Jump to content

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


Recommended Posts

On 4/25/2023 at 7:31 AM, RED77 said:


Hey @JacaCaca. that's a wrap for me
I'll keep this version as the final, so if you do further changes let me know so I update it.

Here's the credit texture. let me know if that's ok:
T_CRED25.png.0f646c6a424124ee578524853d867d32.png

Quick update to the final version, (and the texture looks good) I realized too late that I accidently made Hard a littler easier than Medium difficulty, so I changed it accordingly.

This should be the last last one, it's done for real now (I also added deathmatch for the hell of it, if it means anything that is)

But if there's anything else needed to be said, let me know.

The Things DM.zip

Share this post


Link to post
On 4/28/2023 at 3:26 AM, HUNdebLeonidasX said:

I gonna have some tough week from now so I'll probably pause this project now.


Hey, @HUNdebLeonidasX. Take al the time you need. IRL stuff is always more important. Hope everything is ok 
 

15 hours ago, knifeworld said:

Sorry for disappearing for almost a whole month. My health took a nosedive for a couple of weeks, and just when it improved, my mum got some bad news about her health, too..

But I refuse to let a bad month stop me from doing what I enjoy, there's still enough time remaining to finish off what I've got left.


Hey @knifeworld, take care! no need to rush, but Good to hear you are still on board.

Share this post


Link to post
11 hours ago, Rabbid said:

I have come with a Map Update, I decided to make a Midi for my map

Song Name: I Need You
Length: (Around) 2:58
Inspirations: Freaks - Surf Curse
Instruments: Electric Guitar, Bass, Drums
Vocals: 8-bit Triangle
Guitar: Electric Guitar
Bass: Bass
Drums: Drums
Note: I tried to make the Vocals sound like they fit with the instrumentals so there is a good reason its there unlike in a lot of other songs, but a lot like Freaks surf curse, take into note this is NOT the same chord progression or song its a completely original (ish, it uses the doo-wap progression) song!

Sites used: Online Sequencer
I Need You (Map06 Midi).zip

 

Once again! I hope you enjoy this track as I made it myself with Nostalgia in mind...no I won't add lyrics, but I think you can easily make them up.

Note: you can use these for your projects besides this.


Hey @Rabbid, great stuff, very catchy. I'll recommend adding a little more variety, the looping nature of the midi plus that the repeating bars made it heavy on the ears after a minute or so.

Share this post


Link to post
9 hours ago, JacaCaca said:

Quick update to the final version, (and the texture looks good) I realized too late that I accidently made Hard a littler easier than Medium difficulty, so I changed it accordingly.

This should be the last last one, it's done for real now (I also added deathmatch for the hell of it, if it means anything that is)

But if there's anything else needed to be said, let me know.

The Things DM.zip


Perfect. I'll keep this one then. Thanks @JacaCaca

Share this post


Link to post
5 hours ago, RED77 said:


Hey @Rabbid, great stuff, very catchy. I'll recommend adding a little more variety, the looping nature of the midi plus that the repeating bars made it heavy on the ears after a minute or so.

will make sure to do that, though the inspiration also made it like that XD

Share this post


Link to post
On 4/26/2023 at 5:53 PM, senyaiv said:

Here comes the pre-release. https://drive.google.com/file/d/1wi40QVS-r_RCgDvRKUlTf8fVmz8szmPb/view?usp=sharing
Test it out, lemme know about them troubles you encounter, and most importantly, try to enjoy it. I hope you will.


 

ok, @senyaiv
 

Sorry that it took so long, I had some rough weeks. Here's my feedback on your map!

So, first of all I have conflicting feelings with this map.

I love it, really love it. Is cryptic, weird, and full of easter eggs and dead ends.
That being said. I think most players will find it too cryptic, so I'll make a couple of recommendations
 

Spoiler

 

  • Be sure that the player always has some kind of visual or sound cue of what is the outcome of their actions.
  • Cause if not it falls into the Switchhunt kind of logic that have the player backtracking trying to understand what change on the map for every switch.
  • There are a lot of things that I presume are for misleading the player, tho I'm all about that, I think you can tune it down a little bit.
  • For medium and hard difficulties, unless you have access to secret resources, you are too tight, maybe giving a little more recourses would be cool
  • Also, the fights are at very specific points, maybe give some sparse encounters to make it feel more constant (this is more like a personal thing, so, is up to you)

 

 

Now, besides that I'll point out some visuals and glitches to change:
 

  •  
Spoiler

 

  • A_ Please change the texture for that platform
  • B_ There's this visual glitch when it's rising
  • C_ This shootable switch does not light up for some reason
  • D_ This is confusing cause you are using a switch texture plus you already use it for another door, so I'll recommend changing it
  • E_ I know that on the monster's difficulties, there's the shotgun to hint this is a lift, but on the easy one, there's nothing. Please add something to guide the player.
     

feed.png.72e69a5783f058c34d58205aaa5e6110.png


 


Well, that's about it.
Once again. Really cool stuff. let me know if you have any doubt

thanks for your work.

Share this post


Link to post

/////////////////////////////////////////////////////////////////////////////////////////////
LAST CALL TO ALL MAPPERS

 

if you want to join claiming a spot today (4/4/23) is your last chance.
////////////////////////////////////////////////////////////////////////////////////////////
 

Share this post


Link to post

CHECK DAY #8 (MAY 07-2023)

 

Hello to everyone!
We are here, at a new Checkday.

 

So, the big news is:

claimsclosed.png.fc9f33c3b29894d704b0c8713ca5fc61.png

Exactly, from this point on, there will be no more claims. 
So the final WAD will have no more than 28 maps.
It's a shame that being so close we did not reach the MegaWAD length, but my original goal for this was a minimum of 6 maps So, I see this as a big win!


This last two weeks we had another completed map thanks to @JacaCaca (Thanks for your hard work)

Plus a couple of demos.

So now here's the current progress chart for the project:
1099854115_progress7-5.png.352019f593caed5eff2daf7d2bd9c765.png

 

Now is time for tagging once again:
@Bri0che, @Angry Saint, @knifeworld, @Rabbid, @HUNdebLeonidasX, @Soulinus, @Stabbey, @Pegleg, @DFF, @Jakub Majewski, @Azafran, @pooplord, @Niloquì, @Fadri, @purple_ruberoid, @RileyXY1, @Worm318
and @senyaiv


Thank you so much once again, and remember to let me know if you need any help!

Share this post


Link to post
23 hours ago, RED77 said:

CHECK DAY #8 (MAY 07-2023)

I continued mapping but not enough for a public update, I still need to balance all the fights.

Edited by Niloquì

Share this post


Link to post
18 hours ago, knifeworld said:

Still on board!

 

3 hours ago, Niloquì said:

I continued mapping but not enough for a public update, I still need to balance all the fights.


thanks for the updates!

Share this post


Link to post
On 5/7/2023 at 10:28 AM, RED77 said:

It's a shame that being so close we did not reach the MegaWAD length

wait but I thought 15 maps = a Megawad? also my map is coming fine... but idk if I will complete it...unless... yeah I think I should focus my time solely on the map.

Share this post


Link to post
40 minutes ago, Rabbid said:

wait but I thought 15 maps = a Megawad? also my map is coming fine... but idk if I will complete it...unless... yeah I think I should focus my time solely on the map.

A 'true megawad' by most conventional means is a full 32 maps, replacing each map that would show up if it were doom 2 or any of the final doom WADs. Although this standard has been morphed and loosely applied several times. I believe Romero considered SIGIL to be a 'megawad' despite being a single doom1 chapter. It's not hugely important these days I feel.

Share this post


Link to post

As for my progress, the concept is formulated and music+sky's have been chosen. Layout is minimal due to a slight mapping burnout. But once I force myself to dive in I think I can rekindle my creative flow.

Share this post


Link to post
2 hours ago, RED77 said:

 


thanks for the updates!

I wanted to answer with something more than just "I'm still here", but for the moment I have nothing new to show.

Share this post


Link to post
3 hours ago, DFF said:

A 'true megawad' by most conventional means is a full 32 maps, replacing each map that would show up if it were doom 2 or any of the final doom WADs. Although this standard has been morphed and loosely applied several times. I believe Romero considered SIGIL to be a 'megawad' despite being a single doom1 chapter. It's not hugely important these days I feel.

I mean I guess that makes sense... though honestly I'd consider my wad an Megawad even if I got the minimum of 15 maps.

Share this post


Link to post
4 hours ago, Rabbid said:

wait but I thought 15 maps = a Megawad? also my map is coming fine... but idk if I will complete it...unless... yeah I think I should focus my time solely on the map.

something funny is that Ironically, after this, while I did work on it, I ended up falling asleep.

Share this post


Link to post
On 5/7/2023 at 9:28 AM, RED77 said:

CHECK DAY #8 (MAY 07-2023)

 

Hello to everyone!
We are here, at a new Checkday.

 

So, the big news is:

claimsclosed.png.fc9f33c3b29894d704b0c8713ca5fc61.png

Exactly, from this point on, there will be no more claims. 
So the final WAD will have no more than 28 maps.
It's a shame that being so close we did not reach the MegaWAD length, but my original goal for this was a minimum of 6 maps So, I see this as a big win!


This last two weeks we had another completed map thanks to @JacaCaca (Thanks for your hard work)

Plus a couple of demos.

So now here's the current progress chart for the project:
1099854115_progress7-5.png.352019f593caed5eff2daf7d2bd9c765.png

 

Now is time for tagging once again:
@Bri0che, @Angry Saint, @knifeworld, @Rabbid, @HUNdebLeonidasX, @Soulinus, @Stabbey, @Pegleg, @DFF, @Jakub Majewski, @Azafran, @pooplord, @Niloquì, @Fadri, @purple_ruberoid, @RileyXY1, @Worm318
and @senyaiv


Thank you so much once again, and remember to let me know if you need any help!

Hey, so I know that the claims for maps have been closed, BUT I have a map in the oven that's almost done cooking, (I started it after my last map just for the hell of it then decided to come here) so if you're willing to take it, (which I understand if not)  It's here.

Share this post


Link to post
On 5/7/2023 at 10:28 AM, RED77 said:

Now is time for tagging once again: ... @Pegleg ...

 

I had a few false starts, but I've started mapping with a new plan that will work within the actual rules of the projects (lesson for everyone: remember to re-read the project rules if it's been several weeks since you read them). Similar to what Niloqui wrote, I don't have enough for a public update beyond this.

 

 

On 5/7/2023 at 10:28 AM, RED77 said:

So the final WAD will have no more than 28 maps.
It's a shame that being so close we did not reach the MegaWAD length

 

I would say there's absolutely ZERO shame in having a mapset with 28 maps. Scythe 2 was originally released with 29 maps (as opposed to a "full" 32), and that didn't seem to hurt how well it's regarded in the community.

 

At this point, I agree that the overall consensus is that at least 15 maps constitutes a megawad, and also that the push for a megawad to have 30 - 32 maps to be "complete" just leads to a lot of work going unfinished because people are trying to reach that threshold. There is nothing wrong with 28 maps; in my opinion, it's better to have less than 30/32 maps then create a bunch of low quality maps just to have filler. And, if you wanted to have 30 maps for storyboard reasons (i.e., you plan to use the text screen after Map 30, just add two empty maps with a player start and an exit switch somewhere in the mapset.

 

 

7 hours ago, DFF said:

I believe Romero considered SIGIL to be a 'megawad' despite being a single doom1 chapter.

 

From what I understand, Romero called SIGIL a "megawad" because each of the 9 maps contained a single-player map and a separate, self-contained deathmatch map. You couldn't access one map from the other (without no-clipping), so he said he made 18 maps. I guess that he did, in a way, and just packaged them differently. Personally, I refer to SIGIL as an episode or a mapset, not a megawad.

Share this post


Link to post
12 hours ago, DFF said:

As for my progress, the concept is formulated and music+sky's have been chosen. Layout is minimal due to a slight mapping burnout. But once I force myself to dive in I think I can rekindle my creative flow.

 

No problem! Thanks for the update
 

11 hours ago, Fadri said:

I wanted to answer with something more than just "I'm still here", but for the moment I have nothing new to show.


Take your time. we still have some time
 

6 hours ago, JacaCaca said:

Hey, so I know that the claims for maps have been closed, BUT I have a map in the oven that's almost done cooking, (I started it after my last map just for the hell of it then decided to come here) so if you're willing to take it, (which I understand if not)  It's here.

 

Hey, @JacaCaca. that's amazing. I'll keep the slots as they are right now, But when you have the map, let me know and if it fits the set I'll add it up for sure. Thanks

 

4 hours ago, Pegleg said:

 

I had a few false starts, but I've started mapping with a new plan that will work within the actual rules of the projects (lesson for everyone: remember to re-read the project rules if it's been several weeks since you read them). Similar to what Niloqui wrote, I don't have enough for a public update beyond this.

 

 

Thanks for double-checking. let me know if you have any doubt
 

Share this post


Link to post
13 hours ago, Rabbid said:

wait but I thought 15 maps = a Megawad? also my map is coming fine... but idk if I will complete it...unless... yeah I think I should focus my time solely on the map.

 

12 hours ago, DFF said:

A 'true megawad' by most conventional means is a full 32 maps, replacing each map that would show up if it were doom 2 or any of the final doom WADs. Although this standard has been morphed and loosely applied several times. I believe Romero considered SIGIL to be a 'megawad' despite being a single doom1 chapter. It's not hugely important these days I feel.

 

9 hours ago, Rabbid said:

I mean I guess that makes sense... though honestly I'd consider my wad an Megawad even if I got the minimum of 15 maps.

 

5 hours ago, Pegleg said:

I would say there's absolutely ZERO shame in having a mapset with 28 maps. Scythe 2 was originally released with 29 maps (as opposed to a "full" 32), and that didn't seem to hurt how well it's regarded in the community.

 

At this point, I agree that the overall consensus is that at least 15 maps constitutes a megawad, and also that the push for a megawad to have 30 - 32 maps to be "complete" just leads to a lot of work going unfinished because people are trying to reach that threshold. There is nothing wrong with 28 maps; in my opinion, it's better to have less than 30/32 maps then create a bunch of low quality maps just to have filler. And, if you wanted to have 30 maps for storyboard reasons (i.e., you plan to use the text screen after Map 30, just add two empty maps with a player start and an exit switch somewhere in the mapset.

 

 

 

From what I understand, Romero called SIGIL a "megawad" because each of the 9 maps contained a single-player map and a separate, self-contained deathmatch map. You couldn't access one map from the other (without no-clipping), so he said he made 18 maps. I guess that he did, in a way, and just packaged them differently. Personally, I refer to SIGIL as an episode or a mapset, not a megawad.


About the "MegaWAD" thing. Thank you so much for the clarification and support.
I do really consider this project (being my first attempt at hosting a CP) a HUGE SUCCESS.
In fact, I thought I won't get to gather more than 6 or 7 maps. So I'm more than happy and grateful to all of you

Share this post


Link to post
22 hours ago, RED77 said:

About the "MegaWAD" thing. Thank you so much for the clarification and support.
I do really consider this project (being my first attempt at hosting a CP) a HUGE SUCCESS.
In fact, I thought I won't get to gather more than 6 or 7 maps. So I'm more than happy and grateful to all of you

I am happy you actually got better then you thought, personally thats what I thought too, but Idk really what I need is a Idea...hmm

I wonder what 100 Gecs would look like as a doom wad XD

Share this post


Link to post

In general, I stick more to this classification:

1 map - Single-map WAD;
2 - (~9-11) maps - Episode;
(~9-11)+ maps - a full-fledged Megawad.
 

And the boundary between episode and megawad can be somewhat blurred and can be dictated directly by the wad itself. I think the vast majority of works fall under this division. The 32 maps are familiar only because the original doom contained only this number of slots, a kind of maximum that could be reached by those who wanted to, and there is no need to reach it.



By the way, it's nice to see that your work is progressing. Good luck with the release.

Share this post


Link to post
1 minute ago, DRON12261 said:

1 map - Single-map WAD;

ah yes the floor here is made out of floor.

Share this post


Link to post

Ok, so I've completed Secret 1... I'm gonna say that in total without including the times I was being lazy... it took about 2-3 hours because most of it has been due to the guitars and the fact  I'm Detailing them so much.

Share this post


Link to post

Update: this *might* be the last month I'll have to work on this, I'm not dropping out or anything its just...some Family Issues (before you ask, no, nobody died) that I don't really want to get into...I'm gonna work as fast as I can but don't expect the final map to be great...and to the creator, thanks for starting this, for the while I was in it, it was enjoyable...but know that I'm NOT dropping or anything, but if I don't upload it in May its probably not gonna be uploaded ever due to these family issues.

Share this post


Link to post

🔸 Map Name: The Vile Villa

🔸 Author: JacaCaca

🔸 Music: "Double, Double, Toil and Trouble" by Guy Whitmore and Daniel Bernstein from Blood

🔸 Ports Tested: PrBoomplus, Gzdoom

🔸 Difficulty Settings: yes

🔹 Description: Find the skulls, find the exit.

cool.zip

 

Edited by JacaCaca
I ACCIDENTLY PUT THE WRONG VERSION

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...