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MEGASPIRAL RC2 - A Goofy 11 Map Set I Made


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Fun little maps, I certainly wouldn't mind if you expanded it to a full megawad one day. However, I encounted a serious problem in MAP11. Right after start, when I dropped into water, I suddenly got backpack and some cells. Then my framerate dropped to about 5 fps and it became unplayable. It happened on UV in GZdoom 4.10.0.

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1 minute ago, Caleb13 said:

Fun little maps, I certainly wouldn't mind if you expanded it to a full megawad one day. However, I encounted a serious problem in MAP11. Right after start, when I dropped into water, I suddenly got backpack and some cells. Then my framerate dropped to about 5 fps and it became unplayable. It happened on UV in GZdoom 4.10.0.

Oh yikes. The cell and backpack thing is intentional. It's basically a room out of bounds that feeds a player voodoo doll a seemingly infinite amount of cells.

The issue probably comes from how many cell packs I placed there. I'll tinker with it ASAP. Thanks for the tip :)

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I enjoyed playing though this. I have a demo of me playing blind, except map 1. noot_spirals.zip
All ghosts bug also happens in DSDA complevel 2, either you can say its boom compatible or rethink the fight without hitscanners. They only exist to soften you up for the second phase since nothing else is threatening.

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Love map packs like this, easy going and for some quick fun. Easy to navigate maps, well balanced, good secret placements.

Rusty Nails is also one of my favourite MIDIs :-)

 

 

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I like bite sized maps so this was good at the beginning; interesting map layouts throughout. I'm not a fan of slaughter so didn't enjoy the second half, but getting slaughtery towards the end seems to be the "in thing" these days, so it can be excused as "current practice". Sadly, even with classic DOOM 1 gameplay, MAP11 would be unusable; it needs some work. Overall 7/10 for me.

Edited by Martin Howe

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18 hours ago, Nootsy-Nootsy said:

All ghosts bug also happens in DSDA complevel 2, either you can say its boom compatible or rethink the fight without hitscanners. They only exist to soften you up for the second phase since nothing else is threatening.

Yikes how did I miss that o_o

I might just need to rework the map entirely then. That level really was one big fumble on my part huh

7 hours ago, Martin Howe said:

I'm not a fan of slaughter so didn't enjoy the second half, but getting slaughtery towards the end seems to be the "in thing" these days, so it can be excused as "current practice"

Fair enough. I just wanted the maps to feel more diverse tbh.

I'm glad you still enjoyed the first couple of maps though :)

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Hey, great mapset so far! I have played half of the wad so far, want to have the rest for tommorow. I like short maps, they are my favorite. 

Theres video of first 2 maps because from map 3 I was getting the monitor black screen bugs pretty often frequently so only 2 maps recorded, playing rest offline, hope it doesnt matter (I need to fix that bug first, its visible on video too)

Anyways there you go

 

PS: Glad to see you back! :)

 

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These maps are a marvel. I love their apparent simplicity and elegance, their restraint in size... everything!
Although I have to say that some moments in map five seemed a bit bullshit xD
Ah, an small suggestion. In the crusher at the exit of map five, I think you should remove the unpegged property from the texture.
 

 

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Very solid mapset, great visuals. The abrupt nature of diffent styles of maps (hellbase to techbase) felt a bit off, but other than that, didn't see any problems.

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Finished playing this today and had a blast with it! Lots of neat ideas and fun visuals throughout :) final map is still uploading, but here's the whole playlist

 

 

 

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Thanks for this! I loved the quick punchy combat. I especially loved map04 the aesthetic of the tiles floating in lava and all of it very clear visually, well done! 

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  • 3 weeks later...

These are fun bud - found the computer map and weird dark areas with lights and eyes - very interesting stuff

 

 

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13 minutes ago, Clippy said:

These are fun bud - found the computer map and weird dark areas with lights and eyes - very interesting stuff

You're the first person I've seen that actually found that non-secret secret lol. The computer map's there just to reveal a neat lil' sector art thing-y I drew out of bounds.

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4 hours ago, Worriedidiot said:

You're the first person I've seen that actually found that non-secret secret lol. The computer map's there just to reveal a neat lil' sector art thing-y I drew out of bounds.

 

Dang and I didn't even look at it lol 

 

Hey having fun bud played another one:

 

 

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Did map 7 and things really took an unexpected mega spiral. the wacky visuals and static stuff was pretty cool 

 

My only gripe is I couldn't figure out how to kill the big spider and that triggers my OCD LOL but don't worry I included a satisfying solution if there isn't already one that I missed 

 

Good times! 

 

 

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@azerty I made it to your map. I'll admit at the time I didn't know it was but now I totally see it

 

Also because there's no title patches I didn't see the name of the map until the end and it gave me a very good laugh

 

Best map name ever LOL

 

 

 

It's like when you watch an episode of always sunny and after the opening they show a hilarious title that makes the punch line

 

So the map title hit perfectly for me 😂

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This map was amazing man - the visuals were so cool - that red line part - the thumbnail stuff - I loved it

 

 

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I wasn't able to finish this set because MAP11 caused me huge framerate loss, to the point where I didn't feel like I had any control over my character at all.

Running GZDoom 4.10.0.

Edited by openroadracer

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9 hours ago, openroadracer said:

I wasn't able to finish this set because MAP11 caused me huge framerate loss, to the point where I didn't feel like I had any control over my character at all.

Yeah the framerate issues on GZDoom are related to a core mechanic of the map where you're constantly given ammo to make it seem like you have "infinite ammo".

To be completely honest I don't know how I'd fix it. I already removed a big chunk of the ammo you're given and it seems like that hasn't changed anything.

I might just edit my DW post to give a warning about this :/

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14 hours ago, openroadracer said:

I wasn't able to finish this set because MAP11 caused me huge framerate loss, to the point where I didn't feel like I had any control over my character at all.

Running GZDoom 4.10.0.

 

Same bro 

 

At the time I played this with @Biodegradable I was not aware that there was an issue other than ghost monsters in limit removing ports. So if you can't play in those ports or gz where can you play it LOL

 

Somehow I have the patience of a saint and got through it but you can see the experience in the video 

 

I'll admit this is a disappointing end to an otherwise fantastic set that I found myself thoroughly enjoying but way she goes

 

Ultimately you should be very proud of this map set it's very fun. You know I never play through things this fast so that means I had a really great time

 

Super good job buddy

 

 

 

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