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Updated the initial posts download link with the update as well just in case.

 

HAMTEX-EIGTBO-REV1

 

Revisions :

  • Expanded all ladders width to make them more intuitive to use and less frustrating, you should now being able to just walk up them.
  • Added signals to the boss room to make it more obvious what has to be done
  • Added new geometry to the boss room that appears when the Revenant and Arch-Vile Platforms lower to make the fight feel better
  • Added sets of stairs to the beginning area so that players can get the weapons
  • Added health bonuses and armor to the player spawn rooms so that they don't feel pointless outside of being a starting point
  • Changed spawn rules on armor outside of spawn rooms so it spawns in single player on all difficulties
  • Completely removed Former Humans from the opening area, cut down on chain gunners and added Imps to make it less hit scan hell
  • Added cosmetic signals to a couple of decorative doors that the player might think can open 
  • Added more ammo in various places
  • Adjusted some texture offsets (There is definitely going to be at least one more update, I'm not happy with the texture alignment)
     

 

And last but not least and probably the most important, I completely recreated the midi. It is now 5 min long, has better percussion and shouldn't bork GZDoom's Midi renderer. I'm not sure about the velocity of a few sections of the song so if it is too loud or quiet let me know. Hopefully this will be both more fun and more intuitive experience. 

Edited by HorseJockey

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On 5/20/2023 at 7:11 PM, Blast_Brothers said:

Map Name: Ochre Enigma
Author: Blast_Brothers
Music and Composers: "Break Silence" from Ristar (by Tomoko Sasaki\Naofumi Hataya\Masafumi Ogata; MIDI by Don Brislan with some minor edits by me)
Par Time: 10:00
Map Description: Three challenges await in an amber void... Medium to hard. Lower difficulties are implemented but may or may not be "done".
Map Screenshot: 

1336810861_OchreEnigma.png.1b6dd2dba1cfc9a5682e45f75a3c7a5c.png


Awesome map, @Blast_Brothers!

Edited by Matacrat

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So, what's the current status of your map?

If you think you could get it submitted by the hard deadline (6/17/23), great! Tell me the good news.
If you don't have the time nor inspiration anymore to submit a map, darn. Still tell me the bad news.

In any case, You gotta catch me up on your current situation. It's been 3 days since the soft deadline passed.

===========================================================================

I've updated the asset pack today from last week. Here are the relevant changes.
 

Spoiler

+ You can now use the basic gib actors! I found better things to replace for the extra player starts.
Due to how the editor keys and ednums intertwine, I can't send the replaced hanging body actors to the Prohib-abyss thing folder. So just don't place them anywhere.
+ New menu graphics.
+ Barrels have had their radius expanded to a range of 30 pixels.
+ A bunch of under the hood tweaks reguarding mod compatibility.
6OZkZAe.png + Added an exit texture for DEVTELE: DEVTELEX

 

Edited by Matacrat

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16 hours ago, Matacrat said:


I contemplate opening a discord server for blocked-out just so I can stream myself dealing with more bugs like that.
aCFCwxx.gif

that would be perfect for better communicating for testing maps and whatnot.

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^ Why changing the barrels? Making them immobile reduces the dynamism of the game. Also, making them bulker in radius is kinda meh.

To immobile barrels, monster blocking lines should work

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yeah sorry for keeping everyone in the dark, I don't think I'll be able to make anything for this after all. It's bad timing with exams and stuff, good luck to everyone. :)

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49 minutes ago, Matacrat said:


So, what's the current status of your map?

If you think you could get it submitted by the hard deadline (6/17/23), great! Tell me the good news.
If you don't have the time nor inspiration anymore to submit a map, darn. Still tell me the bad news.

In any case, You gotta catch me up on your current situation.

===========================================================================

I've updated the asset pack today from last week. Here are the relevant changes.
 

  Reveal hidden contents

+ You can now use the basic gib actors! I found better things to replace for the extra player starts.
Due to how the editor keys and ednums intertwine, I can't send the replaced hanging body actors to the Prohib-abyss thing folder. So just don't place them anywhere.
+ New menu graphics.
+ Barrels are immobile now and have had their radius expanded to fit their sprites.
+ A bunch of under the hood tweaks reguarding mod compatibility.
6OZkZAe.png + Added an exit texture for DEVTELE: DEVTELEX

 

Well, there's no way I can meet the deadline, so it looks like I'm leaving the project. Good luck here.

 

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3 hours ago, SilverMiner said:

To immobile barrels, monster blocking lines should work.


Oops! Didn't know that immobile barrels could be a mapper's choice. Reverted back to a mass of 20.
 

3 hours ago, SilverMiner said:

Also, making them bulker in radius is kinda meh.

The original radius compared to the sprite size made them tricky to hit in a pinch.
The real metrics is about the same size of doomguy. Precisely 2 pixels smaller.
The hitbox is still not as big as the sprite, but enough so that stuff like this could actually count as a hit.
Nq46HRd.gif

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@Monsieur E

 

Sorry I forgot about you earlier, fam. It's a very simple, but very deadly map especially on pistol-start. Honestly on both UV and HMP I really enjoy the bulk of the map, but it's the last bit at the end that hits a sour note for me. It's more manageable on HMP, but that's cos I chose to ignore the Cyberdemon and keep the plasma handy for the Archie at the end just so I can finish the bloody thing. It just sucks all the fun out of an otherwise spicy but engaging little map.

 

 

Edited by Biodegradable

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11 hours ago, Biodegradable said:

@Monsieur E

 

Sorry I forgot about you earlier, fam. It's a very simple, but very deadly map especially on pistol-start. Honestly on both UV and HMP I really enjoy the bulk of the map, but it's the last bit at the end that hits a sour note for me. It's more manageable on HMP, but that's cos I chose to ignore the Cyberdemon and keep the plasma handy for the Archie at the end just so I can finish the bloody thing. It just sucks all the fun out of an otherwise spicy but engaging little map.

 

 

Hello, thanks for playing my map and your criticism! You actually get 40 cells which are placed right above your teleport destination. Although, I don't think I communicated that information properly so I've patched the map to move those 40 cells into the room past the yellow skull door. If it's still too obnoxious, I'll add further cells. (Also, it seems the wrong sky loaded, I load the map through zdl and the sky only loads correctly if the asset pack is loaded above the map) 
I've also removed startan flats left in the map in teleport closets

GatewayToInfinity.zip

Edited by Monsieur E

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On 5/23/2023 at 1:01 AM, Matacrat said:


If you think you could get it submitted by the hard deadline (6/17/23), great! Tell me the good news.
If you don't have the time nor inspiration anymore to submit a map, darn. Still tell me the bad news.
 

  Reveal hidden contents

+ You can now use the basic gib actors! I found better things to replace for the extra player starts.
Due to how the editor keys and ednums intertwine, I can't send the replaced hanging body actors to the Prohib-abyss thing folder. So just don't place them anywhere.
+ New menu graphics.
+ Barrels have had their radius expanded to a range of 30 pixels.
+ A bunch of under the hood tweaks reguarding mod compatibility.
6OZkZAe.png + Added an exit texture for DEVTELE: DEVTELEX

 

Sorry, haven't been inspired for Doom for the last few weeks, but that might change before the hard deadline. I've started a rough sketch and got the artstyle of my map figured out, so I think I can finish it up in the span of a few days, but those will probably June days.

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On 5/13/2023 at 7:35 PM, PRO-RC said:

WIP screenshot 

2058364731_Screenshot(165).png.9093d4c327a412a03bce7c47cd57b444.png

First time I've used the BOOM colored lighting feature. Idk if it's allowed in the rules to implement it though since you need to add your own Colormap into the Wad. thankfully it can easily be removed if necessary and not change much of what the map looks like.  


It's fine, colormaps are included in the asset pack anyways.
After much headpain, I've managed to get your greyscale effect to work in ZDoom's GL Renderer.
Though I've had to edit your map a bit, I tagged every untagged sector with the greyscale effect, a tag of 471 so I could use them with acs.
hZNWHlt.png

Edited by Matacrat

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11 hours ago, Matacrat said:

After much headpain, I've managed to get your greyscale effect to work in ZDoom's GL Renderer.

Cool! Could you send me the file of the edited map, just so I can update it further. you can DM it to me through Doomworld if you want. 

 

 

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5 hours ago, PRO-RC said:

Cool! Could you send me the file of the edited map, just so I can update it further. you can DM it to me through Doomworld if you want. 

Sure thing.

Mapper's Block - PRO-RC.zip

Edited by Matacrat

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I've been playtesting my map and would like all of your thoughts on something. Well I can't find the exact thread but it was about thematically appropriate music. I personally really dig the track, but I'm curious to know your thoughts on it as I can't really be sure if my enjoyment of the song in the level is being clouded by personal bias obviously. Personally I enjoy the slow steady beat of the song. I was originally going to use a Half-Life song, but got listening to the PREY soundtrack and thought that it was reminiscent enough and the track title was close to what I was going to name the map Everything Will be All Right. So what are your thoughts, do you love it, hate it, abhor it? Let me know what you think.

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1 hour ago, HorseJockey said:

I've been playtesting my map and would like all of your thoughts on something. Well I can't find the exact thread but it was about thematically appropriate music. I personally really dig the track, but I'm curious to know your thoughts on it as I can't really be sure if my enjoyment of the song in the level is being clouded by personal bias obviously. Personally I enjoy the slow steady beat of the song. I was originally going to use a Half-Life song, but got listening to the PREY soundtrack and thought that it was reminiscent enough and the track title was close to what I was going to name the map Everything Will be All Right. So what are your thoughts, do you love it, hate it, abhor it? Let me know what you think.


I like it! Granted the track is pretty nostalgic for me but I think it overall adds to the mood of the map and dosen't really intrude anywhere.

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Alright, finally finished my entry.

Map Name: Untitled-200
Author: MFG38
Music and Composers: "Europa Mining Colony" from Descent (don't know the composer, sorry)
Par Time: 5:00

Map Description: Not entirely sure how to describe this one - maybe a techbase with an open sewer system built into
it? Fairly circular layout with some relatively hectic gameplay. Also, fun fact: this is my 200th map, as referenced
by the title.

mfg_blockedout.zip

Screenshot_Doom_20230528_113023.png.4974b585da00cbf223767a9cd7662b9c.png

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2 hours ago, HorseJockey said:

Hey @Biodegradable, I'm almost done with a more finalized version of my map would you be willing to give it another go and give me your feedback?

 

Of course, mate. It's what I'm here for. ;^)

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@Biodegradable - Sorry for wasting your time here but, since you're playtesting most of the other maps here, would you be able to test mine? I haven't been able to get any second opinion(s) on it yet and I'm not sure if it holds up to any standard, both visually and in gameplay to everything else here, so I'd just like some feedback if you have the time to provide some.

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3 hours ago, Paf said:

Sorry for wasting your time here but, since you're playtesting most of the other maps here, would you be able to test mine?

 

Of course I can, mate. Why would that be a waste of my time? It's literally what I signed up to do for this project. Post it here and I'll take it for a spin!

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@Paf The map's layout and level progression is very cool and has some unique encounters and set-pieces, however I feel it desperately needs to be re-evaluated in terms of balancing. The resource starvation really doesn't match with the no-holds-barred approach to combat. Considering you ambush the player rather intensely and use a lot of unavoidable damaging floors, I implore you to provide more health! LOTS MORE HEALTH! Also, I think more ammo is needed as well. I was completely depleted of resources by the time I had gotten through the first Archie encounter, so I had fuck all to use for the utter gauntlet you left for me to deal with afterwards. HMP feels very much the same as I noticed no difference in regards to resource distribution. Everything else is great, just... please give the player a fair shake heh ^^;

 

 

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Revision number 2 for my map @Biodegradable I did my best to improve the balance of the encounters, I think it is more fun now without all the hitscanners. I still have some but they aren't as prevalent. Hopefully the new midi finds your ears well and doesn't crash anything. Other than that there are a ton of small changes, I think visually it's pretty much where I want it but at this point I have blinders on and can't see misaligned textures to save my life, so your input there would be immensely helpful as well. Thanks again for playtesting I really appreciate it, I only asked before because I didn't want to come across as entitled or demanding.

 

Quote

Map Name : Everything is Going to be Okay

Author : HorseJockey

Midi/Composer : Everything is Going to be Okay by Mick Gordon, sheet music transcribed by Olivier Rifa, Arangement by HorseJockey

Par Time : 11:20

Description : "An unfinished map, from a folder of hundreds of unfinished maps, from an unknown dev. The player starts in a dev test room, the only way out is into a small holding cell, with nothing but a bed. The confines of this small room open up into a kind of surrealist liquid filtration factory. Ravaged by and also completed by the nothing. It rips through existing architecture, while sewing together disparate parts of level that the dev had left to rot in a digital boneyard. A lack of focus, or maybe creativity, it is slowly swallowing the map whole. Erasing everything in it's path. Everything is going to be okay."

Map Shot: Sticking with the altar

Download : HAMTEX-EIGTBO_REV2

 

CHANGELOG:

Spoiler

Map Adjustments:

  • Redid texturing throughout
  • Added geometry and expanded the boss encounter
  • Removed all signal arrows except one, and raised the tiles in the boss encounter
  • Cleaned up and organized the different machines that control effects
  • Fixed/completed end of level hallway
  • Rebalanced health pickups adding 3 more health packs
  • Paired down enemy count
  • Changed location of some enemies to increase odds of them wandering the level
  • Made sound propagation stricter

 

Bugs and QOL adjustments:

  • Added a note to the first ladder that the player encounters so that players on GZDoom know how to use the ladders (Not a problem in PRboom, Woof!)
  • Added dead player body next to blue key to signal player
  • Added signal to secret wall in caco room
  • Changed the location of health and armor bonus' to make them easer to run over
  • Added armor, health and ammo to the boss encounter
  • Adjusted secret room so that UV MAX is possible if the player so chooses
  • Completely overhauled the combat encounters throughout
  • Added a way for the player to get Super Shotgun if they don't find the secret
  • Added some cannon fodder for co-op
  • Adjusted textures for hints
  • Adjusted lighting throughout in order for fake contrast to have an affect on ports like Woof!
  • Fixed ladders for Boom compatible source ports so they look submerged rather than just glitched in the floor
  • Heavily culled lighting and shadow sectors as less is more in my opinion

 

 

I can't think of anything else right now but I'm sure there is.

 

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