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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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30 minutes ago, ViolentBeetle said:

@Timilyo80

I made it to the big red room, but unfortunately, I don't know how to beat it - there isn't really a space safe from viles, there's way too many of them and space to hide is saturated by manucubus fire and imps. It feels like a big jump in difficulty compared to the rest of the map which will also make it difficult to place in order.

I think if the viles were to be removed, maybe replaced with revenants it would make a more interesting mobility fight.

 

I actually kinda liked the "WIP" room, it was pretty atmospheric to just to go the key, go back and suddenly get ambushed.

Also what's up with a switch midtexture I can walk through?

Yeah, that's what I feared... I will greatly nerf the final fight.
That's a shame, I really liked the rush of having to clear the middle, then quickly focus some arch-viles to unlock more of the arena before the cacos corner you, but I guess I will have to keep this idea for later. The fact that I realized way too late that the arch-vile towers were too close to the middle didn't help at all...
Also, the switch is only a mid-texture, because I'm still not sure what to put there and I didn't want to commit the placement of the switch yet, so I made a floating line that I will put wherever I need when this room will be finished. Considering the previous feedback, I think I can try to make a laid back fight to follow the trend of the rest of the level that's more atmospheric than difficult (yes, I made the final fight/room first before the rest, how could you tell?)

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Posted (edited)

vFlKVV5.png

1. Lots of visual stuff, I don't know if I could put there even more in the future, but... who knows.

2. Remade teleporters, now they should be unnoticeable as much as they can be.

3. Made little variety of monsters on sun beds.

I don't remember if I made anything else, honestly, cause there's a lot of things I've done already and I haven't done any logs.

One thing to notice:

If you will make "Author" graph in UMAPINFO, then we should either short my nickname just to "Unicorn" or we should make abbreviature of my levelname - "ELTS", cause there's a limit on letters, as I noticed.

But that's just a minor moment to care in future.

 

31SRsaq.png

Edited by Vanilla+Unicorn

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57 minutes ago, Vanilla+Unicorn said:

I don't remember if I made anything else, honestly, cause there's a lot of things I've done already and I haven't done any logs.

But it shouldn't be anything that really requires full test, right? I can just slide it into acceptance for now?

 

58 minutes ago, Vanilla+Unicorn said:

If you will make "Author" graph in UMAPINFO, then we should either short my nickname just to "Unicorn" or we should make abbreviature of my levelname - "ELTS", cause there's a limit on letters, as I noticed.

I am planning to put author names on the intermission screen but not on the automap - I always thought those are distracting. The only limit is how much can fit on screen and I don't think it will be a problem for your map. I'll note the name request.

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3 hours ago, The Kingslayer said:

Are you still accepting submissions? 

I haven't officially closed submissions yet, but only if you have something that is almost done.

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8 hours ago, ViolentBeetle said:

But it shouldn't be anything that really requires full test, right? I can just slide it into acceptance for now?

 

I am planning to put author names on the intermission screen but not on the automap - I always thought those are distracting. The only limit is how much can fit on screen and I don't think it will be a problem for your map. I'll note the name request.

Yep, it should be only visual stuff and minor variety in cafe zone (I replaced some of the shotgunners with imps and former humans)

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@DeetOpianSky

Finally made it to Hollowmind. I think the final fight worked pretty well, although I think it might be worth a try to let player deal the first sequence without a fight and unleash monsters on the second. But maybe the timing would be off.

I also couldn't actually exit the level, I think there's not enough vertical space.

There's also textures missing at the bottom of the starting staircase, and some slime trails on the blue staircase and on the starting too. Unfortunately I seem to have forgotten to make screenshots.

One thing I'm not sure about, gameplay-wise is the cyberdemon on top of the tower. All it does is randomly kills me and doesn't seem to either enhance or influence my actions (Except for wasting my time)

Being able to return to the main area after finishing the final fight would be good too.

 

Overall, I enjoyed most of the level, except for the cyberdemon.

 

 

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Update to Hollowmind uploaded to drive.

 

I appreciate the feedback; I'll look into retooling a few things.

Issues addressed:

Spoiler

Exit is now reachable and should look a bit better. -I have a wonky mouse wheel so it must have decided the ceiling was too high at some point.
Backtracking for cleanup is now possible.
Most of the major slime trails have been addressed.



To-do:

Spoiler

Reconsider Cyberdemon placement. - He was initially guarding the SSG/providing overall map pressure. Now that I've placed additional weapons to balance the different possible paths he is primarily to make the vile fight/blue key access/yellow key reveal more interesting. There will still be a few there for co-op.
Add co-op starts.
Reconsider final fight sequence.
Add difficulties.
Address minor glitches here and there.
Correct the shield in the final fight so it lowers/raises at the appropriate times.
Add messaging so that the sequence can progress/keens can be killed.
Complete 'death' sequence for final fight.
And on it goes.


 

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16 minutes ago, DeetOpianSky said:

Reconsider Cyberdemon placement. - He was initially guarding the SSG/providing overall map pressure. Now that I've placed additional weapons to balance the different possible paths he is primarily to make the vile fight/blue key access/yellow key reveal more interesting. There will still be a few there for co-op.

I think replacing him with a few mancubuses that teleport in when you go along the blue key path might work.

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@HiMyNameIsChair

I did another run through an updated version of dreamscape. Have 4 missing kills, one seems to be in secret, are those 3 too?

During the fight for the red key I could walk upstairs where nobody could get me, I think you should block this, makes it easier than what you probably wanted.

If you are going to give me computer area map, you should probably make closets invisible.

 

That's all, I think.

doom242.png

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41 minutes ago, ViolentBeetle said:

@HiMyNameIsChair

I did another run through an updated version of dreamscape. Have 4 missing kills, one seems to be in secret, are those 3 too?

During the fight for the red key I could walk upstairs where nobody could get me, I think you should block this, makes it easier than what you probably wanted.

If you are going to give me computer area map, you should probably make closets invisible.

 

That's all, I think.

doom242.png

 

Yeah those look like the pinkies for the Berserk secret. The last one might just be a straggler that didn't spawn in, I'll double-check my pens.I'll make sure to clean up the automap too.

 

Good point on the red key fight. NGL I struggled with what to do with this, I had a lot of different ideas for it that just didn't pan out, but that might help make it a bit more interesting, thanks for the feedback~! 

 

also uh.. sorry it's on the longer side... i hadn't thought about the fact you'd have to maybe play this multiple times.

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24 minutes ago, HiMyNameIsChair said:

The last one might just be a straggler that didn't spawn in, I'll double-check my pens.I'll make sure to clean up the automap too.

The fourth was sitting in a circule somewhere in the hab, if I'm not mistaken, but I didn't have time to go back and look for him. He seemed to be asleep.

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Posted (edited)
5 minutes ago, ViolentBeetle said:

The fourth was sitting in a circule somewhere in the hab, if I'm not mistaken, but I didn't have time to go back and look for him. He seemed to be asleep.

Ah, ok i might know what it is then. prob the pain elemental or one of the 5 monsters in the other closet. I'll make some adjustments. thank you~

Edited by HiMyNameIsChair

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@Lagoonatic

I played Legend of the Vile Catacomb again, I don't have any complaints about gameplay, but it would be nice if there was a way for me to go back and look for secrets.

Also the bonfire at the start doesn't work too well, but fake floor/ceiling should help. Do you want me to show you how it's done?

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1 hour ago, ViolentBeetle said:

@Lagoonatic

I played Legend of the Vile Catacomb again, I don't have any complaints about gameplay, but it would be nice if there was a way for me to go back and look for secrets.

Also the bonfire at the start doesn't work too well, but fake floor/ceiling should help. Do you want me to show you how it's done?

Excellent! 

At the bottom of the waterfall is a teleporter that takes you all the way back to the top (the starting cave has no secrets). 

 

Let me try one more time right now to see if I can figure it out, I've watched a tutorial on youtube and read over the comments. I'll return to you if I just simply cannot get it. I appreciate you ViolentBeetle!

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Posted (edited)
7 minutes ago, Lagoonatic said:

At the bottom of the waterfall is a teleporter that takes you all the way back to the top (the starting cave has no secrets). 

What about the Vile arena? I didn't see any return teleporters there.

 

I actually been playing with the bonfire to see what can be done so I have the fix ready. But it's a little deformed so you might want to do your own.

LOTVC-with-fake-floors.zip

Edited by ViolentBeetle

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26 minutes ago, ViolentBeetle said:

What about the Vile arena? I didn't see any return teleporters there.

 

I actually been playing with the bonfire to see what can be done so I have the fix ready. But it's a little deformed so you might want to do your own.

LOTVC-with-fake-floors.zip

Just before the vile arena, when you drop from the waterfall after the Cyb dual there is a teleporter on your left marked "Return".

 

I figured it out just as you sent it lol thank you!

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50 minutes ago, Lagoonatic said:

Just before the vile arena, when you drop from the waterfall after the Cyb dual there is a teleporter on your left marked "Return".

Yes, but I'd like to return after I'm done with the Vile arena.

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Posted (edited)

@Chookum

Played your second map. It's called No Feeling, but I feel seasick. I call false advertisement.

 

On a serious note, I have no complaints about gameplay, but the first two rooms feel like I'm meant to escape them, but then I can't seem to come back to clear them. Maybe you could use death floor to kill the monsters there after I'm finished? No way I'm fighting cyberdemons on a wobbly floor.

You can also let them filter into the final room, probably, so the effort to damage/kill them isn't wasted. By adding teleporter lines originally blocked by a monster.

Edited by ViolentBeetle

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19 hours ago, ViolentBeetle said:

Yes, but I'd like to return after I'm done with the Vile arena.

I was hoping to leave the Vile arena as a locked in scenario. The return teleporter before it and the exit signage just before the player drops in was to show there is no turning back. Was also meant to be an incentive for the player to find everything before making the plunge. 

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4 minutes ago, Lagoonatic said:

I was hoping to leave the Vile arena as a locked in scenario. The return teleporter before it and the exit signage just before the player drops in was to show there is no turning back. Was also meant to be an incentive for the player to find everything before making the plunge. 

Ok, that's fair. I think I can live without it.

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hey guys hey

 

I was able to muster some time to check maps by @CBM , unfortunately I wont have more time to dabble further, but I like what i've seen

 

these maps are awesome. I struggled with the playability with computer map, but maybe I screwed something up. Still a delight to play, kind of nostalgic for me, I always been fascinated with mechanical internals, my gramps used to take things apart in his garage and as a kid I was fascinated seeing inside of stuff. took me back

 

And the DIY city was AMAZING, it was the complete package of eye candy, fun gameplay and intrigue, even still I feel like I need to go back and really look at all the cool doom cute - one of my fave maps I've played in recent memory

 

kudos

 

 

 

 

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Posted (edited)
1 hour ago, Clippy said:

hey guys hey

 

I was able to muster some time to check maps by @CBM , unfortunately I wont have more time to dabble further, but I like what i've seen

 

these maps are awesome. I struggled with the playability with computer map, but maybe I screwed something up. Still a delight to play, kind of nostalgic for me, I always been fascinated with mechanical internals, my gramps used to take things apart in his garage and as a kid I was fascinated seeing inside of stuff. took me back

 

And the DIY city was AMAZING, it was the complete package of eye candy, fun gameplay and intrigue, even still I feel like I need to go back and really look at all the cool doom cute - one of my fave maps I've played in recent memory

 

kudos

Thanks for the kind words on both maps :)

 

The ammo on UV is a little tight on purpose in the tron corridor the first time in CPU Hell. A playtester mentioned that it added some fun gameplay to have the player try to squeeze past the spiders the first time so I decided to give the player the option to either sneak past the spiders or saw them :)

I took my first steps in voodoo with CPU Hell and I loved it. I am definetly going to use voodoo in future maps now.

 

The comment on why the keens are strung up in the police station made me laugh out loud and its now the official reason why they are there :D

I guess DIY City is kind of CBM City v.2 but with simple colors, better out of bounds scenery and more doomcute. It started as just being CBM City with the new simple colors textures. But it evolved. Two of the houses in CBM City was removed and replaced with 2 new houses that are bigger and better. The police station got a sign and the park was replaced by a parking lot :)

 

 

 

Edited by CBM

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Posted (edited)
3 minutes ago, CBM said:

Thanks for the kind words on both maps :)

 

The ammo on UV is a little tight on purpose in the tron corridor the first time in CPU Hell. A playtester mentioned that it added some fun gameplay to have the player try to squeeze past the spiders the first time so I decided to give the player the option to either sneak past the spiders or saw them :)

I took my first steps in voodoo with CPU Hell and I loved it. I am definetly going to use voodoo in future maps now.

 

The comment on why the keens are strung up in the police station made me laugh out loud and its now the official reason why they are there :D

I guess DIY City is kind of CBM City v.2 but with simple colors, better out of bounds scenery and more doomcute. It started as just being CBM City with the new simple colors textures. But it evolved. Two of the houses in CBM City was removed and replaced with 2 new houses that are bigger and better. The police station got a sign and the park was replaced by a parking lot :)

 

Both maps are amazing. Great work! :D

Edited by Amiga Angel

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On 5/11/2024 at 5:02 PM, ViolentBeetle said:

@Chookum

Played your second map. It's called No Feeling, but I feel seasick. I call false advertisement.

 

On a serious note, I have no complaints about gameplay, but the first two rooms feel like I'm meant to escape them, but then I can't seem to come back to clear them. Maybe you could use death floor to kill the monsters there after I'm finished? No way I'm fighting cyberdemons on a wobbly floor.

You can also let them filter into the final room, probably, so the effort to damage/kill them isn't wasted. By adding teleporter lines originally blocked by a monster.

 

Thanks for playing! You can turn around after the last fight and go back into the map, since the teleporter drops you off in the room you started in with a door to the exit opened.

 

I'm a bit stretched at the moment but I'll see if I can jury rig something together that allows the missing monsters to teleport in for V2 - it's not the worst idea but my geometry not positioned the best way to do that.

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19 hours ago, Chookum said:

You can turn around after the last fight and go back into the map, since the teleporter drops you off in the room you started in with a door to the exit opened.

You mean on the final room, on the beach?

Interesting choice, although not obvious.

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@Moustachio

I've played your map's update, I am satisfied.

If you feel like editing it, I think the first switch ever is awkwardly positioned, I expected to find switch in the middle of the section and not on side pillar. However, this is a very minor thing.

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more videos of cpu hell and diy city

 

 

 

in the austinado stream its the last map

 

 

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@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.

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Posted (edited)

Updated Defiled Dreamscape to 1.2: https://drive.google.com/file/d/1Vigph4-mS0YR02QxfKpspIV6CbkzkdJY/view

 

-made it so the red key fight locks you in on the ground floor now with some raised bars, they drop when you open the red key shortcut. Also changed where the Caco's spawn in, since the one's on the right-hand side were getting a little lost. Also added in a caco TP net out in the void for the ones that get sent flying away. also fixed a few pens that weren't consistently spawning monsters in, they should all be working smoothly now. Made sure to add in some extra supplies, since the stuff on the upper level isn't accessible anymore during the fight.

 

-made pens invisible on the automap and cleaned up the automap a bit in a few line-heavy spots, might give it another pass later, but for now this'll do.

 

-fixed the teleport net in the last area, because I realized it wasn't working properly. now successfully catches you if you yeet yourself into the void.

 

-monsters in the early SSG trap are no longer set to ambush and should all wake up during the fight.

 

-made a few minor tweaks to item placement.

 

If you want me to change anything else or have any feedback, don't hesitate to let me know, as it's always very appreciated.

 

Sorry for wait, I got a bit busy with work.

 

 

Edited by HiMyNameIsChair

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