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[dev thread, final version out, don't post here thank] Devious Deviance - An MBF21-compatible CP where we implement difficulty settings differently


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On 11/12/2022 at 6:12 PM, Dr. Zin said:

@MFG38 any progress on compiling the beta build?

 

Shamefully no, got distracted by other things for the moment. But I'll get it done sooner rather than later.

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Suddenly it feels like the universe is against me. My desktop PC just seemingly committed suicide - sudden BSOD out of nowhere and it's not producing any output even from onboard graphics after a hard reset. It still boots up, but nothing shows up on the monitor and the mouse apparently isn't being recognized either. And all I have in terms of a replacement is a 5-year-old laptop with Linux on it and no Doom editing tools set up (from which I'm writing this post right now).

 

Honestly I don't know when the beta build will happen at this point. The GPU failing already discouraged me as it is, and with the entire PC in a seemingly unusable state now, that's only bound to delay things further yet. Don't be surprised if you don't see it until next year.

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  • 1 month later...
Just now, Ravendesk said:

@MFG38 Hi, what's the progress on the compilation? Do you need any help with that maybe?

 

It has been on my mind, don't worry. Desktop PC works again, so it's definitely happening ASAP - just a little tiny thing I need to do still. Beta build should be out within the month.

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  • 4 weeks later...
19 hours ago, Ravendesk said:

Hello Mr. @MFG38 how is compilation going?

 

Coming along slowly but surely. I'll likely be able to release the beta either this weekend or the next.

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  • 3 weeks later...

Alright, here it finally is - the first beta version of Devious Deviance. Downloadable here:

https://drive.google.com/file/d/1j0wdo88mP0P_Q1XgTQSJ0sI6n06F59wN/view?usp=share_link

 

Minor disclaimer: I got lazy with the map ordering and decided to just do order of submission instead of by difficulty. That said, the order isn't necessarily final, and I'm open to suggestions as to which map should go where if anyone happens to come up with ideas regarding the map order. Also, some stuff is still missing, namely TITLEPIC and CREDIT graphics. In any case, I hope you all enjoy.

 

EDIT: Hotfix to fix missing skies in MAP03 and MAP06 that were causing a crash. I really need to learn not to be hasty with this shit...

Edited by MFG38

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12 hours ago, MFG38 said:

Alright, here it finally is - the first beta version of Devious Deviance. Downloadable here:

https://drive.google.com/file/d/1j0wdo88mP0P_Q1XgTQSJ0sI6n06F59wN/view?usp=share_link

 

Minor disclaimer: I got lazy with the map ordering and decided to just do order of submission instead of by difficulty. That said, the order isn't necessarily final, and I'm open to suggestions as to which map should go where if anyone happens to come up with ideas regarding the map order. Also, some stuff is still missing, namely TITLEPIC and CREDIT graphics. In any case, I hope you all enjoy.

 

EDIT: Hotfix to fix missing skies in MAP03 and MAP06 that were causing a crash. I really need to learn not to be hasty with this shit...

 

Very nice credits map!

 

Regarding the map order: I have replayed all of the maps now and have some thoughts.

This is the order I think makes sense (with some commentary):

Map 01 - "Flukey Malarkey" by RED77 (currently 01). This map is easy and short, and it also has a very prominent difficulty theme with giving you a different key at the start, so I think this is overall a great first map for the wad.

Map 02 - "Estuary Shrine" by Salmon (currently 04). Medium difficulty and a total change of tone from map 01 due to grass/marble aesthetics and open layout in contrast to tech corridors, which I think should work very well as a progression. It is also relatively short and the gameplay is very fast-paced.

Map 03 - "Temple of Steel" by MFG38 (currently 08). Might be a bit easier than 02, but I think it's good to have a slow atmospheric map after an intense chaotic map.

Map 04 - "Agnosia" by SCF (currently 02). Would be easy, but it has one hard fight (blue key one), so I think it pumps up the difficulty pretty nice here. Short-medium length should work well for slot 04 and also being back to tech style for now.

Map 05 - "Upon the Plane of Eden" by Dr. Zin (currently 05). Medium-hard due to sandbox nature and having to figure out where to get the resources needed, but not too bad if practiced. Also one of the longest maps in the wad, so I think slot 05 should be good for it, because there is a perfect follow-up in slot 06.

Map 06 - "The Refinery" by knifeworld (currently 07). Medium difficulty, probably a bit easier than 05. But what I think is great about having it in this slot is that it is short, fast-paced and straightforward, so after long and sandboxy 05, it's a very good change of pace.

Map 07 - "Icarus Mk. II" by Ravendesk (currently 03). Medium-hard difficulty (mostly due to platforming, but also 2 of the fights are pretty tough), and back to slightly slower pace.

Map 08 - "Blasted Blaze" by alexsa2015sa (currently 06). I think this map is the hardest in the wad due to serious weapons/ammo/health starvation and cramped fights and also it's pretty long (maybe the second longest after "Upon the Plane of Eden"?), so definitely deserves the finale spot.

 

Not sure of course that this is the best possible order, but that's what I think might work well. 

 

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  • 2 weeks later...
3 minutes ago, Ravendesk said:

Hey @MFG38, now that almost everything is ready, when are you planning to make an actual RC1 release?

Do you need any help with anything?

 

No help needed, I'm just procrastinating on getting a 2nd beta version out. :P Will likely finish it up this weekend, though, RC1 won't be far off after that.

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Just now, MFG38 said:

 

No help needed, I'm just procrastinating on getting a 2nd beta version out. :P Will likely finish it up this weekend, though, RC1 won't be far off after that.

Hmm, and what would be the difference between 2nd beta and RC1? Why second beta is even needed?

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1 minute ago, Ravendesk said:

Hmm, and what would be the difference between 2nd beta and RC1? Why second beta is even needed?

 

Mostly why I want to do a 2nd beta build is to test out the new map order. That way, if it feels off, it can still be tweaked for RC1. I'm also thinking of adding custom music for the title and intermission screens (for the first time ever in a CP I've run), but I'm gonna need some more time to pick out suitable MIDIs for those, so they won't be in the 2nd beta yet. If I decide to do that.

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1 minute ago, MFG38 said:

 

Mostly why I want to do a 2nd beta build is to test out the new map order. That way, if it feels off, it can still be tweaked for RC1. I'm also thinking of adding custom music for the title and intermission screens (for the first time ever in a CP I've run), but I'm gonna need some more time to pick out suitable MIDIs for those, so they won't be in the 2nd beta yet. If I decide to do that.

Gotcha. Please don't procrastinate too much on it, there are people who signed up for your project and who, I'm pretty sure, would greatly appreciate this project being released, and you kinda owe them that (because they signed up for your project, you know). Likely this weekend + additionally not far off after that doesn't sound exactly promising considering you spent 5 months compiling 8 maps into a wad without even ordering them, but I sure hope selecting two midis won't take another 5 months.

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3 minutes ago, Ravendesk said:

Gotcha. Please don't procrastinate too much on it, there are people who signed up for your project and who, I'm pretty sure, would greatly appreciate this project being released, and you kinda owe them that (because they signed up for your project, you know). Likely this weekend + additionally not far off after that doesn't sound exactly promising considering you spent 5 months compiling 8 maps into a wad without even ordering them, but I sure hope selecting two midis won't take another 5 months.

 

To be fair, my computer was out of commission for 1.5 out of those 5 months, and Doom isn't the only creative hobby I dabble in. Sometimes I work on other types of stuff - like I have actually been lately as well - and when the focus shifts, so do my priorities. Have some understanding instead of giving me attitude.

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2 minutes ago, MFG38 said:

 

To be fair, my computer was out of commission for 1.5 out of those 5 months, and Doom isn't the only creative hobby I dabble in. Sometimes I work on other types of stuff - like I have actually been lately as well - and when the focus shifts, so do my priorities. Have some understanding instead of giving me attitude.

Sure, that's why I have been offering help several times seeing that you are struggling with finding time for the project, that is probably very low in your priority list.

 

However, you seem to reject any help and at the same time do nothing for the project yourself. So please show some respect for the mappers, who have signed up to implement the maps for your idea and please do the actual job that you signed up to do by announcing the project, as mappers did.

 

I perfectly understand that everyone has other stuff to do aside from doom, but since you started the project, you have some responsibilities. Cheers.

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Aaaaaaand Beta 2, with a new map order and TITLEPIC, CREDIT and M_DOOM graphics. Enjoy.

 

If no serious issues crop up, RC1 will launch in the next week or two.

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15 hours ago, MFG38 said:

Aaaaaaand Beta 2, with a new map order and TITLEPIC, CREDIT and M_DOOM graphics. Enjoy.

 

If no serious issues crop up, RC1 will launch in the next week or two.

A minor issue: when you open automap, the map number shown there is wrong.

I think this is because you changed the "next" field in UMAPINFO, but didn't update map markers and numbers here "MAP MAP04 { ... }" in UMAPINFO (or the other way around, maybe you meant to update "next").

Edited by Ravendesk

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11 hours ago, Ravendesk said:

A minor issue: when you open automap, the map number shown there is wrong.

I think this is because you changed the "next" field in UMAPINFO, but didn't update map markers and numbers here "MAP MAP04 { ... }" in UMAPINFO (or the other way around, maybe you meant to update "next").

 

Fuck. Yeah, I forgot to update the next definitions. Hotfix.

 

EDIT: Turns out I also forgot to update the CWILV** graphics in the map definitions. Pushed out a second hotfix, same link should work.

Edited by MFG38

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  • 5 weeks later...

Hey @MFG38.

I made some minor changes to the map 07 based on feedback I got from rc1, mostly QoL stuff, but also slightly nerfing a few things and fixing some texturing errors.

Please include this version of the map in RC2. Thanks!

 

ddevian_map07_rc2.zip

 

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  • 4 months later...

@MFG38 hello mr. mfg38, I propose to grab the only map update you have and push the wad to idgames so it's finalized. 

I can do it myself on your behalf btw, it's easy enough.

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1 hour ago, Ravendesk said:

@MFG38 hello mr. mfg38, I propose to grab the only map update you have and push the wad to idgames so it's finalized. 

I can do it myself on your behalf btw, it's easy enough.

 

No need, I'll get around to it myself ASAP. Sorry it's taken so long, I have no excuses this time around.

 

You were right. I suck. I handled this entire project super badly and I'm ashamed of myself for it.

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