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Hell Cartel 2 [Community Project!]


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4 minutes ago, IcarusOfDaggers said:

Not always the case. Quality over quantity, especially in level and game design.

YES oh wait... well hold on wouldn't having more quality in a bigger size be better?

Edited by not shion
more info i wanted here

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For now I'd say finish the remaining maps and see after. 10 maps is fine especially if they're all fun to play.

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this is the final version of my map06! [removed]

also idk why it said complete at the 1st post...

so now we can add this to the main post i guess!

 

i will take all older versions down to save on space BTW

it has map05 because why not i guess... also i lazy and need Zzz

Edited by not shion
EVEN MORE ULTRA IMPORTANT UPDATE

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@not shion - thought I would play your map since I enjoyed the short - shoot em up and fun quick playing times from other maps in this project - I do find myself strangely allured to it

 

This particular map, however: felt like an entirely different creature all-together. While I admire the size and scope of your ambition - the long play with obstacles such as platforming (sometimes moving), long travels - somewhat convoluted progression and stuff is tiring to play and not personally my cup of tea - regrettably we could not find the ending

 

regardless I wanted to share the experience me and @Biodegradable had- there was some cool interesting stuff here despite the lulls and I hope our feedback is useful

 

have a good 1

 

 

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18 hours ago, Clippy said:

@not shion - thought I would play your map since I enjoyed the short - shoot em up and fun quick playing times from other maps in this project - I do find myself strangely allured to it

 

This particular map, however: felt like an entirely different creature all-together. While I admire the size and scope of your ambition - the long play with obstacles such as platforming (sometimes moving), long travels - somewhat convoluted progression and stuff is tiring to play and not personally my cup of tea - regrettably we could not find the ending

 

regardless I wanted to share the experience me and @Biodegradable had- there was some cool interesting stuff here despite the lulls and I hope our feedback is useful

 

have a good 1

 

 

oh boy i fricked up the exit and a line is set to a secret instead of the W1 line... but oh boy this was helpful in SO many ways.

i'll do a v1.1 with a lot of the issues fixed... like progression [x10000000000] ... so... thx for helping! also this was funny to watch...

 

GENERAL THING:   here is an update for the maps 05 & 06 so far: HC2M05_06.7z

Edited by not shion
more info

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BETA RELEASE!

 

Hey all. I finally have the map in a playable state. This is not the final version, but this can be considered a beta version.

 

I do suggest saving as much as possible.

 

Get the map hereTech Castle.zip

 

All resources present in the .wad file, download and play.

 

Gameplay tips:

Spoiler
  • Rely on infighting as much as possible, where movement area is provided.
  • Rely on movement to manipulate the rng to your favor.
  • Where the area is constrained, you will lose most of your ammunition
    • Exceptions: Secrets can backfire, if opened on the wrong time.
  • Multiple pathings are possible, if you go for secrets. if not, the map becomes quite linear until the doors and walls of the castle open up.

Known issues:

  • Once you teleport out of the castle yard, there is no way back.
  • An Arch Vile jump can break the game sequence, resulting in unfavorable encounter. Either restart or follow the advice below(gameplay spoiler)
    • Spoiler

      At this point you have skipped most of the map and are near the end. Your job now is to distract the monsters so that they fight each other, while you go for the switch behind the cyberdemon. Once you used that switch, a teleporter will open up that will take you to the other side of the blood moat.

       

  • Some ammunition and health issues on higher difficulties, if progression is broken thanks to soul sphere secret in the Mancubus ball room.
  • Lower difficulties unbalanced and unfinished.
    • Please prefer HMP or UV, as those are the most tested. Despite this, expect bugs and report them. 
  • It seems a few boom actions don't want to trigger right away in GZDoom. pressing the switch again while doomguy is near the switch will make those switches work.

 

 

Tested on: DSDA Doom v0.24.3 (Complevel Default; Complevel Boom/9), GZDoom (Default)


Custom textures: Imported

Custom Switches: Imported
Custom Animations: Imported.

==============================================================
@Johnny Cruelty 
Resources used (Final):

Recolored Texture Pack by Nick Baker, aka NiGHTMARE (Compiled in the wad file).

Duke Textures (Lava flats, some textures for couches) (Compiled in the wad file.)
Doom 1 Textures (Compiled in the wad file)

 

Slade3

  • Doom 1 and 2 Textures (Compiled in the wad file)

  • Custom recolors of Doom 1 or Doom 2 textures (Compiled in the wad file).

  • Custom textures from Doom II patches. So far no issues detected.

  • Some flats also have a texture variant. (Compiled in the wad file).

  • All animations are present and working as intended.

  • All switches are present and so far working. (One of the secret switches did have a habbit of bugging out).

Ultimate Doom Builder.

  • Used ZDBSP Compressed node, but UDB suddenly stopped supporting it for some reason. So there may be node builder bugs, but I have not yet encountered any.
     

Screenshots:


WILL take new ones using DSDA Doom later down the road, when lightning polish is complete.

  • Taken with GZDoom
  • Brightmaps Dynamic Lights and Lights enabled
  • Freeze mode used
  • Cheat codes used
Spoiler

Screenshot_Doom_20220830_234036.png.7f9e2c4303715c39704ad85c58584dee.pngScreenshot_Doom_20220830_234237.png.d788307786aceaf962033b0245be7a91.pngScreenshot_Doom_20220830_234247.png.6c7227cc535f9dc27ebb9c5b913e33c3.pngScreenshot_Doom_20220830_234337.png.9e5f40d5c0b528e72da061cf4c834827.pngScreenshot_Doom_20220830_234536.png.a59b6ab5b4c9ebeed17ddb075312d8bd.pngScreenshot_Doom_20220830_234550.png.ae59daafe301f9b18a6640f752b249bb.png

 

Edited by IcarusOfDaggers

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18 hours ago, IcarusOfDaggers said:

BETA RELEASE!

 

Hey all. I finally have the map in a playable state. This is not the final version, but this can be considered a beta version.

 

I do suggest saving as much as possible.

 

Get the map hereTech Castle.zip

 

All resources present in the .wad file, download and play.

 

Gameplay tips:

  Hide contents
  • Rely on infighting as much as possible, where movement area is provided.
  • Rely on movement to manipulate the rng to your favor.
  • Where the area is constrained, you will lose most of your ammunition
    • Exceptions: Secrets can backfire, if opened on the wrong time.
  • Multiple pathings are possible, if you go for secrets. if not, the map becomes quite linear until the doors and walls of the castle open up.

Known issues:

  • Once you teleport out of the castle yard, there is no way back.
  • An Arch Vile jump can break the game sequence, resulting in unfavorable encounter. Either restart or follow the advice below(gameplay spoiler)
    •   Hide contents

      At this point you have skipped most of the map and are near the end. Your job now is to distract the monsters so that they fight each other, while you go for the switch behind the cyberdemon. Once you used that switch, a teleporter will open up that will take you to the other side of the blood moat.

       

  • Some ammunition and health issues on higher difficulties, if progression is broken thanks to soul sphere secret in the Mancubus ball room.
  • Lower difficulties unbalanced and unfinished.
    • Please prefer HMP or UV, as those are the most tested. Despite this, expect bugs and report them. 
  • It seems a few boom actions don't want to trigger right away in GZDoom. pressing the switch again while doomguy is near the switch will make those switches work.

 

 

Tested on: DSDA Doom v0.24.3 (Complevel Default; Complevel Boom/9), GZDoom (Default)


Custom textures: Imported

Custom Switches: Imported
Custom Animations: Imported.

==============================================================
@Johnny Cruelty 
Resources used (Final):

Recolored Texture Pack by Nick Baker, aka NiGHTMARE (Compiled in the wad file).

Duke Textures (Lava flats, some textures for couches) (Compiled in the wad file.)
Doom 1 Textures (Compiled in the wad file)

 

Slade3

  • Doom 1 and 2 Textures (Compiled in the wad file)

  • Custom recolors of Doom 1 or Doom 2 textures (Compiled in the wad file).

  • Custom textures from Doom II patches. So far no issues detected.

  • Some flats also have a texture variant. (Compiled in the wad file).

  • All animations are present and working as intended.

  • All switches are present and so far working. (One of the secret switches did have a habbit of bugging out).

Ultimate Doom Builder.

  • Used ZDBSP Compressed node, but UDB suddenly stopped supporting it for some reason. So there may be node builder bugs, but I have not yet encountered any.
     

Screenshots:


WILL take new ones using DSDA Doom later down the road, when lightning polish is complete.

  • Taken with GZDoom
  • Brightmaps Dynamic Lights and Lights enabled
  • Freeze mode used
  • Cheat codes used
  Hide contents

Screenshot_Doom_20220830_234036.png.7f9e2c4303715c39704ad85c58584dee.pngScreenshot_Doom_20220830_234237.png.d788307786aceaf962033b0245be7a91.pngScreenshot_Doom_20220830_234247.png.6c7227cc535f9dc27ebb9c5b913e33c3.pngScreenshot_Doom_20220830_234337.png.9e5f40d5c0b528e72da061cf4c834827.pngScreenshot_Doom_20220830_234536.png.a59b6ab5b4c9ebeed17ddb075312d8bd.pngScreenshot_Doom_20220830_234550.png.ae59daafe301f9b18a6640f752b249bb.png

 

I oughta check it out later

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On 8/31/2022 at 9:09 AM, Johnny Cruelty said:

I oughta check it out later

first things first

give the player somthing other than a regular shotgun at the start

I juust started playing and there are too many fucking enemies at the start

barely any medkits in reach

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the quote
 

Spoiler
On 8/30/2022 at 3:19 PM, IcarusOfDaggers said:

BETA RELEASE!

 

Hey all. I finally have the map in a playable state. This is not the final version, but this can be considered a beta version.

 

I do suggest saving as much as possible.

 

Get the map hereTech Castle.zip

 

All resources present in the .wad file, download and play.

 

Gameplay tips:

  Reveal hidden contents
  • Rely on infighting as much as possible, where movement area is provided.
  • Rely on movement to manipulate the rng to your favor.
  • Where the area is constrained, you will lose most of your ammunition
    • Exceptions: Secrets can backfire, if opened on the wrong time.
  • Multiple pathings are possible, if you go for secrets. if not, the map becomes quite linear until the doors and walls of the castle open up.

Known issues:

  • Once you teleport out of the castle yard, there is no way back.
  • An Arch Vile jump can break the game sequence, resulting in unfavorable encounter. Either restart or follow the advice below(gameplay spoiler)
    •   Reveal hidden contents

      At this point you have skipped most of the map and are near the end. Your job now is to distract the monsters so that they fight each other, while you go for the switch behind the cyberdemon. Once you used that switch, a teleporter will open up that will take you to the other side of the blood moat.

       

  • Some ammunition and health issues on higher difficulties, if progression is broken thanks to soul sphere secret in the Mancubus ball room.
  • Lower difficulties unbalanced and unfinished.
    • Please prefer HMP or UV, as those are the most tested. Despite this, expect bugs and report them. 
  • It seems a few boom actions don't want to trigger right away in GZDoom. pressing the switch again while doomguy is near the switch will make those switches work.

 

 

Tested on: DSDA Doom v0.24.3 (Complevel Default; Complevel Boom/9), GZDoom (Default)


Custom textures: Imported

Custom Switches: Imported
Custom Animations: Imported.

==============================================================
@Johnny Cruelty 
Resources used (Final):

Recolored Texture Pack by Nick Baker, aka NiGHTMARE (Compiled in the wad file).

Duke Textures (Lava flats, some textures for couches) (Compiled in the wad file.)
Doom 1 Textures (Compiled in the wad file)

 

Slade3

  • Doom 1 and 2 Textures (Compiled in the wad file)

  • Custom recolors of Doom 1 or Doom 2 textures (Compiled in the wad file).

  • Custom textures from Doom II patches. So far no issues detected.

  • Some flats also have a texture variant. (Compiled in the wad file).

  • All animations are present and working as intended.

  • All switches are present and so far working. (One of the secret switches did have a habbit of bugging out).

Ultimate Doom Builder.

  • Used ZDBSP Compressed node, but UDB suddenly stopped supporting it for some reason. So there may be node builder bugs, but I have not yet encountered any.
     

Screenshots:


WILL take new ones using DSDA Doom later down the road, when lightning polish is complete.

  • Taken with GZDoom
  • Brightmaps Dynamic Lights and Lights enabled
  • Freeze mode used
  • Cheat codes used
  Reveal hidden contents

Screenshot_Doom_20220830_234036.png.7f9e2c4303715c39704ad85c58584dee.pngScreenshot_Doom_20220830_234237.png.d788307786aceaf962033b0245be7a91.pngScreenshot_Doom_20220830_234247.png.6c7227cc535f9dc27ebb9c5b913e33c3.pngScreenshot_Doom_20220830_234337.png.9e5f40d5c0b528e72da061cf4c834827.pngScreenshot_Doom_20220830_234536.png.a59b6ab5b4c9ebeed17ddb075312d8bd.pngScreenshot_Doom_20220830_234550.png.ae59daafe301f9b18a6640f752b249bb.png

 

 

ok i can't beat this... i really can't get past the start... the shotgunners at the start normally take half your health at the start but the first time you play the RNG is on your side... so i would have 1 shotgunner and shells in front of him

also here is some other issues with the map i found [all of it is textures]

922712579_Screenshotfrom2022-09-0114-52-41.png.8efe4ed30a7c1ab150da4034ab1d7ff7.png

1640304865_Screenshotfrom2022-09-0114-50-55.png.6120d3b2d1b3a811ad9d65ff82933040.png

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On 8/30/2022 at 2:19 PM, IcarusOfDaggers said:

BETA RELEASE!

 

Hey all. I finally have the map in a playable state. This is not the final version, but this can be considered a beta version.

 

I do suggest saving as much as possible.

 

Get the map hereTech Castle.zip

 

All resources present in the .wad file, download and play.

 

Gameplay tips:

  Reveal hidden contents
  • Rely on infighting as much as possible, where movement area is provided.
  • Rely on movement to manipulate the rng to your favor.
  • Where the area is constrained, you will lose most of your ammunition
    • Exceptions: Secrets can backfire, if opened on the wrong time.
  • Multiple pathings are possible, if you go for secrets. if not, the map becomes quite linear until the doors and walls of the castle open up.

Known issues:

  • Once you teleport out of the castle yard, there is no way back.
  • An Arch Vile jump can break the game sequence, resulting in unfavorable encounter. Either restart or follow the advice below(gameplay spoiler)
    •   Reveal hidden contents

      At this point you have skipped most of the map and are near the end. Your job now is to distract the monsters so that they fight each other, while you go for the switch behind the cyberdemon. Once you used that switch, a teleporter will open up that will take you to the other side of the blood moat.

       

  • Some ammunition and health issues on higher difficulties, if progression is broken thanks to soul sphere secret in the Mancubus ball room.
  • Lower difficulties unbalanced and unfinished.
    • Please prefer HMP or UV, as those are the most tested. Despite this, expect bugs and report them. 
  • It seems a few boom actions don't want to trigger right away in GZDoom. pressing the switch again while doomguy is near the switch will make those switches work.

 

 

Tested on: DSDA Doom v0.24.3 (Complevel Default; Complevel Boom/9), GZDoom (Default)


Custom textures: Imported

Custom Switches: Imported
Custom Animations: Imported.

==============================================================
@Johnny Cruelty 
Resources used (Final):

Recolored Texture Pack by Nick Baker, aka NiGHTMARE (Compiled in the wad file).

Duke Textures (Lava flats, some textures for couches) (Compiled in the wad file.)
Doom 1 Textures (Compiled in the wad file)

 

Slade3

  • Doom 1 and 2 Textures (Compiled in the wad file)

  • Custom recolors of Doom 1 or Doom 2 textures (Compiled in the wad file).

  • Custom textures from Doom II patches. So far no issues detected.

  • Some flats also have a texture variant. (Compiled in the wad file).

  • All animations are present and working as intended.

  • All switches are present and so far working. (One of the secret switches did have a habbit of bugging out).

Ultimate Doom Builder.

  • Used ZDBSP Compressed node, but UDB suddenly stopped supporting it for some reason. So there may be node builder bugs, but I have not yet encountered any.
     

Screenshots:


WILL take new ones using DSDA Doom later down the road, when lightning polish is complete.

  • Taken with GZDoom
  • Brightmaps Dynamic Lights and Lights enabled
  • Freeze mode used
  • Cheat codes used
  Reveal hidden contents

Screenshot_Doom_20220830_234036.png.7f9e2c4303715c39704ad85c58584dee.pngScreenshot_Doom_20220830_234237.png.d788307786aceaf962033b0245be7a91.pngScreenshot_Doom_20220830_234247.png.6c7227cc535f9dc27ebb9c5b913e33c3.pngScreenshot_Doom_20220830_234337.png.9e5f40d5c0b528e72da061cf4c834827.pngScreenshot_Doom_20220830_234536.png.a59b6ab5b4c9ebeed17ddb075312d8bd.pngScreenshot_Doom_20220830_234550.png.ae59daafe301f9b18a6640f752b249bb.png

 

also, get rid of those fucking pain elementals that come out of the red holes

I'm only armed with a regular shotgun for fuck's sake!

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1 hour ago, Johnny Cruelty said:

also, get rid of those fucking pain elementals that come out of the red holes

I'm only armed with a regular shotgun for fuck's sake!

dood bruh calm'it with the curse words. it's starting to sound rude!

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3 hours ago, Johnny Cruelty said:

also, get rid of those fucking pain elementals that come out of the red holes

I'm only armed with a regular shotgun for fuck's sake!

The idea was to give the player a choice: go for soulsphere and a switch (that btw gets you super shotgun either way), or use the hell knights and revenants to kill the pain elementals. 

But as I see you got frustrated, i've adjusted that part.  Please do keep in mind, it was beta, and while I appreciate the feedback, any feedback, I don't appreciate being cussed and cursed out just because you find something frustrating and can't find more civil way to express it.

I also mentioned, that it was playable, but not finished yet.

 

Anyway, I've readjusted a couple of things (See changes below.). 

 

 

 

@not shion I was actually afraid of this on UV. The key to getting past that part was shooting from the left side, so the shot gunners line up for your second shot and either kill each other or die from bullet shots. I didn't have any issues on my testing. See changelog below.

 

 

You're not supposed to kill all the monsters, just those in your way. Those waking up outside especially are there as distraction and extra pressure.

Thanks for pointing out the missing texture. it was the one texture I kept debugging and it kept showing up. Doombuilders analysis mode has been unreliable recently.

=======================================

 

Map is now completed, waiting on final feedback before a polishing sweep.


Changes:

  • General
    • Name Change: Tech Castle - Cyber Castle
    • File name now reflects the slot the map is in: MAP09 Cyber Castle.
    • 2 files: Original, and Linux rename.
  • Gameplay and balance
    • Adjusted monster composition, ammunition, health for ITYD and HNTR Difficulties. 
      • Multiple High tier monsters removed
      • 2 fights redesigned
    • Adjusted monster composition and placement for HMP and UV Difficulties
      • UV
        • Adjusted monster placement at the starting area
        • Adjusted monster composition at the court yard in the beginning of the level.
        • Adjusted ammunition placement to compensate for the changes
        • Adjusted health and armor to compensate for the changes and based on feedback given
        • 1 Secret fight redesigned
      • HMP
        • Adjusted ammunition placement and amount
        • Adjusted hitpoints and armor in the first 2 areas.
        • 1 Secret fight redesigned
    • BUGFIX: If you're thrown out of the castle by an arch vile, you can now reenter the castle through the front doors.
    • BUGFIX: Some floors will now properly lower without causing slime trails
    • BUGFIX: Finally hunted down the rest of the LITEGR1 textures and replaced them with LITEGR textures, all textures now present and working.
    • BUGFIX: Secret Switches all work reliably now.
    • BUGFIX: Fixed a floor being too low, causing a softlock when you jumped over the edge by accident in a secret area.
    • BUGFIX: Some stuck monsters were removed to their appropriate difficulty levels.
  • Difficulties:
    • All are now properly implemented.
      • HNTR for casual player,
      • HMP for those who seek a tiny challenge,
      • UV is designed to utilize infighting as much as possible, with weapons only being used to deal with high priority targets.
  • Gameplay times:
    • 35:15 without deaths (HMP)
    • 1h10min with deaths and saves.(HMP/UV)

To do list:

  • Further balance changes based on feedback.
  • Screenshots
  • Final lighting polish.
  • Any new bugs discovered are going to the squash bin. 

 

 

 

Download links:

Original file: MAP09_Cyber_Castle.zip

Linux/Command Line Shortened: CBRCSTL.zip

Edited by IcarusOfDaggers

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16 minutes ago, Johnny Cruelty said:

my apologies, I just hate pain elementals

ahh. stand inside the next one that dies

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2 hours ago, Clippy said:

 

I'm finding myself with less time to play, so 890 monsters will be a no from me dawg - but good luck with your map!

it's okay. I just tagged people who are more active in this project and may have had interest.

Edited by IcarusOfDaggers

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i think i've Finally finished map05 & map06!

 

download:   HC2M05_06.7z

 

if i change anything i'll make a post about it

and when we start compiling everything together,

i will post the updated file here as to keep things simple.

 

but for now... this is complete

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1 minute ago, not shion said:

i think i've Finally finished map05 & map06!

 

download:   HC2M05_06.7z

 

if i change anything i'll make a post about it

and when we start compiling everything together,

i will post the updated file here as to keep things simple.

 

but for now... this is complete

ty

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@Johnny Cruelty Found and fixed some bugs. Also endgame added some health and ammunition if the player gets low thanks to cyber rng.

 

Latest version here: MAP09_Cyber_CastleV1_1.zip

 

The map is now final, screenshots to follow tomorrow. 
Completion time: 35min 15sec. 
Expected playtime for full completion: 1h15min max.

 

 

Edited by IcarusOfDaggers

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... so as i expected i have found some bugs in my map and will edit my map and give you guys the new version 1.2 update...

it's mainly just the song looping and sky's not being high enough for the mall in map05

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16 minutes ago, Johnny Cruelty said:

@Rycuz how's map 11 going?

I'm kinda having problem with the hotel with 2 floor. I'm using silent teleport trick to make the hotel has 2 floors (fake Room over Room).  The hotel has problem as well because the previous problem and hotel layout problem. Because of that, I decided to take a short break from mapping the map so I can see the problem with fresh eyes.
My map flow is something that can described as "Player starts at police car, enters the bar, then go backalley, enter the 2nd floor of the hotel then go 1st floor then exit (to be honest I wanna make a quite coherent exit to next map)".

Here is the map (still unfinished), >>Download Here<< (Arresting Cartels) Mirror Link

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54 minutes ago, Rycuz said:

I'm kinda having problem with the hotel with 2 floor. I'm using silent teleport trick to make the hotel has 2 floors (fake Room over Room).  The hotel has problem as well because the previous problem and hotel layout problem. Because of that, I decided to take a short break from mapping the map so I can see the problem with fresh eyes.
My map flow is something that can described as "Player starts at police car, enters the bar, then go backalley, enter the 2nd floor of the hotel then go 1st floor then exit (to be honest I wanna make a quite coherent exit to next map)".

Here is the map (still unfinished), >>Download Here<< (Arresting Cartels) Mirror Link

ah I see...

good job so far, take as much time as you need

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On 9/2/2022 at 11:24 AM, IcarusOfDaggers said:

I love using them.

They're so versatile, they can change a fight as soon as they spew out one lost soul, and I mean they're actually adorable.

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