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[MBF21 Community project] Paint-It Doom. Get creative with simple colors... again! But now with Ancient Aliens palette [Unlimited slots!] [We are past deadline for new maps, finishing phase]


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57 minutes ago, ViolentBeetle said:

@DeetOpianSky

I did another playthrough of Icon of Shin too, the fight is workable, and I guess being labelled "boss" might help you understand what's going on. But I don't understand the logic of color switches.

There's going to be a randomized solution on half of the board that you'll have to match on the other half.

Shooting from different step heights will light up different rows of color, these are reflected on the front, top, and side of each step (in the most recent version).

The switches on the wall are resets for each row, or a full reset in the case of the top/black one.
 

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11 hours ago, DeetOpianSky said:

There's going to be a randomized solution on half of the board that you'll have to match on the other half.

Shooting from different step heights will light up different rows of color, these are reflected on the front, top, and side of each step (in the most recent version).

The switches on the wall are resets for each row, or a full reset in the case of the top/black one.
 

I didn't understand any of it, but maybe I'll figure it out later.

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8 minutes ago, Anemoia said:

Too late for a noobie mapper to join?

Yeah, sorry. I had to close admissions, I'm struggling with giving timely feedback as it is.

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21 hours ago, ViolentBeetle said:

Yeah, sorry. I had to close admissions, I'm struggling with giving timely feedback as it is.

It's all good, take your time :)
Any recommendations for ongoing community projects that allow new people?
I checked the Community Project Tracker, and this was the only thing to pop out at me.
Might have to visit it again if I can't find anything. 

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2 hours ago, Anemoia said:

It's all good, take your time :)
Any recommendations for ongoing community projects that allow new people?
I checked the Community Project Tracker, and this was the only thing to pop out at me.
Might have to visit it again if I can't find anything. 

Go check "Tropic hell" i you want to make a vacation vite map, it look promising 

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I think I only have one entirely untested map left, because it's big and hard. I'm caught in an another crunch but hopefully I'll have free time tomorrow or the day after.

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Posted (edited)

Playing my submission again after a 3 week break from Doom and it definitely needs a balance pass. Planning on getting it out tonight, will update this post.

 

EDIT: Here ya go SunKissedPseudoFed_v2.zip

Ended up tweaking most of the fights and also implemented difficulty settings.

Edited by Gothic Box

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1 hour ago, Gothic Box said:

Playing my submission again after a 3 week break from Doom and it definitely needs a balance pass. Planning on getting it out tonight, will update this post.

Oh yes, it was indeed your map that stumped me. I will try to play it tomorrow then, looking forward to update.

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Posted (edited)

While I'm working on my own map, I have a thought. There are two maps that aren't that hard, but I feel would throw off people due to their confusing presentation. That being Stomach Acid and Icon of Shin - both of which are fun maps once I figured them out, but it took me a while to get used to them.

 

I'm thinking putting them into separate episode within the wad (Thanks to UMAPINFO it will be possible).

Edited by ViolentBeetle

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Really really REALLY sorry for the incredibly late update. Let's just say my past couple of weeks weren't my best...

Anyway, I FINALLY finished the V1 of my map: Link (hopefully the access is public this time...)

If my submission is rejected because it's one month late at this point, I would totally understand

 

-Arch-viles in the final fight are now revenants

-Finished the WIP room with 1 secret and 2 new fights (with one of them potentially too hard, I'm not totally sure)

-Bunch of polishing to make the map look decent

-Easy and Medium difficulties implemented

 

image.png.3416a8783ccd4a2ed3a9fb20b6ab48de.png

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Update uploaded for Hollowmind
 

Spoiler

Added some visual effects, backtracking for cleanup is now fully implemented.
Final fight; added some additional effects and made some adjustments.
General cleanup and slime trail chasing.


I'm fine with Icon of Shin being ordered in the wad as described in the recent post as is.
If I'm able to complete another update before June first I'll let you all know.

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Yeah, I won't be rejecting the maps that are still being adjusted but I usually have the most free time in the first few days of the month, so if you could amend your maps before June 1st, it would be great.

I will try to play what you already sent as soon as possible, I'm almost done with my own map.

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Posted (edited)

doom270.png.0c2f787b46d9246d3411dda05dc77a7b.png

Gentlemen, behold! My map.

It will probably be the opening map, although I couldn't resist putting 127 monsters there. Still, it's very forgiving with its pickups and barely any arch-viles.

I haven't settled on the name yet, I put one into UMAPINFO, but I'm having second thoughts.

MIDI is Shoot the Pianist by stewboy.

 

It has difficulty and everything, I would appreciate playtesting, bug reports and other feedback.

Edit: And screenshot has a slime trail, of course. I'll hunt it down later, no need to re-upload just for this.

 

Update: Quickly monsterproofed the edges of the map to keep cacos from floating too far and changed heights of some stuff at the gas station to improve visibility.

May or may not have fixed at least some slime trails.

 

waterfront_v3.zip

 

 

Edited by ViolentBeetle

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1 hour ago, ViolentBeetle said:

doom270.png.0c2f787b46d9246d3411dda05dc77a7b.png

Gentlemen, behold! My map.

It will probably be the opening map, although I couldn't resist putting 127 monsters there. Still, it's very forgiving with its pickups and barely any arch-viles.

I haven't settled on the name yet, I put one into UMAPINFO, but I'm having second thoughts.

MIDI is Shoot the Pianist by stewboy.

 

It has difficulty and everything, I would appreciate playtesting, bug reports and other feedback.

Edit: And screenshot has a slime trail, of course. I'll hunt it down later, no need to re-upload just for this.

waterfront.zip

Fun map, few slime trails about but probably half as many still infesting my maps.
The griddle is a bit high making the DOOM cute food kind of hard to see.
The key grab in the VIP room of the club is a bit tight, made it feel like there'd be some additional muscle to prevent collecting it.
The actual waterfront area near exit could benefit from some monster block lines to reign the cacos in, they went flying all the way across to the far wall.

pidwaterfron1.zip

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23 minutes ago, DeetOpianSky said:

The actual waterfront area near exit could benefit from some monster block lines to reign the cacos in, they went flying all the way across to the far wall.

There are monster-blocking lines, but I forgot how big this map actually is.

I will make them do better blocking. Will look into fixing other stuff too.

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I'm not the best to give feedback on levels I find really easy, but I will give it a try!

-The white paint on the streets can make the camera wobble (at less in DSDA) and it's a bit annoying

-I like the warm color pallet and the majority of walls being orange and fitting well with the sky. I dunno if it's a cliche, but the whole level kinda remind me of Spain or similar countries

-I feel like 3 armours is a bit too much, but it's no big deal

-I can't shake the feeling that the club is a little bit overcrowded with imps (emphasis on "a little bit"). I don't have a problem with the big amount of enemies, it's a dance floor after all, there should be a bunch of people enjoying their time here, it's just that the imps are not really threatening in the first place, so it feel a bit monotonous toward the end of the fight

-The club have a spot that feel empty/unfinished. I never visited this kind of building, so I don't have any suggestion on how to fill this spot. Maybe something on the floor so it's not just a black square? Could be a bunch of drunken marines on the floor with empty beer bottle near them, that could be funny

-The final fight is interesting. There's a bunch of pinkies protecting the arch-vile while you get flanked by surprise cacos. You might want to back off to avoid the cacos, but it will allow the arch-vile to get freed and roam around. I like it!

-I like the big detailed tree indicating the middle of the map

-The caco statue is cute :3

 

I think it's pretty much it. The rest of the map is a bunch of neat stuff with no real problem imo

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Posted (edited)
23 minutes ago, ViolentBeetle said:

There are monster-blocking lines, but I forgot how big this map actually is.

I will make them do better blocking. Will look into fixing other stuff too.

I've managed to eliminate a lot of slime trails in my map by switching from "DeepBSP" to "ZDBSP - Normal (no reject)", so I recommend you try it if you didn't, maybe it'll fix it without any manipulation with geometry, :)

Edited by Async Unicorn

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25 minutes ago, Timilyo80 said:

-The white paint on the streets can make the camera wobble (at less in DSDA) and it's a bit annoying

How bad is it? It doesn't really bother me much, but I can see how it might. I didn't like how flat paint looks, but I can probably create fake sectors with relative ease.

 

26 minutes ago, Timilyo80 said:

-I can't shake the feeling that the club is a little bit overcrowded with imps (emphasis on "a little bit"). I don't have a problem with the big amount of enemies, it's a dance floor after all, there should be a bunch of people enjoying their time here, it's just that the imps are not really threatening in the first place, so it feel a bit monotonous toward the end of the fight 

They are kinda there to delay your access to rocket launcher, and they seem to die quickly enough for me.

 

27 minutes ago, Timilyo80 said:

-The club have a spot that feel empty/unfinished. I never visited this kind of building, so I don't have any suggestion on how to fill this spot. Maybe something on the floor so it's not just a black square? Could be a bunch of drunken marines on the floor with empty beer bottle near them, that could be funny

This is kind of an issue for me too, but putting anything there would create extra obstruction. There should probably be some seats, but I'll have to see if I can place them without them getting in the way. I guess I can always put something on the floor.

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Posted (edited)

You can stuck here if you jump on sink (via strafe jump, ofc)

UPD:

I enjoyed the map and didn't find any major bugs or annoying moments, except for the aforementioned sink! =)

Us0iiZT.png

Edited by Async Unicorn

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After some consideration, I turned the markings on the road into fake floors so the view level doesn't needlessly bob, added couches to the club which shouldn't be too obstructive and player-proofed the sink.

waterfront_v3.zip

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I can confirm that the roads now feel smooth and satisfying to run on

The couches in the club are indeed not obstructive and a neat solution

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Posted (edited)

And I'm back for testing.

@HiMyNameIsChair

This poor guy got stuck

doom273.png.32a886b8c197f807f49cb41156b1a6dc.png

 

I guess his return teleport was blocked by one another monster. And he can't make it to the left because he's being scrolled hard.

You can probably add a diagonal line teleport line that he could actually cross or something. And in the other similar closets I guess.

 

This is the only problem I had.

 

@Timilyo80

I made it to the woods, and I shotgunning large groups of monsters is getting old at this point. I'm not sure how to even play it without secret BFG, but even with one, it's not much fun. It can probably use a rocket launcher, or actually accessible BFG, or less roaming arch-viles or something. I can probably make through this section, but I'm not having much fun doing it.

Loving the look of the forest though.

Edited by ViolentBeetle

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2 hours ago, ViolentBeetle said:

And I'm back for testing.

@HiMyNameIsChair

This poor guy got stuck

 doom273.png.32a886b8c197f807f49cb41156b1a6dc.png

 

I guess his return teleport was blocked by one another monster. And he can't make it to the left because he's being scrolled hard.

You can probably add a diagonal line teleport line that he could actually cross or something. And in the other similar closets I guess.

 

This is the only problem I had.

 

 

OH that's the blue key fight... okay *that* is a first. I've tested this fight god knows how many times, and I can't remember the last time something failed to spawn in. if the tp destination got blocked that's extra impressive, because each pod actually has *2* teleport destinations because I was worried about this exact thing for this fight lol.

 

I'll see what I can do then, I'll adjust the failsafe TP  lines that loop them to the back of the pens.

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@Gothic Box

I made it to the exit, but I'm missing close to 100 monsters. Are they in a secret?

And I think the final fight could use one or two more rad suits. It's currently way too tight for me, I ended up using IDBEHOLDR in the end.

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@DeetOpianSky

Replayed the new version of Hollowmind.

  • I think you forgot to lock the teleport to the final area
  • I shot a tiny hole near blue key and somehow missed the monster closet trigger. What does it do anyway.
  • I think in a yellow key fight I missed the trigger to lock me in, but I'm not sure. I fell out of arena and had to come back.
  • Monsters get stuck on the platform that goes up as I climb at the start. It's only pinkie and a couple of imps so it doesn't matter much

Beside that, I think the map is ready. Maybe you should teleport extra rockets into the final battle each time I make the figure lower the shield?

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11 hours ago, ViolentBeetle said:

I made it to the exit, but I'm missing close to 100 monsters. Are they in a secret?

The south corner of the final fight by the supercharge has an AVJ to the secret BFG fight (which also gives you an early optional exit). If it's not telegraphed enough or just too niche/slaughtery I can absolutely change it.

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1 minute ago, Gothic Box said:

The south corner of the final fight by the supercharge has an AVJ to the secret BFG fight (which also gives you an early optional exit).

Yeah, I don't think relying on arch-vile jumps works for me here. Otherwise, the final battle was enjoyable.

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