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[Community Project] Cleanout – A slaughterish Boom compatible Ultimate Doom megawad [ALL SLOTS TAKEN!!!]


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Have any of you ever set out on a project so ambitious that it took on a life of its own and ended up getting too much for you? I for one certainly have and this is most certainly one of them.

It came about like this: About a year ago from posting this (august 27th 2022) I set out to make a full ultimate doom megawad (36 maps) out of a few of my RAMP 1 & 2 levels and almost a whole megawad’s worth of other levels that I lost access to, due to somehow losing both the username and password of the onedrive account that I had backed them up on. I then ended up having ideas of replacing like half of the doom enemies with dehacked custom monsters (which I ultimately ended up abandoning) scraping the recreation of some of the weaker lost levels and replacing them with more ambitious and better new ones and a few other less sweeping and successful ideas that I don’t think you need to know about.

Now after almost 8 and a half months of work (I wasn't really very productive 3 and half months of that time) on this project and only managing to finnish/half finnish half of the anticipated 36 levels I realized that it is time to move on with my life and finally settled on the following theme:

A SLAUGHTERISH MEGAWAD WHERE THE FIRST 2 OR SO LEVELS OF EVERY EPISODE ARE TO BE NORMAL(ISH) WITH RELATIVELY LOW MONSTER COUNTS COMPARED TO THE REST OF THE WAD, THAT THEN TRANSISTION INTO A FEW SLAUGHTERISH LEVELS AT THE MIDDLE AND FINALLY TURN INTO FULL ON SLAUGHTER NEAR THE END (at map 5 or 6).

I've dreamt up a story for the megawad that goes something like this:

 

Spoiler

 

You start off as a marine on active duty on earth's moon base while a teleporting experiment attempts to link up the earth itself with another moon base, set up on the Martian moon of Deimos.

Unfortunatly however, this experiment, much unlike the one that linked up the earth with it's moon base (that you are stationed on currently), goes horribly wrong...

 

The Deimos base, along with the entirety of Deimos itself, gets pulled out of Martian orbit and sucked into hell itself, eventually ending up suspended above hell's surface (just like Deimos from doom1/the ultimate doom) and the facility on earth attempting the teleportation experiment quickly gets overrun by demons as more and more hellspawn pours through the portal.

 

These invading demons then quickly find their way to the teleporters linking up earth to it's moon base, start their invasion of it and plung you into the frey...

 

  

 

Figured that I want the first episode to take place on the moon base, the second one to take place on earth, the third one to take place on Deimos and the last fourth one to take place in hell.

 

And last but not least decided that it' s time I turn this into a community project. The rundown of said project is this:

 

I need mappers to help me make the remaining 10 maps needed to fillout the full megawad. The other 20 levels have already been started and will be finished by myself (at least those of them that haven’t been finished/almost finished already – 15 of them already are).

 

The thing I want from my mappers is at least a single map from each mapper made to the following specs:

-IWAD: Ultimate Doom

-Format: Boom: Doom (Doom Format)

-Must be Co-op compatible (4 player starts),        Deathmatch is optional

-predetermined sky textures (ONLY IN NON BONUS LEVELS),

-weapon & boss monster placements (only applies to cyberdemons and spider masterminds) (ONLY IN NON BONUS LEVELS),

-vague level themes (ONLY IN SOME OF THE LEVELS!!!), 

-somewhat predetermined monster counts (They’ll be given in a range) THAT INCLUDE LOST SOULS (more on that later...) (ONLY IN NON BONUS LEVELS) &

-made with OTEX (https://doom.ukiro.com/otex-downloads/), THE CUSTOM TEXTURES THAT ARE ALL INCLUDED IN THE WAD (I compiled a whole bunch of my favorite custom textures & flats from various texture packs and made the required format conversions and definitions for them) OR the default DOOM 1 TEXTURES.

& Also:

-A few additional requests for some of the maps given alongside the monster count ranges, themes & weapon & boss monster placements in the list below (ONLY IN NON BONUS LEVELS):

Spoiler

 

P1M1: Theme = anything (used to be techbase),

Monster counts = 100-110 on hard, 70-90 Medium and 64-66 easy

Other requests: introduce the shotgun regularly and the chaingun in a secret, Add no other weapons, No spider masterminds or cyberdemons, Use sky1_1 or sky1_2 or sky1_3 or sky1_4 from cleanout.wad or your own sky IF it fits the custom sky requirements (below this list) as the sky.

 

P1M2: Theme = anything (used to be techbase),

Monster counts = 80-100 on easy, 110-130 on medium AND  140-160 on hard.

Other requests: introduce the chaingun regularly and the chainsaw in a secret, Add a shotgun, No spider masterminds or cyberdemons, Use sky1_1 or sky1_2 or sky1_3 or sky1_4 from cleanout.wad or your own sky IF it fits the custom sky requirements (below this list) as the sky.

 

P1M6: Theme = anything (used to be techbase),

Monster counts = 300-350 on easy, 370-420 on medium AND 440-490 on hard.

Other requests: Add all the weapons, Add spider masterminds AND cyberdemons, Use sky1_1 or sky1_2 or sky1_3 or sky1_4 from cleanout.wad or your own sky IF it fits the custom sky requirements (below this list) as the sky.

 

P1M9: Theme = anything (used to be techbase),

Monster counts = 90-140 on easy, 150-200 on medium AND 210-260 on hard.

Other requests: Add whichever weapons you want, If you want to add 1 spider mastermind and/or 1 cyberdemon, Use sky1_1 or sky1_2 or sky1_3 or sky1_4 from cleanout.wad or your own sky IF it fits the custom sky requirements (below this list) as the sky, A gimmick of sorts would be preferable.

 

P2M1: Theme = anything (used to be city),

Monster counts = 50-100 on easy, 110-160 on medium AND 170-210 on hard.

Other requests: introduce the shotgun regularly and the chaingun in a secret, Add no other weapons, No spider masterminds or cyberdemons, Use sky2_1 or sky2_2 from cleanout.wad or your own sky IF it fits the custom sky requirements (below this list) as the sky.

 

P2M2: Theme = anything (used to be city),

Monster counts = 100-150 on easy, 160-210 on medium AND 220-270 on hard.

Other requests: introduce the chaingun regularly and the chainsaw in a secret, Add a shotgun, Add 1 spider mastermind and/or 1 cyberdemon, Use sky2_1 or sky2_2 from cleanout.wad or your own sky IF it fits the custom sky requirements (below this list) as the sky.

 

Custom sky requirements:

Phase 1: Sky must be a SPACE SKY and is preferably black.

Phase 2: Sky must be a CITY SKY.

 

It would also be preferable if every map was about as dificulty as the size of it's monster count would suggest (large monster count = high dificulty and small monster count = low dificulty). The only exeptions to this rule should be the last 2 maps in every episode (7th and 8th maps) where monster count usually falls down but dificulty should remain high.

 

Also this is a serious mapping project so no terry wads or joke maps!

 

In the zip in the link attached below you will find the wad with my currently complete/ started maps and the custom textures I was talking about earlier.

I’ve also included a DEHACKED file into the wad, that ENFORCES THE COUNTING OF LOST SOULS TOWARDS THE MONSTER COUNT. It should help everyone that’s not using GZDoom determine what their monster counts are:

 

There is also one more thing you need to know before I get to the level list:

The whole megawad will be split into 3 episodes of 9 levels each and 1 episode of 7 levels, BUT I will not be referring to them as episodes but will rather be referring to the first 3 as phases (which will be numbered the same as the episodes: phase1=episode1, phase2=episode2  and phase3=episode3) and the last one as bonus levels.

 

The list of levels and who has already claimed them:

P1M1 @Herr Dethnout

P1M2 @R0rque.

P1M6 (now P2M6) @Philnemba 

P1M9 @Razza

P2M1 @AnArchaicApparatus

P2M2 @DavidN

BLM2 (now P3M2) @Herr Dethnout

BLM3 (now P2M9) @R0rque.

BLM4 (now P1M6) @AnArchaicApparatus

BLM5 (now P1M4)  @noob_killer012345678

 

Music and map names can be anything as long as no levels ever use the same song/have the same name as the next/previous level.

 

I will be playing every map that gets submitted myself (probably in GZDoom) and providing feedback as soon as I am able.

 

The deadline for signups is april 14th 2023 and the deadline for map submissions is april 15th 2023. Also, since I don’t want people to be screwed over by time zones, I will still be accepting both signups and submissions that are no more than 23 hours late of their respective deadlines in my time zone (UTC+1).

 

If you want in, type @epicyolomaster420 I’m in and the name of the map you want into your post.

 

If you have any more questions ping me and we’ll talk.

 

Some screenshots:

Spoiler

582924431_2023-01-07(3).png.78e45cfd684663d3e1823a544c8efd74.png1806086689_2023-01-07(5).png.100175797136fd5f6e58e5d5f37fe7b8.png1800154474_2023-01-07(7).png.e71ae5bb1aa7ed2b9766edd93450e3c7.png521734933_2023-01-07(8).png.c2d914f4b0244934d82ce63f89073e77.png1246935529_2023-01-07(33).png.1478b50b12215d5b361bbe592779cbe4.png1967894651_2023-01-07(11).png.ee83701f60967466218b63f0c1c3986a.png987736646_2023-01-07(12).png.93e970072f8b62bcdec449f3cea060dc.png1075408919_2023-01-07(19).png.10ea300074e0435ae5baeb906d6c8909.png529502990_2023-01-07(25).png.f0d19c09cef8ea509ba65e916e5ba30f.png

1272158664_2023-01-07(28).png.e43714272069133b652c7eb3572a6f70.png

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782459922_2023-01-07(38).png.812c2b7602e31c3c817ef9d20c0f15ce.png

 

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1773948679_2023-01-07(42).png.8bc0bdd2c4749794c3a784b65276ad95.png1026151602_2023-01-07(44).png.a05d66fb5c12761858a962cfdf3e5ecc.png1736015676_2023-01-07(47).png.422a09883e4f0b15253c475dcef832fe.png472636773_2023-01-07(48).png.49c0709c0cb7aa2f1a76c9d21ca2fa0c.png

 

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image.png.4139787f993f36033eb66047ce348a6b.png

 

Edited by epicyolomaster420
updated the zip's & some outdated information

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Yes, this post needs to moved!

Also, the OP needs better formatting, in this way is pretty hard to understand, thanks to Discord i understand that this is boom slaughter map project for Doom, a pretty rarity!

Edited by Walter confetti

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Seconding Walter, this post is really poorly formatted.

 

Also, if PxMy is going to be the actual naming format for the map lumps, that's going to throw Boom compatibility as you desire out the window. The only source ports that'll be capable of loading those maps then are either ZDoom-based or UMAPINFO-compatible ones.

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29 minutes ago, MFG38 said:

Also, if PxMy is going to be the actual naming format for the map lumps, that's going to throw Boom compatibility as you desire out the window. The only source ports that'll be capable of loading those maps then are either ZDoom-based or UMAPINFO-compatible ones.

That's not true though? Boom runs ExMy stuff just fine, just tested on prboom-plus 2.5.1.4 cl9 and a quick sample wad (https://drive.google.com/file/d/1L_0A7t0fRc_J9LnHb-9DsUeybjady62M/view?usp=sharing) with transfer heights+ generalized boom action and no *mapinfo lumps made with Boom: Doom (Doom format) UDB configuration. Runs like this with standard episode selection (-warp 1 1 if you want):

prboom-plus-2.5.1.4\glboom-plus.exe -iwad wads\DOOM.WAD -file wads\dev\E1M1_boom.wad -complevel 9

 

Edited by Doomy__Doom

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2 minutes ago, Doomy__Doom said:

That's not true though? Boom runs ExMy stuff just fine

 

 

I know it does. What I was talking about was map lump names as described in the OP - PxMy, not ExMy.

 

Double-check what you read before replying.

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Thanks to everyone for all the help you have offered so far with getting the post moved and pointing out the subpar formating of my OP. I have now reformated it significantly and have even added some screenshots. Also @MFG38 No PxMy is not going to be the actual naming format for the map lumps but is rather just a shorthand I have used to express phase x map y in the OP (in the same way that ExMy is, besides being the lump naming sceme, a shorthand for episode x map y). I am all to aware, afterall, of the problems going for such a lump naming sceme could cause, not just to the maps but also the action specials I am so keen an using and am therefore going to be avoiding any lump renaming. I hope that cleared up everything. That's all for now.

Edited by epicyolomaster420

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6 hours ago, Herr Dethnout said:

Although it was hard to read, I'm in!
 

@epicyolomaster420 I have a idea for P1M1, so I will choose that.

Welcome aboard!

 

Also on the topic of the OP still being hard to read, would you be so kind as to specify which part bothered you the most (I plan to improve it if possible)?

Edited by epicyolomaster420
forgot to ask about the OP

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1 hour ago, epicyolomaster420 said:

Welcome aboard!

 

Also on the topic of the OP still being hard to read, would you be so kind as to specify which part bothered you the most (I plan to improve it if possible)?


Mostly was the part of the additional requests:

 

On 8/27/2022 at 2:18 PM, epicyolomaster420 said:

P1M1: Theme = techbase, Monster counts = between 26 and 38 on easy, 40 and 52 on medium AND 54 and 66 on hard. Other requests: introduce the shotgun regularly and the chaingun in a secret, Add no other weapons, No spider masterminds or cyberdemons, Use rsky1 from cleanout.wad as the sky.


I think it would be better if you separate the text like this:

 

Spoiler

 

P1M1:

Theme = techbase 

Monster counts = between 26 and 38 on easy, 40 and 52 on medium AND 54 and 66 on hard.

Other requests: introduce the shotgun regularly and the chaingun in a secret, Add no other weapons, No spider masterminds or cyberdemons, Use rsky1 from cleanout.wad as the sky.

 

 

Will be more easy to read (at least for me hehe)

Also, thanks! 

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2 hours ago, Herr Dethnout said:


Mostly was the part of the additional requests:

 


I think it would be better if you separate the text like this:

 

  Hide contents

 

P1M1:

Theme = techbase 

Monster counts = between 26 and 38 on easy, 40 and 52 on medium AND 54 and 66 on hard.

Other requests: introduce the shotgun regularly and the chaingun in a secret, Add no other weapons, No spider masterminds or cyberdemons, Use rsky1 from cleanout.wad as the sky.

 

 

Will be more easy to read (at least for me hehe)

Also, thanks! 

Improvements made. Thanks for the feedback!

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On 8/29/2022 at 2:23 PM, Paf said:

If I am able to map, I'll claim E4M8 or E4M7.

Sorry to get in the way like this but E4M8 and E4M7 are both unavailable as they are reserved for me and are in fact already fully finnished (I've attached screenshots of the maps in the hidden contents if you don't believe me - plus you can always download the zip and check them out for yourself), so please select a map from the list that is available (yet unclaimed).Here is said list (for clarification before you read it ExMy and PxMy basicaly mean the same thing and are just a result of me reffering to the episodes as phases - hence the P rather than the E):

P1M2 {unclaimed}

P1M6 {unclaimed}

 

Edited by epicyolomaster420
updating unclaimed maps list

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(any map that is not on the list is a map that is reserved for me and is either already finnished or still being worked on)

Edited by epicyolomaster420
took out redundant text

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Oh wait, so that means every map has a request for monster count and stuff on every difficulty, and skies and weapon placement?

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umm, so, this is a community project where half of the maps are or will be finished by yourself, and then you ask people to complete some of the maps with some specific requests. huh, quite confusing tbh. doesn't meant to sound rude or whatever, just saying.

 

Also, yeah, the original post needs a better format to make it easier for everyone to read.

Edited by lokbustam257

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Yeah... I don't think I'm going to be mapping for this because of how specific everything needs to be. It's just too restrictive for me.

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58 minutes ago, lokbustam257 said:

umm, so, this is a community project where half of the maps are or will be finished by yourself, and then you ask people to complete some of the maps with some specific requests. huh, quite confusing tbh. doesn't meant to sound rude or whatever, just saying.

 

Also, yeah, the original post needs a better format to make it easier for everyone to read.

No offence taken, but could you please explain what exactly you find so confusing? I mean I make 19 maps and people who sign up for this make 17 by making 1 map per person. What's so confusing about that?

Also could you explain what you mean by saying that this needs a better format (What exactly you still find hard to read) because I've already made a ton of improvements to the post, have made it much clearer than it was originaly and can't think of what else I could still do?

Edited by epicyolomaster420

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I wouldn't exactly say it's "confusing" but the whole setup of this is a bit odd. Normally a community project involves a somewhat equal share of maps to mappers. There are usually one or two people who end up contributing more, but it's quite unusual to have 19 maps by one person and then 17 maps by 17 people. Not that it's against the rules or anything, you are obviously free to do whatever you want (within reason). However, this could lead to major consistency problems. 50% of the project will be in your style, but then the rest of the maps will be a mixture of styles.

Also, you have no overarching theme or goal for the project. You say "slaughter-ish" but some maps are supposed to have 100 monsters (not slaughter at all) while others are approaching 1000 (not "ish"). These numbers won't even necessarily translate to the result you are looking for. I can make a map with 100 low tier monsters stupid hard. I can also make a snoozefest map with 1000 monsters that are of no threat. A bit more direction for the whole project and/or individual maps could help (like, "open arena combat with lots of ammo and health but difficult fights" or "puzzle-slaughter where you have to really make use of the environment"). I'm gonna be blunt here, the per-map themes that you gave are incredibly boring. They are all themes found in the original game that have been done over, and over, and over, and over again. People will already make stuff in those themes without you telling them to - they are already baked into the textures as well as our brains. If you want to assign someone a theme, try something more imaginative. Like "mud pits" or "underground city" or "demon village" or something that's not your standard doom1/2 theme.

Finally, my question to you is, why not release your existing 19 maps on their own? You don't need to fill 32 slots, especially with such high monster counts. Also the overall continuity will probably be better since they are all authored by you. Leading a project is a lot of work in itself, so if you are feeling burnt out by this megawad already then you might just be causing yourself more stress.

Just my 2c so take it however you want it!

 

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50 minutes ago, magicsofa said:

I wouldn't exactly say it's "confusing" but the whole setup of this is a bit odd. Normally a community project involves a somewhat equal share of maps to mappers. There are usually one or two people who end up contributing more, but it's quite unusual to have 19 maps by one person and then 17 maps by 17 people. Not that it's against the rules or anything, you are obviously free to do whatever you want (within reason). However, this could lead to major consistency problems. 50% of the project will be in your style, but then the rest of the maps will be a mixture of styles.

Also, you have no overarching theme or goal for the project. You say "slaughter-ish" but some maps are supposed to have 100 monsters (not slaughter at all) while others are approaching 1000 (not "ish"). These numbers won't even necessarily translate to the result you are looking for. I can make a map with 100 low tier monsters stupid hard. I can also make a snoozefest map with 1000 monsters that are of no threat. A bit more direction for the whole project and/or individual maps could help (like, "open arena combat with lots of ammo and health but difficult fights" or "puzzle-slaughter where you have to really make use of the environment"). I'm gonna be blunt here, the per-map themes that you gave are incredibly boring. They are all themes found in the original game that have been done over, and over, and over, and over again. People will already make stuff in those themes without you telling them to - they are already baked into the textures as well as our brains. If you want to assign someone a theme, try something more imaginative. Like "mud pits" or "underground city" or "demon village" or something that's not your standard doom1/2 theme.

Finally, my question to you is, why not release your existing 19 maps on their own? You don't need to fill 32 slots, especially with such high monster counts. Also the overall continuity will probably be better since they are all authored by you. Leading a project is a lot of work in itself, so if you are feeling burnt out by this megawad already then you might just be causing yourself more stress.

Just my 2c so take it however you want it!

 

You make some very good points and just gave me A LOT to think about. Some of the points in fact are even legitimate problems I didn't know I had (like for example the one of consistency, boring-ish themes, wildly scattered monster counts and the fact that said monster counts don't necessarily correspond to difficulty), so thank you!

I will probably try to make the project have a more overarching theme, but don't think I'll be releasing the maps standalone as I never imagined them fitting together because of how the first third of them is scattered across the megawad with sky textures and themes that just wouldn't fit well together with the other 2 thirds.

Edited by epicyolomaster420

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Also I think it's worth saying that because of the fact that most of my levels (those other 2 thirds I was talking about earlier) are all concentrated in phase 3 (which I reserved fully for myself) and the second half of phase 4, rather than being evenly distributed over the megawad the problem of consistency shouldn't be as stark (since there will be no back and forth between my style and other people's...).

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@Herr Dethnout where you planing to use the SW1RW48 and/or SW2RW48 textures from cleanout.wad in your map by any chance (they're suppose to be those big skull switches from doom 2 that you see at the end of map11 AND in map30, but they're not animating properly so I was thinking of replacing them...)?

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2 hours ago, epicyolomaster420 said:

@Herr Dethnout where you planing to use the SW1RW48 and/or SW2RW48 textures from cleanout.wad in your map by any chance (they're suppose to be those big skull switches from doom 2 that you see at the end of map11 AND in map30, but they're not animating properly so I was thinking of replacing them...)?


I'm checking the cleanout.wad right now heh

But no, I not gonna use that textures so replace it I you want

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Important announcement: I've changed the original post to include the improvements that @magicsofa has suggested to me, have changed the phase 3 and phase 4 sky textures, have replaced the RW48_1, RW48_2, SW1RW48, SW2RW48 & O39_6A_0 textures with other textures as they where either redundant or where switch textures that weren't animating properly, have REMOVED MOST OF THE MAPS THEME LIMITATIONS (as I've realized that @Paf had a point when he said that the project was indeed to restrictive - I pinged you so you can maybe take a look if it's no longer is too restrictive for you now) and have also asked that dificulty at least somewhat follows monster counts (though I'm giving @Herr Dethnout a pass on this as he signed up for the project before this request was introduced - you don't have to follow this request if you don't want to...).

Edited by epicyolomaster420

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2 hours ago, epicyolomaster420 said:

Important announcement: I've changed the original post to include the improvements that @magicsofa has suggested to me, have changed the phase 3 and phase 4 sky textures, have replaced the RW48_1, RW48_2, SW1RW48, SW2RW48 & O39_6A_0 textures with other textures as they where either redundant or where switch textures that weren't animating properly, have REMOVED MOST OF THE MAPS THEME LIMITATIONS (as I've realized that @Paf had a point when he said that the project was indeed to restrictive - I pinged you so you can maybe take a look if it's no longer is too restrictive for you now) and have also asked that dificulty at least somewhat follows monster counts (though I'm giving @Herr Dethnout a pass on this as he signed up for the project before this request was introduced - you don't have to follow this request if you don't want to...).

Ah, mostly what I meant was monster counts and stuff being forced and stuff. Besides that I don't see much that got changed. But I think something that would help with that is some wiggle room (instead of it being 59 to 79 monsters or something, instead it being something like 50-100).

 

It's still kinda restrictive since I normally place a lot of monsters and I balance by removing difficult enemies (e.g. I have 1 shotgunner, 2 chaingunners, 2 revenants and 1 archvile teleport into an area once you press a switch, on easy I remove 1 chaingunner and replace the other with a shotgunner, and make the archvile a chaingunner)

 

Lemme just pull up an example of little room, on medium on E1M1/P1M1, you only have 52 monsters max and only 12 monsters of room. Same problem with UV, I think something like difficulty would be be better and a monster count that's not as restrictive (as for the case with E1M1 and P1M1, maybe make medium 40-65 and hard being 65-75)

 

I don't know, but I map better without as many restrictions.

Edited by Paf

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40 minutes ago, Paf said:

Ah, mostly what I meant was monster counts and stuff being forced and stuff. Besides that I don't see much that got changed. But I think something that would help with that is some wiggle room (instead of it being 59 to 79 monsters or something, instead it being something like 50-100).

 

It's still kinda restrictive since I normally place a lot of monsters and I balance by removing difficult enemies (e.g. I have 1 shotgunner, 2 chaingunners, 2 revenants and 1 archvile teleport into an area once you press a switch, on easy I remove 1 chaingunner and replace the other with a shotgunner, and make the archvile a chaingunner)

 

Lemme just pull up an example of little room, on medium on E1M1/P1M1, you only have 52 monsters max and only 12 monsters of room. Same problem with UV, I think something like difficulty would be be better and a monster count that's not as restrictive (as for the case with E1M1 and P1M1, maybe make medium 40-65 and hard being 65-75)

 

I don't know, but I map better without as many restrictions.

 

TBH I don't have any problems with restrictions (Although I feel the monster count is pretty low for a Slaughterish map), I feel that make me more creative in thinking situations for the level like a map with vanilla restrictions.

Anyway, I have a free pass with the monster count sooooo

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10 hours ago, Herr Dethnout said:

 

TBH I don't have any problems with restrictions (Although I feel the monster count is pretty low for a Slaughterish map), I feel that make me more creative in thinking situations for the level like a map with vanilla restrictions.

Anyway, I have a free pass with the monster count sooooo

I think you may have missunderstood me. I didn't say you get a free pass on monster counts, but rather on the dificulty of your map following said monster counts (as to quote myself what I actually said was: "and have also asked that dificulty at least somewhat follows monster counts" - please read through the post again if you don't believe me), BUT since I don't want to lose my only mapper and I agree with what Paf said (that monster counts for this map - and indeed a few of the other first maps as whel, are indeed a bit low and too rigidly defined) what I will be doing is this: I will be capping (giving a maximum to) your monster counts at a relatively generous 100 monsters on easy, 150 monsters on medium and 200 monsters on hard and will give you no lower limit (and ask that you keep in mind that this megawad is suppose to be slaughterish) and will in the near future probably be reworking the other maps monster counts too. Also if you've already put in a few more monsters than that on any of the skill levels than that's fine. You are the first and only mapper I have so far afterall, so I can give you some wiggle room. I also hope this doesn't turn out like I'm making shit up as I go along too much, as I'm just trying to implement on feedback, that's all.

Edited by epicyolomaster420
fixed typo

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1 hour ago, epicyolomaster420 said:

I think you may have missunderstood me. I didn't say you get a free pass on monster counts, but rather on the dificulty of your map following said monster counts (as to quote myself what I actually said was: "and have also asked that dificulty at least somewhat follows monster counts" - please read through the post again if you don't believe me), BUT since I don't want to lose my only mapper and I agree with what Paf said (that monster counts for this map - and indeed a few of the other first maps as whel, are indeed a bit low and too rigidly defined) what I will be doing is this: I will be capping (giving a maximum to) your monster counts at a relatively generous 100 monsters on easy, 150 monsters on medium and 200 monsters on hard and will give you no lower limit (and ask that you keep in mind that this megawad is suppose to be slaughterish) and will in the near future probably be reworking the other maps monster counts too. Also if you've already put in a few more monsters than that on any of the skill levels than that's fine. You are the first and only mapper I have so far afterall, so I can give you some wiggle room. I also hope this doesn't turn out like I'm making shit up as I go along too much, as I'm just trying to implement on feedback, that's all.


I see, my bad :P

I was planning to mantain almost the same monster count as you suggested (adding few more if I think necesary) so don't worry about that.

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Another important announcement: After realizing that Paf is once again right when he said that the project is still too constrictive - specifically that the monster count ranges are too strictly defined due to not allowing much wiggle room, I have adjusted said monster count ranges to be a lot more liberal.

 

I have also decided that I am going to add more textures into the mix by making the most extensive of the texture packs that I had been hand picking the textures for the project from, into this projects official texture pack of choice (though I am still leaving the other textures on the table...). The texture pack I am talking about is OTEX (which, spoiler alert, has thousands of textures...), so @Herr Dethnout if at any point you find yourself wanting more textures for you map, here's your chance to use them. The reason I am doing this is because I feel that forcing people to open up a wad of an already quite restrictive project just to see what textures they are allowed to use is a bit too much of a barrier to entry.

 

Also @Paf if this (or anything else) changes your mind and you decide you want to join the project, the invitation is still open. Also thanks for the feedback! 

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