Jump to content

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


Recommended Posts

11 hours ago, Fadri said:

I finally have a beta version of my map, attached here.

Temporary submission form:

🔸 Map Name: I am in your walls
🔸 Author: Fadri
🔸 Music: Puzzle Bobble Theme, composed by Kazuko Umino and Yasuko Yamada. Midi version by Joshua Kaufman.*
🔸 Ports Tested:
-DSDA-Doom v0.25.6
-GZDoom v4.10.0
🔸 Difficulty Settings: Yes**.
🔹 Notes:
There are monsters in easy difficulty, but no one should be able to hurt you or be killed by you (but they'll die after they fulfill their role).
*If using music for another game can be a problem, I have another midi in mind that I can use.
**HMP and UV are not balanced yet and some combats are missing or incomplete.

666crets-MAP21-beta.zip


Ok, @Fadri


This is a really cool map, and I love the gimmick.
Plus, I love how challenging is for the monster's skills even with a low monster counter.

 

From a visual standpoint, I'll say it needs some more variety, Is way too green.

 

Now, here are some notes that I think will help the map:


 

Spoiler

 

A)I know you can hear something opening, but this is too hidden, I'll make it a little wider and turn up the light contrast with its surroundings. Plus I would make it obvious that the Baron's room needs to be opened cause there's nothing to hint at the backtrack.

 

B)This secret I would hint with texture changes that It can be accessed, one for each key (especially the second time).

 

C)So, I would paint that lower wall with another texture to hint it to the player. 

 

D) The revenant projectile is too much of an RNG, so on a bad run you can be here sometime. I'll make sure to dehacked the commander keen to 1hp for the final WAD, but I feel that maybe changing the rev to a mancubus will be better.

 

E) I feel this is too much of a backtrack once you got the final key, so, I would add a teleporter at the end of the corridor.

 

2113764492_Ilustracin.png.c18c13fc82f5f23da6d953bad986a2ec.png

 

 

Great stuff.

Thanks for your work

Share this post


Link to post
10 hours ago, purple_ruberoid said:

OK, I think this is pretty much the final version. Unless fixes after playtesting.

Enjoy!

 

🔸 Map Name: Transition Labs

🔸 Author: purple_ruberoid

🔸 Music: Upstate Devil by Augustus E. Knezevich (Mayhem 2018 Purple Edition! - MAP17) - not sure about copyright

🔸 Ports Tested: DSDA-Doom 0.25.4 -complevel 9

🔸 Difficulty Settings: implemented

 

Download - MAP24 v0.3

 


Hey @purple_ruberoid. 

I find a possible soft block.
at the well-twos kullkeys arena transition, If you shoot the switch at a certain distance, you can get trapped on the well with no way of accessing the final keys.

Other than that, It's perfection. 

Share this post


Link to post
3 hours ago, RED77 said:

I find a possible soft block.
at the well-twos kullkeys arena transition, If you shoot the switch at a certain distance, you can get trapped on the well with no way of accessing the final keys.

Thans for finding!

Fixed :)

 

Once again:

🔸 Map Name: Transition Labs

🔸 Author: purple_ruberoid

🔸 Music: Upstate Devil by Augustus E. Knezevich (Mayhem 2018 Purple Edition! - MAP17) - not sure about copyright

🔸 Ports Tested: DSDA-Doom 0.25.4 -complevel 9

🔸 Difficulty Settings: implemented

 

Download - MAP24 v0.4

Enjoy!

Share this post


Link to post
2 hours ago, purple_ruberoid said:

Thans for finding!

Fixed :)

 

Once again:

🔸 Map Name: Transition Labs

🔸 Author: purple_ruberoid

🔸 Music: Upstate Devil by Augustus E. Knezevich (Mayhem 2018 Purple Edition! - MAP17) - not sure about copyright

🔸 Ports Tested: DSDA-Doom 0.25.4 -complevel 9

🔸 Difficulty Settings: implemented

 

Download - MAP24 v0.4

Enjoy!


I'll keep this one as the final version.
Here's the credit texture:
T_CRED24.png.23754ff4358b33cab3b7c6b6c5fab2c2.png

Doom Palette was not too kind with that avatar.
Let me know if that's ok.
 

Share this post


Link to post
23 minutes ago, RED77 said:

T_CRED24.png.23754ff4358b33cab3b7c6b6c5fab2c2.png

Doom Palette was not too kind with that avatar.
Let me know if that's ok.

 

Oh, at least it resembles purple (or violet?) :)
Yes, that's totally ok for me

Share this post


Link to post

Just gonna be honest... I don't know if I'll be able to keep making the rooms huge lol, its taking so much time.

Share this post


Link to post
58 minutes ago, Rabbid said:

Just gonna be honest... I don't know if I'll be able to keep making the rooms huge lol, its taking so much time.


Hey man, sometimes less is more. Remember to enjoy the process

 

Share this post


Link to post
2 hours ago, RED77 said:


Hey man, sometimes less is more. Remember to enjoy the process

 

yeah well also because, even with the 19 extra days I am completely stumped on what to build in the rooms... Doom is that limited.

Share this post


Link to post

Welp... I just got that annoying bug where the doors won't open

forget the guitars and everything else, I'm gonna restart the map again...why does god keep making me restart.

Share this post


Link to post
4 hours ago, Rabbid said:

Welp... I just got that annoying bug where the doors won't open

forget the guitars and everything else, I'm gonna restart the map again...why does god keep making me restart.

Forget I said this... I fixed it.

Share this post


Link to post

I'm experiencing a massive "What should I do" for the 5th secret (before the final immersion breaking secret) so i want to see what the 2 CP admins suggest... what do you think I should do?

Edited by Rabbid

Share this post


Link to post
On 6/5/2023 at 3:37 AM, Rabbid said:

Welp... I just got that annoying bug where the doors won't open

forget the guitars and everything else, I'm gonna restart the map again...why does god keep making me restart.

you may find it interesting to merge some of your previous attempts together as easter eggs or secrets themselves, ending up with an ultimate map for the project 

Edited by senyaiv

Share this post


Link to post

Hey, I've been away from the forums for some time. I just wanted to point that I'm still working on the map. It should be finished before the deadline.

Share this post


Link to post
1 hour ago, Azafran said:

Hey, I've been away from the forums for some time. I just wanted to point that I'm still working on the map. It should be finished before the deadline.


Thanks for the update

Share this post


Link to post
On 6/7/2023 at 7:13 AM, senyaiv said:

you may find it interesting to merge some of your previous attempts together as easter eggs or secrets themselves, ending up with an ultimate map for the project 

Issue: 1. I don't remember 90% of them 2. they are probably bad and 3.I have 2 secrets left lol it would be pretty hard lol, you do know we can only have 6 secrets right?

 

Edited by Rabbid

Share this post


Link to post

https://www.dropbox.com/s/mi59fp6fsdz4gaj/MAP10v1.5. (1).wad?dl=0
 

Tested with Prboom this time. Fixed some bugs that were mentioned. 
Costume textures are inside the map.

Probably final version. Working on a map with a lot of background mechanics is tedious.

 

Spoiler

In the chainsaw room if you play on medium on hard the raising door will reveal part of the hidden costum texture that is visible in easy mode. Since it's only show "THE TREES!" I decided to keep it because I found it funny.

 

Edited by MortisCausaDonatio

Share this post


Link to post
2 hours ago, MortisCausaDonatio said:

https://www.dropbox.com/s/u9e67v7u0z0ssv6/MAP10v1.5..wad?dl=0

 

Tested with Prboom this time. Fixed some bugs that were mentioned. 
Costume textures are inside the map.

Probably final version. Working on a map with a lot of background mechanics is tedious.

 

  Hide contents

In the chainsaw room if you play on medium on hard the raising door will reveal part of the hidden costum texture that is visible in easy mode. Since it's only show "THE TREES!" I decided to keep it because I found it funny.

 


Hey @MortisCausaDonatio, Could it be you uploaded a previous version? all the glitches are still there in this one.

Share this post


Link to post
1 hour ago, RED77 said:


Hey @MortisCausaDonatio, Could it be you uploaded a previous version? all the glitches are still there in this one.

You mean the softlocking in the teleporter arena and others you made a video about. I checked almost everything before uploading. 

 

Cannot check right now what version is on dropbox right now. Had to upload quickly. My fault then.

Edited by MortisCausaDonatio

Share this post


Link to post
On 6/3/2023 at 10:53 AM, RED77 said:


Ok, @Fadri


This is a really cool map, and I love the gimmick.
Plus, I love how challenging is for the monster's skills even with a low monster counter.

 

From a visual standpoint, I'll say it needs some more variety, Is way too green.

 

Now, here are some notes that I think will help the map:


 

  Hide contents

 

A)I know you can hear something opening, but this is too hidden, I'll make it a little wider and turn up the light contrast with its surroundings. Plus I would make it obvious that the Baron's room needs to be opened cause there's nothing to hint at the backtrack.

 

B)This secret I would hint with texture changes that It can be accessed, one for each key (especially the second time).

 

C)So, I would paint that lower wall with another texture to hint it to the player. 

 

D) The revenant projectile is too much of an RNG, so on a bad run you can be here sometime. I'll make sure to dehacked the commander keen to 1hp for the final WAD, but I feel that maybe changing the rev to a mancubus will be better.

 

E) I feel this is too much of a backtrack once you got the final key, so, I would add a teleporter at the end of the corridor.

 

2113764492_Ilustracin.png.c18c13fc82f5f23da6d953bad986a2ec.png

 

 

Great stuff.

Thanks for your work


I've made a lot of changes:

 

Spoiler

- There are different textures to the green one for every room after the first two.
- A) There's a different texture for the Hell Knight's alcove to make it look like some possible door, a light starts flickering as an indication in the shootable eye switch zone when it's available.
- B) The step is brown now, way easier to see. When the blue key is accesible, two blue gaps open at both sides of the panel.

- C) It has a metal texture now.
- D) I added a waterfall behind the Keen to make clear that the revenant can't see you throught this window (the invisible wall that don't let you shot the Keen it's a normal wall in every other aspect). I didn't change the revenant for a mancubus because I'm not sure if a no clipping ball could happen in that case, and also the idea for the puzzle was trying to make one of the guided rockets to hit the Keen, the mancubus probably would hit it randomly, maybe?
- E) With monsters, there will be something to care about when you backtrack (also, I find funny having to go on straight line and open all the doors to get back, but that's probably only me xD).
- The final area have now combat (that means a lot of monsters).
- There's a little more health to make UV and HMP a liiittle easier (but not too much really, it's still really scarce).


It should be the final version! (Unless there is some mistake or something broken).

🔸 Map Name: I am in your walls
🔸 Author: Fadri
🔸 Music: Puzzle Bobble Theme, composed by Kazuko Umino and Yasuko Yamada. Midi version by Joshua Kaufman.
🔸 Ports Tested:
-DSDA-Doom v0.25.6
-GZDoom v4.10.0
🔸 Difficulty Settings: Yes.
🔹 Notes:
- There are monsters in easy difficulty, but no one should be able to hurt you or be killed by you (but they'll die after they fulfill their role).
- I forgot to say the very important fact that the first room is a joke referencing Sigil. :P
 

Spoiler

You shoot the Evil Eye and then John Romero in person is there!

 

 

666crets-MAP21.zip

Edited by Fadri

Share this post


Link to post
24 minutes ago, MortisCausaDonatio said:

You mean the softlocking in the teleporter arena and others you made a video about. I checked almost everything before uploading. 

 

Cannot check right now what version is on dropbox right now. Had to upload quickly. My fault then.


Yes, the same ones. :S
TEsted on Dsda 0.24.3 comp9

Share this post


Link to post

As far as I could understand, in the map we can have two types of secret areas:

* counted secret areas, with a maximum of 6, and each one must be needed to complete the map

* non-counted secret areas, something like bonuses places and so on.

 

Question: if, in order to enter a counted secret area, I need the player to find n hidden switches, do the n places where I put the switches add to the total count of counted secret areas?

Share this post


Link to post
53 minutes ago, Angry Saint said:

As far as I could understand, in the map we can have two types of secret areas:

* counted secret areas, with a maximum of 6, and each one must be needed to complete the map

* non-counted secret areas, something like bonuses places and so on.

 

Question: if, in order to enter a counted secret area, I need the player to find n hidden switches, do the n places where I put the switches add to the total count of counted secret areas?


hey @Angry Saint, the amount of steps to reach the final secret is up to you, and those means can be hidden as non-counted secrets.

Share this post


Link to post
7 hours ago, MortisCausaDonatio said:

Weird...

Anyway updated the link
Here's a recording of the version I uploaded yesterday, (Outside doom builder, I never made a recording in dsda so sorry for the bigger file) not a legit playthrough, just to show that I fixed the errors you pointed out. https://drive.google.com/file/d/121Vege2A_fbzAFJifgoJ_Q5LoFtpcbhB/view?usp=sharing
 


@MortisCausaDonatio. It seems that the video only captures the Doombuilder window. could it be?

Anyway, I'll try to download again and try once more.

Share this post


Link to post
19 hours ago, Fadri said:


I've made a lot of changes:

 

  Reveal hidden contents

- There are different textures to the green one for every room after the first two.
- A) There's a different texture for the Hell Knight's alcove to make it look like some possible door, a light starts flickering as an indication in the shootable eye switch zone when it's available.
- B) The step is brown now, way easier to see. When the blue key is accesible, two blue gaps open at both sides of the panel.

- C) It has a metal texture now.
- D) I added a waterfall behind the Keen to make clear that the revenant can't see you throught this window (the invisible wall that don't let you shot the Keen it's a normal wall in every other aspect). I didn't change the revenant for a mancubus because I'm not sure if a no clipping ball could happen in that case, and also the idea for the puzzle was trying to make one of the guided rockets to hit the Keen, the mancubus probably would hit it randomly, maybe?
- E) With monsters, there will be something to care about when you backtrack (also, I find funny having to go on straight line and open all the doors to get back, but that's probably only me xD).
- The final area have now combat (that means a lot of monsters).
- There's a little more health to make UV and HMP a liiittle easier (but not too much really, it's still really scarce).


It should be the final version! (Unless there is some mistake or something broken).

🔸 Map Name: I am in your walls
🔸 Author: Fadri
🔸 Music: Puzzle Bobble Theme, composed by Kazuko Umino and Yasuko Yamada. Midi version by Joshua Kaufman.
🔸 Ports Tested:
-DSDA-Doom v0.25.6
-GZDoom v4.10.0
🔸 Difficulty Settings: Yes.
🔹 Notes:
- There are monsters in easy difficulty, but no one should be able to hurt you or be killed by you (but they'll die after they fulfill their role).
- I forgot to say the very important fact that the first room is a joke referencing Sigil. :P
 

  Reveal hidden contents

You shoot the Evil Eye and then John Romero in person is there!

 

 

666crets-MAP21.zip


Thanks for the update. I'll get back with feedback later this week

Share this post


Link to post
1 hour ago, RED77 said:


@MortisCausaDonatio. It seems that the video only captures the Doombuilder window. could it be?

Anyway, I'll try to download again and try once more.

Please apologise for my absolute incompletency regarding this project. Right now I'm only doing doom stuff within two study sections. Just wanted to quickly make a proof. Also I rarely use OBS so I messed up. Just wanted to quickly get through it.

 

Anyway those things you pointed out a video before got fixed. I wanted to show that.

Share this post


Link to post
6 minutes ago, MortisCausaDonatio said:

Please apologise for my absolute incompletency regarding this project. Right now I'm only doing doom stuff within two study sections. Just wanted to quickly make a proof. Also I rarely use OBS so I messed up. Just wanted to quickly get through it.

 

Anyway those things you pointed out a video before got fixed. I wanted to show that.


Hey man, no worries. The idea is to have fun. 

Share this post


Link to post

CHECK DAY #10 (JUN 11-2023)

-----THE LAST ONE-----


Far behind are those days were we decided to begin this journey. 
Finally, the gates of hell are in front of us!
They say "The road to hell is paved with good intentions", however, You'll need more than that to cross the portal, and survive.
Time to regroup, and check our stance.
At the dawn of the new day, it's possible that not all of us will make it thru, but I want to greet every brave soul that decides to follow this path.

 

So this is the last call, are you prepared?

 

JUN 25-2023 SOFT DEADLINE (If you do not publish your map at this point, the Slot will be dropped)

-----------------------------------------------------------------------------------------------------------------------------

Warriors that need to present their weapons:
@Brioche,@Angry Saint, @knifeworld, @Pegleg, @DFF, @Jakub Majewski, @Azafran, @Worm318, @pooplord01, 

@RileyXY1, @senyaiv, @Stabbey, @Niloquì

-----------------------------------------------------------------------------------------------------------------------------

Warriors that are almost ready:
@Fadri, @MortisCausaDonatio

-----------------------------------------------------------------------------------------------------------------------------

JULY 16-2023 HARD DEADLINE (No more revisions at this point)

 

Good luck to all
 

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...