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UAC Bioweapon Facility


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It might be better if those textures were included in a separate file because it would help reduce file size. I'll play it though.

 

If you need some extra help with getting the file size down, @RastaManGames  might be able to help you

Edited by LadyMistDragon

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For a first map, it's defintely fun and it hits the right notes for me. I do think it needs some smoothing out here and there, but what's there is seriously enjoyable, looking forward to the full thing!

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2 hours ago, LadyMistDragon said:

It might be better if those textures were included in a separate file because it would help reduce file size. I'll play it though.

 

If you need some extra help with getting the file size down, @RastaManGames  might be able to help you

I have sent him a message. Thanks for the hint!

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2 hours ago, LadyMistDragon said:

It might be better if those textures were included in a separate file because it would help reduce file size.

 

There's definitely a lot of bloat in the .wad file - I downloaded it and did a quick texture/flat cleanup in SLADE3 out of morbid curiosity. There are about 1,800 flats and 4,300 textures that aren't used in either map, and getting rid of them dropped the file size from 120MB to less than 50.

 

Anyway, the map does look good judging by the screenshots. I'll give it a spin sometime soon. c:

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18 hours ago, MFG38 said:

 

There's definitely a lot of bloat in the .wad file - I downloaded it and did a quick texture/flat cleanup in SLADE3 out of morbid curiosity. There are about 1,800 flats and 4,300 textures that aren't used in either map, and getting rid of them dropped the file size from 120MB to less than 50.

 

Anyway, the map does look good judging by the screenshots. I'll give it a spin sometime soon. c:

I did the same in SLADE, but the file dropped to 113 Mb, and did a huge mess in the map.

 

Edit. BTW, i'm aware of this. When i finish all maps i'll get rid from the unused things.

Edited by Aeddes666

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Ok, liked the map! Very nice use of custom monsters! Strangely enough just one Arch-vile. The traps were pretty funny. Nice music too. Should be up in the hour

 

 

I see you also asked for some feedback. I'm no bug reporter though, and long as there aren't any HOMs and softlocks, i may not notice that stuff.

 

Combat flow was quite solid and action was constant. Maybe the rats were kind of stupid but I'm not a 100 percent player, so it's not a huge deal. I actually thought it was really nice how hitscanners tended to be lurking around every corner. The SS sergeant was a highlight especially!

 

Challenge level felt appropriate and never unfair. Like it makes sense that there's only one Cyber-baron and scattered Plasma Imps because many people may not have much experience with custom monsters.

 

One more thing - it's always really nice when someone tries to make an explorable environment. Like it feels like pretty much every panel could have something behind it. Add this a healthy dose of exploration (the truck near the beginning) and you've got something awesome here!

 

Edited by LadyMistDragon

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15 hours ago, LadyMistDragon said:

Ok, liked the map! Very nice use of custom monsters! Strangely enough just one Arch-vile. The traps were pretty funny. Nice music too. Should be up in the hour

 

 

I see you also asked for some feedback. I'm no bug reporter though, and long as there aren't any HOMs and softlocks, i may not notice that stuff.

 

Combat flow was quite solid and action was constant. Maybe the rats were kind of stupid but I'm not a 100 percent player, so it's not a huge deal. I actually thought it was really nice how hitscanners tended to be lurking around every corner. The SS sergeant was a highlight especially!

 

Challenge level felt appropriate and never unfair. Like it makes sense that there's only one Cyber-baron and scattered Plasma Imps because many people may not have much experience with custom monsters.

 

One more thing - it's always really nice when someone tries to make an explorable environment. Like it feels like pretty much every panel could have something behind it. Add this a healthy dose of exploration (the truck near the beginning) and you've got something awesome here!

 

About the rats, not all are killable. The majority (the ones that run away), are decoration.  Just the ones that attack the player can be killed. But maybe i set them to not count on count kill.

 

Thanks for the feedback!

Edited by Aeddes666

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This is top of line mapping there...

 

 

Played both map separately link to the second video at the end

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17 hours ago, Delisk said:

This is top of line mapping there...

 

 

Played both map separately link to the second video at the end

Thanks for the videos!

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Tried to play it but getting a few warnings. Nothing that can't be fixed simply, though:

 

1) The '#' key is the 'start comment' line in DEHACKED, '//' is for C like languages only. So '//pistol' should be '#pistol'; etc.

 

2) Line 48 of FogCloud_Generator: Random is for integers only, so TNT1 A 0 A_SetScale(Random(2,2.25)) is treated as TNT1 A 0 A_SetScale(Random(2,2)); you want FRandom for this: TNT1 A 0 A_SetScale(FRandom(2.0,2.25))

 

There's also an error about brightmaps, but I'm no expert on lighting; maybe someone else can say what's wrong?

Brightmap 'sprites/CONGA0.png' not found in texture 'CONEA0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONEB0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONEC0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONED0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONEE0'

Anyway, I'll comment further once I've played it; it does look good from the screenshots.

Edited by Martin Howe

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On 5/6/2023 at 6:59 AM, Martin Howe said:

Tried to play it but getting a few warnings. Nothing that can't be fixed simply, though:

 

1) The '#' key is the 'start comment' line in DEHACKED, '//' is for C like languages only. So '//pistol' should be '#pistol'; etc.

 

2) Line 48 of FogCloud_Generator: Random is for integers only, so TNT1 A 0 A_SetScale(Random(2,2.25)) is treated as TNT1 A 0 A_SetScale(Random(2,2)); you want FRandom for this: TNT1 A 0 A_SetScale(FRandom(2.0,2.25))

 

There's also an error about brightmaps, but I'm no expert on lighting; maybe someone else can say what's wrong?


Brightmap 'sprites/CONGA0.png' not found in texture 'CONEA0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONEB0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONEC0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONED0'
Brightmap 'sprites/CONGA0.png' not found in texture 'CONEE0'

Anyway, I'll comment further once I've played it; it does look good from the screenshots.

Hey.

 

1 and 2 solved.

On brightmaps, no idea how to solve... (my programing abilities are very, very limited). So, i removed the brightmap part from that traffic cones.

Edited by Aeddes666

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On 5/4/2023 at 6:58 PM, jerrysheppy said:

That looks very well done for your first map!  Props to you.

Thanks.

 

The file now have less than 50Mb. Any testing for HOM's appreciated!

Edited by Aeddes666

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  • 4 months later...

File updated.

Reworked maps 01 and 02, and added a secret map (MAP31).

Would like an opinion on the secret map and if possible, on the maps 01-02 modifications.

Third Map is Unfinished, but if you want try, is 80% ready.

 

For more information, read description on first post.

 

Thanks in advance.

Edited by Aeddes666

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  • 3 weeks later...

Le spicy gameplay!

 

It's a blast on HMP, and a difficult challenge on UV :) Also extremely pretty and stimulating to look at. Great job!

 

 

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47 minutes ago, Wo0p said:

Le spicy gameplay!

 

It's a blast on HMP, and a difficult challenge on UV :) Also extremely pretty and stimulating to look at. Great job!

 

 

Thanks man!

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Got a big problem on MAP01 on non UV difficulties, the SSG Zombie in the generator room is supposed to trigger another wave of monsters after killing him, but he's not flagged to appear on any difficulty below UV.

 

Edit: Also, while I'm at it, the recoil feels really off, it happens a good few frames after firing the rocket launcher and the SSG, works better right when they're being fired. Otherwise, this is a great mod!

Edited by RichardDS90

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8 hours ago, RichardDS90 said:

Got a big problem on MAP01 on non UV difficulties, the SSG Zombie in the generator room is supposed to trigger another wave of monsters after killing him, but he's not flagged to appear on any difficulty below UV.

 

Edit: Also, while I'm at it, the recoil feels really off, it happens a good few frames after firing the rocket launcher and the SSG, works better right when they're being fired. Otherwise, this is a great mod!

I'll check this.

Thanks for test.

 

Edit. Issues corrected!

Edited by Aeddes666

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For those who are thinking in test these maps, they aren't Vanilla maps (as description says).
Hitscaners are the menace here.

Don't expect to be face to face with a shotgunner and didn't get hit!
They will open a hole between your eyes.

Edited by Aeddes666

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  • 2 months later...

FINALLY got around to playing the third map. Honestly, I thought it would probably take around the same time or a little less as one but..I still enjoyed it greatly!

 

I even took a peek at 31. It seems like you were playing with some of the same concepts you explored in Mining Site 32 there! I dunno if I'll play that but it at least seems shorter by a lot (and at least we find the green key :P)

 

 

 

 

Edited by LadyMistDragon

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9 hours ago, LadyMistDragon said:

FINALLY got around to playing the third map. Honestly, I thought it would probably take around the same time or a little less as one but..I still enjoyed it greatly!

 

I even took a peek at 31. It seems like you were playing with some of the same concepts you explored in Mining Site 32 there! I dunno if I'll play that but it at least seems shorter by a lot (and at least we find the green key :P)

 

 

 

 

Glad you liked!
I was testing some scripts in this WAD. The green card changes the end at map 03. (Nothing much different, tbh).
If possible, check it, it's a short map.

And thanks for the video.

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  • 4 weeks later...

The new version has a very very strange bug, for some reason, no kills, secrets and items are counted, they all come up as 0/0.

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2 hours ago, RichardDS90 said:

The new version has a very very strange bug, for some reason, no kills, secrets and items are counted, they all come up as 0/0.

Noted. Probably i have set things to not count and forgot to change. I'll check, thanks for letting me know.

 

Edit. Solved.

Edited by Aeddes666

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