Mr.Rocket Posted October 21, 2021 2 hours ago, NieMaMordy said: I've been silent for a while, so here's my map in progress. I may add one more room in south-west, and I still have to add items, but this is pretty much how will it look. Any suggestions? While the map so far seems visually pleasing, you might do away with the damage sector effect. I understand that the map is still under dev, but the player shouldn't have to be punished before picking up a weapon since it's currently the only route to pickup other weapons, besides spawning with the Shotgun. 0 Quote Share this post Link to post
NieMaMordy Posted October 21, 2021 The idea is to put the best weapon (on some difficulties) in there, so it is risky to go for it, as it requires both taking damage and taking a long route to reach it. A linedef that triggers moving floor with chaingun is currently placed on its end, but I will move it to other spot, so Players don't have to use it, and it starts moving instantly as the map starts. Maybe moving it to spawns will be a good idea?. This will make both the chaingun and plasma gun available without the need to go through damaging sector at least once. 0 Quote Share this post Link to post
Mr.Rocket Posted October 21, 2021 (edited) 26 minutes ago, NieMaMordy said: The idea is to put the best weapon (on some difficulties) in there, so it is risky to go for it, as it requires both taking damage and taking a long route to reach it. A linedef that triggers moving floor with chaingun is currently placed on its end, but I will move it to other spot, so Players don't have to use it, and it starts moving instantly as the map starts. Maybe moving it to spawns will be a good idea?. This will make both the chaingun and plasma gun available without the need to go through damaging sector at least once. Yeah I see what you're going for. ;), and have the higher ranked weapons farther away on the crates and whatnot. ~ especially for the BFG Quote Maybe moving it to spawns will be a good idea?. This will make both the chaingun and plasma gun available without the need to go through damaging sector at least once. Yeah that will probably help. ~ maybe even have a second route? where the player is yet again venerable as he runs to get the more powerful weapons, or possibly large amounts of ammo. Edit: Since you're wanting to keep the damage sector, maybe it could be the only route towards the Soulsphere? But I think it would be a good idea to still have a secondary route to everything else. ;) Edited October 21, 2021 by Mr.Rocket 0 Quote Share this post Link to post
NieMaMordy Posted October 21, 2021 I am thinking about a second route, that starts in south section of the main area, and leads in two directions. One ends up in the west room with two spawns, and the other allows the Player to jump on a crate that currently is only accessible from chaingun obelisk. Btw, do soulspheres and other powerups respawn on some of the difficulty levels? 0 Quote Share this post Link to post
Mr.Rocket Posted October 21, 2021 (edited) 1 hour ago, NieMaMordy said: I am thinking about a second route, that starts in south section of the main area, and leads in two directions. One ends up in the west room with two spawns, and the other allows the Player to jump on a crate that currently is only accessible from chaingun obelisk. Sounds good! 1 hour ago, NieMaMordy said: Btw, do soulspheres and other powerups respawn on some of the difficulty levels? In vanilla, I'm pretty sure they respawn on all skill levels as long as -altdeath is added to the parameter. If it's -deathmatch only, they won't. Though if my memory fails me, @Doomkid can probably answer this with better details. Edited October 21, 2021 by Mr.Rocket added an @ 0 Quote Share this post Link to post
OpenRift Posted October 21, 2021 3 hours ago, NieMaMordy said: I am thinking about a second route, that starts in south section of the main area, and leads in two directions. One ends up in the west room with two spawns, and the other allows the Player to jump on a crate that currently is only accessible from chaingun obelisk. Btw, do soulspheres and other powerups respawn on some of the difficulty levels? Items respawn if you're playing with the -altdeath parameter, in which both weapons and all items respawn after a certain amount of time (30 seconds I think?), whereas with the standard -deathmatch parameter, weapons stay and items don't respawn. But yeah, I think adding a some more complexity to the western room (with the metal beams and 2 "teleporter" pads), because right now it feels a bit sparse. 0 Quote Share this post Link to post
Mr.Rocket Posted October 22, 2021 (edited) I'm ready to play some DM in this wad! Edited October 22, 2021 by Mr.Rocket 2 Quote Share this post Link to post
xdude_gamer Posted October 22, 2021 2 hours ago, Mr.Rocket said: I'm ready to play some DM in this wad! SAME! 0 Quote Share this post Link to post
NieMaMordy Posted October 22, 2021 (edited) I intended to add a room in south section of my map, but I actually ended up adding a big outdoor area to it. It was a pain to eliminate all visplane overflows from it, but they should no longer be there in playable sections, according to visplane explorer. I did not put the items on the map yet, but I will do so later. Weapon placement may be final, though I am not sure if BFG won't be replaced by Plasma gun. What do you guys think about this map now? E2M5.zip Edited October 22, 2021 by NieMaMordy 2 Quote Share this post Link to post
Mike_C Posted October 22, 2021 (edited) Alright folks! i'm calling this one done for now, unless anyone finds any issues. The only doubt I have about it is the placement of the cell weapons (hidden behind secrets) so feedback on that would be great. Currently I haven't chosen a MIDI for it but I might do or if someone has a suggestion feel free.Otherwise, enjoy! TWANGO_DME4M5_v1.wad.zip Screenshots: Spoiler Edited October 22, 2021 by Mike_C 5 Quote Share this post Link to post
NieMaMordy Posted October 23, 2021 (edited) Here is a somewhat final revision of my map. If I don't make any future error fixes or changes to weapon placement, you can consider it ready to be added to the wad. I named it '240 Kilometers'. I added all necessary items and weapons, with consideration of difficulty levels. I added one more secret corridor, that allows you to get BFG. I also eliminated all visplane overflows, even in non-playable areas. I hope you guys like it!240kilo.zip Screenshots: Spoiler Edited October 23, 2021 by NieMaMordy 5 Quote Share this post Link to post
OpenRift Posted October 25, 2021 On 10/22/2021 at 4:26 AM, Mr.Rocket said: I'm ready to play some DM in this wad! This is terrifying what the fuck is that 2 Quote Share this post Link to post
Mr.Rocket Posted October 25, 2021 Haha, I really don't know, I started making some Doom style sphere's and, well I guess it could be a replacement Berzerker lol. 1 Quote Share this post Link to post
OpenRift Posted October 25, 2021 40 minutes ago, Mr.Rocket said: Haha, I really don't know, I started making some Doom style sphere's and, well I guess it could be a replacement Berzerker lol. I need to make this into a meme this is hilarious and scary at the same time 3 Quote Share this post Link to post
xdude_gamer Posted October 27, 2021 I wonder. Music is mostly done, isn't it? So what's next? Is there any sort of behind-the-scenes action we could work on? (i.e. ENDOOM, credits txt file) 0 Quote Share this post Link to post
Mr.Rocket Posted October 28, 2021 (edited) On 10/22/2021 at 9:47 AM, Mike_C said: Alright folks! i'm calling this one done for now, unless anyone finds any issues. The only doubt I have about it is the placement of the cell weapons (hidden behind secrets) so feedback on that would be great. Currently I haven't chosen a MIDI for it but I might do or if someone has a suggestion feel free.Otherwise, enjoy! This is a pretty cool map now man, I like it, especially the FIREBLU upright teleporters and the west side of the map/ruins area. very cool! It's not common to see weapons hidden in DM without at least a notable or very visible switch which says "hey I do something!", but I think it will work out. The map seems to flow well, but I'm not sure what to think about the secret exit switch inside the BFG closet, since authors might not like to have their levels passed up before M8. :\ Either way, Nice work man! On 10/22/2021 at 9:03 PM, NieMaMordy said: Here is a somewhat final revision of my map. If I don't make any future error fixes or changes to weapon placement, you can consider it ready to be added to the wad. I named it '240 Kilometers'. I added all necessary items and weapons, with consideration of difficulty levels. I added one more secret corridor, that allows you to get BFG. I also eliminated all visplane overflows, even in non-playable areas. I hope you guys like it! Thanks for making some of those small changes/removing the damage effect on the bloody catwalk etc! The map seems to be a bit more functional with a secondary route to get up on the creates etc, and the BFG reveal/access should act as a turning point where all players will fight to get in that hallway once the door's open. It almost seems as there should be another small room somewhere but I'm not sure where though, and because of the potential VPO if adding extra geometry, might just have to call it a wrap. There's a green wall you see to the south west after running down the steps to enter the outside area, when you turn to the north, that green wall might be a good place to put a TWANGO logo texture. :D Sorry I should have got back to you guys sooner since I commented on your maps previously. Cheers! Edited October 28, 2021 by Mr.Rocket 0 Quote Share this post Link to post
OpenRift Posted October 28, 2021 18 hours ago, xdude_gamer said: I wonder. Music is mostly done, isn't it? So what's next? Is there any sort of behind-the-scenes action we could work on? (i.e. ENDOOM, credits txt file) Mostly just waiting for the 6 remaining levels so we can do some testing, add some assets, so on. 1 Quote Share this post Link to post
NieMaMordy Posted October 28, 2021 1 hour ago, Mr.Rocket said: Thanks for making some of those small changes/removing the damage effect on the bloody catwalk etc! The map seems to be a bit more functional with a secondary route to get up on the creates etc, and the BFG reveal/access should act as a turning point where all players will fight to get in that hallway once the door's open. It almost seems as there should be another small room somewhere but I'm not sure where though, and because of the potential VPO if adding extra geometry, might just have to call it a wrap. There's a green wall you see to the south west after running down the steps to enter the outside area, when you turn to the north, that green wall might be a good place to put a TWANGO logo texture. :D After giving it some thiught, I think there is little to no reason to visit the room with skin on the walls, apart from getting a chaingun, which is not the best gun in the world, especially compared to plasma, bfg and rocket launcher located near each other outside. Do you think that adding one more small room to it, where Players could collect another plasma gun would be a good idea? Of course it would require some risky platforming, just like the currently placed Plasma gun does. 0 Quote Share this post Link to post
magicsofa Posted October 28, 2021 1 minute ago, NieMaMordy said: After giving it some thiught, I think there is little to no reason to visit the room with skin on the walls, apart from getting a chaingun, which is not the best gun in the world, especially compared to plasma, bfg and rocket launcher located near each other outside. Do you think that adding one more small room to it, where Players could collect another plasma gun would be a good idea? Of course it would require some risky platforming, just like the currently placed Plasma gun does. Have you played much Doom 1 DM? Chaingun is much more powerful when everyone doesn't start with an SSG 0 Quote Share this post Link to post
Mr.Rocket Posted October 28, 2021 (edited) Quote Do you think that adding one more small room to it, where Players could collect another plasma gun would be a good idea? Of course it would require some risky platforming, just like the currently placed Plasma gun does. Depending on VPO limitations of course, I don't think it would hurt. ~ weapon placement is a different subject though atm, heh. Edited October 28, 2021 by Mr.Rocket 0 Quote Share this post Link to post
NieMaMordy Posted October 28, 2021 10 minutes ago, magicsofa said: Have you played much Doom 1 DM? Chaingun is much more powerful when everyone doesn't start with an SSG You say so? I never played much deathmatch in Doom 1 or 2, apart from some testing. Maybe chaingun gets better when you don't have access to SSG. I still feel like there should be one more reason to go there. I have an idea of a corridor that links the bloody walkway with it. That would make the bfg secret only accessible if you go through the skin on walls room, making it worth risking a trip there, even if you don't need a chaingun, because you already have plasma and/or rocket launcher 0 Quote Share this post Link to post
xdude_gamer Posted October 28, 2021 Might send you this ENDOOM screen (as a bin file, insert it in Slade or something to make it ANSI) soon. 0 Quote Share this post Link to post
xdude_gamer Posted October 28, 2021 Also a piece of music just in case any slots may want to be taken for a very moody and droning song. a sadass song.zip 0 Quote Share this post Link to post
OpenRift Posted October 28, 2021 51 minutes ago, xdude_gamer said: Might send you this ENDOOM screen (as a bin file, insert it in Slade or something to make it ANSI) soon. uhhhhhhh I can handle that myself actually. 2 Quote Share this post Link to post
NieMaMordy Posted October 28, 2021 I've added the corridor I was talking about earlier. I also moved the chaingun there on skills 1-2 and rocket launcher on skills 3-5. A crate walkway is now filled with healing items, instead of a rocket launcher. Getting a BFG now requires entering the room with 4 pillars, which is something I aimed for. What do you guys think of this change?240kilo.zip Screenshots: Spoiler 2 Quote Share this post Link to post
OpenRift Posted October 28, 2021 5 minutes ago, NieMaMordy said: I've added the corridor I was talking about earlier. I also moved the chaingun there on skills 1-2 and rocket launcher on skills 3-5. A crate walkway is now filled with healing items, instead of a rocket launcher. Getting a BFG now requires entering the room with 4 pillars, which is something I aimed for. What do you guys think of this change?240kilo.zip Screenshots: Hide contents That's good, opens the level up some more. 1 Quote Share this post Link to post
magicsofa Posted October 29, 2021 (edited) 7 hours ago, NieMaMordy said: You say so? I never played much deathmatch in Doom 1 or 2, apart from some testing. Maybe chaingun gets better when you don't have access to SSG. I still feel like there should be one more reason to go there. I have an idea of a corridor that links the bloody walkway with it. That would make the bfg secret only accessible if you go through the skin on walls room, making it worth risking a trip there, even if you don't need a chaingun, because you already have plasma and/or rocket launcher Yeah I mean, I wouldn't place it as a "special" weapon either, so I do agree with making giving the space another use. The shotgun is technically slightly behind the chaingun in terms of damage output, assuming all shots hit. The difference in timing and precision changes the dynamic in actual play, which in my opinion makes them almost equal. Chaingun can obviously snipe, and is much easier to get hits even when spraying wildly - shotgun delivers a larger burst of damage all at once, but the delay in between shots means you need to be more careful to actually land it. As players get to lower health, the shotgun's burst becomes more deadly, so the wounded chaingunner will often lose to a one-shot kill. (On the other hand, even at full health the chaingun feels pretty weak to the SSG. The range requirement becomes more important). All of the hitscan weapons can counter the projectile weapons since they can't be dodged. The truth is, all of the non-puny weapons are damaging enough to be a threat against any other weapon, even with SSG involved. Edited October 29, 2021 by magicsofa 2 Quote Share this post Link to post
magicsofa Posted October 31, 2021 Added an exit to my map, as well as some secrets, some visual frills, some visplane cuts, some more deathmatch starts (for some reason I thought you could only have exactly 4 in vanilla, but actually you can have 4-10 and any more than that will just be ignored), and difficulty settings for the items.E1M9deth.zip 3 Quote Share this post Link to post
Mr.Rocket Posted October 31, 2021 10 minutes ago, magicsofa said: for some reason I thought you could only have exactly 4 in vanilla lol I thought the same thing about a month ago while working on my map too. Like your map man, I almost feel I need some goggles in that one room with the crazy lights. :D 2 Quote Share this post Link to post
Dusty_Rhodes Posted October 31, 2021 Just wanted everyone to know I'm still alive. I'm a bit busy, but should be able to get E4M6 playable within the month. 4 Quote Share this post Link to post
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