Yop Posted August 27, 2023 7 hours ago, Tangra666 said: @Yop the rest of the slots are open season, yes? Can i have slot 21 then? I'd like to have another crack at it. All yours 5 hours ago, tumedaskihutaja_37685 said: Might have something for map 22 if it is open. I don't see that anyone has claimed it. Yes yes, map22 all yours 2 hours ago, Tangra666 said: Reveal hidden contents And i probably would have beaten it in under 30 second, but i made a mistake - i picked up the blue key, before the soulsphere, and that slowed me down, if i had the soulsphere first, i would exit the blue key and the archvile rooms before they could spawn and react to my presence. If you're using lowering floors to block the monsters inside the closets, you can set them at 25 units high, just enough to block them, but also low enough to release them instantly once the player triggers the trap. Also there are a lot of enemies that are placed, or spawn right behind the door frames, and that makes them very ineffective, because you have perfect cover and you can just mow them down one by one, while they're hitting each other. That's why the last fight is way better, because it's open, and more importantly, you have some elevation going on there, you have monsters spawning on both sides, and you have ledges on the sides with more monsters on them. If you can do something similar throughout the whole map, it will be perfect. My suggestion is to get rid of all doors (or at least remove the narrow ones), and keep only the blue key door. You can keep the door frames for variety in the architecture, but you can also make them wider, and maybe put one pillar for cover when fighting the archvile, but i think the encounters should be as open as possible. Oher than that, the rest is really good, i like the windows casting light inside. The map has a classic feel to it, which i like. If you block the player from escaping that last fight, you will already have a big improvement. Noted and will be dealt with. 1 Quote Share this post Link to post
Tangra Posted August 27, 2023 (edited) 12 hours ago, Higo Doragon said: slot: MAP11 name: Rocket Gardens download :https://www.dropbox.com/scl/fi/13b4qqcbton5l250pyo1m/1k1k_map11_v1b.wad?rlkey=rj7mb4vt1sunmv9fx6mln4dad&dl=0 Wow, that was something, for sure. Way, way above my skill grade. Even my save scum tactics could not help here, because there are a few very tight windows where you can reliably save. And all that is no problem at all because it's a shot map, it's a great challenge, and it makes me want to do more runs, to see if i can do better. I made it eventually, through many deaths, but i wonder what strategies can be taken to improve my run. It's always nice when a map makes you think like that. It's a blast! The visuals are lovely, i like that theme of an overgrown tech base. Even if that is not exactly what you're going for, it makes me think of an old abandoned outpost on some distant planet. Edited August 27, 2023 by Tangra666 1 Quote Share this post Link to post
Tangra Posted August 27, 2023 12 hours ago, yourlocalchef said: [Infected Library Map13] I'm sure people will let me know if anythings broken. But with that I'm done with making maps for the project. Onto bug testing and balancing based on feedback. infectedlibrary.zip I couldn't find anything broken. When the big door raises, i think you forgot to place a door track, or maybe it's intentional? I wouldn't be surprised by the latter, because once again you have a very nice mix of themes in this one, that really works for me. Spoiler Great map overall. A bit tougher than your previous one, but it's all nice and fair. I also like the layout and elevation a lot, for me, it's very creative with that amount of space. The first revenant trap really took me by surprise. The opening fights of the map are also very well done, with all the elevated imps, the chaingunner that is almost, but not actually out of reach, and all the ambushing monsters make it work really well. Maybe one thing you can change is the height of the ceiling in the pic bellow. It's a bit low for the revenants to fit in, and it looks awkward. Spoiler The rest is fine. The last fight is a bit too easy once you deal with the Baron, because the rest are just imps, and they're handicapped by the doors, which makes them not very effective. Maybe if you can turn the 2 small doorways in the end into one wide opening, for them to push on more effectively, and also add an archvile in there, it could work better. 1 Quote Share this post Link to post
yourlocalchef Posted August 27, 2023 (edited) 13 hours ago, yourlocalchef said: [Infected Library Map13] [Jotun-Inflames] [Vanilla Textures(only used 10 textures and 10 flats)] I'm sure people will let me know if anythings broken. But with that I'm done with making maps for the project. Onto bug testing and balancing based on feedback. infectedlibrary2.0.zip Updated map revamped final encounter to make rockets actually useful and more difficult. Fixed everything that was previously mentioned to the best of my ability. Edited August 27, 2023 by yourlocalchef 1 Quote Share this post Link to post
yourlocalchef Posted August 27, 2023 14 hours ago, yourlocalchef said: [Infected Library Map13] [Jotun-Inflames] [Vanilla Textures(only used 10 textures and 10 flats)] I'm sure people will let me know if anythings broken. But with that I'm done with making maps for the project. Onto bug testing and balancing based on feedback. infectedlibrary2.1.zip Second quick update 0 Quote Share this post Link to post
yourlocalchef Posted August 27, 2023 13 hours ago, Gothic Box said: V2! [Naked and Screaming MAP09] ["Stengah" by Meshuggah] [Vanilla Textures] 1k1k-MAP09-v2.zip Tweaked some fights and geometry placement, fixed a lot of weird map breaking -cl2 issues, implemented difficulties, and added detailing. If anybody notices bugs or finds some parts unbalanced, please let me know. Also considering adding another fight because why not Hey replayed this and I like the detailing updates and what not you added. SSG fight is much more manageable than before however I couldnt reach the switch in GZdoom. Idk if thats a port thing or not. @Gothic Box 1 Quote Share this post Link to post
Pegleg Posted August 27, 2023 @Yop I would be interested in the Map 23 slot. Are there any particular themes or progression that you're shooting for? Or is it as straightforward as make a non-slaughter map where the playable space fits in a 1000 x 1000 box? 1 Quote Share this post Link to post
Yop Posted August 27, 2023 1 minute ago, Pegleg said: @Yop I would be interested in the Map 23 slot. Are there any particular themes or progression that you're shooting for? Or is it as straightforward as make a non-slaughter map where the playable space fits in a 1000 x 1000 box? the latter. map 23 is all yours. 1 Quote Share this post Link to post
Yop Posted August 27, 2023 12 hours ago, Yop said: Welp that is that my 1st entry of 2. i will be claiming MAP32 now, I have an idea on what i'm gonna do.. If anyone already here who hasn't claimed 2 maps wants to take 31 go ahead. But here's MAP02, took some time figuring out wtf i was gonna do after i scrapped my first attempt but i got there in the end. Let me know what i can fix and i'm sure you lot will lol ----------------------------------- Map Name: The Imps Eulogy Map No: 02 Song Used: X-ray Mirror by Voivod Textures: Vanilla DM2Download v2 ----------------------------------- Updated this, changed some stuff, mainly the things Tangra brought up. 1 Quote Share this post Link to post
yourlocalchef Posted August 27, 2023 On 8/26/2023 at 1:01 AM, yourlocalchef said: Alright... Now that I've got a handle of the rules... [Death Rattle Map12] [Shadow Temple Z:OOT] [Vanilla Textures] deathrattle2.1.zip Fixed tag breaks and slightly tweaked things to make the map less difficult to navigate... I hope 0 Quote Share this post Link to post
Gothic Box Posted August 27, 2023 2 hours ago, yourlocalchef said: Hey replayed this and I like the detailing updates and what not you added. SSG fight is much more manageable than before however I couldnt reach the switch in GZdoom. Idk if thats a port thing or not. @Gothic Box I changed it to a shootable switch because no matter how I fiddled with it you could still activate it through the wall, skipping the fight. 0 Quote Share this post Link to post
yourlocalchef Posted August 27, 2023 (edited) @Yopsolid map. Only thing is I wished that the final fight door was a single hit switch. I think it would enhance that fight too as enemies could pour into the room. OR if you don't put any monsters in that final room and when you hit the exit wall have everything teleport in could be nice so it doesn't get door-campy. Edited August 27, 2023 by yourlocalchef 0 Quote Share this post Link to post
Raith138 Posted August 27, 2023 3 hours ago, Yop said: Updated this, changed some stuff, mainly the things Tangra brought up. Marking the blue door would be nice. 0 Quote Share this post Link to post
StorkGreen Posted August 27, 2023 (edited) 8 hours ago, EagerBeaver said: Here is my submission, hope you all would like it. [MAP NAME AND NUM] - MAP03 - Red House with Demons Inside (sorry, everyone, but I couldn't think of a proper title.) [SONG USED] - Red Shift by James Paddock [CUSTOM TEXTURES] - Nope Tested in the newest version of PrBoom+ Good stuff, no complains, haven't really found anything bad, only one minor bug: computer textured switch that opens bars to backpack secret uses action 166, which not present in vanilla, so its not working. A quick update on this one thing will complete the map fully imo Edited August 27, 2023 by SG. 0 Quote Share this post Link to post
EagerBeaver Posted August 27, 2023 @SG., thanks for playtesting. Quickly fixed the bug. Here's the updated version. Red House with Demons Inside v1.01.rar 1 Quote Share this post Link to post
StorkGreen Posted August 27, 2023 3 hours ago, Yop said: Updated this, changed some stuff, mainly the things Tangra brought up. I have some nitpicks in terms of textures, it looks really plain because it has only one "main" wall texture - the gray bricks. Even trough there are a lot of metal attachments, they are used as an extra detail, and this makes them feel as "secondary" texture sort of. So most of the rooms feel really same. So, personally, I would just chose few rooms, where to put the other gray texture, and separate the rooms with metal "subtexture" 0 Quote Share this post Link to post
Tangra Posted August 27, 2023 4 hours ago, Yop said: Updated this, changed some stuff, mainly the things Tangra brought up. It got more challenging, and fast-paced. And i like what you did to delay the reveal of the exit. But you can still exit without waiting for the switch to show up, i was able to hit it thought the pillar that was moving down. You can either make the moving pillar bigger, or draw back the switch from the inside, so it'll be out of reach of the player, until the whole thing goes down to reveal the exit. 0 Quote Share this post Link to post
Treehouseminis Posted August 27, 2023 (edited) Ok it should be good in case I missed anything. I tried to make it non cheesable/breakable. Map 18 "Aortic Ascension" music: "Inhabitants" - AD_79 stock textures https://www.dropbox.com/scl/fi/ah3mig2xcqo50ffhhk9qy/MAP18V3-1k1k-AorticAscension.wad?rlkey=f6vlxq392dgyha18kt9hv1kmb&dl=0 Hmp is slightly reduced UV, HNTR adds a few more resources on top of HMP edit: replaced link with V3 Edited August 27, 2023 by Treehouseminis 2 Quote Share this post Link to post
Yop Posted August 27, 2023 17 hours ago, Yop said: Welp that is that my 1st entry of 2. i will be claiming MAP32 now, I have an idea on what i'm gonna do.. If anyone already here who hasn't claimed 2 maps wants to take 31 go ahead. But here's MAP02, took some time figuring out wtf i was gonna do after i scrapped my first attempt but i got there in the end. Let me know what i can fix and i'm sure you lot will lol ----------------------------------- Map Name: The Imps Eulogy Map No: 02 Song Used: X-ray Mirror by Voivod Textures: Vanilla DM2Download v2.1 ----------------------------------- 2 changes: Marked Blue Door. Final section should be impossible to skip now 1 Quote Share this post Link to post
StorkGreen Posted August 27, 2023 24 minutes ago, Treehouseminis said: Ok it should be good in case I missed anything. I tried to make it non cheesable/breakable. Map 18 "Aortic Ascension" music: "Inhabitants" - AD_79 stock textures I really dig the visuals and midi, but map has 2 major bugs: -There are hanging corpses on the way to mancubus, that block the player in non-zdoom ports (also all of them appear only on uv/nm) -There is no sound connection to monster teleport closets, so half of the fights never happen 0 Quote Share this post Link to post
Treehouseminis Posted August 27, 2023 3 minutes ago, SG. said: I really dig the visuals and midi, but map has 2 major bugs: -There are hanging corpses on the way to mancubus, that block the player in non-zdoom ports (also all of them appear only on uv/nm) -There is no sound connection to monster teleport closets, so half of the fights never happen I must have tested it in wrong comp level. The hanging corpses weren't blocking for me whoops. As for the closets I have no idea but I'll look into it. 1 Quote Share this post Link to post
StorkGreen Posted August 27, 2023 (edited) 15 minutes ago, Treehouseminis said: The hanging corpses weren't blocking for me whoops It shouldn't depend on complevel, iirc. So if cl won't return the block, and if you using dsda, there is a "common map fix" field in options menu, where you can turn off block for corpses, so it might be worth to check is it turned on Edited August 27, 2023 by SG. 0 Quote Share this post Link to post
Treehouseminis Posted August 27, 2023 https://www.dropbox.com/scl/fi/w1lzror55w10hcnp6c0wv/MAP18V2-1k1k-AorticAscension.wad?rlkey=b2509vjt7rky86yrcmws2kin7&dl=0 ok tested in DSDA with doom2, 1.9 comp. Removed the corpses. And the closets no longer being connected was because I drew the ceiling detail that the corpses were on last, and it messed with the joined sector stuff. I didnt test again after I made that lol. Also raised the walls on 3rd platform cuz if the vile jumps you off its kinda game over. 2 Quote Share this post Link to post
Treehouseminis Posted August 27, 2023 2 minutes ago, SG. said: It shouldn't depend on complevel, iirc. So if cl won't return the block, and if you using dsda, there is a "common map fix" field in options menu, where you can turn off block for corpses, so it might be worth to check is it turned on well I had on mbf21, and there werent blocking. I turned it to doom2 and they were. I didnt mess with any other settings. 0 Quote Share this post Link to post
StorkGreen Posted August 27, 2023 4 minutes ago, Treehouseminis said: I didnt mess with any other settings I see, its a bit weird, but well, its working fine now, and thats what mattes :) Replayed the map and final caco ambush is just gold tier fight, really liked it 2 Quote Share this post Link to post
Treehouseminis Posted August 27, 2023 2 minutes ago, SG. said: I see, its a bit weird, but well, its working fine now, and thats what mattes :) Replayed the map and final caco ambush is just gold tier fight, really liked it Awesome thanks! 1 Quote Share this post Link to post
Tangra Posted August 27, 2023 I'm ready to share the new submission. It's in early playtesting phase, and so i've only done tests with GZDoom, and LZDoom, which is usually what i play with. If someone is running these maps with Crispy or DSDA, please let me know if there are any issues with them. You'll spare me a lot of trouble, as i don't enjoy playing with these ports, even less if it's for mandatory playtesting. Map 21: The Scales of Anubis MIDI: King Diamond - Voodoo Textures: It uses the 32in24 15 v2 texture pack. Download: https://www.mediafire.com/file/em24x5to3yf3fs7/ScalesofAnubis.wad/file The first and last fight of the map are pretty challenging, but there are working strategies. I'm not going to spoil them just yet to see how you'll aproach the fights. Also both of my maps have difficulty levels implemented, with small difference in the number of enemies. 3 Quote Share this post Link to post
Raith138 Posted August 27, 2023 3 hours ago, Treehouseminis said: Ok it should be good in case I missed anything. I tried to make it non cheesable/breakable. Map 18 "Aortic Ascension" music: "Inhabitants" - AD_79 stock textures https://www.dropbox.com/scl/fi/w1lzror55w10hcnp6c0wv/MAP18V2-1k1k-AorticAscension.wad?rlkey=b2509vjt7rky86yrcmws2kin7&dl=0 Hmp is slightly reduced UV, HNTR adds a few more resources on top of HMP edit: replaced link with V2 The lifts don't have anything to signify that they should be interacted with. The stairs that lead to the rest of the map are kind of hard to see and the final fight is REALLY, REALLY difficult. Otherwise the only other thing is the icon of sin texture at the end is a bit weird. Really good use of the space though. 1 Quote Share this post Link to post
StorkGreen Posted August 27, 2023 8 minutes ago, Tangra666 said: If someone is running these maps with Crispy or DSDA, please let me know if there are any issues with them On dsda works perfectly 1 Quote Share this post Link to post
Treehouseminis Posted August 27, 2023 6 minutes ago, Raith138 said: The lifts don't have anything to signify that they should be interacted with. The stairs that lead to the rest of the map are kind of hard to see and the final fight is REALLY, REALLY difficult. Otherwise the only other thing is the icon of sin texture at the end is a bit weird. Really good use of the space though. Id argue since you can see them raise it might be enough signaling for the player to interact with the lifts. I was going for a fleshy theme. I could maybe retexture the first set of steep stairs, I kinda thought it would be obvious as there's no where else to go, even the manc gets lifted lol As for difficulty I don't mind it. If it needs to be higher than map18 then it's fine. If you played on HMP and still found it busting let me know but I stand by the UV setting. 0 Quote Share this post Link to post
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