:

E3M5Twango.zip

Now an additional hallway with slow crushers is added at the place where the BFG-lowering switch was, now, it's a little more difficult to grab it, and you can also get camped, so, the BFG seems like an easy option but it's actually not.

image.png.019711493aecc27f9b72b2ef415d64da.png

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BFG balance on E1M6:

E1M6Twango.zip

This was a pretty spammy one with the BFG, it was really easy to get and no one could get punished for grabbing it, so the additions here are an additional room where the BFG-lowering switch was previously, in a similar fashion to the E3M5 edits, a room with damaging floor, a crusher and barrels for punishing first-timers to that area. Damaging floor is at max value, so it will most of the times chunk 20% of your health with the reward of getting the naughtiest BFG in the mapset.

There are also some changes that for some reason did not pass through the main beta (I've sent an update and nobody noticed), like some minor details and the changes to the ammo balance for plasma weapons that I've corrected previously.


image.png.d634a5b1976847007378aeff12ff79cf.png


E4M4 is fine as it is right now, and it won't be updated after more beta-testing is on for it.

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  • 2 weeks later...

Just for letting you know i'm still doing something for this project:

dmwest-v2.zip

 

new version with almost all problems you guys found in the maps fixed, i don't have any idea of what to do to make the wooden building to look better, can you help me fixing that part of the map?

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I don't really know what exactly you did, but the current version feels like a big improvement. Gone are the buildings on the sides that did not fit. I consider them an essential part of the map now. I am not sure, if you did something to it, or if its just my opinion that has changed, but the wooden building does look better, and feels much better integrated into the rest of the map. I think you can leave it as is. That being said, there are two major complains I have about your map. The first one being the sprite of cacti, which has these numerous white pixels displayed around it in the port that I use (Doom Retro).
1138949206_2022-02-1300_26_11-E3M9.png.6e622c06343c16a3eb4710dc32ccb58a.png
The other one being the fact, that once you figure out where the BFG is, it becomes too easy to get. Our deathmatch session has shown us that placing BFG in an easy to access point quickly turns a map into one big BFG spam, which you may, or may not, want to avoid on your map. Personally, I think the only map in this set where BFG spam would really fit is e3m8, mostly because of enormous amount of empty space in it. Anyways, I'd add something to make the BFG harder to access. Maybe add the damaging floor effect not only in the pool right next to the BFG teleport, but also to the dark area before it? Or add randomly opening door before the dark area? It's up to you to figure that out. Anyways, I really appreciate the work you did, since your maps were ones of those that I hated the most in the entire wad, but you improved them to the point that I do quite enjoy them. Keep up the good work! 

Edited by NieMaMordy

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On 2/1/2022 at 7:29 PM, DJVCardMaster said:

Small balance change to E3M5:

Great improvement! That was one of the best map in the set, but the BFG used to be too easy to get. Now it still isn't a big deal, but it is not something that you can do at all times, and you've got to wait at least a few moments for it, which will work wonders during actual DM sessions
 

On 2/1/2022 at 7:54 PM, DJVCardMaster said:

BFG balance on E1M6:

This one is also good, but there is a problem with an ease of access to plasma gun now. I think people might not want to bother with getting BFG and getting punished for it, while the Plasma gun is just nonchalantly placed in the middle of the map. I think deleting plasma from the map altogether may be a good choice, though you might come up with some other great way of nerfing it, since the BFG nerfs are really good. 

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  • 3 weeks later...
22 minutes ago, NieMaMordy said:

How is it going guys? Is someone still working on improving their map? Are there any playtest sessions planned to happen soon?

Open Rift is busy with midterms, so this project might be quiet for a while. That said, I do have bug fixed version  of E1M1 coming in soon.

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1 hour ago, NieMaMordy said:

How is it going guys? Is someone still working on improving their map? Are there any playtest sessions planned to happen soon?


I still need to make some small edits to mine, just been sitting on it. Which is what sofas are for, after all.

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@OpenRift Here's an updated E1M1. I had to axe the self ref bridge, since it caused some weird collision issues as well as a HOM. I'm heartbroken :c (I'll get over it). I also cleaned up some areas to give better visual flow (ie added some border textures) as well as deleted some unnecessary sectors and vertices. It never had any issues in vanilla before, but now it's optimized™. I also aligned some textures better and fixed a minor tutti frutti. I'm a little burned out on vanilla mapping rn, but I'm seriously proud of this level. Try as I might, I couldn't force a visplane overflow or  HOM. I'm super happy with it, probably the best vanilla map I've released, not to pat myself on the back too hard. heh

 

Round and Round.zip

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On 3/8/2022 at 11:37 PM, Dusty_Rhodes said:

@OpenRift Here's an updated E1M1. I had to axe the self ref bridge, since it caused some weird collision issues as well as a HOM. I'm heartbroken :c (I'll get over it). I also cleaned up some areas to give better visual flow (ie added some border textures) as well as deleted some unnecessary sectors and vertices. It never had any issues in vanilla before, but now it's optimized™. I also aligned some textures better and fixed a minor tutti frutti. I'm a little burned out on vanilla mapping rn, but I'm seriously proud of this level. Try as I might, I couldn't force a visplane overflow or  HOM. I'm super happy with it, probably the best vanilla map I've released, not to pat myself on the back too hard. heh

 

Round and Round.zip

Thanks. Since I'm on spring break, I'm going to go through my checklist and get stuff updated for the next beta version.

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Beta V3 is out now! Check the main post to download!

 

Changelog (list maybe be missing a few things that have been changed)

  • Fix cell ammo and/or plasma showing on easy difficulty on:
    • E1M9
    • E2M4
    • E4M8
  • Removed monsters from E2M8 and E3M9
  • Updated MIDI for E1M4 to @Athel latest revision
  • Fixed tutti frutti bugs on E1M8
  • Swapped E2M5 and E2M9 (as well as the respective assets, midis and text strings), as @NieMaMordy's map makes more sense aesthetically in the secret level slot
  • Updated all maps to latest revisions as of writing

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I liked the previous map placement, but I guess it really does make more sense to place my map in secret slot, since it feels more like episode 3 or 4, rather than 2. I will check the new beta as soon as I can. Most likely next week. I will post reviews of all the maps again when I do. Btw, I know my reviews may sound toxic sometimes, but I write them with best intentions, hoping they will allow you to improve your maps in the future. 

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I personally do not care for deathmatch, but I am a sucker for custom Doom soundtracks. Are the tracks all original compositions?

Edited by Rudolph

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2 minutes ago, Rudolph said:

I personally do not care for deathmatch, but I am a sucker for custom Doom soundtracks. Are the tracks all original compositions?

Uhh, no they're not. They're mostly renditions of existing songs. There are a couple custom tracks though.

Edited by OpenRift

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I noticed the MIDI on my map was changed - the MIDI that's meant to be on that slot is "Ram Ranch". It was replaced with a much slower song.. What gives?

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12 hours ago, Doomkid said:

I noticed the MIDI on my map was changed - the MIDI that's meant to be on that slot is "Ram Ranch". It was replaced with a much slower song.. What gives?

It's an Alice in Chains song, ya ding-dong!

 

 

I just thought you'd appreciate it more, since I know you're a fan.

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21 hours ago, OpenRift said:

Beta test event this Wendesday! Be sure to tune in at 8PM Central on Zandronum!

 

WHOOPS! Sorry I meant to zay ZDaemon!

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Sadly, I won't be able to play with you guys this time. Can one of you capture the video of this deathmatch session? I'd like to see if my map feels better to play, same with some of those that got greatly improved since the last session.

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I do love Alice in Chains of course, but I still don't know why the MIDI was changed? I didn't recognize it as AiC because I listened to it for like 4 seconds and assumed something had gone wrong during compilation.

 

27 minutes ago, ZeMystic said:

I don't think I'm too comfortable with our midis being switched without at least asking...

Yeah, I think it's a pretty lame thing to do. I've had to change MIDIs in projects as well, but only if they were extremely unfitting, or like 40 seconds long. It's not that I don't like the AiC song, it's that it's not the song I chose for the map..

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