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⚫ Blocked-Out Is Compiling... ⚫


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@Matacrat, can you add this version of my map into the megawad, please? I uploaded it with my comment on May 19th, maybe you didn't notice it.

 

It contains final balance tweaks and also one easter egg room.

 

Also, per @Matthias (LiquidDoom) advice I made all linedefs in teleporter puzzle room invisible on auto-map.

 

Quote

Also it's very similar to the puzzle in my Map 10

 

I assure you, my source of inspiration was the puzzle with torches in Map30 of TNT. Kinda :p

 

But I decided not to punish a hypothetical player with a telefrag for a wrong choice.

ROACHES v1.31.rar

Edited by EagerBeaver

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I surely must as it was map 2 not map 1, sorry about that I wasn't really paying attention and just remembered it being at the beginning. 

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I finished the whole megawad.

 

I must say I don't like the second part of the megawad that much as I liked the first. The second part is very slaughter-style maps. It almost seems like many mappers told themselves "I'll make a huge slaugher map and I'll shove there billions of monsters!" being convinced that they will be the only one who will be a Map29 or a Map30... :D

 

Anyway - there are many places where you can fall off the cliff/platform into the nothingness or some kind of liquid which is fine, but there is no way to get out of there and sometimes there is the highest floor damage set. Please, put there some sort of teleporter or lift or something.

Edited by Matthias (LiquidDoom)

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On 6/19/2023 at 6:04 PM, Matacrat said:

@D0M0 Found a softlock
He1vT2e.gif

 

This specific map has actually many places with softlocks... I found like three more.

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33 minutes ago, Matthias (LiquidDoom) said:

I finished the whole megawad.

 

I must say I don't like the second part of the megawad that much as I liked the first. The second part is very slaughter-style maps. It almost seems like many mappers told themselves "I'll make a huge slaugher map and I'll shove there billions of monsters!" being convinced that they will be the only one who will be a Map29 or a Map30... :D

  

Anyway - there are many places where you can fall off the cliff/platform into the nothingness or some kind of liquid which is fine, but there is no way to get out of there and sometimes there is the highest floor damage set. Please, put there some sort of teleporter or lift or something.

Funny you should say that, that was exactly the opposite of what I was thinking, my map was in the 20th slot and that was me trying to make an easy level so that i could get an early slot, I think I just can't make easy maps.

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11 minutes ago, Zion said:

Funny you should say that, that was exactly the opposite of what I was thinking, my map was in the 20th slot and that was me trying to make an easy level so that i could get an early slot, I think I just can't make easy maps.

oh, well, few maps weren't slaughter style maps and one of them was yours :)

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56 minutes ago, Matthias (LiquidDoom) said:

I must say I don't like the second part of the megawad that much as I liked the first. The second part is very slaughter-style maps. It almost seems like many mappers told themselves "I'll make a huge slaugher map and I'll shove there billions of monsters!" being convinced that they will be the only one who will be a Map29 or a Map30... :D

Gee... I wonder which map you are thinking about ;)

 

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3 minutes ago, tonytheparrot said:

Gee... I wonder which map you are thinking about ;)

 

 

Actually nothing specific :D Just felt from the 15 above, many maps were too slaugher-ly :D With few exceptions here and there.

 

Not always a bad thing - for example the Mapper's block was really cool and interesting, despite of being slaughter-style... But the map 29 (probably the was you're talking about) was really insane :D

Edited by Matthias (LiquidDoom)

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Just now, Matthias (LiquidDoom) said:

 But the map 29 (probably the was you're talking about) was really insane :D

I tend to find insane slaughter maps way more enjoyable :)

 

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3 minutes ago, tonytheparrot said:

I tend to find insane slaughter maps way more enjoyable :)

 

 

Well, I am not a slaugher-style hater neither, but I still didn't expect that almost half of this project will be this style. :) That's all.

Edited by Matthias (LiquidDoom)

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12 hours ago, wumbo said:

@Matacrat, I noticed while toying around with the WAD that there is no title, intermission or cast music. Do you want to keep it that way? I could make MIDIs for those if you would like, or do you have other music in mind?


Not at all! I'll absolutely be replacing those soon.

 

12 hours ago, wumbo said:

By the way, you did an incredible job at compiling all of the maps and giving them names and authors. Thank you for giving me the opportunity to make something of myself on this platform. :)


Thanks! Shredded beef is a pretty cool song!


 

5 hours ago, Matthias (LiquidDoom) said:

1) Maps 1 and 2 feel more difficult, bigger and contain more high-tier enemies than 5 and 6. Personally I would swap these if the point of the order of the maps is to make them from the easiest to the hardest.


Eh. The placement seems ok to me. I mean map 6 contains a cyberdemon!


 

5 hours ago, Matthias (LiquidDoom) said:

2) The maps are very inconsistent in difficulty but also in visuals and how things (arrows, eyes, cameras etc) are used. That's kinda expected from a community project actually :) Also too late to fix it.


Some of the decorations, unlike env_light or spr_secret, are pretty vague in what they acually represent.
So I kinda expected them to be interpreted differently among each mapper.


 

3 hours ago, HorseJockey said:

Also not a big thing but there are random greyscale sectors throughout my map, I think maybe it has something to do with the colormap but I'm not sure as I didn't set them that way.


Fixed! This was my error. Nothing that you've done wrong.
 

1 hour ago, EagerBeaver said:

@Matacrat, can you add this version of my map into the megawad, please? I uploaded it with my comment at May 19th, maybe you didn't notice it.


Done! 


 

1 hour ago, Matthias (LiquidDoom) said:

This specific map has actually many places with softlocks... I found like three more.


Could you tell me where you found them?

 

26 minutes ago, Zion said:

My map was in the 20th slot and that was me trying to make an easy level so that i could get an early slot, I think I just can't make easy maps.


I'll probably be putting that map and the one before it behind Korni's map soon. 
 
 

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Just now, Matthias (LiquidDoom) said:

 

Well, I am not a slaugher-style hater neither, but I still didn't expect that almost half of this project will be this style. :) That's all.


Oh don't worry about that, you can not enjoy playing a lot of slaughter in a wad and I don't have an issue if you don't like my map as it's...... definetely an acquired taste. But, since a lot more mappers make slaughter today, I think that having a lot of at least slaughter-inspired works in a project that does not restrict them is not really unexpected.

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58 minutes ago, Matacrat said:

Could you tell me where you found them?

Hmm, it's the Map 27 right?

 

The map was rather experimental... but

 

First softlock is in a small hall with two switches. There is invisible pit with revenants and the switch raises the floor with revenants and it's expected that player activates the switch first, but if you walk past the switch, you fall into the pit with revenants and... it's a softlock.

 

Also at the very end in the huge circular arena, there is nothingness around and if you fell down there, you can't get out of there, or at least I didn't find out how. And it's simple to fall as you can be pushed by arch-vile and such.

 

In general I would say this map would need a little but more care here and there:)

Edited by Matthias (LiquidDoom)

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@Matacrat, sorry to add even more crap to the pile, but I uploaded a final version of my WAD on June 16th that got rid of all the softlocks. I heard @Matthias (LiquidDoom) talk about many unescapable pits, but in my latest version, I removed them. Maybe you imported the wrong version?

 

Here's the latest version: https://drive.google.com/file/d/1ec9O2zbZ5E1GNq6H2g4ytHIkFO1Xv9Jq/view?usp=sharing

 

:)

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1 minute ago, wumbo said:

@Matacrat, sorry to add even more crap to the pile, but I uploaded a final version of my WAD on June 16th that got rid of all the softlocks. I heard @Matthias (LiquidDoom) talk about many unescapable pits, but in my latest version, I removed them. Maybe you imported the wrong version?

 

Here's the latest version: https://drive.google.com/file/d/1ec9O2zbZ5E1GNq6H2g4ytHIkFO1Xv9Jq/view?usp=sharing

 

:)


That's the version being used.

Edited by Matacrat

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1 minute ago, Matacrat said:


That's the version being used.

 

Okay, interesting.

Nevermind then.

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Is it too late to fix the textures on my map? I was considering changing back the black "doortrack" textures used for all of the door tracks back to the orange colors.

Edited by Lizardcommando

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21 minutes ago, Lizardcommando said:

Is it too late to fix the textures on my map? I was considering changing back the black "doortrack" textures used for all of the door tracks back to the orange colors.

Go ahead!

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14 minutes ago, Lizardcommando said:

Ok, here is the final version of my map. I replaced all of the black "doortrack" textures back into the orange colors. I also fixed a few more textures around the map.

 

lc-blockedout-v6.zip

Updated!

 

6 hours ago, Zion said:

my map was in the 20th slot and that was me trying to make an easy level so that i could get an early slot, I think I just can't make easy maps.

Currently, your map is now the 17th one.

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16 hours ago, Matthias (LiquidDoom) said:

 

This specific map has actually many places with softlocks... I found like three more.

 

Where exactly are the other softlocks?

I’ve already fixed the main one and I plan on uploading it very soon (main softlock being the claustrophobic fight). 

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1 hour ago, D0M0 said:

 

Where exactly are the other softlocks?

I’ve already fixed the main one and I plan on uploading it very soon (main softlock being the claustrophobic fight). 

Two actuay:

 

First softlock is in a small hall with two switches. There is invisible pit with revenants and the switch raises the floor with revenants and it's expected that player activates the switch first, but if you walk past the switch, you fall into the pit with revenants and... it's a softlock.

 

Also at the very end in the huge circular arena, there is nothingness around and if you fell down there, you can't get out of there, or at least I didn't find out how. And it's simple to fall as you can be pushed by arch-vile and such.

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Here's the new and hopefully the final version!

Fixed hopefully all of the softlocks now, but idk if it's caused any other problems!

Let me know if it has and I can get it fixed.

TheFaxMachineV3.zip

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4 hours ago, D0M0 said:

Here's the new and hopefully the final version!

Fixed hopefully all of the softlocks now, but idk if it's caused any other problems!

Let me know if it has and I can get it fixed.

TheFaxMachineV3.zip

Updated.

Edited by Matacrat

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On 7/10/2023 at 6:14 PM, Lizardcommando said:

Ok, here is the final version of my map. I replaced all of the black "doortrack" textures back into the orange colors. I also fixed a few more textures around the map.

 

lc-blockedout-v6.zip

Could you also add a lift out of this pit here please?
Screenshot_Doom_20230711_193629.png.2c8d7ba3931eaf610e312ff7ccc4f33c.png

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I've played the first ten maps, and i'm really enjoying so far 
Although I find weird the selection of map 3, is a lot harder than even map 10, or at least to me

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Alright. 
Blocked-Out's second beta build is here!

=============================
                     blockedout.zip
=============================

Here are the noticable changes.

  • Blocked Out can now be beaten in co-op without cheating.
  • BFG Testing Facility can now be ran with ZDoom ports without it becoming a slideshow.
  • The map order has been rearranged to supress difficulty spikes.

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screenshot_GZDoom_blockedout.png.2a46a0922f3dc25522c360959b5a6b37.png

In MAP05, if you push Use on the edge of the lava surrounding the arena of the final Cyberdemon encounter, it sinks into the ground to the point where you cannot escape it. The lava also doesn't damage you over time.

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