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I will play your WAD and make a video with commentary [ON HIATUS]


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This is like the perfect thread, everybody wins.

Us level creators get our wads exposed to more people and lamp gets content. It is a win-win

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Wellll...  If you're ever in the mood to play something on the longer side, I'd love to see my stuff get some attention.

 

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8 hours ago, thelamp said:

 

Thanks for playing through the rest of my map set. Also, big thanks for finding the HOM in the skies in the previous video. I don't think I would have even noticed them without seeing your video.

 

It looked like you were having a bit of trouble trying to find your way through the village in MAP04. Is there anything that could have made things easier for navigation? Also, that fight in the map room in MAP05 seemed to have cause much trouble for you lol. You missed out on the shotgun in the beginning of that map, which might have been helpful in that fight.

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On 5/12/2023 at 6:19 PM, thelamp said:

 

@s4f3s3x

 

 

Sorry for the late reply, but thanks for playing my level, it was really nice to watch and I had fun with your reactions : )

Quoting myself from the other topic:

 

The more playthroughs of this level I watch, the more I'm convinced I need to fix a couple of things: expecially make a more distinct connection to what the switch behind the Arachnotron refers to, and more importantly where the exit is! Everybody seems to have a hard time finding it, even if it's right there and available right from the start (in fact, if a player was fast enough I think it could end the level in less than 30 secs). Also I want the final fight to have spawns way more quickly.

 

PS.: that all-ghosts bug!!!!!! that was some crazy sh*t to happen so randomly ahahahah

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12 hours ago, thelamp said:

That's a bug, the player's weapon is on slot 0, will fix this ASAP :D

 

 

Thank you SO much for making a video, will PM you with a new version soon! already did lmao

Edited by DELTA256

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So I just finished the first draft of the wad, but I won't post it until the video comes out so I can see if there is anything I can change.

Level names:

Level 1: UAC Bunker.

Level 2: UAC Lab.

Level 3: Hell Awaits.

 

Edited by Raith138

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6 minutes ago, Raith138 said:

So I just finished the first draft of the wad, but I won't post it until the video comes out so I can see if there is anything I can change.

Level names:

Level 1: UAC Bunker.

Level 2: UAC Lab.

Level 3: Hell Awaits.

 

map format? I can probably play these this morning! :)

 

edit: nvm I scrolled back, these are Doom II format

Edited by thelamp
rofl

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22 minutes ago, Raith138 said:

Is it night for you? it's morning for me.

It is morning for me also

uploading.png

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1 hour ago, thelamp said:

@Somniac

 

 

 

Thank you! I checked your E1M1 playthrough also, there is actually no secret in that level so apologies for any frustration (weirdly there was no sector effect 9 anywhere, but some ports were saying there was for some reason, Crispy was displaying it properly - I've corrected it anyway), you weren't far off the secret in E1M2 though. The next ones should be easier to find, hehe. Thanks again!

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Kudos to you for continuously keeping this up so far, I would have lost motivation ages ago.

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8 hours ago, thelamp said:

 

Your playthroughs are particularly interesting because you miss so many secrets, so these have been pretty informative in proving that the secrets aren't necessary to finish. We really struggled to properly do no-secret playtests, all it takes is some bad RNG or a sloppy battle and next thing you know you're crawling off to the secret megasphere so you can continue.

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26 minutes ago, Votterbin said:

Kudos to you for continuously keeping this up so far, I would have lost motivation ages ago.

Thanks!! it's been really fun so far

 

25 minutes ago, aRottenKomquat said:

Your playthroughs are particularly interesting because you miss so many secrets, so these have been pretty informative in proving that the secrets aren't necessary to finish. We really struggled to properly do no-secret playtests, all it takes is some bad RNG or a sloppy battle and next thing you know you're crawling off to the secret megasphere so you can continue.

Haha glad my playthroughs are useful, I'm so bad at finding secrets

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1 hour ago, thelamp said:

The texture problems were caused by the source port I think, cause I tested it on gzdoom and none of that stuff was there. 

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10 minutes ago, Raith138 said:

The texture problems were caused by the source port I think, cause I tested it on gzdoom and none of that stuff was there. 

GZ Doom's renderer fixes many texture problems. Part of being Doom II compatible means it is tested in vanilla-comp ports I made a video on this a while ago, particularly the textures bleeding into the floor:

 

Edited by thelamp

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3 minutes ago, thelamp said:

GZ Doom's renderer fixes many texture problems. Part of being Doom II compatible means it is tested in software mode I made a video on this a while ago, particularly the textures bleeding into the floor:

 

I thought I was fine cause of the format but I guess not.

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1 minute ago, Raith138 said:

I thought I was fine cause of the format but I guess not.

Generally speaking GZ doom isn't a great port to do your testing in for that format. I like Woof but I would also recommend DSDA Doom for that sort of testing. All in all they are only minor visual glitches that fairly easy to fix :)

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The door in the third map was a known bug it only had ever happened when I no-clipped. Clearly without using gzdoom it is more of a problem.

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how is the door on the third map meant to work? a timer or something I couldn't figure it out

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The story of the third level is you have worked your way through the lab and hell is starting to corrupt reality. So that fireblue was meant to be the portal to hell, and the switch opened it. But I really need to fix the bug but I got no clue what is causing it. Or the other graphical errors.

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The third level clearly is quite buggy, you getting locked in the starting room was because the linedef that closed the door is too close to the door and you run over it before the door lowers which makes it so it doesn't work so when you ran over it a second time it activated and shut the door. Also the wad is not a WIP after I bug fix that wad is finished.

Edited by Raith138

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Can someone please open the third level in a doom map builder and try to find the problem cause I am new to this and I have absolutely no clue.

NOTE: My computer just crashed for the second time play testing that map on GZdoom so there is something really screwed up with that.

Edited by Raith138

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