Djoga Posted May 21 (edited) Alright, I made changes for the map @AnArchaicApparatus suggested - removed obstacles in the blue path, made the weapons in both paths more accessible, added more health and ammo everywhere, as well as medikits and soulspheres spawning in the hub each time the player cleans up one of the two paths. I also reworked the paths so while they still pose serious challenge, you have a much higher chance of survival while cleaning them.(UPDATED) DJOGA-30SEC-MAP11.zip The midi was changed to "Maximum Horsepower" by L.A. Sieben New screenshots (choose the first one as favorite): Spoiler And now, about the lower-end computer issue: Spoiler @AnArchaicApparatus, I played my map on Zandronum, and guess what - I experienced the same framerate drop you had at the end the final battle in the hub (frames per second turning into seconds per frame), yet I have a HONOR laptop that's less than 3 years old and runs big-ass games (i.e. Hollow Knight) with no problem. As I was anticipating, this is not the issue with the thing count or your lower-end PC, but rather with Zandronum itself: what I discovered is that that port, for whatever reason, fucks up the monster-killing closets specifically in the red path (as you predicted), making them slowly kill the framerate by having voodoo dolls infinitely teleport on top of the revenant corpses. Why Zandronum does that - only Goddecino knows. But that doesn't matter - what does matter is that I found the way to fix it - all the map needed was more monster-killing closets. To check if the fix actually worked, I activated all those voodoo scripts and did nothing for 2 hours - there was some slight framerate drop later on, but it was barely visible and never turned the game into a slideshow again. And I doubt anyone would willingly get stuck in the map for more than 15 minutes. So, since the map passed this sort of test it now must be playable on Zandronum and, hopefully, lower-end PCs. And about the custom midi - if you are actually willing to make one, please make it sound like "Maximum Horsepower" but with the instruments used in "I am the Doomguy with the Gun". I don't know how I shall return the favor, though, but thank you for the suggestion nonetheless, I appreciate it. Edited May 26 by Djoga more changes implemented 3 Quote Share this post Link to post
AnArchaicApparatus Posted May 21 (edited) 2 hours ago, Djoga said: Alright, I made changes for the map @AnArchaicApparatus suggested - removed obstacles in the blue path, made the weapons in both paths more accessible, added more health and ammo everywhere, as well as medikits and soulspheres spawning in the hub each time the player cleans up one of the two paths. I also reworked the paths so while they still pose serious challenge, you have a much higher chance of survival while cleaning them.(UPDATED) DJOGA-30SEC-MAP11.zip The midi was changed to "Maximum Horsepower" by L.A. Sieben New screenshots (choose the first one as favorite): Hide contents And now, about the lower-end computer issue: Hide contents @AnArchaicApparatus, I played my map on Zandronum, and guess what - I experienced the same framerate drop you had at the end the final battle in the hub (frames per second turning into seconds per frame), yet I have a HONOR laptop that's less than 3 years old and runs big-ass games (i.e. Hollow Knight) with no problem. As I was anticipating, this is not the issue with the thing count or your lower-end PC, but rather with Zandronum itself: what I discovered is that that port, for whatever reason, fucks up the monster-killing closets specifically in the red path (as you predicted), making them slowly kill the framerate by having voodoo dolls infinitely teleport on top of the revenant corpses. Why Zandronum does that - only Goddecino knows. But that doesn't matter - what does matter is that I found the way to fix it - all the map needed was more monster-killing closets. To check if the fix actually worked, I activated all those voodoo scripts and did nothing for 2 hours - there was some slight framerate drop later on, but it was barely visible and never turned the game into a slideshow again. And I doubt anyone would willingly get stuck in the map for more than 15 minutes. So, since the map passed this sort of test it now must be playable on Zandronum and, hopefully, lower-end PCs. And about the custom midi - if you are actually willing to make one, please make it sound like "Maximum Horsepower" but with the instruments used in "I am the Doomguy with the Gun". I don't know how I shall return the favor, though, but thank you for the suggestion nonetheless, I appreciate it. Hell yeah, good on ya for fixing that. I'll playtest it at some point, probably after I finish my 1 Sector Community Project map and some other bits. I def spent more time than 15 minutes playing the map, but not in the map with the ingame clock ticking and processing stuff going on, so even if there is that jank, it should be perfectly good in-practice. -- As for the MIDI, I'll definitely try to do it... though just for clarification, these are the references you mean, right? For Maximum Horsepower, I assume you mean "Hell To Pay map13, 28 / Perdition's Gate map05, 26", which is def a good one to go after, but it was hard to search on Youtube (though linked here as a double-check) For I am the Doomguy with the Gun, ya used that in your level already, so Ik wassup. The one thing I should note is that I'd probably try to make the MIDI a bit longer (3-4 minutes or more) and go a few more places, just to alleviate a smidge of repetition-strain, especially since your map sure as hell ain't a pushover, and lots of saves will be loaded for those who aren't in their element here. Also, that's just how stuff almost always turns out when I'm jamming away in Sekaiju - though I'll try to not make a 6-10 minute Krautrock/whatever jam like the stuff I've been sharting out in the Nova IV Discord, unless ya wanted. =V If ya want any other influences of songs to shove in there, lemme know before I start lol. Just gonna @ ya incase you wanna spitball some more things in there. Gonna @ ya again after playtesting of course, sorry bout' the bugging ofc. It should be a relatively quick midi to microwave anyways, so I'll prolly try and package the MIDI in with the playtest post. @Djoga Edited May 21 by AnArchaicApparatus 1 Quote Share this post Link to post
Djoga Posted May 21 1 minute ago, AnArchaicApparatus said: Hell yeah, good on ya for fixing that. I'll playtest it at some point, probably after I finish my 1 Sector Community Project map and some other bits. I def spent more time than 15 minutes playing the map, but not in the map with the ingame clock ticking and processing stuff going on, so even if there is that jank, it should be perfectly good in-practice. -- As for the MIDI, I'll definitely try to do it... though just for clarification, these are the references you mean, right? For Maximum Horsepower, I assume you mean "Hell To Pay map13, 28 / Perdition's Gate map05, 26", which is def a good one to go after, but it was hard to search on Youtube. For I am the Doomguy with the Gun, ya used that in your level already, so Ik wassup. The one thing I should note is that I'd probably try to make the MIDI a bit longer (3-4 minutes or more) and go a few more places, just to alleviate a smidge of repetition-strain, especially since your map sure as hell ain't a pushover, and lots of saves will be loaded for those who aren't in their element here. Also, that's just how stuff almost always turns out when I'm jamming away in Sekaiju - though I'll try to not make a 6-10 minute Krautrock/whatever jam like the stuff I've been sharting out in the Nova IV Discord, unless ya wanted. =V If ya want any other influences of songs to shove in there, lemme know before I start lol. Just gonna @ ya incase you wanna spitball some more things in there. Gonna @ ya again after playtesting of course, sorry bout' the bugging ofc. @Djoga 3 minutes is enough, and that's all, thanks. 1 Quote Share this post Link to post
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