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[CP] [DSDA CL2] Super Doom TV - [RC1]


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On 6/7/2023 at 4:33 PM, digithead100 said:

Map Name:  Power-up my heart

Map number: 11

Mapper: digithead100

Prompt: Collect power-ups

Music: Find my eyes by Petter 'Thyrbse' Mårtensen(the guy who made the midis for Hell Revealed 2)

 

 

Thanks for your map, another great addition to the project

 

I really like the detailing and the consistent texture use, sometimes that can make a map seem dull, but your height variations and decorative flourishes keep it varied. 

 

Some of the fights are tough, especially for the single-segment player, but I don't think any of them are unfair. 

 

Spoiler

I've played three times from pistol start and there are a few things to flag up .

 

You can get the backpack by wall bumping rather than by opening the door. 

 

Being forced to take the soulsphere in the room after the megasphere can distort the balance a bit. On one run I had 170 health in that room, so having to pick it up meant not getting much from it rather than being able to go round it and come back for it later. And there's a berserk just after that as well, so I feel a sizeable amount of the health is clustered in those three consecutive rooms so would be nice to give the player the option on when to pick up the soulsphere.

 

The Mastermind doesn't seem to have enough space to move which makes it very easy to just take her down without really using the moving panels. I think expanding her platform size might give her more space to shoot.

 

The switch for the third secret is too obscure tbh, I think maybe a radically different colour rather than a similar one?

 

Every playthrough, even the third time finding all the secrets, left me wanting for ammo at the final fight. The cell charges in the wells are tricky to pick up with the momentum as you move down. Might be worth giving the player something in the last run to that section so they don't have to significantly backtrack to stock up. 

 

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@Lorcav Thank you for your feedback(and your kind words). That backpack thing is something I never noticed. After realizing that, I checked and found that you can get the yellow key that way too. Whoops. It should be fine now.

As for the mastermind fight, I didn't want it to be too difficult. You have to be a bit lucky with the crushers in order to avoid her fire. Having the option to just bum rush her with the plasma and kill her(if you saved up your cells) is probably fair.

You're spot on about the luck of ammo in the final fight though. That's something I went back and forth on. You also really need the secret BFG in order to kill those cybers. So I think instead of the BFG being a secret, it should just be in the final arena. I put a bit more ammo in there too.

Also, I made the switch for the third secret a bit more obvious and put a megasphere in there. The supercharge and berserk you mentioned are now optional as well.

So yeah, hopefully the map is a bit more balanced now. Let me know if there's anything else.

 

pumh-update.zip

Edited by digithead100

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Map Name: WATCH YOUR STEP
Map Number: 07
Mapper: RED77
Prompt: WATCH YOUR STEP
Music: 'Clear Your Vision' by Isotype


CP_SDTV_MAP07_WATCH_YOUR_STP_V_BETA_BY_RED77.rar

OK, the Beta version is here, The layout is done, but I need feedback on the combat.
Right now there are no difficulties settings. there's only one version of the combat, I think is ok for a HMP.
What do you think?

 

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3 hours ago, RED77 said:

OK, the Beta version is here, The layout is done, but I need feedback on the combat.
Right now there are no difficulties settings. there's only one version of the combat, I think is ok for a HMP.
What do you think?

 

 

The combat I think is OK for HMP, nothing unfair or restrictive, I've only played through once but I found the ammo very sparse, which feels more like UV difficulty as you really have to push into new areas to pick up shells. But that might also just be my quality as a player. 

 

I like the look of the map, feels very much like an overrun warehouse that the demons have infested. I like the openness and the keep-moving feel of each area as it opens up. 

 

Spoiler

I was really enjoying my playthrough of this map and then it all ground to a halt and I spent 30 minutes wandering about trying to work out the progression before giving up and opening Doom Builder. 

 

The switch at the top of the column sequence is set to action 166 (unknown) as is the one for the second secret (assuming the megasphere is the first secret) Which means you can never get into the final section and move on.

 

You also have a misaligned texture either side of this wall:

 

BRNQwT7.png

 

 

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On 6/13/2023 at 3:49 PM, Lorcav said:

 

The combat I think is OK for HMP, nothing unfair or restrictive, I've only played through once but I found the ammo very sparse, which feels more like UV difficulty as you really have to push into new areas to pick up shells. But that might also just be my quality as a player. 

 

I like the look of the map, feels very much like an overrun warehouse that the demons have infested. I like the openness and the keep-moving feel of each area as it opens up. 

 

  Reveal hidden contents

I was really enjoying my playthrough of this map and then it all ground to a halt and I spent 30 minutes wandering about trying to work out the progression before giving up and opening Doom Builder. 

 

The switch at the top of the column sequence is set to action 166 (unknown) as is the one for the second secret (assuming the megasphere is the first secret) Which means you can never get into the final section and move on.

 

You also have a misaligned texture either side of this wall:

 

BRNQwT7.png

 

 


working on the changes!

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On 6/13/2023 at 12:12 PM, RED77 said:


Map Name: WATCH YOUR STEP
Map Number: 07
Mapper: RED77
Prompt: WATCH YOUR STEP
Music: 'Clear Your Vision' by Isotype


CP_SDTV_MAP07_WATCH_YOUR_STP_V_BETA_BY_RED77.rar

OK, the Beta version is here, The layout is done, but I need feedback on the combat.
Right now there are no difficulties settings. there's only one version of the combat, I think is ok for a HMP.
What do you think?

 


Map Name: WATCH YOUR STEP
Map Number: 07
Mapper: RED77
Prompt: WATCH YOUR STEP
Music: 'Clear Your Vision' by Isotype


CP_SDTV_MAP07_WATCH_YOUR_STP_V1_BY_RED77.rar

Ok, this is an intended final version with difficulties implemented.
All feedback is wellcome

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can we have mediaeval/tech themed stuff. Its just I work way better with mediaeval textures. I can always change them later 

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9 hours ago, dmh094 said:

can we have mediaeval/tech themed stuff. Its just I work way better with mediaeval textures. I can always change them later 

 

Sure, feel free to use any of the the OTEX textures, but if you can keep some of the sci-fi vibes (even if it's discreet) that'd be appreciated. 

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Map Name: Bonus Prizes
Map Number: 17
Mapper: Moustachio
Prompt: BONUS PRIZES

Music: 'The Hard Corps' by @KCLaz

 

moustachio_map17_sdtv_V1.zip

 

Took me about 11 minutes to full clear. Tested on DSDA-Doom 0.26.0 on -cl 2. A hectic romp through a futuristic techbase at night. I took the prompt "bonus prizes" and applied it to both secrets and combat, so expect some surprises along the way. Difficulty levels are implemented, and I would say this is on par with Plutonia in terms of toughness.

 

Screenshots:

Spoiler

JqU3SR7.png

loT4MxT.png

r7JOvbH.png

 

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1 hour ago, Moustachio said:

Map Name: Bonus Prizes
Map Number: 17
Mapper: Moustachio
Prompt: BONUS PRIZES

Music: 'The Hard Corps' by @KCLaz

 

 

This was a fun playthrough and the difficulty ramps up really nicely as it goes along. The secret placement felt very organic and i liked trying different approaches to the yellow key corridor, working out what the triggers were and how to get a bit of infighting going on. 

 

Spoiler

Only thing I'd mention/ask is the skybox, it has the default sky, but your description mentioned it being at night, just wanted to double check if this was correct, if it should be the default sky or an OTEX custom one? If the latter, let me know which one and I can update the file at my end if you don't have anything else you want to change in it.

 

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Okay! so, I have a serious lack of inspiration here and have no idea how to get on with my map. So, I'm thinking of either dropping out or having somebody help me with what I have. So far I have 2 maps that I have started and cant seem to get any further with. So, I'm inviting anybody that wants to work on these maps with me!. I will post the maps here and people can work on them. Make it like a community map within a community wad I guess. haha :P Either way, I don't want to delay the wad by taking to much time making a map! So, I'll post the maps, and we'll see what people come up with to add to them, and I guess I'll finish them up? no idea :P but anyway, here they are!  

Extra_Sauce_Action.zip

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Map Name: Tyrant Time Traveler
Map Number: 12
Mapper: JacaCaca
Prompt: Boss 1 - Cyberdemon
Music: Atcoty from Heretic

 

Note - the midi I chose doesn't entirely fit in with the overall theme of the wad, so if someone has something that better fits the cp and goes along with the map I'm all ears

DoomTV12.zip

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7 hours ago, dmh094 said:

Okay! so, I have a serious lack of inspiration here and have no idea how to get on with my map. So, I'm thinking of either dropping out or having somebody help me with what I have. So far I have 2 maps that I have started and cant seem to get any further with. So, I'm inviting anybody that wants to work on these maps with me!. I will post the maps here and people can work on them. Make it like a community map within a community wad I guess. haha :P Either way, I don't want to delay the wad by taking to much time making a map! So, I'll post the maps, and we'll see what people come up with to add to them, and I guess I'll finish them up? no idea :P but anyway, here they are!  

Extra_Sauce_Action.zip

 

I have time this weekend to have a look and see if there's anything I can do to move these along.

 

If anyone else wants to get stuck in, just holler!

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1 hour ago, JacaCaca said:

Map Name: Tyrant Time Traveler
Map Number: 12
Mapper: JacaCaca
Prompt: Boss 1 - Cyberdemon
Music: Atcoty from Heretic

 

Note - the midi I chose doesn't entirely fit in with the overall theme of the wad, so if someone has something that better fits the cp and goes along with the map I'm all ears

DoomTV12.zip

 

I gave this a playthrough on GZdoom and can definitely say it's a good-looking, good action map.

 

Spoiler

Currently, it isn't working too hot with DSDA cl2 with a number of unknown actions etc. Please can you have a look and see if you can bring it in line with the project's targeted source port and compatability level?

 

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9 hours ago, Lorcav said:

 

I gave this a playthrough on GZdoom and can definitely say it's a good-looking, good action map.

 

  Reveal hidden contents

Currently, it isn't working too hot with DSDA cl2 with a number of unknown actions etc. Please can you have a look and see if you can bring it in line with the project's targeted source port and compatability level?

 

Whoops, kinda missed that part and went a little crazy, nevertheless here's the one that should work as normal on cl2, a little less engaging in my opinion but it should get the job done 

DoomTV12 cl2 edition.zip

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On 6/7/2023 at 10:33 AM, digithead100 said:

Map Name:  Power-up my heart

Map number: 11

Mapper: digithead100

Prompt: Collect power-ups

Music: Find my eyes by Petter 'Thyrbse' Mårtensen(the guy who made the midis for Hell Revealed 2)

 

I think I went a bit overboard with the difficulty. Its tough in kind of an annoying way. Bit of trial and error required. Its definitely doable though. Let me know what you think and I'll alter it accordingly.

 

Screenshots

  Reveal hidden contents

1.png.a0df5857891eeaf5a17b2f63a787d2b1.png2.png.1b825c3bb98b4a28d7dfea04fcfd0cc9.png     3.png.86372bc47565da6cc988b74c51405cde.png

 

pumh.zip

Really good map, I actually got the no-clipping monsters bug for the first time after I teleported back to the start with the chaingunners. Other than that, really cool!

 

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1 hour ago, JacaCaca said:

Whoops, kinda missed that part and went a little crazy, nevertheless here's the one that should work as normal on cl2, a little less engaging in my opinion but it should get the job done 

DoomTV12 cl2 edition.zip

 

Awesome, thanks, unless you have any other changes I'll consider this submitted

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Phew, my first map for this project is finally done. The second is still in the works, though.

 

Map Name: Fortress of the Horned Beast
Map Number: 21
Mapper: EagerBeaver
Prompt: Buffalo Herd Nearby
Music: Radio by Frank Klepacki (Command & Conquer OST), MIDI rendition by James Paddock.

 

Map Description: A strange amalgam of a human tech base and a Hellish castle, populated by demons of all sorts.

 

Tested in PrBoom+

 

Also, some screenshots of the level with NoMo activated.

 

Spoiler

map21_5.jpg.fc0a967bc97e515d65c8ec610f46127c.jpgmap21_6.jpg.9344f3db32afb3330244d2421dfb3e23.jpgmap21_3.jpg.e987a4458156641801a44cd8fd738e51.jpgmap21_4.jpg.400b3fda8fcb5dc74754827560c68fcd.jpgmap21_1.jpg.97300f4f85849cc3016e1113d7172436.jpgmap21_2.jpg.7f55ae966c2d7321115765dc40de3f76.jpg

 

 

Fortress of The Horned Beast 1.1.rar

Edited by EagerBeaver

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1 hour ago, EagerBeaver said:

Phew, my first map for this project is finally done. The second is still in the works, though.

 

Map Name: Fortress of the Horned Beast
Map Number: 21
Mapper: EagerBeaver
Prompt: Buffalo Herd Nearby
Music: MIDI rendition of Radio by Frank Klepacki (Command & Conquer OST). Downloaded it from some site with free MIDIs (but I forgot its name).

 

Map Description: A strange amalgam of a human tech base and a Hellish castle, populated by demons of all sorts.

 

Tested in PrBoom+

 

 

The opening encounters are fun to plow through before getting onto some of the later set pieces with higher-tier opposition. Definitely is an amalgam of spaces, but I think the way you've done it works, with each section having its own style, rather than just changing arbitrarily with every room.

 

Didn't find either secret so I definitely need to give this another playthrough.

 

Looking forward to seeing your other one.

 

 

Spoiler

The switch for the lift in the crate courtyard that takes you up to the yellow key has an unknown action on it (162) which needs updating. 

 

The lighting is consistently bright, which in most spaces makes sense as there are obvious lighting sources, but I wonder if you want to vary it a little? If you're happy with it, you don't have to, but thought it might add a little something to the map.

 

 

Edited by Lorcav

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Quote

The switch for the lift in the crate courtyard that takes you up to the yellow key has an unknown action on it (162)

 

Since I'm using Boom, it's S1 Lift Perpetual Lowest and Highest Floors. Maybe I should change it to standard Lift Lower Wait Raise.

 

Quote

The lighting is consistently bright

 

Maybe I'm a bit nyctophobic, but I don't like dark maps, so I place lamps and torches everywhere I can.

 

Anyway, thanks for playing and testing.

 

edited - I've updated the map archive in my previous comment. Changed switch action to SR Lift Lower Wait Raise.

Edited by EagerBeaver

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I have some small bad news about my map!

 

 I'm still working on it and I intend on finishing it, however - I have been experiencing 2 really subtle, but annoying bugs that I suspect may be related to node building or collisions. Basically - sometimes the auto aim doesn't work and other times the player hitscan weapons hit non-existent invisible walls in the air. I use the AJBSP node builder and I test the map in both Woof and PrBoom-Plus with the complevel 2 setting (funny thing - if I set the complevel to 9 or higher - the bugs disappear, so maybe the real problems are just purely vanilla related). I Have been spending most of my time trying to fix these bugs instead of finishing the actual rooms in the map, this has caused progress to be really slow!

 So here's what I'm gonna do - I'm gonna try and ignore the bugs and finish up the map (I have to make 3 final rooms, tweak the difficulty and add lighting), once I finish and upload the map - maybe someone else can use a different node builder to maybe fix the bugs. I might not be able to upload the map on the due date - so if it wouldn't be much to ask - it would be nice to extend the due date!

 

Sorry for complicating things! For what it's worth - here are some screenshots from the map:

Spoiler

 

mapWIPpreview.png.77346718d9eab23a4ebfdc10df1e4ac7.png

 

 

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On 6/25/2023 at 2:10 AM, JacaCaca said:

Really good map, I actually got the no-clipping monsters bug for the first time after I teleported back to the start with the chaingunners. Other than that, really cool!

 

Thank you. The no-clip glitch happened to me a few times during playtesting as well. I don't really know what to do about it though. I mean, technically its a problem with the engine, right?

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Need to give some heads up. I'll try to finish the map this week, but life stuff has been happening currently is an extension allowed for this for the July 1 deadline?

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@jazzmaster9 @Ar_e_en and anyone else that wants to know...

 

I'm going to start compiling and fully testing the wad from 1st July so maps do not have to be in by that deadline and if they come in a week or two after that, then it's no huge deal because I have lots of stuff to bring together, that said, I'd really like to have the alpha ready by end of July for an alpha version in August

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12 hours ago, Lorcav said:

@jazzmaster9 @Ar_e_en and anyone else that wants to know...

 

I'm going to start compiling and fully testing the wad from 1st July so maps do not have to be in by that deadline and if they come in a week or two after that, then it's no huge deal because I have lots of stuff to bring together, that said, I'd really like to have the alpha ready by end of July for an alpha version in August

 

That's real good news for me. I'm not going to be able to meet the deadline and will be away from computers and stuff for the first week of July, but will work to get it done after that.

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And here's my submission (finally).

Map Name: No Dice
Map Number: 18 (though the map in the .wad file is in the MAP01 slot)
Mapper: MFG38
Prompt: No Dice
Music: "Intermission" from Cringe by Mark Klem
Tested in: Crispy Doom 5.10.3, dsda-doom 0.25.6 (cl2)

Description: A metallic complex of arenas with different challenges. My original idea was a map where
you'd go through a series of arena fights in random order, but when I couldn't get the setup to work the
way I wanted it to, this turned into a more standard combat puzzle map instead. Monsters stay the exact
same across the different difficulties, lower difficulties give better healing and extra ammo. Includes
a DeHackEd patch for the map name and par time.

Screenshot_Doom_20230627_155252.png.9f30b5c66f8dca6a73cc61d6d6270574.png

 

>>> mfg_sdtv.zip <<<

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On 6/26/2023 at 8:06 PM, Emperor S P O O N said:

Made some small tweaks to the map. Tried to make the starting area less of a drag, and did some rebalancing for lower skill levels as much as I could.
LiquidHeat_v2.zip

 

Awesome, thanks for the update!

 

14 hours ago, Anarkzie said:

 

That's real good news for me. I'm not going to be able to meet the deadline and will be away from computers and stuff for the first week of July, but will work to get it done after that.

 

No worries, that sounds like it should work out fine

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