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


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6 minutes ago, Jakub Majewski said:

The combat is kind of an afterthought, so I am not sure how would I address the difficulty differences. 

 

If I am allowed to make another revision though, I would probably make the 1st puzzle somewhat less cryptic, and then fix some texturing problems and place some soundblocking linedefs here and there.


I have everything now for start compiling a closed alpha. So, I'll come up with a communication for all of the mappers in regard to possible changes on the maps.

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9 hours ago, RED77 said:


Ok, @knifeworld. I've played the monster's skills. no notes here.
Just one question, I have on my notes that the map name is "Beneath Concrete Skies" but as a placeholder. do you want to keep that or use another one?

Thanks for testing and playing!
I'm likely going to decide on a different map name, will let you know as soon as possible!

BTW, I forgot that monsters and weapons can be placed on Medium skill when I was making the last 2 secret rooms, so nothing appears in them at all apart from some ammo. Would it be ok to make these missing monsters and weapons appear on both difficulties, but just have less/different monster types based on skill, as intended?

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26 minutes ago, knifeworld said:

Thanks for testing and playing!
I'm likely going to decide on a different map name, will let you know as soon as possible!

BTW, I forgot that monsters and weapons can be placed on Medium skill when I was making the last 2 secret rooms, so nothing appears in them at all apart from some ammo. Would it be ok to make these missing monsters and weapons appear on both difficulties, but just have less/different monster types based on skill, as intended?

 

@knifeworld
No problem, But please send me the new version ASAP.
right now I'm replaying all the maps to set the final order, so I'll need the battles to be finished.

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3 hours ago, RED77 said:

 

@knifeworld
No problem, But please send me the new version ASAP.
right now I'm replaying all the maps to set the final order, so I'll need the battles to be finished.

Done! Fixed the monsters being missing on medium from the last 2 fights, also added block lines at the final area because of cacos flying too far away.
https://mega.nz/file/3ksVmSQA#BrgkuiyZYjANURVUQkjtVDzbhvnCTqbN9hrPrc3Y94M

Edit: Forgot to say that I decided to keep the map name as Beneath Concrete Skies.

Edited by knifeworld
map name thing

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17 hours ago, RED77 said:


Hey @Azafran, No notes here. Great work.
About the music: My plan is to have a closed alfa for all the mappers in early September. Do you think you can have the music done before that?
If it so, then I can add it to the map. Let me know

 

Yes, I can keep working on the music, if I have it done (I should!) before alpha I'll send it to you. Thanks!

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I will be honest, despite all the hell I went through during the mapping process, it was worth it in the end.

Btw don't ask me what happened during it... because I don't remember 90% of it...unless it was like extremely halting to the progress of the map lol

Edited by Rabbid

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  • 3 weeks later...


I'm still not great to find secrets but I decided to see what challenges the other maps will give to me.


Spoilers for the first 5 maps.

 

Spoiler

 

MAP02: @RastaManGames Completed


Myhouse.pk3 at home. Joking aside, a nice little Doomcute map, a bit cramped for rocket launcher use, but the super shotgun does the trick. No idea if the Lost Souls should be stuck outside the windows.  Had a bit of trouble with the blue skull key, but the others were easy to find. The triggers stick out enough so people are more likely to activate them first.

 

MAP03 @RataUnderground: Uncompleted


Even if i don't play Doom multiplayer i really dig the atheistic of this level. Nice music. The secrets are easy to find in the first arena (I would raise the blue button (Screenshot 1) , i usually use pistol to open gun activating switches, and i had to jump down 10 times to hit it. Also would be better if there were more escape option from the pools instead of one lift floor that is far away from the point where likely people hit the water the most.

 

Stucked at the big pool in the warehouse like arena (Screenshot2). Any hint?

1.png.9aafdb1f6161ab0485c817b78e3bd8d3.png

 

5dd79f1dbee3b-drawing-duck-people-art-80.jpg.2e3838a7cab6e2b0c8dd379016898b2a.jpg

 

 

MAP04 @RED77 Completed

 

 It was a fun concept and the challenges were reasonable, apart from the two chaingunners at the top of the lift. The secrets aren't hard to find, but they aren't easy either, they were all indicated for players with sharp eyes. I liked the challenges you set up, such as the demon maze or the corridor with demons and cacodemons. My only issue is that the the time limit to reach the door before closing feels a bit tight after hitting the switch on the screenshot.
22.png.f76f6b71e20c73d2a33abc0f73c9c837.png

 

 

MAP05 @Jakub Majewski Uncompleted


Cool 90's style map. And also adore the gimmick with the demon maze. Had some serious ammo shorage that made the arch vile fight desperate.


No screenshot but I stucked after the blue key on the tower. Any hint where to go next?

 

 

 

 

 

Edited by MortisCausaDonatio

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1 hour ago, MortisCausaDonatio said:


I'm still not great to find secrets but I decided to see what challenges the other maps will give to me.


Spoilers for the first 5 maps.

 

  Hide contents

 

MAP02: @RastaManGames Completed


Myhouse.pk3 at home. Joking aside, a nice little Doomcute map, a bit cramped for rocket launcher use, but the super shotgun does the trick. No idea if the Lost Souls should be stuck outside the windows.  Had a bit of trouble with the blue skull key, but the others were easy to find. The triggers stick out enough so people are more likely to activate them first.

 

MAP03 @RataUnderground: Uncompleted


Even if i don't play Doom multiplayer i really dig the atheistic of this level. Nice music. The secrets are easy to find in the first arena (I would raise the blue button (Screenshot 1) , i usually use pistol to open gun activating switches, and i had to jump down 10 times to hit it. Also would be better if there were more escape option from the pools instead of one lift floor that is far away from the point where likely people hit the water the most.

 

Stucked at the big pool in the warehouse like arena (Screenshot2). Any hint?

1.png.9aafdb1f6161ab0485c817b78e3bd8d3.png

 

5dd79f1dbee3b-drawing-duck-people-art-80.jpg.2e3838a7cab6e2b0c8dd379016898b2a.jpg

 

 

MAP04 @RED77 Completed

 

 It was a fun concept and the challenges were reasonable, apart from the two chaingunners at the top of the lift. The secrets aren't hard to find, but they aren't easy either, they were all indicated for players with sharp eyes. I liked the challenges you set up, such as the demon maze or the corridor with demons and cacodemons. My only issue is that the the time limit to reach the door before closing feels a bit tight after hitting the switch on the screenshot.
22.png.f76f6b71e20c73d2a33abc0f73c9c837.png

 

 

MAP05 @Jakub Majewski Uncompleted


Cool 90's style map. And also adore the gimmick with the demon maze. Had some serious ammo shorage that made the arch vile fight desperate.


No screenshot but I stucked after the blue key on the tower. Any hint where to go next?

 

 

 

 

 


Glad to have some feedback!

about the hints for the uncompleted maps:
 

Spoiler

For Map03, you should check a big open room with a pilar in the middle, there's a misaligned texture on one of the walls. 
(All shootable switches are tested so they can be shooted without freelook or jumping)

For Map05: wich keys you don't have yet?

 

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PUBLIC UPDATE:

Right now we are testing the first closed ALPHA.
Plus I'm working on the general presentation. here's a sneak peek

INTERPIC.png.136aa26203f4ab70951a18f451567784.png

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MAP06 by @senyaiv

 

Spoiler

This one was a trip. Took me 30 minutes but had to check in Doom builder because I thought i skipped a sequence picking up the blue key. There were some parts that I thought would be relevant (Like the keyboard and mouse in the sewers) but otherwise I only had problem at some points. The desing is cute, the NIN area gave me strong Garry's mod vibes. On medium the combat was okay the arena fights were fun enough. Really love the small indicators like the red/green texture changes.

Found the sushi board too.

Gonna rewatch the maps I couldn't complete. Just want to try the others first too.

Edited by MortisCausaDonatio

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MAP08 by @Azafran Completed
 

Spoiler

A nice little space station. Only got stuck in the beginning while looking for the first key but after that I could progress. Liked the combat here and the puzzles were interesting. The blue key secret was an accident find actually. Didn't meant to shoot the panel.

MAP09 by @JacaCaca Uncompleted

Spoiler

Sorry I'm just have no idea how to progress. I found that pressing the lion had from the back reveals a switch but I couldn't find a way to enter the building. 

 

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MAP10 by @exl Almost completed

 

Spoiler

Really nice looking level with a soothing midi. The puzzles are blending well to the area and the combat could carry the level on it's own. I don't really get the puzzle with the table. Do i only need to lower the red towers or all the boxes?

 

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13 minutes ago, MortisCausaDonatio said:

MAP10 by @exl Almost completed

 

  Hide contents

Really nice looking level with a soothing midi. The puzzles are blending well to the area and the combat could carry the level on it's own. I don't really get the puzzle with the table. Do i only need to lower the red towers or all the boxes?

 

 

Spoiler

The 4 corners need to match something else in the level.

 

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  • 3 weeks later...

/////////////////////////////////////////// OFFICIAL TRAILER///////////////////////////////////////////

 

/////////////////////////////////////////// OFFICIAL TRAILER///////////////////////////////////////////

Edited by RED77

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  • 4 weeks later...

Over the last few days, I've been playing Alpha 0.3, and I've beat all the levels. Here's my pre-release review of them, spoilers ahoy. In a nutshell, this is a very good batch of levels, and I whole-heartedly recommend it. Especially to fans of Eternal Doom/Industrl.wad type of gameplay.

Spoiler
  1. A pretty intro map. What else can I say... oh wait, the fact that it in itself is a secret. Gotta inspect those flats.... and roll the dial!
  2. Compact but fun, a great introduction level.
  3. I like this one. While I cannot relate to the experience of an avid deathmatch player, the level still tugged at my heartstrings. You see, I like the fact that despite seeming like a deathmatch level, it has a deep secret area that extends beyond the boundaries of the level. This reminds me of my teenage years, when I would play Team Fortress 2 and go on random servers. Some of them were empty, and the custom maps they hosted were free for me to explore... more often than not, they contained interesting secret areas and easter eggs. This map reminded me of those times.
  4. Fun medium difficulty level, not much from me here.
  5. My own level! Of course it's good, because I care about making sure the things I put out are of quality Well, if I am being honest, after playing the other levels in this pack the map doesn't feel all that special anymore X)
  6. Long and a bit hard to decipher industrial level, Fun! I like the black and white areas, and the outdoor section is cute.
  7. Fun gimmick with the pinkies. Also, that chainsaw sequence is fucking gold!
  8. A level that takes place on a spaceship! That's unique. No complaints from me on this one.
  9. Compact in size, but medium in length. Good for me.
  10. The Mark Klem midi is sublime, and it sure adds to the experience. Unfortunately, I can't say I am a fan of that puzzle with the red pillars. Author says it has to align with something in the level, but I dunno what. x3
  11. Relatively short dungeon. No complaints from me.
  12. Well, it's a techbase with some secrets to hunt. It really gives me a vibe of 90s megawads for some reason. Goodie.
  13. Well, it's okay I suppose, but I wasn't a big fan of this one. A network of dark claustrophobic caves, where you seem to suffer from ammo shortage, especially early on. The fact that the last two pillars require you to shoot a red pillar thing is something I wouldn't have guessed, that's hella random(even though you can see a raising pillar next to them).
  14. A trippy adventure through various areas. Is that one a reference to Nighthawks to Edward Hopper, just like the one I made in my map for this? Damn, great minds think alike! What a coincidence! Anyhow, this was a cool level. Those Gundams are cute.
  15. A sprawling level that features a three-storey castle, and a bunch of slums(?) scattered around it. It does feel like it belongs in the MAP15 spot, even though there's no secret exit. It will take a while. Kinda weird that the slime building features nothing related to progression. Great.
  16. Nice hotel. Multiple floors and a roof, cool mid-texute elevator.
  17. That forklift is fucking great. This industrial map was quite enjoyable.
  18. A techbase that connects to a dark cave and a marble temple. Lots of enemies. Pretty good.
  19. First time playing the enemy count scared the fuck out of me, so I switched to easy, and I admired the cute design and deets. But I just played it on UV and surprise to say, the first 5 rooms are fun, without any trouble. The last room though, I ran out of ammo before I could finish off the barons. It's rather frustrating when you cannot grab more ammo due to pinkies blocking your path and the hell nobles shooting danmaku at you. But alas, I perservered. The last room frustrated me for sure, but the map until that point was cute and fun.
  20. That midi is fucking adorable! And damn, I wasn't the only person to think of exploiting enemy pathfinding AI to solve puzzles! Well, this one is a cool MAP. Too bad the last 2 enemies are unkillable.
  21. Techbase with sewers. This one will take a while, especially with the small switch hunt. I like the use of cramming a player into a 3d bit space. I like this one!
  22. Oh boy, slaughter. Well, this one wasn't too bad. I didn't find the sixth secret though; talk about rule breaking. Combat over puzzles, this map is.
  23. This map features a module tracker song with a soft sounding melody, which I approve of. The map is large and somewhat demonic and trippy. Good stuff.

But wait, that's not all!

 

Map66: Great level, the atmosphere, looks and audio are lovely, providing a certain feeling that's hard to explain. I wish there was an ammo box in case you ran out of ammo though.

Map77: A QR code that leads to...the trailer for this megawad? Some prize. Well, we reunited with Daisy(wonder which actor it replaces), so that's fine and dandy.

So yeah, go play it while you can!

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9 hours ago, Jakub Majewski said:

Over the last few days, I've been playing Alpha 0.3, and I've beat all the levels. Here's my pre-release review of them, spoilers ahoy. In a nutshell, this is a very good batch of levels, and I whole-heartedly recommend it. Especially to fans of Eternal Doom/Industrl.wad type of gameplay.

  Hide contents
  1. A pretty intro map. What else can I say... oh wait, the fact that it in itself is a secret. Gotta inspect those flats.... and roll the dial!
  2. Compact but fun, a great introduction level.
  3. I like this one. While I cannot relate to the experience of an avid deathmatch player, the level still tugged at my heartstrings. You see, I like the fact that despite seeming like a deathmatch level, it has a deep secret area that extends beyond the boundaries of the level. This reminds me of my teenage years, when I would play Team Fortress 2 and go on random servers. Some of them were empty, and the custom maps they hosted were free for me to explore... more often than not, they contained interesting secret areas and easter eggs. This map reminded me of those times.
  4. Fun medium difficulty level, not much from me here.
  5. My own level! Of course it's good, because I care about making sure the things I put out are of quality Well, if I am being honest, after playing the other levels in this pack the map doesn't feel all that special anymore X)
  6. Long and a bit hard to decipher industrial level, Fun! I like the black and white areas, and the outdoor section is cute.
  7. Fun gimmick with the pinkies. Also, that chainsaw sequence is fucking gold!
  8. A level that takes place on a spaceship! That's unique. No complaints from me on this one.
  9. Compact in size, but medium in length. Good for me.
  10. The Mark Klem midi is sublime, and it sure adds to the experience. Unfortunately, I can't say I am a fan of that puzzle with the red pillars. Author says it has to align with something in the level, but I dunno what. x3
  11. Relatively short dungeon. No complaints from me.
  12. Well, it's a techbase with some secrets to hunt. It really gives me a vibe of 90s megawads for some reason. Goodie.
  13. Well, it's okay I suppose, but I wasn't a big fan of this one. A network of dark claustrophobic caves, where you seem to suffer from ammo shortage, especially early on. The fact that the last two pillars require you to shoot a red pillar thing is something I wouldn't have guessed, that's hella random(even though you can see a raising pillar next to them).
  14. A trippy adventure through various areas. Is that one a reference to Nighthawks to Edward Hopper, just like the one I made in my map for this? Damn, great minds think alike! What a coincidence! Anyhow, this was a cool level. Those Gundams are cute.
  15. A sprawling level that features a three-storey castle, and a bunch of slums(?) scattered around it. It does feel like it belongs in the MAP15 spot, even though there's no secret exit. It will take a while. Kinda weird that the slime building features nothing related to progression. Great.
  16. Nice hotel. Multiple floors and a roof, cool mid-texute elevator.
  17. That forklift is fucking great. This industrial map was quite enjoyable.
  18. A techbase that connects to a dark cave and a marble temple. Lots of enemies. Pretty good.
  19. First time playing the enemy count scared the fuck out of me, so I switched to easy, and I admired the cute design and deets. But I just played it on UV and surprise to say, the first 5 rooms are fun, without any trouble. The last room though, I ran out of ammo before I could finish off the barons. It's rather frustrating when you cannot grab more ammo due to pinkies blocking your path and the hell nobles shooting danmaku at you. But alas, I perservered. The last room frustrated me for sure, but the map until that point was cute and fun.
  20. That midi is fucking adorable! And damn, I wasn't the only person to think of exploiting enemy pathfinding AI to solve puzzles! Well, this one is a cool MAP. Too bad the last 2 enemies are unkillable.
  21. Techbase with sewers. This one will take a while, especially with the small switch hunt. I like the use of cramming a player into a 3d bit space. I like this one!
  22. Oh boy, slaughter. Well, this one wasn't too bad. I didn't find the sixth secret though; talk about rule breaking. Combat over puzzles, this map is.
  23. This map features a module tracker song with a soft sounding melody, which I approve of. The map is large and somewhat demonic and trippy. Good stuff.

But wait, that's not all!

 

Map66: Great level, the atmosphere, looks and audio are lovely, providing a certain feeling that's hard to explain. I wish there was an ammo box in case you ran out of ammo though.

Map77: A QR code that leads to...the trailer for this megawad? Some prize. Well, we reunited with Daisy(wonder which actor it replaces), so that's fine and dandy.

So yeah, go play it while you can!

 

lol. some spoilery stuff here.

Spoiler

Level 66 is not finished it will be full playable on the beta.

about 77 the QR it was a test. on the beta it will lead to other url

 

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On 9/27/2023 at 12:54 PM, CblBOPOTKA said:

I'm going to be that jerk who asks about the progress of the release of this wad)

 

Hey @CblBOPOTKA. I double-checked and You are included in the DMS with the notice of progress. but as @Jakub Majewskistated, there's already a public beta in another thread. 

please go check there. Thanks for the patience

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