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[Community Project] Thirty Monsters Challenge [See you in the other thread!]


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  On 2/5/2022 at 3:14 PM, Chainie said:

Map Name: Cadence

Author: Chainie

Theme: Gothic/hell

Music: "Grave Town, Live Version" by Mark Klem

Difficulty Settings: not implemented yet

Ports Tested: Prboom 2.5.1.4, DSDA-Doom-0.21.3, Chocolate-Doom 3.0.0

Description: Map, mostly inspired by Chord series by Malcolm Sailor
Notes: I'll add Difficulty Settings later. And balance still needs a bit of tweaking imo, but it's already pretty playable. This map occupies map01 slot, but i'd like to have this map on the later slots. RSKY1 is replaced by RSKY3 from gothicdm, but it itsn't so important , so feel free to not include sky in compilation
30mc_Chainie.zip

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Very lovely map, loved the visuals in it. A bit tight on ammo, but it fits well with the overall encounter style. The final arch-vile is a tricky one if you're going for UVMAX, but otherwise it just killed me straight into the map exit lol

 

Slot wise, it will probably be among the first maps of episode 2 - there's a few tricky spots, ammo as mentioned is scarce and you need to watch your step to not get caught too much in the environment, but overall there's nothing overly nasty in it.

 

Also I can add the new sky, but since the texture pack has a new palette I just want to make sure this looks fine:

 

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Does it count as 30 monsters if you are fighting the same monsters over and over but brought back to life again?

Edited by Bobby "J

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  On 2/5/2022 at 9:54 PM, Bobby "J said:

Does it count as 30 monsters if you are fighting the same monsters over and over but brought back to life again?

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Arch-vile revives do not count as extra monsters.

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Since we're on the subject of death exits I went ahead and added one to my map.

 

The death exit in this map is a voodoo doll script that telefrags the player and ends the map at the same time. Works pretty well, not sure if someone else figured this out before I did but I use it in all my maps with death exits. If anyone wants to use it in theirs feel free.

 

30mc_myolden v2.zipFetching info...

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30mc_LPad3.rarFetching info...

 

Map Name: Agnosia

Author: LPad

Theme: Sky/Black

Music: "Cave" by Korp

Difficulty Settings: not implemented yet, UV default.

Ports Tested: DSDA-Doom, GZDoom

Description: A weird map with a secret puzzle. I don't really know what to say about it... a e s t h e t i c
Notes: The map uses some tricks to make the rooms look like they do. Many times I found something was broken, fixed it and then was broken again when building other zones, so I really hope this version has no bugs left. In any case feedback would be really appreciated. 

The Red Key is optional, you get it through solving the puzzle. It's just for having 100% kills. 

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https://www.dropbox.com/s/u4fj1fyoql5nh7m/30mc_inferno.wad?dl=0

 

 

Map Name: Neter-Khertet

Author: El Inferno

Theme: Egypt

Music: MIDI version of "TheWayGrotesque" from MapleStory, originally Epic 2 map 30

Difficulty Settings: Implemented

Ports Tested: DSDA 0.24, not sure if works properly in gzd

Description: Neter-Khertet is one of the names of the realm of the dead in ancient Egyptian mythology. 

Notes: UV is very hard. Recommend HMP or lower for first playthroughs. Uses a certain mapping trick which I hope is acceptable for this project. Uses BossDeath umapinfo special.

 

 

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I've been silent on this for a while, but just to give an update that i haven't forgotten about this, i'll be starting my map in the next few days

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Quicksand! by @Astro X

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Cadence by @Chainie

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Agnosia by @LPad

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Neter-Khertet by @El Inferno

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@El Inferno

Finished the map now. I played it on UV so I could compare it to the other maps on the same difficulty, and I think this is easily the hardest one in the set so far. All in all, my first impression was pretty rough but I do think the fights are good once you get the idea.

 

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Thanks for feedback @SCF

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  On 2/8/2022 at 10:32 PM, El Inferno said:

Thanks for feedback @SCF

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My submissions: (sorry for the delay)

 

Map Name: Victorian [previously Man the boat]

Author: Astro X

Theme: dungeon, outdoors, marble

Music: Ghostly, by Ribbiks

Difficulty Settings: UV only

Ports Tested: GZDoom

Description: A somewhat chaotic arena that opens up into yet another larger and even more frantic arena.

Notes: The open area may require some luck but most of the time it's very manageable.

 

https://drive.google.com/file/d/1TD2Au3QiFM3r9_8J7P0OKc6aDPRuwQUl/view?usp=sharing

 

Map Name: Quicksand!

Author: Astro X

Theme: bricks, metal, dungeon, lava

Music: Dead in the water, by Jimmy

Difficulty Settings: UV only

Ports Tested: GZDoom

Description: A 1-room-ish dungeon with varied combat.

Notes: The cyberdemons fight is actually pretty tricky; strategy needs to be accurate, but nothing too crazy.

 

https://drive.google.com/file/d/1oqCI9hFMTSrRGNqr8pVqtJm6By1TsFLN/view?usp=sharing

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Playing through the beta compilation right now. Some thoughts below. Sorry if some of these were already addressed before.

Map10 - I wish the secret bfg could be obtained in the final room, having to find another secret to lower it is kinda meh

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Map12 - this was a significant difficulty spike for me here, had to replay the map several times to conserve enough ammo to kill everything. Later I found out that I missed 100 bullets which caused me some trouble. Liked the map because it was the first map in the set which made me think about ammo management and what am I doing.

Map13 - when you drop to the room with the vile you can shoot pillars without waking him up and can clear some monsters this way. Not sure if that makes fight easier but you might want to tweak the sound blocking lines a bit.

Map14 - Great concept, really enjoyed this map. Took me a while to figure out how to escape the fight with 6 arachnotrons, would suggest to make a separate switch which lowers the lift. 

The final fight is pretty insane, I tried to beat it for maybe a half an hour without much success, then went to find remaining secrets (I missed RL, ssg and megaarmor first time) and after that if wasn't too bad because I could rocket down some arachno before viles arrive. Maybe I was doing something wrong but this is some crazy difficulty for map14 slot imo. Took me a while to figure out the switches at the end, had to consult the editor and was actually thinking that the map broke. I found all secrets except megaarmor without cheats but it was very difficult. There's also a lot of random stuff visible on automap (gl), which confused me a lot, suppose it's intentional (and I don't mind really).

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Don't have much to say about ep 1, easy maps, had fun. Stopped at map14 for now.

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Played the rest of the maps in the last couple of days. Notes below

Map15 - Maybe add monster block lines near arachno tower in the final area, they tend to get stuck a lot after being revived. And also monsters which happened to die nearby.

Map17 - BKC fight is extremely cramped and awkward, didn't really enjoy it. Rest and final fight are fine, but I'd make black walls a bit further away from platforms because getting splashed from void is not cool. 

Map21 - Felt kinda easier than 19 and 20.

Map22 - You can do a vile jump to get BSK, which basically skips most of the map. I liked it though since you can release cyb earlier and ssging mancs isn't that fun anyway. A bit annoying gameplay and basic visuals.

Map24 - The exit it a bit hard to see

Map27 - Nice totg01 reference at the start. The main fight reminds of a fight in Sanguine Cybermancy by Xulgonoth. It might be possible to vile jump to the exit but I couldn't do that easily.

Map29 - Didn't find this too difficult but I really liked the concept. Might be an interesting idea to remove initial bullets and shells from the floor and force player to farm it from revived dudes, you'll have to do that for quite a bit to farm enough to be able to kill the cyber at the end, so you'll be going back and forth between teleporters to get more ammo etc. In the current state the ending cyb is kinda dull because I had enough shells to shotgun it without worrying about ammo at all (I only had to make sure a shotgunner got revived, chaingunning viles is no big deal either). I like this as a penultimate map but would move to an earlier slot otherwise since it's pretty easy (25, 27, 28 are harder imo)

Map30 - Makes sense why this map is on this slot. Beginning is pretty rough, I think not shooting until manc or revs die is the way to go. I loved the secret fight, not sure how consistently you can do it, but I enjoy this kind of stuff.

 

Fun stuff overall, 30 monsters is more than enough to make some engaging combat. Hardest and most exhausting map for me personally was 14.

Edited by El Inferno

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So uh, added that death exit thing to my map.

I didn't really do any changes besides that, I think my map is fine as it is. Don't know why it is the first map in the tricky episode, I thought Demon electrica was harder (and better) than my own map, plus I wouldn't mind getting my map switched to an earlier slot. I'm not the one in charge of the map slots after all.

 

30mc_LGmaire_v3Fetching info...

 

I'm glad that people liked my crappy map, this map is my first ever public map uploaded here to doomworld. Not my first map ever made, I have made some stuff before, it's just that those other maps aren't public yet.

 

That makes me more happy and confident about map making and seeing critisism about my stuff.

 

So, if you have something to say about this map, feel free to tell me. :P

Edited by LGmaire

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  On 2/12/2022 at 2:15 AM, LGmaire said:

I'm glad that people liked my crappy map, this map is my first ever public map uploaded here to doomworld. Not my first map ever made, I have made some stuff before, it's just that those other maps aren't public yet.

 

That makes me more happy and confident about map making and seeing critisism about my stuff.

 

So, if you have something to say about this map, feel free to tell me. :P

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Your map isn't crappy. It's one of the best looking ones in the set and plays really well. I would definitely check out more releases from you.

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  On 2/12/2022 at 2:15 AM, LGmaire said:

I'm glad that people liked my crappy map, this map is my first ever public map uploaded here to doomworld. Not my first map ever made, I have made some stuff before, it's just that those other maps aren't public yet.

 

That makes me more happy and confident about map making and seeing critisism about my stuff.

 

So, if you have something to say about this map, feel free to tell me. :P

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I will echo what was already said, your map isn't crappy at all. And for a first public release, it's actually really impressive! I mean, it was good enough to be an episode opener, and will probably remain in the first three maps of that episode.

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Map Name: Tourmaline Turmoil

Author: LPad

Theme: Gothic

Music: "Tainted with Taunts" by LPad

Difficulty Settings: Implemented

Ports Tested: DSDA-Doom and GZDoom

Description: A small bullet hellish map. High difficulty, but had a lot of fun testing it nevertheless. It encourages you to keep moving all the time and being conscious about your surroundings. 

Notes: Once you clear the area around a key, things start getting easier, but that will take some effort. The only two difficult things when doing pacifist are the pain elemental and the blue key area. I'm still not successful with it, though.

30mc_LPad4.rarFetching info...

 

Also, an update on "Agnosia".

Flipped the orientation of some cover areas in the Blue Key battle. There is more cover now as long as you step into the holes. It has difficulty settings implemented now, too.

30mc_LPad3v2.rarFetching info...

 

 

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  On 2/14/2022 at 4:25 AM, Biodegradable said:

@LPad

 

 

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@Biodegradable I have no idea how the pain elemental went behind the chaingunners, but that wasn't supposed to happen. I'll fix that.

Thank you for playing it! And also thanks for playing two of the other maps I made. It's always fun to watch :) In this particular case it really felt like a descent into madness. 

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Updated my submission:

30mcalexsa2015sa_v5.zipFetching info...


Changes:

- Added more shotguns UV on every route, removed several clipboxes and shells, keeping total ammo damage
- Added more detailing/lighting to main hub room and other places
- Cleaned up automap some more; textured automap is unfriendly in Doom-format so ignoring that
- Increased timer for lock-in of final arena from 2nd vile to 3rd vile, but reduced timer for first exit's opening
- Split blue room lift from plasma gun pedestal (timer is too short to do both anyways)
- Added a death exit. Why are we adding death exits again? Eh, whatever.


Also a bunch of pointless and randomly distracted feedback because I finally got around to it.

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  On 2/14/2022 at 3:21 PM, alexsa2015sa said:

if you pistol the arachnotron previously, unless it is intended... is it possible to stop from happening?

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When I was making the map I considered doing something about letting you kill the arachnotron, but in testing I found that he was actually helpful in the next fight, and he'll quickly kill the pain elementals for you as long as you stay behind them. So I'm okay with it, since it will just make the fight different instead of much easier.

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  On 2/14/2022 at 3:21 PM, alexsa2015sa said:

Also a bunch of pointless and randomly distracted feedback because I finally got around to it.

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I agree about the Cyberdemons. There are too many. But it's incidental and probably expected in a CP of this type. I wouldn't be opposed to thinning out the number of them, however.

 

The other stuff seems more like a clash of differing playstyles and personal taste rather than objectivity.

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  On 2/15/2022 at 9:16 AM, Bri said:

 

I agree about the Cyberdemons. There are too many. But it's incidental and probably expected in a CP of this type. I wouldn't be opposed to thinning out the number of them, however.

 

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It's an arms race I often see in CPs - gameplay trumps all, nobody wants to be the forgettable 'softie' people breeze through, and the fastest and easiest way to bump up difficulty is to put a cyber, usually in close quarters. Personally I found some very cleverly placed (especially the map with the cyber and the archie on a ledge above it, forget which map it was atm) but there is definitely an overreliance on them.

 

@alexsa2015sa's other points... different strokes. I personally really liked how some resisted the urge to cram the 30 required monsters in two blanket sized rooms, and instead gave thier maps enough breathing room and - crazy, I know - some scenery. 

Also, and this is only my opinion, not every damage floor needs a radsuit and sometimes platforming is fine,  just like not every map needs to be an adrenaline intravenous. Just my two cents.

Edited by Thelokk

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@SCF, @alexsa2015sa, thanks for the feedback, I appreciate it!

 

In terms of my map, I'll do an update eventually to add a death exit but I'm holding off for now in case I get more opinions.  My main concern is the general business of the opening area.  It's a bit dependent on how blind friendly people want UV to be since it's such a short map anyway.  I may end up splitting up that initial walkover trigger to make either the mancs or the arachnotrons revealed by another walkover linedef upon entering either of the cubbies where the boxes of rockets are.

 

Regarding all the cyberdemons in the wad, yeah, it's definitely noticeable.  I actually didn't use a cybderdemon myself since I was wary about that happening. That said, I don't know what could really be done about it now.  Since there aren't set map slots you can't really limit cybers to particular map numbers.  It's mostly a pacing issue for me.  If there's any sort of sequel or successor project to this I think it'd be a good idea to have a soft time limit for map completion the way Micro Slaughter did (although 5 minutes might be too long for 30 monsters.)  Having to map with a specific par time in mind would probably limit the number of cybers or at least reduce the amount of time needed to kill them in a particular fight.

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