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Hardfest [Community Project]


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27 minutes ago, Sena said:

 

I'm not that great at BFG spam maps in the first place, so my rocket launcher was sorely missed here, but this level feels very fair, in particular its distribution of health is spot on for a level with this many enemies. In the first major area, the one with the arrow pointing to the red door, after you've cleared it out and cyberdemons are then teleported in, on my first time around the cyberdemon closest to the elevator got stuck (and promptly unstuck by the BFG), but it only happened once so don't know if that's worth investigating.

I will say however that the area with the 4 cyberdemons followed by the 2 revenant closets was disproportionately difficult compared to any other point in the level, and I think because the area is so small, dying there was a lot more frustrating because I felt like I didn't have any real options, just removing one of them for HMP/HNTR would probably be enough.

Also I managed to find the secret, so congratulations because I'm beyond incompetent when it comes to that.

 

Thanks for the feedback! I really appreciate it. Not really sure how that cyberdemon got stuck on a lift, but if you were able to unstuck him, I think it's fine :P

 

The small area behind the red door is definitely the most challenging part of the level, I have been thinking of nerfing it a little since I think it's the closest the level comes to being unfair - not 100% sure how I want to go about it, either adding some more space to move around in, or more megaspheres. It is quite significantly nerfed on HMP and HNTR already, and I may nerf it further depending on feedback.

 

Congrats on finding the secret, it's very dumb!

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Posting again to announce my release candidate map! 

 

RC1 adds difficulties as well as co-op starts, and it also tweaks the map a little.

hardfest-rocky-releasecand1.zip

 

Changelog -

Spoiler

RC 1 - 

  • Added difficulties
  • Further balanced UV
  • Minor texturing tweaks
  • Added co-op starts
  • Added rockets to secret
  • Added placeholder midi
  • Maybe some other changes I'm missing

 

Beta 1c -

  • Moved green armor from first cyber room to archie/caco closet
  • Changed some stimpacks to medikits
  • Added a pillar near the end to make dodging the archvile at least bearable
  • Moved medikits from the early manc/rev room to a more accessible spot
  • Added rockets at first teleport destination 
  • Edited pinky in first teleport-dest room
  • Fixed rev-in-ground glitch
  • Removed (for real this time) the crushers in the red door room
  • Other changes I might be missing

 

Beta 1b - 

  • Added health throughout
  • Added some more shotgun shells
  • Removed some enemies in the first teleport-dest room
  • Other changes I'm missing

 

To do -

Spoiler

Buff secret

Add more secrets (maybe)

More hp balancing?

Texturing improvements/further detailing

Add difficulty settings

Even more playtesting?

Add co-op starts

Name map

 

Previous versions -

 

Two low effort screenies taken from udb - 

Spoiler

 

unknown.png?width=1355&height=609unknown.png?width=1331&height=609 

 

 

Edited by RockyGaming4725

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I need some playtesting for my map. It's 25% ready and I don't want to make any of it public just yet. Do I need to ask anyone here or the playtesting occurs on discord? I need someone to playtest the fights in my map on UV. UV version of the map is full of gaming tropes most doomers hate - mandatory platforming over death pits, health and ammo scarcity, the player gets locked in the arena until fight is over and so on. Is there anyone who's into this kind of shit?

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53 minutes ago, CittyKat112 said:

I need some playtesting for my map. It's 25% ready and I don't want to make any of it public just yet. Do I need to ask anyone here or the playtesting occurs on discord? I need someone to playtest the fights in my map on UV. UV version of the map is full of gaming tropes most doomers hate - mandatory platforming over death pits, health and ammo scarcity, the player gets locked in the arena until fight is over and so on. Is there anyone who's into this kind of shit?

Majority of the playtesters are on Discord, i recomend you post the incomplete version of your map on Disc they will test regardeless of anything.

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1 hour ago, %some random internet shkila said:

@gabirupee

i want to create a map for this project, i will also (probably maybe) make my own song for it. 
 

Unfortunately all mapping slots are full, sorry :c

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10 hours ago, gabirupee said:

Unfortunately all mapping slots are full, sorry :c

 

Not anymore. I'm withdrawing due to the fact that my map will not be finished for a long time. It will take far longer than the deadline to complete it.

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3 hours ago, Jacek Bourne said:

 

Not anymore. I'm withdrawing due to the fact that my map will not be finished for a long time. It will take far longer than the deadline to complete it.

Maybe you could use one of your old maps for this CP instead..? Cough Curvular cough.

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22 hours ago, %some random internet shkila said:

@gabirupee

i want to create a map for this project, i will also (probably maybe) make my own song for it. 
 

Hey one mapping slot opened, you still want it?

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  • 3 weeks later...

Bumping the thread just to let it know that the deadline it's close ( August 24th/20 Days )

 

Map's submitted after the deadline are not going to be accepted!

 

Also there one more mapping slot remaining.

Edited by gabirupee

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Posting again to announce my final version of my map! 

 

Final 1b mainly focuses on lighting, but also adds some detailing. The first room was visually improved a lot :)

hardfest-rocky-releasecand1.zip

 

Remember to load both wads in the zip :)

 

Changelog -

Spoiler

Final1b -

  • Added some blocker things to prevent cheesing fights by backtracking (you can still backtrack after the fight ofc)
  • Improved lighting
  • Improved detailing (mainly in the first room)
  • Better balancing on lower skill levels
  • Other?

 

RC 1 - 

  • Added difficulties
  • Further balanced UV
  • Minor texturing tweaks
  • Added co-op starts
  • Added rockets to secret
  • Added placeholder midi
  • Maybe some other changes I'm missing

 

Beta 1c -

  • Moved green armor from first cyber room to archie/caco closet
  • Changed some stimpacks to medikits
  • Added a pillar near the end to make dodging the archvile at least bearable
  • Moved medikits from the early manc/rev room to a more accessible spot
  • Added rockets at first teleport destination 
  • Edited pinky in first teleport-dest room
  • Fixed rev-in-ground glitch
  • Removed (for real this time) the crushers in the red door room
  • Other changes I might be missing

 

Beta 1b - 

  • Added health throughout
  • Added some more shotgun shells
  • Removed some enemies in the first teleport-dest room
  • Other changes I'm missing

 

To do -

Spoiler

Buff secret

Add more secrets (maybe)

More hp balancing?

Texturing improvements/further detailing

Add difficulty settings

Even more playtesting?

Add co-op starts

Name map

 

Previous versions -

 

Screenies -

Spoiler

doom01.png?width=1083&height=609

doom02.png?width=1083&height=609doom03.png?width=1083&height=609doom05.png?width=1083&height=609doom07.png?width=1083&height=609doom08.png?width=1083&height=609doom10.png?width=1083&height=609

Edited by RockyGaming4725
Formatting

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On 8/4/2022 at 1:59 PM, gabirupee said:

Bumping the thread just to let it know that the deadline it's close ( August 24th/20 Days )

 

Map's submitted after the deadline are not going to be accepted!

 

Also there one more mapping slot remaining.

 

Gabirupee, I won't be able to complete my map in time for the deadline. Family and work commitments will occupy my time and I won't be able to spend much time mapping. To that end, I would like to relinquish my spot, so you now have two mapping slots open.

 

I'm intrigued by the project and I wish you the best of luck with it.

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  • 2 weeks later...

Not sure if I can get this done by deadline... here's a screenshot!

 

Spoiler

Screenshot_Doom_20220822_222547.png.c74ec5a861ea6f3ded6a0de93e8ddaaf.png

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My Map Is Done!
Name: Planet of Blood
Length to make: well... since it was remade for this...probably about 2 days
Screenshots! (First half is normal mode, second half is harder mode (see inside the wad for info)):

Spoiler

image.png.ddc8105c46917a9ce46002278ed90d9b.pngimage.png.9f21fa77c6af1df2042d6484415da379.pngimage.png.bafd3bd8c7b6c735aca3f02060346b90.pngimage.png.33c6141dbcd7741914f5d22f4622bd45.pngimage.png.5e2284b31960da55889b617c819898c8.pngimage.png.6d5c50a4b3c6170bd8a61aba67a7f5af.pngimage.png.9ad2d82b0a9eac415db3812190d7895f.pngimage.png.3111ae548c4234e10b44c4f63169f5f3.pngimage.png.c293481887f600826a31c05d807de2c7.pngimage.png.3acf8c628f181de98afffb03ddbd04d5.png


and here is the file! Planet Of Blood.zip
I hope this gets accepted... as otherwise this would have been a waste.

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Sorry for being so quiet. I started and scrapped about 3-4 ideas before settling on something I was happy with. I'll have a finished map ready for the deadline, although the detailing probably won't be as good as I'd like.

Some screenshots:

Spoiler

doom05.png.c21efda0d11db8f51474ba81c9172235.png

doom06.png.014f663b20e242edbf4d393bcdcf580a.png

doom07.png.74160ebc9b85830ade207ad6a8b8fe24.png


 

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5 hours ago, Dan87 said:

Sorry for being so quiet. I started and scrapped about 3-4 ideas before settling on something I was happy with. I'll have a finished map ready for the deadline, although the detailing probably won't be as good as I'd like.

Some screenshots:

  Hide contents

doom05.png.c21efda0d11db8f51474ba81c9172235.png

doom06.png.014f663b20e242edbf4d393bcdcf580a.png

doom07.png.74160ebc9b85830ade207ad6a8b8fe24.png


 

rad

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It is here! Hope it's good enough!

 

Decaying Fields.zip

 

Title: Decaying Fields

MIDI: Disconcerted by Dragonfly

Difficulty settings: Yes

Coop starts: Yes

Known bugs: None so far

Tested with: Doom Retro and DSDA-Doom

Build time: Around a week

 

dfdoomhardfest.png

 

This one is a small, tight map with a lot of enemies but spread around various areas to make combat a little bit more ''tactical''. On UV it can get a bit rough due to low number of items and damage floor. Secrets are meant to help the player, so look for them.

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Damn... what a rush! Loved making this and took the "highly difficult" things in many different ways such as navigation, traps, enemy placements and types, etc.

 

Spoiler

Screenshot_Doom_20220824_172932.png.c171921ff1d6bb0d7e30e599c1ed6fcb.png

 

Name: The Metal Age

MIDI: Dark Matter by Tristan Clark

Build time: One week and many hours

Tools used: Doom Builder X, SLADE 3

Tested with: GZDoom 4.8.2

File: METAL.ZIP

Edited by Scorpius

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Deadline ended, thank you all for submitting im no longer accepting submissions. Majority of the playtesting and talking will be realized via discord so i recommend you use it :P

Edited by gabirupee

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15 hours ago, Endless said:

It is here! Hope it's good enough!

 

Decaying Fields.zip

 

Title: Decaying Fields

MIDI: Disconcerted by Dragonfly

Difficulty settings: Yes

Coop starts: Yes

Known bugs: None so far

Tested with: Doom Retro and DSDA-Doom

Build time: Around a week

 

Finished your map in 6:47 - it's a fun little map with some great atmosphere. I can see why you mention the secrets being a massive help since I was very low on health throughout, and I was only able to find the plasma gun. I think the map would suit well for an early slot in the wad, since the combat isn't very difficult by itself - the environment and lack of resources are definitely the main challenges you face.

 

More specific thoughts:

- Starting section is good, not having the chaingun to hand makes what would be a no-threat fight a bit of a challenge.
- Maybe teleport some monsters into the corridor after the bars to the outside are opened so you can't just hide in there completely safe.
- The hell knights on the cliffs, with the exception of the one that can shoot the player the whole time, feel a bit unnecessary.
- The imp snipers on the cliffs don't add anything to the map, I'd replace all of them with a couple of revenant (or even chaingunner) snipers to make them a threat or just get rid of them.
- The initial minutes of clearing the large outdoor area is my favourite bit of the map as it's hard to succeed by just going for it, the everpresence of damaging floors demands planning and caution.
- The plasma gun is possibly a little too easy to find for how much easier it makes the last part of the map.
- The cyberdemon is really easy to kill on it's own since the outside area is so large, a horde of revenants or a couple of archviles would be a more challenging final encounter (though keep the plasma gun easy to find if you change it to this!)
- The exit should be both marked, and less easy to walk into by accident.

 

I also found a couple of bugs:

- You can softlock if you fail to jump onto the cliff behind the radsuit (Top Picture)
- The exit floor lowers below the floor, causing a visual glitch (Bottom Picture)

Spoiler

image.png.c6bedbfef2a4ddbba6d966893c8cfff0.png

image.png.dbac5648f37bffabbbe12d28e4b74d8a.png

 

47 minutes ago, Scorpius said:

Damn... what a rush! Loved making this and took the "highly difficult" things in many different ways such as navigation, traps, enemy placements and types, etc.

 

Name: The Metal Age

MIDI: Dark Matter by Tristan Clark

Build time: One week and many hours

Tools used: Doom Builder X, SLADE 3

Tested with: GZDoom 4.8.2

File: METAL.ZIP

 

I finished your map in 10:36, and I don't have too much to say since it's a very solid, well made map. My main issues were due to navigability, since the floorplan of the map is very small and there's pillars absolutely everywhere, you get snagged

on them loads and this made moving around the level a bit annoying. I also think that the combat could be made more consistently challenging as a lot of the incidental combat is no threat at all, and the few ambushes there are go pretty easy on the player (with one notable exception!) 

I feel like this would be suitable for an early map slot.

 

More specific Thoughts:

- I like the colour coordinated sky and water visuals, they're quite understated but look excellent.
- I appreciate going for high difficulty with a low monster count, though there's normally a few too many safe spaces in each area for the combat to be very threatening

- I don't particularly like the archvile teleporting back and forward near the red key, it's not a threat to you and quite irritating to kill.
- The archvile maze area is a bit annoying, it's very hard to navigate, and the one-by-one nature that the archviles are released by is barely a threat (the last three happening at once is pretty entertaining though)
- The cyberdemon is a massive difficulty spike compared to the rest of the level because of all of the pillars that are around in the water pit, it's not too bad but maybe 64 units more space to move in either or both directions would stop you getting caught on these pillars so much while fighting.

 

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16 hours ago, Endless said:

It is here! Hope it's good enough!

 

Decaying Fields.zip

 

Title: Decaying Fields

MIDI: Disconcerted by Dragonfly

Difficulty settings: Yes

Coop starts: Yes

Known bugs: None so far

Tested with: Doom Retro and DSDA-Doom

Build time: Around a week

 

dfdoomhardfest.png

 

This one is a small, tight map with a lot of enemies but spread around various areas to make combat a little bit more ''tactical''. On UV it can get a bit rough due to low number of items and damage floor. Secrets are meant to help the player, so look for them.

Hey endless. Great map i agree with finnks that it would be a really great early map, i also fell this map would absorve more of its atmosphore if it have a sky but thats just my opnion :P.

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3 hours ago, gabirupee said:

Hey endless. Great map i agree with finnks that it would be a really great early map, i also fell this map would absorve more of its atmosphore if it have a sky but thats just my opnion :P.

Thanks! If there's time for fixes, I could tweak it a little bit.

 

Also, I thought the sky was going to be decided depending on the map slot.

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I haven't really said shit on this thread since I've been pretty much sticking to the Discord.

 

That said, this came together really well! Good job everyone <3

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