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


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I didn't get a tag, but I'm only missing 1 secret at this point. Hopefully will be able to post the complete map by the 25th.

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I am missing 2 secrets so if I just rush I'll get it out receive playtesting and fix up the bugs (hopefully)


Still slightly out of ideas for the last lol

Edited by Rabbid

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Should I send a pic? because I know what to do for the last but it feels a little hard to think of something but idk.

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3 minutes ago, Rabbid said:

Should I send a pic? because I know what to do for the last but it feels a little hard to think of something but idk.


Anything that help you.

I would not be the one to give the best advice right now cause I'm working on a thousand things at the same time, but maybe you got some tips.

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well i'm basically done with the map I just need to add the last 2 secrets (I got everything I need)

 

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4 hours ago, RileyXY1 said:

I just need to populate the last few rooms and my map is done.

yeah thats me XD I just need to finish the rooms and populate the rooms and I'm done.

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4 hours ago, RED77 said:

Warriors that need to present their weapons: ... @Pegleg ...

 

Drawing and texturing is done. The map is tested and confirmed to work without monsters. I'm in the process of finishing populating the map and testing it, and my goal is to have it submitted by the end of the week.

 

Here are some screenshots.

Spoiler


6scrtshot1.jpg.62e322f5cf62ed675f85b01347b7be3b.jpg6scrtshot2.jpg.13c29206eae3274331d5ec89d1e1176a.jpg6scrtshot3.jpg.5e6f6f1f41c70665277b3d33b1c6478a.jpg

 

 

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On 6/9/2023 at 2:34 PM, MortisCausaDonatio said:

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.

 

  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, I've tested it again on DSDA -comp9(that is the target port), and Sandly I must say there are still all the problems in place. 
Maybe are some compatibility issues. Not even the custom textures appear.

Are you testing it on DSDA or only on Prboom?

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On 6/9/2023 at 7:04 PM, 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
 

  Hide contents

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

 

 

666crets-MAP21.zip


Hey @Fadri

So... I see you decide to turn the violence up to 10, lol.
Not gonna lie, I was not able to pass the hard difficulty without cheats, but I don't mind.

My only note is that I still belive that the trapdoor to the yellow maze (the one with the blue skull key) it's way to obscure. I would hint it in some way (maybe texturing the lower wall on a blue texture (?)

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46 minutes ago, RileyXY1 said:

666S26.zip

 

My map is now officially done.

 

Ok, @RileyXY1.

I've tested your map. 
I don't want to sound harsh here, but sadly I can't accept your map as it is right now. 
Is functional, but it's bare bones. It's more like a test map.
I recommend checking the maps that are already submitted to have an idea of the standard. 

Sorry if this is not the feedback you were looking for. 
 

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2 hours ago, RED77 said:


Hey @MortisCausaDonatio, I've tested it again on DSDA -comp9(that is the target port), and Sandly I must say there are still all the problems in place. 
Maybe are some compatibility issues. Not even the custom textures appear.

Are you testing it on DSDA or only on Prboom?

Both actually (and gzdoom since many of the players gonna use that)

. I'll have to check the compatibility but I set dsda to comp 9 too because of this and the 1024 project. 

 

But you mean the linedef related issues?(such as the soft lock at the teleport hallway,) can you check inside the editor?

 

Hopefully I can finish my exams tomorrow and get more time finish up things. Then I can record the current version again?

 

Also i'd like ask others to test the map. I'm don't want to doubt your words just want to see that others have the issues too. I really don't want to let this map go.

 

Edited by MortisCausaDonatio

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Btw. Since you said I can leave the chainsaw in easy mode. I go with it.

People most likely won't shoot the trees enough to lower the voodoo barriers and open the door. Then the costum texture wont be needed.

 

(If Lower the voodoo doll barriers "connected" to the trees, they would let the voodoo pass through)

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MAP11_666CRETS.7z

 

@RED77
Hello. Here is the final-ish version before the full release (hopefully).
Like I said, I never really made a full map, so, if possible, give it a run and see if everything is working fine, if it is up to standards, etc...
I still want to do some detailing, but I kinda want to leave that for after your pass, since there is always a possibility I might have to change some geometry, rendering the detailing null in general.
Also have to fix the minimap.

 

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I just edited mine. I added two new rooms (one between the first and second secrets, and one right before the exit) as well as increased the size of the outdoor courtyard.

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On 6/11/2023 at 3:58 PM, RED77 said:

CHECK DAY #10 (JUN 11-2023)

 

🔸 Map Name: Time Enough at Last

🔸 Author: Niloquì

🔸 Music: Moonstruck by James Paddock

🔸 Ports Tested: DSDA-Doom v0.25.6, GZDoom v4.10.0

🔸 Difficulty Settings: Yes

🔹 Description: Collect the 6 keys in the library to exit

🔹 Notes: This map needs SKY2

 

Download v1.0

Download v1.1

 

I don't think I'll change stuff (unless feedbacks)

Edited by Niloquì
Map update

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Going to try and push myself to do active work on the map up to the deadline. an unpopulated and less detailed map should hopefully be ready by then, at least for the easy no-monster difficulty. I'll add the other skills and pizazz afterwards. Sadly my vision is a bit grander than originally time lined and I've let my earlier mapping time either slip or get devoted to other earlier projects.

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9 hours ago, RED77 said:


Hey @Fadri

So... I see you decide to turn the violence up to 10, lol.
Not gonna lie, I was not able to pass the hard difficulty without cheats, but I don't mind.

My only note is that I still belive that the trapdoor to the yellow maze (the one with the blue skull key) it's way to obscure. I would hint it in some way (maybe texturing the lower wall on a blue texture (?)


Good thing I decided to go against adding pain elementals to the final battle at the end as I first intended. XD

I added a pair of small blue... "pillars", I guess, that appear when the trapdoor is opened, so that should be it now!

666crets-MAP21.zip

Edited by Fadri

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24 minutes ago, Niloquì said:

 

🔸 Map Name: Time Enough at Last

🔸 Author: Niloquì

🔸 Music: Moonstruck by James Paddock

🔸 Ports Tested: DSDA-Doom v0.25.6, GZDoom v4.10.0

🔸 Difficulty Settings: Yes

🔹 Description: Collect the 6 keys in the library to exit

🔹 Notes: This map needs SKY2

 

Download

 

I don't think I'll change stuff (unless feedbacks)

 

Oh, this puzzle sooo gimmicky! Feels like a perfect match for the project, imho.

 

But:

Spoiler

I was able to get through the "lower-raise bars puzzle" without lowering all of them and I got yellow card. Is it the intended way?

 

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666S26 v2.zip

 

Here's a new version of my map. Notably four new rooms were added, one right between the first and second secrets, two between the fifth and sixth secrets, and one right before the exit. I also increased the size of the outdoor courtyard area. This new version of the map notably ties with "A Wasted Imp", a map I recently submitted for "Booked" for the most amount of sector tags I have ever put in a single map, at 10.

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1 hour ago, purple_ruberoid said:

But:

  Hide contents

I was able to get through the "lower-raise bars puzzle" without lowering all of them and I got yellow card. Is it the intended way?

 

Spoiler

No, that's not the intented way. I tried a bit and I found a way to skip the hidden switch. I went on the first bar while it was raising and I was able to walk on the bars while they were up. Can you tell how you did it? I wanna know just in case the method is different and the puzzle can be skipped in more ways.

 

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58 minutes ago, Niloquì said:
  Reveal hidden contents

No, that's not the intented way. I tried a bit and I found a way to skip the hidden switch. I went on the first bar while it was raising and I was able to walk on the bars while they were up. Can you tell how you did it? I wanna know just in case the method is different and the puzzle can be skipped in more ways.

 

Spoiler

That's the safest way - after this sequence the last bar is lowered so player won't be softlocked after grabbing yellow card:
Press 1, 4, and 5, (in any order) - that's the set up. Now you can press 4th again and run QUICKLY on the 2nd bar: that way I appeared on top :) Timing for this is just enough

 

Edited by purple_ruberoid

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10 hours ago, MortisCausaDonatio said:

Both actually (and gzdoom since many of the players gonna use that)

. I'll have to check the compatibility but I set dsda to comp 9 too because of this and the 1024 project. 

 

But you mean the linedef related issues?(such as the soft lock at the teleport hallway,) can you check inside the editor?

 

Hopefully I can finish my exams tomorrow and get more time finish up things. Then I can record the current version again?

 

Also i'd like ask others to test the map. I'm don't want to doubt your words just want to see that others have the issues too. I really don't want to let this map go.

 

 

10 hours ago, MortisCausaDonatio said:

Btw. Since you said I can leave the chainsaw in easy mode. I go with it.

People most likely won't shoot the trees enough to lower the voodoo barriers and open the door. Then the costum texture wont be needed.

 

(If Lower the voodoo doll barriers "connected" to the trees, they would let the voodoo pass through)


@MortisCausaDonatio I'll try to get some testers and test it myself on another computer and  ports to see if the problem is on my end.
Sorry for the trouble

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10 hours ago, Soulinus said:

MAP11_666CRETS.7z

 

@RED77
Hello. Here is the final-ish version before the full release (hopefully).
Like I said, I never really made a full map, so, if possible, give it a run and see if everything is working fine, if it is up to standards, etc...
I still want to do some detailing, but I kinda want to leave that for after your pass, since there is always a possibility I might have to change some geometry, rendering the detailing null in general.
Also have to fix the minimap.

 


Hey @Soulinus, I think this is almost done. simple but enjoyable. A little on the easy side, but that's fine by me.
I only have three notes:
1) There are several texture misalignments
2) on the cavern fight I would let the player pass the door before starting it, because you can just start shooting and not enter.
3)there's no custom music?

that's about it. Great job!

Edited by RED77

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3 hours ago, Niloquì said:
  Hide contents

No, that's not the intented way. I tried a bit and I found a way to skip the hidden switch. I went on the first bar while it was raising and I was able to walk on the bars while they were up. Can you tell how you did it? I wanna know just in case the method is different and the puzzle can be skipped in more ways.

 

 

2 hours ago, purple_ruberoid said:
  Hide contents

That's the safest way - after this sequence the last bar is lowered so player won't be softlocked after grabbing yellow card:
Press 1, 4, and 5, (in any order) - that's the set up. Now you can press 4th again and run QUICKLY on the 2nd bar: that way I appeared on top :) Timing for this is just enough

 


Hey @Niloquì, I have no further notes. Thanks @purple_ruberoid for testing and your find.
If that's ok, I'll wait for that fix to give this map a wrap!.

Great stuff

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