Doomy__Doom Posted July 1, 2023 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 3 Quote Share this post Link to post
finnks13 Posted July 1, 2023 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 1 Quote Share this post Link to post
EPICALLL Posted July 1, 2023 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) 1 Quote Share this post Link to post
A2Rob Posted July 2, 2023 (edited) 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 July 2, 2023 by A2Rob 1 Quote Share this post Link to post
EPICALLL Posted July 2, 2023 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. 0 Quote Share this post Link to post
MrHellstorm17 Posted July 2, 2023 I think I got softlocked in this area of Map 03. Can't get out of here Spoiler 1 Quote Share this post Link to post
A2Rob Posted July 2, 2023 @MrHellstorm17 What source port are you using? 0 Quote Share this post Link to post
EPICALLL Posted July 3, 2023 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. 0 Quote Share this post Link to post
MrHellstorm17 Posted July 3, 2023 10 hours ago, A2Rob said: What source port are you using? 9 hours ago, EPICALLL said: DSDA-Doom Exactly 0 Quote Share this post Link to post
A2Rob Posted July 3, 2023 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. 0 Quote Share this post Link to post
EPICALLL Posted July 4, 2023 I'm streaming Episode 1 Right now if you wanna hop in and leave a message or just watch, idk. 2 Quote Share this post Link to post
DynamiteKaitorn Posted July 4, 2023 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 1 Quote Share this post Link to post
AD_79 Posted July 4, 2023 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. 5 Quote Share this post Link to post
EPICALLL Posted July 4, 2023 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. 0 Quote Share this post Link to post
EANB Posted July 6, 2023 (edited) 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 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 July 6, 2023 by EANB 1 Quote Share this post Link to post
A2Rob Posted July 6, 2023 Episode 1 Beta has been updated with new versions of maps 2, 9, and 10. @EANB - Good job, that looks way better. 1 Quote Share this post Link to post
MrHellstorm17 Posted July 7, 2023 On 7/4/2023 at 2:19 AM, A2Rob said: 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. rustydrillmap03bug.zip 1 Quote Share this post Link to post
EPICALLL Posted July 7, 2023 2 minutes ago, MrHellstorm17 said: rustydrillmap03bug.zip AHA! I see now. @A2Rob Maybe you should prevent the player from jumping that far ahead and breaking the level progression. 0 Quote Share this post Link to post
Pseudonaut Posted July 7, 2023 8 hours ago, MrHellstorm17 said: rustydrillmap03bug.zip Try playing in -complevel 9 (boom). I was able to replicate this in -complevel 2, but it doesn't happen in cl9. 1 Quote Share this post Link to post
Azure_Horror Posted July 13, 2023 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? 3 Quote Share this post Link to post
Moustachio Posted July 28, 2023 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. 3 Quote Share this post Link to post
A2Rob Posted August 1, 2023 (edited) Here's a small, end of the month update. The episode one beta has been updated with changes to Moustachio and EANB's maps. Download here. Map11 has been updated with difficulty levels implemented. Hope everyone's having a good Summer. Edited August 1, 2023 by A2Rob 6 Quote Share this post Link to post
EPICALLL Posted August 1, 2023 5 hours ago, A2Rob said: Hope everyone's having a good Summer. Summer? Yes. Good? That's debatable. 1 Quote Share this post Link to post
Jacek Bourne Posted September 20, 2023 (edited) 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 September 20, 2023 by Jacek Bourne 5 Quote Share this post Link to post
Heretic926 Posted September 20, 2023 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. 2 Quote Share this post Link to post
A2Rob Posted September 20, 2023 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. 1 Quote Share this post Link to post
Jacek Bourne Posted September 21, 2023 (edited) 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 September 21, 2023 by Jacek Bourne 1 Quote Share this post Link to post
Jacek Bourne Posted September 21, 2023 Here's a version with the edit you requested: https://www.mediafire.com/file/slgprsggjenv28d/Watching_The_Abyss.zip/file 2 Quote Share this post Link to post
EPICALLL Posted September 21, 2023 (edited) 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 September 21, 2023 by EPICALLL 2 Quote Share this post Link to post
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