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2 ENEMY COMMUNITY PROJECT [DEVELOPMENT THREAD]


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  On 7/24/2022 at 10:39 AM, ONETAPPYBOI said:

@Thatonespymain Even though it's prohibited, i ask you to reserve the slot 01 for me since the guy making it left and we REALLY need a MAP01. Shotgunners and imps (don't forget to mark as a pair already used twice)

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yeah sure

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Apparently you can't delete posts on doomworld, so this stays here forever as a marker of my mistake

Edited by ONETAPPYBOI

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  On 7/25/2022 at 1:31 PM, TheOxingey said:

ok, i think i finally finished my map, i fixed errors that you told me about, updated some visuals and rebalanced the combat a little bit so its still a power fantasy, but without bfg spam bullsh*t. tell me if i missed some homs and errors

satisfactory.zipFetching info...

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in the final fight you can walk through the fake wall to the area pinkies teleport from. I don't think you were supposed to be able to do that, and it reveals yet another missing texture

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  On 7/25/2022 at 3:48 PM, ONETAPPYBOI said:

in the final fight you can walk through the fake wall to the area pinkies teleport from. I don't think you were supposed to be able to do that, and it reveals yet another missing texture

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ahh crap, i forgot to make it impassable... fixed it and fixed that weird hom effect near it 

satisfactory.zip

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I plan on remaking some of my map with the suggestions and the help! and honestly I'm surprised I forgot about lower unpegging XD thanks everybody!

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  On 7/26/2022 at 7:50 AM, Rabbid said:

I plan on remaking some of my map with the suggestions and the help! and honestly I'm surprised I forgot about lower unpegging XD thanks everybody!

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first suggestion: make this map possible with 100% kills, i mean, i think its possible but it would be so boring...

 

also you can pickup a chaingun thru wall right here

image.png.374169967dab6bfe9145389f87e60ebe.png

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  On 7/26/2022 at 8:53 AM, TheOxingey said:

first suggestion: make this map possible with 100% kills, i mean, i think its possible but it would be so boring...

 

also you can pickup a chaingun thru wall right here

image.png.374169967dab6bfe9145389f87e60ebe.png

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I'm doing that XD and well I don't really know how to fix that...or atleast without breaking the map...

Edited by Rabbid

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Overstayed Welcome by Death Bear
Monsters: Former Sergeants and Cacodemons
Tested with: GZDOOM and PRBOOM+
Midi: Umbra by Psyrus
Sky: From Mek's

Changelog: (v2) Texture lump for sky should work now.

Edited by Death Bear

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  On 7/26/2022 at 6:19 PM, Death Bear said:

Overstayed Welcome by Death Bear
Monsters: Former Sergeants and Cacodemons
Tested with: GZDOOM and PRBOOM+
Midi: Umbra by Psyrus
Sky: From Mek's

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R_TextureNumForName: SKY3 not found on prboom+ 2.6.2/dsda-doom 0.24.3.

You didn't build texture lump with Doom2.wad as base, need to "import from base" when making texture lump.

Edited by Doomy__Doom

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  On 7/26/2022 at 6:19 PM, Death Bear said:

Overstayed Welcome by Death Bear
Monsters: Former Sergeants and Cacodemons
Tested with: GZDOOM and PRBOOM+
Midi: Umbra by Psyrus
Sky: From Mek's

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I really like the graphics of this one, we need more hell levels like this one. What i don't like is the shotgunner trap at the start, reminiscent of the one in E4M1, but at least in E4M1, you had a shotgun; in this map, you have to kill them with your pistol.

 

A much bigger problem is the lack of sense of directionality and progress in this map. The map is a constant cycle of Going in a random direction→Triggering a trap→Killing everyone→"Okay, everyone is dead, where do I go now?"→Repeat. I ended up just wandering about in a random direction hoping that i would find a switch or a key.

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Here's my submission. The map is currently in the MAP23 slot which hopefully will make it easier to compile later.

hotdogcombo.zipFetching info...

 

Name: Hot Dog Combo (potential alternates: Texas BBQ, Pig Roast)

Monsters: Spider Masterminds and Pinkies
Tested with: PRBOOM+ (I tried loading it in GZDOOM but ran out of time to finish testing this morning. I noticed that the spiderdemons were much less likely to get paralyzed and eaten by pinkies in this sourceport, not sure if it needs to be re-balanced with that in mind. I think it's way easier in PRBOOM+ comparatively as a result.)
Midi: MIDI rendition of "Man in the Box" by Alice in Chains. (Honestly, I think the original track for MAP23 might be better.)

Sky: None, I think the default works pretty well here.

HotDogCombo2.JPG.46782a82ae36d39cf51d062efebdda4a.JPGHotDogCombo1.JPG.bd854b69c5a04cc143b6424790bd0a28.JPG

 

hotdogcombo.zipFetching info...

Edited by SuperPecanMan
screenshots

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  On 7/27/2022 at 1:22 PM, SuperPecanMan said:

Here's my submission. The map is currently in the MAP23 slot which hopefully will make it easier to compile later.

hotdogcombo.zipFetching info...

 

Name: Hot Dog Combo (potential alternates: Texas BBQ, Pig Roast)

Monsters: Spider Masterminds and Pinkies
Tested with: PRBOOM+ (I tried loading it in GZDOOM but ran out of time to finish testing this morning. I noticed that the spiderdemons were much less likely to get paralyzed and eaten by pinkies in this sourceport, not sure if it needs to be re-balanced with that in mind. I think it's way easier in PRBOOM+ comparatively as a result.)
Midi: MIDI rendition of "Man in the Box" by Alice in Chains. (Honestly, I think the original track for MAP23 might be better.)

Sky: None, I think the default works pretty well here.

HotDogCombo2.JPG.46782a82ae36d39cf51d062efebdda4a.JPGHotDogCombo1.JPG.bd854b69c5a04cc143b6424790bd0a28.JPG

 

hotdogcombo.zipFetching info...

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gzdoom moment

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  On 7/27/2022 at 10:05 AM, ONETAPPYBOI said:


I really like the graphics of this one, we need more hell levels like this one. What i don't like is the shotgunner trap at the start, reminiscent of the one in E4M1, but at least in E4M1, you had a shotgun; in this map, you have to kill them with your pistol.

 

A much bigger problem is the lack of sense of directionality and progress in this map. The map is a constant cycle of Going in a random direction→Triggering a trap→Killing everyone→"Okay, everyone is dead, where do I go now?"→Repeat. I ended up just wandering about in a random direction hoping that i would find a switch or a key.

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Interesting! I'd have loved to see a video or something of your experience. I feel like this kind of blasts the map and would love to hear from more people if they shared that experience. I get a mapper might get unexpected responses, but I'm more interested to know if this feedback justifies drastic change.

I will say:
 

  Reveal hidden contents

 

Edited by Death Bear

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  On 7/26/2022 at 6:35 PM, Doomy__Doom said:

R_TextureNumForName: SKY3 not found on prboom+ 2.6.2/dsda-doom 0.24.3.

You didn't build texture lump with Doom2.wad as base, need to "import from base" when making texture lump.

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Ah, that's my bad. Thanks.

EDIT: I have changed my original post to reflect the change I made and is now V2. Should work now. 

Edited by Death Bear

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  On 7/27/2022 at 2:36 PM, Death Bear said:

Interesting! I'd have loved to see a video or something of your experience. I feel like this kind of blasts the map and would love to hear from more people if they shared that experience. I get a mapper might get unexpected responses, but I'm more interested to know if this feedback justifies drastic change.

I will say:
 

  Reveal hidden contents

 

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I didn't have too much trouble with navigating the map personally, though it didn't feel intuitive to drop and sprint into the lava to get to the red key area. Not a big deal tho, as a whole I really liked the map and you leveraged the combination of hitscan sniping and the cacos' mobility well.

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  On 7/27/2022 at 5:04 PM, DoctorNuriel said:

I didn't have too much trouble with navigating the map personally, though it didn't feel intuitive to drop and sprint into the lava to get to the red key area. Not a big deal tho, as a whole I really liked the map and you leveraged the combination of hitscan sniping and the cacos' mobility well.

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That's fair. I'll think about how to make that a little more obvious.

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  On 7/27/2022 at 1:22 PM, SuperPecanMan said:

Here's my submission. The map is currently in the MAP23 slot which hopefully will make it easier to compile later.

hotdogcombo.zipFetching info...

 

Name: Hot Dog Combo (potential alternates: Texas BBQ, Pig Roast)

Monsters: Spider Masterminds and Pinkies
Tested with: PRBOOM+ (I tried loading it in GZDOOM but ran out of time to finish testing this morning. I noticed that the spiderdemons were much less likely to get paralyzed and eaten by pinkies in this sourceport, not sure if it needs to be re-balanced with that in mind. I think it's way easier in PRBOOM+ comparatively as a result.)
Midi: MIDI rendition of "Man in the Box" by Alice in Chains. (Honestly, I think the original track for MAP23 might be better.)

Sky: None, I think the default works pretty well here.

HotDogCombo2.JPG.46782a82ae36d39cf51d062efebdda4a.JPGHotDogCombo1.JPG.bd854b69c5a04cc143b6424790bd0a28.JPG

 

hotdogcombo.zipFetching info...

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Pretty much my only problem with the map is that on UV there's just not enough ammo. Like i seriously had to pistol 3 spider masterminds to death, which i have never done before and most likely will never do again.

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  On 7/27/2022 at 6:52 PM, ONETAPPYBOI said:


Pretty much my only problem with the map is that on UV there's just not enough ammo. Like i seriously had to pistol 3 spider masterminds to death, which i have never done before and most likely will never do again.

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Any chance you have a demo or could point out where you had ammo troubles? 

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  On 7/27/2022 at 7:02 PM, ONETAPPYBOI said:
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I think I see what I'd like to change based on this, thanks!

Question/notes (spoiler tagged just in case):

  Reveal hidden contents

 

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  On 7/27/2022 at 7:34 PM, SuperPecanMan said:

 

I think I see what I'd like to change based on this, thanks!

Question/notes (spoiler tagged just in case):

  Reveal hidden contents

 

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THERE WAS A CHAINGUN?

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I changed some rules and made it so you can only change your monster pair twice. i did this because i struggle to come up with good encounters with revenants and pain elementals

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  On 7/26/2022 at 6:19 PM, Death Bear said:

Overstayed Welcome by Death Bear
Monsters: Former Sergeants and Cacodemons
Tested with: GZDOOM and PRBOOM+
Midi: Umbra by Psyrus
Sky: From Mek's

Changelog: (v2) Texture lump for sky should work now.

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I really like this map, good work man :)

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  On 7/23/2022 at 8:32 PM, ONETAPPYBOI said:

Wow, i almost forgot that i have my own submission for this project.

I have updatedit with some general improvements: painrchvilenowait.rar

Full changelog here:

  Reveal hidden contents

 

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So my version of PrBoom+ (2.5.1.5) didn't like this map, turns out it's just 2 years old and doesn't support UMPAINFO. I played through it in GZDOOM but tested in DSDA later just to check and it loaded fine, just a heads-up for anybody else who has an issue. I just don't have a demo as a result.

 

I liked this map overall, ran out of ammo a few times (archies ressing archies can really put the squeeze on your supplies) but I'm personally OK with that. A few (MOSTLY VERY MINOR) things bothered me slightly, but I can understand why you did them:
 

  Reveal hidden contents

 

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