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[Community Project] Morior Invictus (It's fucking done, finally.)


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45 minutes ago, Yumheart said:

Yup, Map21 needed a tweak, I updated it to make the BK fight easier. I think that's everything that needs to be done, so I'm willing to call the two maps complete now.

Was it the same download? cuz if so, I can get that in now.

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1 minute ago, forgettable pyromaniac said:

Was it the same download? cuz if so, I can get that in now.

 

It is, yeah, Google Drive allows you to update files :)

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I will have it done this weekend you have my word. Work has been to crazy but I'm really sorry for making everyone wait so long. You'll see it soon.

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1 hour ago, forgettable pyromaniac said:

Map24. How's it goin?

 

I've been a bit busy with other stuff, otherwise I could have cranked out this dang map already... either way, it's pretty close to finished. Got the routes working, it's beatable and stuff, just gotta tweak some details and bugs. Pretty confident I can get it done until the deadline :D

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5 hours ago, forgettable pyromaniac said:

Alright, I'm going to finally shove in a deadline of some kind, and tag everyone that don't have them completed yet, along with what needs to be done for it.
(THE FRONT PAGE ISN'T FULLY UPDATED YET DON'T YELL AT ME THANKS <3)

So let me know what's up.

People I haven't heard from at all:
@King Know-Nothing - Map04/26... What's goin on with it?
@Dusty_Rhodes - Map12. Haven't seen much regarding it.
@DiR - Map17?
@DJVCardMaster, @Lemonlytical, @Cheesewheel - Maps 18,19,20 in that order.
@Savarin - Map24. How's it goin?
@Scorpius - Map35's goin ok?

People that need updates on their maps:
@Yumheart - Map16 and Map21 are nearly done, they just needed tweaks?
@Shibainumaster - Map07 is still overbearing for vanilla, currently waiting to see if you make a tweaked version, but it's been a while.
Luleta already knows, not going to tag them.

---
I'm going to give a deadline of next week - June 10th, 2022.
Not for a FINISHED product, mind you. just something playable (i.e. finishishable), but it just needs some more work. Thanks guys <3

Map4 is done, but laptop can't connect to internet. Will try to get it up tomorrow. Also have someone working on a midi for it, but not sure if it'll be with the upload, regardless will be on the final product. Started working on map26, it's coming along.. also had a custom midi in the works.

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1 hour ago, DJVCardMaster said:

I'd like to withdraw my slot and give it to someone else, I'm not feeling this year like mapping, I'm so sorry.

gotcha. thanks for letting me know.
 

4 hours ago, Gibbon said:

If anyone can't make their slot.  I'd be happy to take another one, just saying :)

?

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3 hours ago, forgettable pyromaniac said:

gotcha. thanks for letting me know.
 

?

Then I’ll take map18 :)

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12 hours ago, forgettable pyromaniac said:


@DiR - Map17?

Heya, I'm still around. Admittedly I've got a small block on where to go next with the map but I will probably have something playable by the 10th.

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Okay, I've tested out a few more of the levels now. Decided to start from the newest post and go backwards, so that I'd be more likely to get the most recent version of each map. Full disclosure: I played these and jotted down notes two days ago, but didn't write them into 'reviews' until this morning. I say this because I see Frost-Core updated their map, though, if I understand right, it was just to add Deathmatch starts, so it shouldn't have any affect on what I've written here. Anyway, just had a compulsory need to make that clear. Onward:

 

MAP25 (Luleta) - Neat atmospheric map, here. I was all set to call this one a bit too easy for a 25th slot, but that library fight certainly turned up the heat. I actually kinda wish there were a few more rooms to explore, but this one's not a bad length as it is. Everything seemed functional here--no bugs.

 

MAP10 (NeedHealth) - Now this one, on the other hand, I'd almost say is a tad too much for Map10. I took a lot of damage during this one (you might say I needed health), though its possible I may have just been playing poorly. Balance concerns aside, I still thought this one was pretty fun, and it looks great for a vanilla map. My favorite area was probably the computer room with the glowing red floor. Good stuff, here.

 

MAP03 (Gibbon) - Holy nostalgic midi, Batman. I had no trouble at all with this one, though that's probably to be expected from a Map03. What's goin on with that blue room, though--That's pretty wild and abstract; Where even is Doomguy right now? Not a complaint, I like the abstract stuff, but here's something: I noticed there's a small HoM if you stand next to the switch in the hall of blood and look back into the other room. May need to trim down the detail there somewhat.

 

MAP05 (noob_killer012345678) - So I'll start with the bug: Playing this one on Chocolate Doom, the map would always crash in the hallway just before where the battery is. I'm no expert on this kind of stuff, so maybe somebody more knowledgeable can figure out why this is. Still, I figure it's my duty to point it out. As for the rest of the map, it's fine. There are some rooms, like around where the blue key is, that are a little boxy and plain, where even a bit more detail would go a long way. Speaking of the blue key, it seems that grabbing the teleporter out of that area spawns in enemies near the start. If it were me, I would have those enemies trigger after you grab the battery, since then you would need to return to the start in order to leave the level. Its a small change, but it just seems unnecessary to have them teleport when they do.

 

MAP31 (Frost-Core) - Y'know, I think 'what' sums it up pretty well, actually. I believe Biodegradable said this one was a little short, and I'd second that. I'd also say it's a little easy. I know secret levels are kind of a wild card in that respect, but only the archvile has a chance to really mount much of an offensive. Also, some of the hitscanners weren't placed properly on their ledges and were stuck, rendering them useless. Some more rooms and some more enemies would do this one good I think.

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1 hour ago, Blexor said:

MAP25 (Luleta) - Neat atmospheric map, here. I was all set to call this one a bit too easy for a 25th slot, but that library fight certainly turned up the heat. I actually kinda wish there were a few more rooms to explore, but this one's not a bad length as it is. Everything seemed functional here--no bugs.

thanks for the feedback!

 

too easy and wish there were more rooms hm?

ill see what i can do.

i definitvely tried not to go overboard with difficulty, this being a 90s esque wad and the main post saying no slaughter and stuff but i think i can definitively make things a bit more interesting.

im used to doing fairly small maps. this being one of the biggest maps ive done and it still being fairly small with you saying you wish there were more rooms to explore kinda shows what kinda mapper im rn haha

if anyone got any suggestions to how to improve my map id be glad hear them.

i do agree with the lack of rooms it is supossed to be a mansion yet its like 3 rooms xD 

 

again, thank you so much for the feedback im quite proud of my map and want to make it the best it can possibly be! 

 

i already fixed a bunch of issues that pyro pointed out and detailed my map a bit more (keeping vanilla limitations and the soft visplane limit in mind)

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@Blexor  thanks for playing my map! there is actually an accommodation made for speedrunners in my map that i have not meantioned so far. I wont spoil what it is, thought, but a critical eye should be able to spot it. I actually realised a couple hours ago that I completely leaned on choco-render to check for vanilla errors and not the internal udb dito. I will try to do that eventually, just to be safe.

 

I guess it is up to @forgettable pyromaniac to decide which spot to put my map in and when the time comes someone will have the task of making the map order better. Me? I always play with cheats. :-P

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@forgettable pyromaniac did a lil update for my map

Spoiler

+added teleporter for coop in final fight 
+self referencing sector instead of impassable line 
+made the arches look less wonky 
+stuffed some monster closets cuz why not ;D 
+changed secret so its less obvious lol 
+added a lil step that raises up to backtrack the battery n junk (it raises up when u step on the lil step on the other side, works with dummy sector)
+made closets less obvious ;P
+detailed catacombs a bit more 

 

heres a lil video :^)

 

 

leaving this version here in case i fuck up later when i try to add more rooms and more ambushes to make stuff a little harder but mostly fun :^)

 download

Edited by Luleta

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Map04

 

Here it finally is haha! My first ever complete map (the nerves are palpable right now...). Tested it pretty thoroughly for bugs so hopefully there aren't any, fingers crossed, but wouldn't be surprised if I missed something haha.

 

Have not tested all the difficulties and the death match area (which is a separate area) is kind of a mess. Pretty happy with it aesthetically, kind of had a vague concept to what is happening narratively in this map, but will wait until some people have played it first and get some thoughts back on it before I go into detail on that.. Everything should work in vanilla.

 

Map name: "Tralfamadorians"

Midi: Not included yet, will have it on a future update.

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44 minutes ago, King Know-Nothing said:

Map04

 

Here it finally is haha! My first ever complete map (the nerves are palpable right now...). Tested it pretty thoroughly for bugs so hopefully there aren't any, fingers crossed, but wouldn't be surprised if I missed something haha.

 

Have not tested all the difficulties and the death match area (which is a separate area) is kind of a mess. Pretty happy with it aesthetically, kind of had a vague concept to what is happening narratively in this map, but will wait until some people have played it first and get some thoughts back on it before I go into detail on that.. Everything should work in vanilla.

 

Map name: "Tralfamadorians"

Midi: Not included yet, will have it on a future update.

went through a quick run - quite good!
like with Luleta, some secrets could be better hidden with the Show as One-Sided param, and the monster closets could be hidden with the hide on automap param. Nothing else to really note :) recorded something, dunno if i'll upload it though as the dogs were going absolutely HAM.

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4 minutes ago, forgettable pyromaniac said:

went through a quick run - quite good!
like with Luleta, some secrets could be better hidden with the Show as One-Sided param, and the monster closets could be hidden with the hide on automap param. Nothing else to really note :) recorded something, dunno if i'll upload it though as the dogs were going absolutely HAM.

I am glad to hear it! And I knew I would forget something, haha. Will definitely adjust the secrets and monster closets accordingly soon. Much appreciated!

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On 6/3/2022 at 6:51 PM, forgettable pyromaniac said:

Map35's goin ok?


Apologies I've been out of touch recently and busy moving house so I would like to withdraw too.

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Alright, I do wanna say some things before I forget:
- @Frost-Core as is, I can't use your Map31, I'm sorry. I'd say look at the Map15 secret exit, and try to make something somewhat coherent from that. I'm making Map32, so if you wanna make your exit different than normal, I can base my entrance off your exit - furthermore, it's a bit short. Your idea was great, it just needs more substance.
- I wanna figure out what we're doing for map30.
- If people don't hit the date of June 10th, I will consider opening your map slot so we can finally get this done.


That is all, thanks guys <3

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Oh! One more thing I want to ask

When it comes around, does anyone have a friend that you could record demos with?
I made one for the Solo - I was thinking one for solo, one for Co-oP, and one for Deathmatch.
Of course, Solo and Co-oP end in death for the players - Deathmatch could go to 15 frags?

BTW, should I throw up the currently compiled version that I have, for people to take a look at, or just wait for an actual release?

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Just now, forgettable pyromaniac said:

BTW, should I throw up the currently compiled version that I have, for people to take a look at, or just wait for an actual release?

im tweaking the difficulty of my map and a bit of the layout myself for this weekend's deadline so i don't suggest we compile stuff just yet.

maybe when this weekend's deadline reaches you could upload the first lil compilation the day after (so that we have the most amount of maps to test in one go).

that way if someone does a playtest playthrough we can get feedback of more maps at once.

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7 minutes ago, Luleta said:

im tweaking the difficulty of my map and a bit of the layout myself for this weekend's deadline so i don't suggest we compile stuff just yet.

maybe when this weekend's deadline reaches you could upload the first lil compilation the day after (so that we have the most amount of maps to test in one go).

that way if someone does a playtest playthrough we can get feedback of more maps at once.

I have been doing the compilation as we go to make it easier on me - but yea, waiting until then is understandable.

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How do y'all think this midi sounds for a D_READ_M? Been done for a little while, mostly just want thoughts.

(p.s. I know there are a few small issues, they're already fixed :D)

Edited by forgettable pyromaniac
qwedwdewfwvrfw

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46 minutes ago, forgettable pyromaniac said:

How do y'all think this midi sounds for a D_READ_M? Been done for a little while, mostly just want thoughts.

(p.s. I know there are a few small issues, they're already fixed :D)

the main intrument is really grating.

 

e1 - it just so happens that i might have small test midi i made that i thought even from the first listen that it might work as an intermission. i'll try to find time to expand on it a bit.

Edited by NeedHealth

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On 6/6/2022 at 10:02 PM, forgettable pyromaniac said:

Alright, I do wanna say some things before I forget:
- @Frost-Core as is, I can't use your Map31, I'm sorry. I'd say look at the Map15 secret exit, and try to make something somewhat coherent from that. I'm making Map32, so if you wanna make your exit different than normal, I can base my entrance off your exit - furthermore, it's a bit short. Your idea was great, it just needs more substance.
- I wanna figure out what we're doing for map30.
- If people don't hit the date of June 10th, I will consider opening your map slot so we can finally get this done.


That is all, thanks guys <3

 

June 10th eh :) I would say then you can keep MAP18 open, I'm sure someone else could make one faster than myself.  I don't think it would be fair if I horde that for a few weeks.  I'm already quite proud of MAP03 and I wouldn't want to pump one out in a rush.

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As you might remember, my MAP27 is complete but has a seg limit problem. But I must admit I'm too lazy to fix it, so I guess I'm fine if the map will be included in the bonus wad only and not in the main wad. Unless you're okay with the seg limit problem.

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4 hours ago, Gibbon said:

 

June 10th eh :) I would say then you can keep MAP18 open, I'm sure someone else could make one faster than myself.  I don't think it would be fair if I horde that for a few weeks.  I'm already quite proud of MAP03 and I wouldn't want to pump one out in a rush.

oh nah, it doesn't have to be finished then, just prove you're working on it- basically, a working prototype.

 

2 hours ago, Dubium said:

As you might remember, my MAP27 is complete but has a seg limit problem. But I must admit I'm too lazy to fix it, so I guess I'm fine if the map will be included in the bonus wad only and not in the main wad. Unless you're okay with the seg limit problem.

I can throw it in as a bonus thingie! Thank you :)

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Okay, so I may not be able to meet the soft deadline set for the 10th (it's not the 10th yet in my timezone) but I am working on a map and have made some decent progress on it. I'm working on cutting fluff from problem areas since every now and then I have to go through with chocorenderlimits and de-detail certain areas.

 

Here's some screenshots to show my progress so far, some of the screenshots are old but the general layout is there even with the changes I made.

Spoiler

Screenshot_Doom_20220608_181438.png.22549fdc3789cc5b25651d0153c529ae.pngScreenshot_Doom_20220609_210922.png.d4e77db10c1d7e2fda80f5810532ec48.pngScreenshot_Doom_20220608_181459.png.2b400875a1a74c4a1fbdc7c718592938.png

 

It's not in the stage where it's a beatable level yet but I'm making some more encounters before I let the player reach the battery since MAP17 is about midway through the mapset and it would be easier to make a level too hard then dial back the monster count versus making it too easy and stuffing a few more in.

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