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DBP40: Funnelcake Apparitions


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Carnival theme - perfect for Spooktober. Arceon, Literalism, Supplice demo, now Funnelcake Apparitions - today is an avalanche!

Edited by game

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Damn, so many maps to play this month. This, Arceon, Vow of vengeance...

 

Edited by Lobo

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Really fun stuff as usual, kinda missed last entries, just too much to play this year.

Great theme and good choice of textures so far (on map 04 currently).

Gotta mention that theres maybe a bit too much of ammo balance wise, at least on maps 02 and 03 (playing UV pistol start)

I did found an odd texture on map 02:

https://imgur.com/a/95K3wcc

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good stuff, as usual. always look forward to these.

 

found this texture bug on map02, only visible when standing on this platform.

 

Edited by DrJordo

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14 hours ago, DrJordo said:

good stuff, as usual. always look forward to these.

 

found this texture bug on map02, only visible when standing on this platform.

 

Wow. Didn't notice this at all and I used 2 sourceports. Will check it out thanks

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On 10/2/2021 at 5:06 PM, Pistoolkip said:

Let's go! This is map01 and map02. Crazy times.

 

 

 

that death animation with the feathers flying is so cute.

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Damn, i will not be able to help testing this as i can't download from Doomshack, or entering it, even. :/
My chrome and all other browsers are acting really funky lately and i can't use a lot of sites i used to.

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I have a slight phobia of clowns. So this wad is fitting for the spookiest time of the year and for me personally.

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review time!
PrBoom+UM2.6

HNTR
 

MAP01: Wasabi's Revenge by 40oz
Good introductory map, i liked it pretty much. A little bit linear, but as an introductory map its ok.
Good use of verticality, but a little plataforming wouldn't be bad here.
The texture work is really good, and works like a charm here.
Gameplay wise, the revenants across the gap near the end killed me mostly because i fell and i self splash damaged myself two times and one Rev Missile got lucky on my back :P Aside from that, there is no problem and the map is fun and challening without becoming a chore.

The music is indeed spooky...but for some reason, it doesn't make the map spooky :/
Maybe a really circus-style song would have make it far more spookier?
 

MAP02: Circus Archie - vandaemon
Really great map, reminds me a lot to some Redneck Rampage maps.
The map has two different areas, the first linear, and the second more open ended.

Both had a great desing, but both suffer from the same: same sector light for almost all the map.
This map could be great with more sector lighting to give it a bit more of atmosphere. Some lighting details would work great here.

Gameplay wise it has a bit of exploration with good encounters.
But the sector lighting needs to be worked for the better.

Now i will go to bed since i wanted to try this to have a not confortable sleep :P
But i'm in need of more spookiness, certainly.

Edited by P41R47

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10 hours ago, P41R47 said:

review time!
PrBoom+UM2.6

HNTR
 

MAP01: Wasabi's Revenge by 40oz
Good introductory map, i liked it pretty much. A little bit linear, but as an introductory map its ok.
Good use of verticality, but a little plataforming wouldn't be bad here.
The texture work is really good, and works like a charm here.
Gameplay wise, the revenants across the gap near the end killed me mostly because i fell and i self splash damaged myself two times and one Rev Missile got lucky on my back :P Aside from that, there is no problem and the map is fun and challening without becoming a chore.

The music is indeed spooky...but for some reason, it doesn't make the map spooky :/
Maybe a really circus-style song would have make it far more spookier?
 

MAP02: Circus Archie - vandaemon
Really great map, reminds me a lot to some Redneck Rampage maps.
The map has two different areas, the first linear, and the second more open ended.

Both had a great desing, but both suffer from the same: same sector light for almost all the map.
This map could be great with more sector lighting to give it a bit more of atmosphere. Some lighting details would work great here.

Gameplay wise it has a bit of exploration with good encounters.
But the sector lighting needs to be worked for the better.

Now i will go to bed since i wanted to try this to have a not confortable sleep :P
But i'm in need of more spookiness, certainly.

Thank you! I tried to work with it but I guess I didnt make it look as obvious, will focus more on that next time, thanks :)

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2 hours ago, Van Daemon said:

Thank you! I tried to work with it but I guess I didnt make it look as obvious, will focus more on that next time, thanks :)

Please, don't take bad what i said.

your map is awesome and there is still some time since it is properly released, so you can tweak it if you want ;)

About the sector lighting details, take a look to these photos, they are from the first maps of Alien Vendetta.
A vanilla mapset that is still fresh as spring even after 20 years.
av4.png.3d03aa79d4f549ecafecb93c77ff8d7f.png
 

av2.png.164a48515f1c5adb2f299745f17edf30.png
 

Sector Lighting on Doom format works different than on other source ports that has dynamic light and once you code it, it do the rest automatically.
In Doom Format, you have to drawn in as a sector, and tweak the light of the sector to generate the intended effect.

Take a look at how the light is cast from the light source, and how the shadows are drawn.
In the first photo you can see the light diminishing in circles as it goes away from the light source.
In the second, you can see that there are two lines of shadows, one near the light being a little brigter than the other one.
The effect is just gorgeous an adds a lot of atmosphere to the maps when done right.

I seen your mapping before on the pictures thread, i think.
And it is totally mindblowing!
So, keep at it, girl! ;)

You already have everything to be one of the best mappers around!

:)

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1 hour ago, P41R47 said:

Please, don't take bad what i said.

your map is awesome and there is still some time since it is properly released, so you can tweak it if you want ;)

About the sector lighting details, take a look to these photos, they are from the first maps of Alien Vendetta.
A vanilla mapset that is still fresh as spring even after 20 years.
av4.png.3d03aa79d4f549ecafecb93c77ff8d7f.png
 

av2.png.164a48515f1c5adb2f299745f17edf30.png
 

Sector Lighting on Doom format works different than on other source ports that has dynamic light and once you code it, it do the rest automatically.
In Doom Format, you have to drawn in as a sector, and tweak the light of the sector to generate the intended effect.

Take a look at how the light is cast from the light source, and how the shadows are drawn.
In the first photo you can see the light diminishing in circles as it goes away from the light source.
In the second, you can see that there are two lines of shadows, one near the light being a little brigter than the other one.
The effect is just gorgeous an adds a lot of atmosphere to the maps when done right.

I seen your mapping before on the pictures thread, i think.
And it is totally mindblowing!
So, keep at it, girl! ;)

You already have everything to be one of the best mappers around!

:)

Oh, I didn't take it bad, it was helpful! It looked "better" on builder than playing it tho (the brightness thing) also for some reason when it's outdoors (using a Sky) I can't appreciate the difference. It sucks... But I definitely put diff brightness in each sector. I'll see what I can do next time

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I like the theme. That was a nice and short wad, so great to play in one evening. Here is my playthrough.

 

 

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