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[Community Project] 666CRETS - A CP about secrets (PRIVATE ALPHA 0.2 )


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  On 3/26/2023 at 10:43 PM, pooplord01 said:

im still working on my map, i have a general idea of what i want to do but i still need to do it kekw, and it still looks very ugly 

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No problem, thank you so much for the update

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  On 3/27/2023 at 7:57 AM, CblBOPOTKA said:

Any feedback would be appreciated

 

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Hey @CblBOPOTKA. It's hard to give any feedback from the automap alone, but it seems like a nice open map, with tons of room for exploration. About the remaining secrets, they don't need to be that complicated, just be sure that they are not too obscure or that you give a good hint on how to find them. Hope that helps.

Also, If you want you can DM the map as it is now and I can give better feedback or ideas.

Thanks once again

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  On 3/26/2023 at 2:07 PM, RED77 said:

midpoint.png.a231bc10689f80d2d5bced3e400d8c18.png
CHECK DAY #5 (MAR 26-2023)

 

So... HERE WE ARE! Halfway to the development schedule.
A wild ride so far.
 

To be honest I'm more than surprised by the amount of traction this project manage to drive, especially being my first time trying to host one CP.
So I want to thank everyone involved for all the work done so far.
 

For this update, I want to begin giving news from my end.
 

First of all, I'm working a lot on the graphic design for the project.
Cover art/special screens/custom textures for the Credits map, etc.
Here is some of that. ALL FEEDBACK IS WELCOME!
 

  Reveal hidden contents


 

Also, I'm working on THREE MAPS

  • An introduction map, that would give a general idea for the rest of the WAD
  • The credit map, where all the team will get a well-deserved spot
  • A final map, that will wrap around the project.

Here's a small screen for the closer map, if you want a little spoiler.
 

  Reveal hidden contents


 

Well, That's all for me.
________________________________________________________________________________________________________
 

Now...
At this point, we have already 5 finished maps
(this week we added map 07 by @Thelokk)
T_CRED07.png.1d344e63d63494dbf7ca502dc58fc8c5.png
 

About newcomers, we have two new members on the team @Jakub Majewski and @Roadblock
Welcome!
 

To anyone that still wants to join, there's time till MAY 07-2023
 

I've already checked the demo versions for the maps of @HUNdebLeonidasX, @Stabbey, @Niloquì, and @senyaiv
Really cool stuff with very personal takes on the concept.
 

So, Since this is a very important checkpoint for the project I would encourage all of the members of the project to give at least a quick update:
This time around a simple Ok or like on this point won't do. At least some quick summary about your status on the project. Please let us know!
 

@Bri0che, @Angry Saint, @knifeworld, @Rabbid, @scientifikgenius, @Soulinus, @Pegleg, @DFF, @Azafran, @Worm318, @pooplord01, @Fadri, and @CblBOPOTKA


Once again thank you so much for all the work done so far. 
And let me know if I can land a hand if you need it.
 

Have a nice Week!

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I'm still on it!

I've been kind of busy these last weeks, but now that we're in the second half, I'll be making more progress.

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  On 3/27/2023 at 6:23 PM, Fadri said:


I'm still on it!

I've been kind of busy these last weeks, but now that we're in the second half, I'll be making more progress.

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amazing to hear! thanks for the update

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  On 3/26/2023 at 2:07 PM, RED77 said:

CHECK DAY #5 (MAR 26-2023)

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I added the outdoor area, the starting point and the ending teleporter and I also simplified the obscure switch for the red key secret. I think that I will reduce the outdoor area because it may be too distracting otherwise. I still haven't modified enemies for higher difficulties, I will do it when the outdoor area will be finished or almost finished.

Last time I forgot to say that all the lava should hurt in HMP, UV and NM, but shouldn't in ITYTD and HNTR. I don't know if it's fine or not, so it's better if I ask it now.

 

Download map

 

Screenshots:

  Reveal hidden contents

 

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Map Name: WIP Dessert Search for Techno Baal V1.5 (V1 was private)

 Author: HUNdebLeonidasX

 

Music: David Shaw - "Recapture" (From Icarus Alien vanguard) It has a bit of a quiz show vibe to it, which is why I chose it.

 

Tested ports: DSDA Doom only

 

 Difficulty settings: Peaceful and medium so far. 

 

Description: The main objective is to hunt down the six pinkies hiding behind the temple doors. DO NOT KILL THEM.
Also beware of the other adventurers like the Shotgun Crew or the Skeleton Bros who are trying to beat you in this hide n seek.

 

Notes: It's not finished yet, but most of the main mechanics are done. The medium difficulty is the intended one as one of the secrets gives you a chainsaw. (In peaceful mode you only need access).

 

Credits for this thread for the sequential switch mechanic.

https://www.doomworld.com/forum/topic/110215-boom-sequenced-switches/

 

Problems: The end sequence is quite long, I'll try to find a way to shorten it, but not break it.

I'm treating this as a side project at the moment, but I'd say this is close to the final version.

Download https://www.dropbox.com/s/8ys46szif2rg8z7/MAP10v1.2..wad?dl=0

 

 

Edit: I'll add screenshots. Forgot to do that.

Edited by HUNdebLeonidasX

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  On 3/28/2023 at 9:29 PM, Rabbid said:

still thinking on what to do for my map lol

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I am usually guided by this approach:
- play/watch doom in search for interesting conceptions, ideas

- decide in advance which type of map you will implement: base, hellish environment, city, abstract, or smth else

- also here desirable to determine the type of gameplay: classic, slaughter, combat puzzle, just puzzle

- put random shapes on your map, here i use common considerations like sharp edges looks aggressive, rounded - more calm. Sectors can be big or small, depending on your roadmap

- finish drawing hecking owl

 

PS: ah, i see you have done something for your map already

Edited by CblBOPOTKA

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@RED77 apologies for not responding earlier. my status is: kind of stumped for ideas on how to finish it. school n stuff, a sorta creative block, and as well as trying to meet deadlines for other projects i'm in also has been a factor. for now i've been kinda on a stump on the future of my map, and i've kinda put too much on my plate this year. will finish soon, apologies and good luck!

Edited by scientifikgenius

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  On 3/29/2023 at 10:01 AM, CblBOPOTKA said:

finish drawing hecking owl

 

PS: ah, i see you have done something for your map already

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what

 

also yeah...but that was before...oh god... *Breathes in* PC crashed, PC Crashed again, Keyboard Broke, PC Crashed AGAIN AGAIN and PC Crashed AGAIN AGAIN AGAIN

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  On 3/28/2023 at 12:39 PM, Niloquì said:

I added the outdoor area, the starting point and the ending teleporter and I also simplified the obscure switch for the red key secret. I think that I will reduce the outdoor area because it may be too distracting otherwise. I still haven't modified enemies for higher difficulties, I will do it when the outdoor area will be finished or almost finished.

Last time I forgot to say that all the lava should hurt in HMP, UV and NM, but shouldn't in ITYTD and HNTR. I don't know if it's fine or not, so it's better if I ask it now.

 

Download map

 

Screenshots:

  Reveal hidden contents

 

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Hey @Niloquì. Thanks for the update. I'll playtest it ASAP and come back with some feedback.
About hurting floors Be sure that It won't do harm on easy skill.
I've posted this example a time ago: Skill option.rar
Hope that helps
 

  On 3/28/2023 at 6:53 PM, HUNdebLeonidasX said:

Map Name: WIP Dessert Search for Techno Baal V1.5 (V1 was private)

 Author: HUNdebLeonidasX

 

Music: David Shaw - "Recapture" (From Icarus Alien vanguard) It has a bit of a quiz show vibe to it, which is why I chose it.

 

Tested ports: DSDA Doom only

 

 Difficulty settings: Peaceful and medium so far. 

 

Description: The main objective is to hunt down the six pinkies hiding behind the temple doors. DO NOT KILL THEM.
Also beware of the other adventurers like the Shotgun Crew or the Skeleton Bros who are trying to beat you in this hide n seek.

 

Notes: It's not finished yet, but most of the main mechanics are done. The medium difficulty is the intended one as one of the secrets gives you a chainsaw. (In peaceful mode you only need access).

 

Credits for this thread for the sequential switch mechanic.

https://www.doomworld.com/forum/topic/110215-boom-sequenced-switches/

 

Problems: The end sequence is quite long, I'll try to find a way to shorten it, but not break it.

I'm treating this as a side project at the moment, but I'd say this is close to the final version.

Download https://www.dropbox.com/s/8ys46szif2rg8z7/MAP10v1.2..wad?dl=0

 

 

Edit: I'll add screenshots. Forgot to do that.

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Amazing, @HUNdebLeonidasX. I'll playtest it ASAP and come back with feedback
 

  On 3/28/2023 at 8:37 PM, Azafran said:

I'm still working on it. Can't give too much of an update, but I'll finish the map soon™.

 

1002132471_dsda-doom0_25.628_03_202322_33_36.png.67caa9a7993b0c932debdc142185762b.png

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Thank you so much for the update @Azafran!
 

  On 3/28/2023 at 9:29 PM, Rabbid said:

still thinking on what to do for my map lol

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Hey @Rabbid, I have in mind all the struggles. Take it easy. Thanks for the update!

 

  On 3/29/2023 at 11:27 PM, scientifikgenius said:

@RED77 apologies for not responding earlier. my status is: kind of stumped for ideas on how to finish it. school n stuff, a sorta creative block, and as well as trying to meet deadlines for other projects i'm in also has been a factor. for now i've been kinda on a stump on the future of my map, and i've kinda put too much on my plate this year. will finish soon, apologies and good luck!

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Hey, @scientifikgenius Thank you so much for the update. I totally get it. no pressure.

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Said I'd give a progress update, so here it is.

MAP11_666CRETS.7z
It's still not finished, missing some rooms and enemies/items.

I'm not entirely sure how to share the map, but hopefully someone can give it a try to see if everything is in order.

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  On 3/26/2023 at 3:31 PM, Bri0che said:

 

Here is my updated map.

 

1.2 https://www.mediafire.com/file/sp6kc4976z18lnl/MAP02.wad/file

 

Still not finished of cours, and I still have to polish things. But, hey, tell me if you like the map this far :)

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OK! @Bri0che.
I Played this new version. amazing stuff. I I really like how everything flows so far.
I have two minor notes:
1) the red key card Does not appear on easy skill, so you stay trapped without access to the Yellow key area.
2)This mid texture is not double-sided, so from certain angles, it looks like it disappears.
 

  Reveal hidden contents



About the rest of the level. All looks fantastic and I really like the fight on the harder levels.
Very nice job so far.

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  On 3/28/2023 at 12:39 PM, Niloquì said:

I added the outdoor area, the starting point and the ending teleporter and I also simplified the obscure switch for the red key secret. I think that I will reduce the outdoor area because it may be too distracting otherwise. I still haven't modified enemies for higher difficulties, I will do it when the outdoor area will be finished or almost finished.

Last time I forgot to say that all the lava should hurt in HMP, UV and NM, but shouldn't in ITYTD and HNTR. I don't know if it's fine or not, so it's better if I ask it now.

 

Download map

 

Screenshots:

  Reveal hidden contents

 

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Hey @Niloquì. I give it a spin

Once again, I love the secrets, and Even you added some no required one that helps on a higher difficulty, pretty cool.

About errors: It seems like some monsters are not teleporting. I think the revenants from the library and I'm not sure about the other ones.

About notes.
At this point, it's more about the fights and the map fine-tuning.

-the ammo balance feels weird throughout the map. It's like in some parts I suffer from big ammo starvation (this forces me to run to restock to the very start of the level, which it's not ideal) and in other ones I have a ton of resources that I only can access when I already don't need them.

-About the Yellow Keys fights I think you tone it down too much, maybe reintroducing the yellow card ambush once again.

-Redkeys room It's the same problem as the previous review. I like that you tone it down a little bit, that makes the map feel more cohesive.
But, once again, nothing forces you thru the battle, most of the initial fight, and the cacco cloud feels like you just run to trigger the fight and then you snipe things from distance. 

Hope this helps to improve it!
Thanks for your work!

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  On 3/28/2023 at 6:53 PM, HUNdebLeonidasX said:

Map Name: WIP Dessert Search for Techno Baal V1.5 (V1 was private)

 Author: HUNdebLeonidasX

 

Music: David Shaw - "Recapture" (From Icarus Alien vanguard) It has a bit of a quiz show vibe to it, which is why I chose it.

 

Tested ports: DSDA Doom only

 

 Difficulty settings: Peaceful and medium so far. 

 

Description: The main objective is to hunt down the six pinkies hiding behind the temple doors. DO NOT KILL THEM.
Also beware of the other adventurers like the Shotgun Crew or the Skeleton Bros who are trying to beat you in this hide n seek.

 

Notes: It's not finished yet, but most of the main mechanics are done. The medium difficulty is the intended one as one of the secrets gives you a chainsaw. (In peaceful mode you only need access).

 

Credits for this thread for the sequential switch mechanic.

https://www.doomworld.com/forum/topic/110215-boom-sequenced-switches/

 

Problems: The end sequence is quite long, I'll try to find a way to shorten it, but not break it.

I'm treating this as a side project at the moment, but I'd say this is close to the final version.

Download https://www.dropbox.com/s/8ys46szif2rg8z7/MAP10v1.2..wad?dl=0

 

 

Edit: I'll add screenshots. Forgot to do that.

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Ok, @HUNdebLeonidasX.
Here's my review:

I'll go door by door and then the final area:

-Door1 ( waterfall maze):

  Reveal hidden contents


-Door2 (the lumberjack room):

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-Door3 (closed box room):

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-Door4 (Library):

  Reveal hidden contents

 

-Door5 (steps puzzle):

  Reveal hidden contents

 

-Door6 (color switches):

  Reveal hidden contents

 

-Ending
 

  Reveal hidden contents



Other notes
 

  Reveal hidden contents


Thank you so much for your work, This is an amazing map so far. Hope my feedback helps.


 

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  On 4/1/2023 at 8:40 PM, Soulinus said:

Said I'd give a progress update, so here it is.

MAP11_666CRETS.7z
It's still not finished, missing some rooms and enemies/items.

I'm not entirely sure how to share the map, but hopefully someone can give it a try to see if everything is in order.

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@Soulinus
Great start. I like the vibe, and the pillars going full bight yellow every time you make progress.
Cool stuff.

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  On 4/4/2023 at 3:23 PM, RED77 said:

Hey @Niloquì. I give it a spin

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Thanks for the feedback!

 

I fixed the revenants that are not teleporting. I moved the room when I created the outdoor area and I forgot to merge the sectors to propagate the sound. Same thing for the yellow key ambush, so I removed it not by choice but by mistake lol

The important thing for me is the secrets feedback. Now that the secrets are established, I can focus on map geometry and fights

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Not the final release, but certain point. No difficulties implemented, looking for feedback.

Compiled into resource wad, so plug & play.

 

download - beta v1.0

🔸 Map Name: Contaminated Base

🔸 Author: CblBOPOTKA

🔸 Music: "Troglodyte" by James Paddock

🔸 Ports Tested: DSDA-Doom 0.24.3 / GZDoom 4.10

🔸 Difficulty Settings: UV only

🔹 Description: They came here, built their factories and research centers, but when the cataclysm struck, their trail went cold. The scientists were the first to leave the ship, so you'll have to deal with some serious guys. So, are you up for it? Oh, I almost forgot, those nerds have been scratching their heads to figure out a way to not let you into their laboratories!

Screenshots:

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Edited by CblBOPOTKA

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  On 4/4/2023 at 11:46 PM, CblBOPOTKA said:

Not the final release, but certain point. No difficulties implemented, looking for feedback.

Compiled into resource wad, so plug & play.

 

download - beta v1.0

🔸 Map Name: Contaminated Base

🔸 Author: CblBOPOTKA

🔸 Music: "Troglodyte" by James Paddock

🔸 Ports Tested: DSDA-Doom 0.24.3 / GZDoom 4.10

🔸 Difficulty Settings: UV only

🔹 Description: They came here, built their factories and research centers, but when the cataclysm struck, their trail went cold. The scientists were the first to leave the ship, so you'll have to deal with some serious guys. So, are you up for it? Oh, I almost forgot, those nerds have been scratching their heads to figure out a way to not let you into their laboratories!

Screenshots:

  Reveal hidden contents

 

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Hey @CblBOPOTKA
Amazing stuff right there. This map is really well done.
Good secrets. love the fights. Great visuals.

I have only two notes:

-Graphic note:

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-Fight note:

  Reveal hidden contents


That's all. Grat stuff.
Thanks for your work

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  On 4/5/2023 at 1:14 PM, RED77 said:

I have only two notes

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Thanks for playing this. I forget all the time about bleeding midtex in software, well caught. About this broken door, it's broken intentionally. Yes, difficulties implementation will be a separate task, that includes providing player a seamless flow. Glad to hear you like the map.

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Hello @RED77 and guys 💜

 

Very interesting concept of a mapset. Secrets! It caught my attention : )
Can I still be a part of it?

If yes, I'd like to take the slot MAP24

 

I even haven't come with map title yet. So ... I guess I probably won't create much for the next Check day (APR 09) but we'll see

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  On 4/5/2023 at 9:20 PM, purple_ruberoid said:

Hello @RED77 and guys 💜

 

Very interesting concept of a mapset. Secrets! It caught my attention : )
Can I still be a part of it?

If yes, I'd like to take the slot MAP24

 

I even haven't come with map title yet. So ... I guess I probably won't create much for the next Check day (APR 09) but we'll see

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Of course you can! Welcome aboard @purple_ruberoid
 

  On 4/5/2023 at 9:36 PM, RileyXY1 said:

I've now got the second secret done.

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Great to hear!

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And I got the third secret done too, which is supposed to mess with the player's muscle memory from playing Episode 2 of the original Doom. To be more specific, the secret actually has you walking into a row of blue flashing lights in order to open the way to the blue key. Notably in some Episode 2 maps these same kinds of blue lights will hurt you if you step in them.

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