Jump to content

Dunn & Dunn playtesting thread


Recommended Posts

Interesting stuff I think I'll take you up on that 

 

Debating which map to give you 

 

I think since you like to make evil maps I'll give you one that people thought was pretty mean

 

 

 

Link in the description of the video

 

I think I channeled my inner Dunn & Dunn for this one lol 

 

Only if you have time and are interested

 

Share this post


Link to post

Hey, man! I think my Astroverse levels fit the targeted kind of maps. They are somewhat long near the end (maps 10-20) though. I would love to see a review from you for a map or two, if possible. I suggest you pick any map from 10 to 20, if you feel like playing Astroverse.

 

https://www.doomworld.com/forum/topic/124014-astroverse-megawad/?tab=comments#comment-2370238

 

If you need any extra specific information about the levels, feel free to ask me. Thanks in advance! I plan on recording your Azure set, I just didn't find the time yet.

Edited by Astro X

Share this post


Link to post

Official playtesting thread by you, Dunn? Neat.

I know you already played some of my maps and i'd like to request more.

It's a simple 8 hour speedmap, vanilla type of map. It doesn't have any thread so i'll just drop it here :P

 

 

* Map Name: Processing Plant.

* Author: Man With a Gun (MWG)

* Custom Music: Kyle Dobson - Waves of Intrigue.

* Source Port Tested on: PrBoom Plus (complevel 9)

* IWAD: Doom 2

* Map: 1

* Custom Sky: Yes.

* Build Time: 8 hrs.

Gameplay Time: 10-15 min.

* Map balance: Could be a harsh, but in some places, not at all. 

 

* Download: PP Coop bugfix.zip

Share this post


Link to post

Good luck with this! It's not always easy (I am speaking with experience lol) but I am sure you are going to figure it out.

Share this post


Link to post

I'm making my own wad called Hell Frontier, and here's a pack of four recent maps that could use more eyes:

Maps 12, 13, 14 and 18

UV is prefered difficulty, but if you don't like being starved for ammo, HMP could use some feedback too.

Share this post


Link to post
2 hours ago, azerty said:

Good luck with this! It's not always easy (I am speaking with experience lol) but I am sure you are going to figure it out.

 

Thanks! And I'm hoping things work out. It'll be nice to play what the community's been making rather than focusing on my own stuff.

 

I've already been given nine requests just today. lmao (Got one done during my lunch break today)

Share this post


Link to post

Malevolent Murder Machine - @Clippy

 

One of your highlight maps for sure. An oppressive hellscape map that forces you to play around with infighting for the first couple rooms before being able to gun the enemies down yourself. Had some cool encounters here and there - some rooms I felt were a bit empty or being a necessary secret (the quad-rev SSG room), but overall the layout is cool, has some great texturing and lighting, and neat little flat details.

 

Wasn't as bad as I anticipated, considering you say this was pretty much inspired by my previous maps.

The emphasis on EXIT was a funny touch, too. 

Definitely my favorite Clippy map so far.

---------------------------------------------------------------

Recorded in DSDA-Doom v0.19.7 (didn't specify complevel, good job me)

3 out of 13 secrets

 

Audio is a bit quiet here - didn't have time to do test videos beforehand

 

 

Share this post


Link to post
Just now, Arbys550 said:

Any limit on amount of maps? I don't have anyone testing the newer maps in my WAD.

 

I'm doing a soft limit of 5 max for now, as I don't want to commit to testing entire megaWADs and such, but I'll be happy to do a few more provided they aren't super long or anything :)

Share this post


Link to post
1 minute ago, Dunn (& Dunn) said:

 

I'm doing a soft limit of 5 max for now, as I don't want to commit to testing entire megaWADs and such, but I'll be happy to do a few more provided they aren't super long or anything :)

Okay, I've got about 4 but they're long, I'll spare you for now.

Share this post


Link to post

I have some recently completed maps in my project that could use some feedback:
 

In particular, I'm looking for feedback on MAP06, MAP07, and MAP08. I've tested it in GZDoom, Crispy Doom, PrBoom+, and Zandronum, and using either complevel 2 should work just fine (I also tested it in 9, there isn't really much downside to playing it there). UV is a challenge, especially on MAP08, but it's not slaughter levels of difficulty, just "ration your ammo and keep weaving between the tough monsters in close combat" levels. Secrets are very hidden, but not "randomly hug this wall" hidden. All maps are designed to be playable from a pistol start (though you can certainly carry your weapons forward, not a fan of forced death exits).

 

MAP08 is the longest and toughest of the bunch, with a par time of 6 minutes but a more likely clear time of about 9 or 10.

 

I'd appreciate any feedback you can give (whether that be aesthetics or balance or whatever else you can think of) as this project is a WIP and I do intend to touch up the levels even as I continue forward. Thank you!

Share this post


Link to post

@Dunn (& Dunn) Thank you so much for the video - I was able to hear your commentary - glad you liked the map I found this started me on a path to more mean maps than I used to make. so much damaging floor etc. I do love secrets but I made a secretless run somewhere - I always be sure it can be beaten without. As for secret fights man I seen @Astro X make some cool ones. I am really reluctant to hide monsters in secrets cause I feel like ppl will be annoyed at missing kills by missing secrets but you know what I should just do it already. I already have a new map idea in mind so what the hell

 

That blue ceiling what was that about huh? Legit I did not notice that was there or how it happened ... I never even noticed it at all til your vid just now. haha so random. Anyway I don't think I made this by thinking I was inspired by you but upon reflection it seems like I might have been by bloodbath somehow. crazy tight imp fight with plasma gun etc. Stairs are cool I am surprised how many mappers don't use raising stairs. I made a terrible tutorial on how somewhere - it'[s a bit confusing but I seem to use it often.

 

When you opened the exit door that made 3 revs come out "Oh you POS!" made me laugh pretty hard. The only monsters you missed were the respawning chaingunner and shotgunnner - the archie gets crushed but you never killed their last 2 spawns

 

Anywho I picked this map for you cause I somehow felt you would like it - thanks again

 

If you are interested at all about secrets (you were close to some) I did a full reveal here:

 

Spoiler

 

 

Share this post


Link to post

Processing Plant - @MAN_WITH_GUN

 

Really impressive, especially for an 8-hour speedmap only using stock textures! Atmosphere and detail is on point, and the combat was entertaining enough.

 

 

Share this post


Link to post
On 2/2/2022 at 6:57 AM, Arbys550 said:

Any limit on amount of maps? I don't have anyone testing the newer maps in my WAD.

New maps for in the doghouse? :D

Share this post


Link to post
13 hours ago, Dunn (& Dunn) said:

Really impressive, especially for an 8-hour speedmap only using stock textures! Atmosphere and detail is on point, and the combat was entertaining enough.

 

Yo thanks for playing, glad you enjoyed it!

I can send more stuff but i see a lot of requests around here on the thread, you probably will be busy by playing other maps :v

Good to see that you still ok with fights in this map since it's more vanilla type of combat, not something like Sunlust: more complex and creative.

Share this post


Link to post
12 hours ago, Nefelibeta said:

New maps for in the doghouse? :D

There's one that you haven't played yet, map18. The thread is always being updated.

Share this post


Link to post

Hey, based on submissions so far it sounds like you're fine with maps that are already released and not in beta testing anymore. If not, feel free to ignore this one.

 

Last year I made a set of 7 micro-slaughter maps, and while I got some good feedback from the doomworld thread, I plan on making more maps like this in the future and a commentated playthrough would be really helpful in seeing what did or didn't work. More info in the linked thread below, but it's Boom-compatible and I primarily tested in GZDoom myself.

 

The maps are all relatively short, but since you limited submissions to 5 maps you could skip maps 1 and 3 since they're the easiest and least interesting. Map 6 is fairly grindy (it's one big fight while the others are more like a series of setpieces) so you could also skip that one if you'd prefer.

 

Download

 

 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...