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


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  On 6/10/2022 at 12:32 AM, dac said:

Rough week this week, had some time to take notes of what remains to be done. This is for everything in the "Fun" chapter.

 

'The Frozen Church' @SleepyCat
*    Added music for beta 04. If anyone got a good track that would fit this map well, be my guest, it's not final.
*    Difficulty settings should be fully implemented.

 

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Apologies I had a bit of a busy couple of weeks, right this should be a final version with properly implemented difficulty levels, hope its not too late.

30mc_sleepycat_2022-06-18.zipFetching info...

Edited by SleepyCat

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Very rough death exit, but it works. Download: 30mc_Engired_v4.zip

Also added difficulty settings, but there shouldn't be much difference. Secrets are no longer overpowered, less archviles, and that's about it.

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  • 2 weeks later...
  On 6/17/2022 at 12:17 AM, dac said:

'Wicked Terminal' @Roebloz
* This map needs a proper death exit, both to actually KILL the player and remove the extra 8 Archviles.

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Alright I'm back after getting banned for trying to host 2mappers2guns on here...

I'll try to work on it soon. I'm kinda focused on other projects, but yeah I'll try to do it today or something.

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Here's the updated version of my submission. I made a couple of adjustments to make the level less grindy. I also implemented difficulty settings

 

Download: 30mc_anta_v2.zip

 

SIDENOTE: I've been trying to make this level compatible with GZDoom, but failed. You may turn on every vanilla physics options, but it still doesn't make the level 100% playable in GZDoom; the conveyor sectors in the first part are still unable to deliver Cyberdemons' rockets, and you can't steer yourself properly during the third part. If your goal is having a megawad that completely compatible with GZDoom, feel free to exclude my level from the wad.

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  On 6/17/2022 at 12:17 AM, dac said:

'Blue Shift' @Dubium
*    Difficulty settings should be fully implemented, and elaborated upon a bit.
* A death exit is required.

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Here is the version with a death exit. I assume when you say "elaborated upon a little bit" means you simply want a bigger difference between skill levels

30mc_dubium_v3.rarFetching info...

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  • 2 weeks later...

Beta 04 is here!

 

Not exactly a full blown release, but there are a lot more death exits and changes. The rest of the death exits will be added by me, so for now only @LPad (difficulty settings for 'Charlie 'Was Here' ), @Chainie (difficulty settings), @Astro X (difficulty settings on ALL maps) and @El Inferno (softlock issue) should get back to me with fixes,

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Since I was a little curious, I went and checked the total monster counts in all of the levels in Beta 04:
 

  Reveal hidden contents

 

Edited by Worst

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  On 7/22/2022 at 4:31 PM, antares031 said:

SIDENOTE: I've been trying to make this level compatible with GZDoom, but failed. You may turn on every vanilla physics options, but it still doesn't make the level 100% playable in GZDoom; the conveyor sectors in the first part are still unable to deliver Cyberdemons' rockets, and you can't steer yourself properly during the third part. If your goal is having a megawad that completely compatible with GZDoom, feel free to exclude my level from the wad.

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I looked into your level, and well... after a lot of experimenting, I managed to make a ZScript patch that makes the level playable in GZDoom. However the patch does result in a little different level physics/gameplay than in ports like DSDA-Doom, so I can understand if you don't like the way it alters the level.


30mc_map60_zscript_patch.zip
30mc_map60_zscript_patch_v2.zip

(Note: This patch only affects GZDoom, since other ports that don't support ZScript will just ignore the ZScript, and load the level in its original form.)
(2nd Note: This patch matches the level by its checksum, so it won't work if the level is updated and the patch is not updated to match that...)

EDIT: Updated the patch. (Should fix a loading issue on ports that support Decorate but don't support ZScript.)

Edited by Worst
Updated the patch.

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Update: death exits have been added for the maps by @RastaManGames, @Weird Sandwich, @jerrysheppy (mostly fixing the one that was already there) and @Gaargod. @Chainie updated me with their maps, added a death exit to it too. @El Inferno your modifications are in, and I also put @Worst's script for antares's map - it's still not ideal ideal but at least it makes the map kind of playable on GZDoom.

 

All that remains is for @LPad and @Astro X to send in their difficulties, I need to add a few bits of intermissions and we should be ready for a RC1 (and a new thread!)

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I have made an update to the GZDoom ZScript patch for antares's map60, because I noticed that the Decorate lump needed by the script was preventing Zandronum from loading the wad.

30mc_map60_zscript_patch_v2.zip
 

More details below:

  Reveal hidden contents


Now I know that Zandronum isn't MBF21 compatible, but I figured that should the source port get eventually updated to support MBF21, it would be nice for the wad to not fail to load because of this patch.

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Final status update for this thread: forgot to do some modifications for Peccatum's map, that's done. Astro X sent his modifications, added death exits to them, good to go. Worst's updated script is in.

 

Only LPad remains, but considering their circumstances right now (and that the modifications for Charlie Was Here aren't that crucial) I'm comfortable enough to go forward with a more official release. Should be online sooner rather than later.

 

 

e: So just in case you didn't see it, the new thread is up, and a RC1 of the project is now available. Thank you for all the good times, and see you on the other side!

Edited by dac

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Hey tried out the first 8 maps of this by @Walter confetti, @RastaManGames, @Origamyde, @lokbustam257, @Death Bear, @Worst, @tib_, and @JaySmithen, was a cool concept to check out!  It's interesting because I was expecting to get through more than just 8 in an hour, as I was thinking of wads like V64 which felt very bite sized, but actually some of these levels strung out the monsters longer.  One even rezzed them - was recharging station by using some MBF magic or archviles or what?  That ended up being a very memorable level with the kill counter gaslighting me (lol) and the pick a puzzle sections.  The second puzzle verged on getting me frustrated but I was happy to choose one that I got through, which was satisfying.  According to the episode names I also expected the wad to start as a cake walk and was pleasantly surprised that it starts with some decent challenges.  Overall a cool product with lots of variety in visuals and map design!

 

 

Edited by sandwedge

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  On 8/19/2022 at 9:21 PM, sandwedge said:

One even rezzed them - was recharging station by using some MBF magic or archviles or what?

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Thanks for playing my map! That was done with just good ol' boom features and archviles. The only MBF21 feature in that level is the death exit.
 

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  • 3 weeks later...

Last update to Charlie Was Here. Made some final changes out of suggestions I got and things I missed before, and a bit of nitpicking. I probably won't update it again, unless a game breaking thing is found, which I doubt would happen. 

30mc_LPad5vFinal.rar

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  • 4 weeks later...

Version 3 of Form and Void. Changed the HNTR and HMP modes up to be more fun, and switched around one monster on UV.

 

I need help with the timer on the voodoo doll, that starts when the player reached the last arena. The sector tagged 2 lowers and I have different voodoo dolls for each difficulty, behind different height walls so the player doesn't have to wait too long on lower difficulties. No matter how high I make the floor for the UV voodoo doll, the exit to arena 3 still lowers after around 17-20 seconds. Any ideas?

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  On 10/12/2022 at 4:20 PM, Peccatum Mihzamiz said:

Version 3 of Form and Void. Changed the HNTR and HMP modes up to be more fun, and switched around one monster on UV.

 

I need help with the timer on the voodoo doll, that starts when the player reached the last arena. The sector tagged 2 lowers and I have different voodoo dolls for each difficulty, behind different height walls so the player doesn't have to wait too long on lower difficulties. No matter how high I make the floor for the UV voodoo doll, the exit to arena 3 still lowers after around 17-20 seconds. Any ideas?

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Player starts are unaffected by difficulty settings. Sounds like you expected otherwise.

Teleport destinations are, however, so you can have one voodoo doll roll into teleport and arrive in a different row depending on a difficulty.

I guess hanging blocking corpse is also an option, but it's extra clutter.

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