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


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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. 

 

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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.

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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 by Mr.Rocket

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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?

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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 by Mr.Rocket
added an @

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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. 

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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 by NieMaMordy

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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

1168719823_ScreenShot2021-10-22at14_41_34.png.c62d12f91881c39eba560c683c5ab0a0.png24615555_ScreenShot2021-10-22at14_39_22.png.e872d5aac96007c128eb02e6fac0db9a.png1119758108_ScreenShot2021-10-22at14_39_52.png.5ccab9ef2e21affb933d016a73518f34.png1802309218_ScreenShot2021-10-22at14_40_02.png.01e209fd285a82d60a5ac17d88145eb5.png1560489937_ScreenShot2021-10-22at14_39_46.png.bd5f82ef0ca2f2d714c9ea05cce1add0.png

 

 

Edited by Mike_C

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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

 


1738208201_240Kilometers(3).png.151d9bc45d9577bb3cc972655e2940e9.png548245232_240Kilometers(2).png.58e528a5bb2a071d5e1e906e4b11ff16.png1110834218_240Kilometers(1).png.620f1b88b7f16bd73907647a003465a6.png

 

 

 

 

Edited by NieMaMordy

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On 10/22/2021 at 4:26 AM, Mr.Rocket said:

I'm ready to play some DM in this wad! 

 this is actually a static model using Scultris, no extra frames yet..

This is terrifying what the fuck is that

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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)

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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 by Mr.Rocket

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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.

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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.

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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

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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 by Mr.Rocket

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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

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51 minutes ago, xdude_gamer said:

image.png.490be1cbf182e47d9d68c7c27e074cba.pngMight 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.

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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

257952763_2021-10-2900_37_18-E2M5.png.f9f091d025276df2fe7922db0ee4e2f2.png1037011266_2021-10-2900_36_58-E2M5.png.e6e967839621edc1f64f38fd1a60f1ec.png2122377856_2021-10-2900_36_12-E2M5.png.e252a3125ae5f7906beb3d2606080651.png

 

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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

257952763_2021-10-2900_37_18-E2M5.png.f9f091d025276df2fe7922db0ee4e2f2.png1037011266_2021-10-2900_36_58-E2M5.png.e6e967839621edc1f64f38fd1a60f1ec.png2122377856_2021-10-2900_36_12-E2M5.png.e252a3125ae5f7906beb3d2606080651.png

 

That's good, opens the level up some more.

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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 by magicsofa

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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

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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

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