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MAYhem 2023 - Uploaded!


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24 minutes ago, pcorf said:

 

Oh okay, my map is Boom anyway. But if you want to convert it to UDMF, go ahead.

 

I thought you had a choice between Boom and Eternity.

 

Oh yeah, the submissions themselves can be Boom or Eternity, it's just the compilation that requires Eternity to run. Apologies for the confusion.

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Quick status update! I'm currently juggling a fair few IRL priorities, but progress on MAYhem is still marching along and I'll be reaching out to some folks soon for testing before I release the first public beta. I'm also pleased to announce that our TITLEPIC art is finished!

 

Spoiler

TITLEPIC.png

 

Art is courtesy of @uber, who absolutely knocked it out of the park. I'd highly recommend consulting them for your TITLEPIC needs, you definitely get what you pay for. 👍

 

Ah yes, and a couple of bug reports:

  • @Redead-ITA, I noticed a bit of a bug with the first door in your map. Check your tags and linedefs.
  • @MObreck, I'd recommend giving the air vents in your map a redesign: the slopes make traversal a bit difficult at times.

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10 hours ago, Obsidian said:
  • @MObreck, I'd recommend giving the air vents in your map a redesign: the slopes make traversal a bit difficult at times.

 

Alright, I doubled the width the main area of the ventilation shaft and discreetly increased the ceiling height. Moving around it seems much less sticky now:

OutsideTheBox_Mayhem23.zip

 

Only the level has been changed so you don't need to remerge any of the other content.

Edited by MObreck

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11 hours ago, Obsidian said:

 

  • @Redead-ITA, I noticed a bit of a bug with the first door in your map. Check your tags and linedefs.

You confused me for 1 second then i noticed that it was actually the second door (the first one is in front of the player the second one is in the open area), in any case i have fixed it now!

May2023red.zip

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  • 2 weeks later...

Just updated my map once more, mainly to rebalance certain enemy amounts (thanks @Razza), and to fix a couple of monster closets as enemies had the occasional tendency to become stuck. Couldn't remedy the bleeding sky texture, though. Apologies.

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  • 2 weeks later...
2 hours ago, Zahid said:

Any Possibility of compiled RC soon?

it's Ending of June 

 

Alas, I've been pretty snowed under with schoolwork over the past month. XP I am officially on my holidays now though, so I will be dedicating time to releasing a public beta now that I am a bit more bereft of academic obligations.

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  • 2 weeks later...

Update! Initial map order has been completed and now I need to implement some secret exits, particularly on @russin's and @Berubaretto's maps. Would the two of you like to add them yourselves or are you fine with me doing it?

 

Also credits map.

 

Spoiler

etrn03.png

 

I think it looks pretty neat. :3

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37 minutes ago, Obsidian said:

Would the two of you like to add them yourselves or are you fine with me doing it?

You can feel free to do this :)

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  • 2 weeks later...

oshit

 

Some notes:

  • You'll need one of the Eternity 4.03.00 dev builds to run the megawad due to the custom actors used in MAP06 and MAP10.
  • Map order is pretty decently set, but can be rearranged to some degree if folks feel like a certain order is more suitable. The maps with secret exits stay where they are though.
  • The graphical work is pretty much done, but may see some revisions as time goes on.
  • Some maps (mentioning no Obsidians names) are still a bit rough around the edges in terms of balancing and could use a bit of feedback.
  • Yes, I'll update the credits once the megawad has received a bit more testing. :P

Enjoy!

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Nice. I noticed that my level has had its secret exit removed (all good), though the method of reaching it is still there. Should I put out a final small update to omit the skull keys?

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1 minute ago, TheV1perK1ller said:

Nice. I noticed that my level has had its secret exit removed (all good), though the method of reaching it is still there. Should I put out a final small update to omit the skull keys?

 

That'd be good, cheers. :)

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@Obsidian, what sort of balance changes are we allowed to make?  Can we adjust enemy numbers, resources, make placement changes, that sort of thing?  Just as long as we're not really altering geometry?

 

I had very little time for balancing back in May but don't want to go against the time-limited spirit of the project if I make changes now.

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2 hours ago, Salmon said:

@Obsidian, what sort of balance changes are we allowed to make?  Can we adjust enemy numbers, resources, make placement changes, that sort of thing?  Just as long as we're not really altering geometry?

 

I had very little time for balancing back in May but don't want to go against the time-limited spirit of the project if I make changes now.

 

Yep, I'm all good with it. So long as it's not too hideously extensive, I'm alright with people making edits to get their maps up to par.

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my first exit demos for 10 maps

map 15 missing for being too hard and rest weren't open in prboom 

1 monster in map 12 and many in map 14 never appear

initial thoughts: maps seems identical even gameplay wise too

solid maps overall

cl9 used

fda.zip

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7 hours ago, Zahid said:

...and rest weren't open in prboomm...

 

This community project only works on the development builds of Eternity Engine (version 4.03 or newer). It does not support PrBoom

Edited by MObreck
Typos

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I played through the first two stages. The second stage has a couple of stuck enemy issues:

 

- One of the shotgunners in the blue key ambush closet can't move. The one on the left.

 

- The are a number of enemies stacked on top of each other in the closets that reveal the rocket launcher (in the same room as the red key). I suspect they were meant for different difficulties.

 

Love the intermission screen btw.

Edited by MObreck

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2 hours ago, MObreck said:

I played through the first two stages. The second stage has a couple of stuck enemy issues:

 

- One of the shotgunners in the blue key ambush closet can't move. The one on the left.

 

- The are a number of enemies stacked on top of each other in the closets that reveal the rocket launcher (in the same room as the red key). I suspect they were meant for different difficulties.

 

Thanks mate! I should really start testing on other ports, huh?

 

Update 2 to Outpost 666: OUTPOST666-V3.zip 

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Okay, I updated my map.  Mostly just some enemy changes to reduce the number of hitscanners but some adjustments to resources as well.  The map should still be the same difficulty but with less annoying hitscan placement and more sensible resource distribution.  I didn't touch the geometry.

 

Washed Out v2

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  • 2 weeks later...
4 minutes ago, Obsidian said:

 

Did you test in Eternity? I checked the EMAPINFO and the correct sky is indeed assigned to your map.

 

No I admit I just launched the pack with gzdoom but if it works correctly on Eternity that's okay. :)

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  • 3 weeks later...

image.png

 

Well that simply won't do at all.

 

I'm gonna try and get this all done by the end of the month, but I'll need some more testing to be done before I make any further changes: so far we've had...erm, two people who've done testing. I'll ask around, but in the meantime I'm more than happy for people to give any feedback they feel is appropriate.

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