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Rusty Drill - A Scythe Themed Community Project (Slots Filled?) New Beta Available (4/11/24)


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32 minutes ago, myolden said:

I'm not sure what port you tested in but the voodoo conveyor is incredibly slow in DSDA

I tested, believe it or not, on DSDA-doom -complevel 9. Still not reproducing on a variety of dsda-doom versions (0.18, 0.21, 0.22, 0.25, 0.26), prboom+ 2.6.2, woof... it took Eternity to actually see the behavior. One of those "sometimes the math adds up just wrong" moments, like the mbf21 scroller issue I came across elsewhere.

 

v3: https://drive.google.com/file/d/1S3hIvGrtpA5kahkH3BfhWSr0SwcTOIvq/view?usp=drive_link

Changelist:

- scroller for the warehouse fight start

- fixed a couple textures

- moved one teleport spot in plasma fight to prevent possible manc getting stuck in a wall

 

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Sorry, I've been sitting on this update for far too long. Changes mostly in response to playtesting from when I first uploaded it, but have also been informed by recent replays of Scythe & other wads inspired by it.


Changelog:

- Added a starting non-damaging platform

- Added a switch to the first area, so you can't just immediately leave

- Moved the car to block off more of the road

- Removed the vent grate

- Removed a few enemies to make the map shorter

- Removed two pain elementals in the final fight

- General visual improvements

 

download: drill_finnks_v2.zip

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I'll just preface this by saying; if any map slot opens up, I'll be more than happy to fill it. I was kinda bummed over getting a level in the hell episode specifically because I couldn't have nearly as much flexibility within my environments, as hell levels = they must look hellish or mysterious to some degree, in which I thrive in hybrid environments. Anyways, yeah. If any slot opens up, I'll be right on top of it (as I check doomworld like 8 times a day)

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3 hours ago, EPICALLL said:

I was kinda bummed over getting a level in the hell episode specifically because I couldn't have nearly as much flexibility within my environments

 

On 5/11/2023 at 8:47 PM, A2Rob said:

This episode will take place in Limbo, meaning - Abstract locations, dark voids, abandoned interdimensional temples, and so on.

 

Dunno how I could've make it any clearer that episode three isn't really a "hell" episode. At least not in the traditional sense. I guess I should have clarified that episode 3 should deviate from the standard "red hell landscape" theme.

 

If you'd like to, I'd be 100% ok with you re-doing your submission.

Edited by A2Rob

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3 hours ago, A2Rob said:

 

 

Dunno how I could've make it any clearer that episode three isn't really a "hell" episode. At least not in the traditional sense. I guess I should have clarified that episode 3 should deviate from the standard "red hell landscape" theme.

 

If you'd like to, I'd be 100% ok with you re-doing your submission.

I guess it wasn't as much of a "I wanted to make something different" as much as "I wanted a map in episode 2." As I think that my level was pretty spot on, and definitely not bad from at the very least a faintly subjective point of view. I kinda just wanted to do a recreation of death, and so I did.

 

Also, have you considered a rusty drill 2? I feel this concept has a clear amount of unused steam, and maybe a sequel would be worth a shot.

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1 hour ago, A2Rob said:

@MrHellstorm17

 

What source port are you using?

DSDA-Doom, I think. In my (somewhat limited) knowledge, it's the only source port with that specific UI.

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Looks like the lindef that lowers those slime-walls didn't trigger? I tried to replicate the issue in DSDA-Doom and couldn't get the same scenario.

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I'm streaming Episode 1 Right now if you wanna hop in and leave a message or  just watch, idk.

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Punching bag V2:

+ Added a few extra imps via a new trap

+ Added a few bonus items to the slime/nukage room, giving people a better reason to explore that area

 

. Fixed the Yellow door issue

. Updated the pinky demon traps so the ceiling textures are consistent

. Slightly improved the lighting in a few areas

 

 

 

PunchingBag_v2.zip

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On 7/1/2023 at 9:00 PM, EPICALLL said:

Also, have you considered a rusty drill 2? I feel this concept has a clear amount of unused steam, and maybe a sequel would be worth a shot.

 

Asking about a sequel while this project only has half of its maps submitted is a little silly. Don't rush things.

 

Looking forward to this once it's all ready to go.

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11 minutes ago, AD_79 said:

 

Asking about a sequel while this project only has half of its maps submitted is a little silly.

True that.

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v3 of my map: rdmap9.zip

 

I felt that my map borrowed a bit too heavily from Scythe map 9, and it clashed a bit with the rest of the maps in episode 1. So I gave it a small visual overhaul by changing the sky, dimming the lighting and using some more grungy textures. The original influence is still there, but now I think it fits better in the set.

 

Before and after:

Spoiler

123.jpg.62042cc55f96b514a8e1c0a97005fb48.jpg

 

Other changes:

-removed the early mancubus and arachnotron, I didn't like seeing players shotgun them down instead of waiting for a better weapon.

-the mancubus shows up later as part of the rocket launcher ambush which is more substantial

-6 less cacodemons at the red key fight, replaced by enemies which are just as much threat but more fun to blow up.

-the last fight is now much bigger and restricts your movement a bit more

 

Edited by EANB

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I want to describe my plan for map 30, to make sure that it will fit the project:

 

Map name: most likely, "Malformed Nothingness".

Essentially, a chunk of the void itself got corrupted, and instead of nothing there is... something. Something a bit ugly, and definitely unnatural.

 

Map concept: I needed to come with a reasonable reference to "Fire and Ice", but also to keep things short during all this. Therefore, I decided to aim for something a bit like "Go 2 It" in size and runtime, but more difficult. After all, both "Fire and Ice" and "Go 2 It" are famous old school slaughtermaps, so they do have a connection of sorts.

 

Does such a concept fit into Rusty Drill?

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  • 2 weeks later...

Got a revision for MAP07 (V3): moustachio_map07_rusty-drill_V3.zip

  • Added a sick new (bespoke!) midi by @KCLaz.
  • Refined many of the encounters. The level should be easier on HNTR and a little tougher on UV.
  • Added green armor on all difficulties.
  • Added radiation suits before the secrets that require them on all difficulties.
  • Some small geometry changes.

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Here's a small, end of the month update.

Hope everyone's having a good Summer.

 

Edited by A2Rob

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  • 1 month later...

Watching The Abyss

Jacek Bourne

Blood Red Shadows by Aubrey Hodges

DSDA-Doom

All difficulties implemented

Coop starts implemented

Some experimental platforming. Quite difficult. Depending on the difficulty, the later parts of the map become optional. Enjoy!

 

Download:

https://www.mediafire.com/file/ewdf7188bv8mbcu/The_Abyss.zip/file

Edited by Jacek Bourne

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4 hours ago, Jacek Bourne said:

Some experimental platforming. Quite difficult. Depending on the difficulty, the later parts of the map become optional. Enjoy!

god no

 

Maybe be a bit harsh and biased, but nobody would enjoy this (just to clarify - yes, I've played the level). Honestly it feels like an imitation of Ribbiks' style rather than Alm's, because not even Erik wouldn't make players to endure through torture of Doom platforming like this. Even worse that this is gonna be a penultimate level - it will definitely kill all the pace. No offence, but IMO this level does not belong in project with goal of making "nice, short, punchy maps". However, A2Rob is the one to judge if this level is gonna be in megawad, I just wanted to state my opinion.

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5 hours ago, Jacek Bourne said:

Watching The Abyss

 

Interesting idea for a Map29. I managed to get to the blue section. I appreciate the optional exits, although I'd wager most people playing this project wouldn't be the same kind of people that enjoy difficult platforming. That being said, I can tell there was effort put into this, so my only request is there be an optional exit at the beginning of the map for those that would prefer to just skip it altogether.

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38 minutes ago, A2Rob said:

 

Interesting idea for a Map29. I managed to get to the blue section. I appreciate the optional exits, although I'd wager most people playing this project wouldn't be the same kind of people that enjoy difficult platforming. That being said, I can tell there was effort put into this, so my only request is there be an optional exit at the beginning of the map for those that would prefer to just skip it altogether.

 

I'll do you one better. Although I figure that if someone wants to skip the map, they can just use idclev.

Edited by Jacek Bourne

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7 hours ago, Jacek Bourne said:

Watching The Abyss

Jacek Bourne

Blood Red Shadows by Aubrey Hodges

DSDA-Doom

All difficulties implemented

Coop starts implemented

Some experimental platforming. Quite difficult. Depending on the difficulty, the later parts of the map become optional. Enjoy!

 

Download:

https://www.mediafire.com/file/ewdf7188bv8mbcu/The_Abyss.zip/file

Before I say anything, I would like to say that I don't mean harm with whatever I say, and I apologize if whatever I say comes off as ebrasive.

With that being said...
This is the worst map I have ever played, bottom line, no comptetition.
Let's start off with the visuals. They are not abstract, clever, or intricate. They are mediocre at best and butt ugly at worst. The COMPBLU variants do not look good when it's the only damn thing with a texture.
Second, the pacing. This map grinds the WAD to a halt just so it can say "Hey player! Go f**k yourself! Here's 20 whole minutes of torturous, painfully creatively bankrupt & so-frustrating-that-you-would-literally-kill-somebody-just-to-get-out-of-this-damn-nightmare gameplay with absolutely zero place for rest or room for error!"

And third, perhaps the most blatantly obvious fact if you ever make it to the end of the green section... This map is impossible. No, really. There is literally no possible way to complete this map. This is the one and only example where a map is so bad that you are actually forced to cheat just to get out of it.
Also, this is not Erik Alm... Like, at all, or even Ribbiks, which is clearly what you're trying to go for here. I wouldn't even dare to suggest that somebody like Kevin Reay (rest his soul) would even think of making a map like this. Because if there's one thing he's never short of... It's ideas.
In summary, I would rather play the master levels on Nightmare with my feet in the middle of a west-african hornet's nest while eating 300 kilograms glass than play this map.

There is no saving this map.
Start over.
(sidenote; rob approves :D)

Edited by EPICALLL

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