Meyland12 Posted September 30, 2023 Hello Demonic. Since no one has taken Map02 yet can i be moved from Map03 to Map02? 1 Quote Share this post Link to post
AnArchaicApparatus Posted October 8, 2023 (edited) For the last Community Project I did stuff for, I tried to have stuff speedmapped within 48 hours, and this is mostly done in that span, but my brain sharted itself and I left it on my flashdrive for over a week to do some other stuff because I didn't wanna fix one thing too quick. The WAD and a lil text file should be attached in a .zip folder. WAD: AnArchaicApparatus Attempt Cereson entry thing.zip Notes: - I'll take any slot between Map03 and Map11, though I'd suggest leaning towards it being later, since it's not ultra hard, but it's more plutonia-but-not-really in how stuff works out, especially since I do enjoy me some low-tiers and do veer on the side of disliking mid-tier slogs usually. No revenants, delinquents, cybers, etc, but I did use some mid-tiers (some as a surprise.) - The title I kinda wanna use is Wonderwall (I Dipped My Balls in the Lava Oasis Yaowch) because uhh Plutonia isn't a goofy goober land idfk. It can be changed, I just thought a dumb level name would be cool, and anti-plutonia in a different way. If sillyness will not be tolerated, Magma Oasis should work good enough in a literal sense. - Also, I made the music for this one in a similar kind of, "speedjam stuff-happens," way. If anyone else wants a MIDI for their map (maybe even outside this project,) I could maybe slap one or a few together in a similar fashion, just gimme a general vibe or level to test or whatever, maybe DM me for more details/discussion, idk. Also, Shoutout to The Klinik for this one, since I ripped off their off-kilter drum programming for certain parts of this, other than the funky dilla drum groove bits... which goes to J Dilla. - I haven't had anyone but myself test this level yet, and I only tested this in an old Zandronum version w' default compatibility; I'ma prolly ask a smidge in a secret Sandwedgey zone, but otherwise this is just a public test run right here. There's only one minor visual error that I really noticed, and am too lazy to fix because it just keeps reappearing, and the moving parts are pretty simple since this is more like a Scythe style mostly-straight-line thing w' an extra experimental slap. I can change some things if need be after testing, but I'll prolly keep most of it the same unless anything hurts it beyond, "huehue slightly missaligned texture," stuff. SCREENIES: Spoiler Also, "-just one more thing, y'know my wife likes these oldschool change'a'majigs to modify how ACTORS behave in Doom, Dehacked or something she calls it..." I absolutely love the new buffed pistol/rifle, and the fist and chainsaw are cool. However, just some bits: 1. idk if this kinda jank is on my end or not, but when I tried out the WolfSS replacement, it didn't even fire at me, bro just patrolled until I huffed and puffed and blasted his head in every time I tried. 2. Ya' don't gotta reassign the sprites in Dehacked, especially with something like this guy who may as well just be a reskin w' maybe a few states and stats noodled with - for compatability and ease of working with sake too. The best way is to just replace the CYBG in all the frames with SSWV and swap some frame-letter-order'd stuff around. That might have something to do with the no-shooty, or maybe not, I can't even really check because Whacked had errors for me trying to open the patch (including for the Keen though not pictured,) and just showed the SS looking pretty untouched. Spoiler Edited October 8, 2023 by AnArchaicApparatus 1 Quote Share this post Link to post
Demonic Meatball Posted October 19, 2023 (edited) First of all, sorry for the late reply. Second, thank you for submitting a map this early. I was not expecting that, especially since the common practice is to signal your participation before submitting a map. You also didn't follow my map submission template, but it's fine because all the info I asked for is there. Except for one thing : What's the name of the midi ? Speaking of names, I'm ok with silly map titles, but this one's just a bit long. Would "Balls Dipped in a Lava Oasis" be ok ? Now, to the map itself : Overall it's good. Visually pretty swell, fun combat (I especially like the part with the barrels), the only problem I see is that intro with the vile-crushing. Personally I think that kind of thing would fit better in a map very early on, but that's not the most important. By testing on Crispy Doom, I noticed these few things : - There's some kind of bug that seems to be tied to the position of the map origin where half the viles will wake up even though they're behind a wall (and sometimes they attack as soon as the map starts). Shifting the level's position in the blockmap seems to fix it. - As that room is, it is textbook ghost monsters creation. My best bet would be to either make sure no viles ever wake up (by sound notably) or replacing the chaingunners by viles so nothing gets revived. Also, still in crispy Doom, the switch at the start doesn't raise all the way up, so players won't see the "switch" part of the texture. Use action 5 instead of 30. And now, for some more... nitpicky stuff : Spoiler - Hell Knight in the final encounter is stuck, both in Crispy and GZDoom. Don't know if it's intentional or not. - Not sure if I understand the 2nd secret : it's lowered by the same switch that lowers the rocket launcher, and the RL isn't a secret, so why is the plasma a secret ? Gave you map 9, waiting on a midi and final map title to put a download link. P.S. : What the hell is an Enimapod I don't get it and I'm scared TToTT Edited October 19, 2023 by Demonic Meatball 1 Quote Share this post Link to post
Demonic Meatball Posted October 19, 2023 Btw, friendly reminder that inscriptions end in less than 2 weeks, so if you want to make a map, say it quick ! I'd also like to clarify why I gave y'all so much time to make your map : essentially, I've seen many community projects where the deadline keeps getting pushed back again and again because contributors have mapper's block, or because life doesn't let enough time, ect., and that was an attempt to remedy that. In retrospect that wasn't the best way to do that, so I think I'll put a soft deadline for map submissions on 01-01-24 (Sorry I keep changing the deadlines.) 0 Quote Share this post Link to post
AnArchaicApparatus Posted October 20, 2023 1 hour ago, Demonic Meatball said: Spoiler First of all, sorry for the late reply. Second, thank you for submitting a map this early. I was not expecting that, especially since the common practice is to signal your participation before submitting a map. You also didn't follow my map submission template, but it's fine because all the info I asked for is there. Except for one thing : What's the name of the midi ? Speaking of names, I'm ok with silly map titles, but this one's just a bit long. Would "Balls Dipped in a Lava Oasis" be ok ? Now, to the map itself : Overall it's good. Visually pretty swell, fun combat (I especially like the part with the barrels), the only problem I see is that intro with the vile-crushing. Personally I think that kind of thing would fit better in a map very early on, but that's not the most important. By testing on Crispy Doom, I noticed these few things : - There's some kind of bug that seems to be tied to the position of the map origin where half the viles will wake up even though they're behind a wall (and sometimes they attack as soon as the map starts). Shifting the level's position in the blockmap seems to fix it. - As that room is, it is textbook ghost monsters creation. My best bet would be to either make sure no viles ever wake up (by sound notably) or replacing the chaingunners by viles so nothing gets revived. Also, still in crispy Doom, the switch at the start doesn't raise all the way up, so players won't see the "switch" part of the texture. Use action 5 instead of 30. And now, for some more... nitpicky stuff : Hide contents - Hell Knight in the final encounter is stuck, both in Crispy and GZDoom. Don't know if it's intentional or not. - Not sure if I understand the 2nd secret : it's lowered by the same switch that lowers the rocket launcher, and the RL isn't a secret, so why is the plasma a secret ? Gave you map 9, waiting on a midi and final map title to put a download link. P.S. : What the hell is an Enimapod I don't get it and I'm scared TToTT Aite, point by point: - Yeah, I kinda just wanted to throw stuff out there because I'd rather not be the type of fella to just go, "I'm gonna do a tihng here, wheeeeEEEE!!!!," and drop off the face of the earth.- I didn't see it immediately, since it was spoilered, and I was paying attention to most of the other open guidelines instead and kinda just winged it. - Oh that's right, I didn't name it when I made it, crud. I'ma make one up right now though:Theme from Bodystomp Gigaflesh Central: The Movie - That's not as funny imo. I think a sillier title would be something like:Magma Oasis: Wonderballs Dipping Emporium - I only play in Zandronum and am not used to compatibility playtesting, so idk - I didn't really make a level for early-on, but I thought it was funny, so I slapped it in. If nobody else did it, I may as well have done the gag just so it's done.- I moved the position closer to center, but still didn't compat-test it up, though they are now turned around and are all viles. - Action swapped - I moved the linedefs a bit, so it should be good, but I did mean for the HK to block the path more than serve as a threat, just to allow the actual threats to do their work. - The thing w' the plasma is that it's kinda a reward for going down, "the harder route." The thing is that w' this map, the main semi-covert gimmick is that a lot of the fighting is optional. If ya catch that the red brick switch at the start room releases a monster teleport and two monster closets, ya can connect it to the same switch texture later, and just not flip it, then just finish the level w'out 100% kills. Ya just get the Plasma reward later on as a reward for continuous players, and then the little secret reward is shown. Spoiler Also, here's the download to the little fixes, with the dumbass temporary title I gave it initially, just w' the Fix bit: Shart Fix.zip -------- Also, I have no clue if this is happening on my end or what's even going on, but this happened when testing. Yes, I loaded the resource PWAD after Doom2.wad: Spoiler Looks like some textures just scrambled a bit. I have no clue if this is weirdness with your patches/textures or what, but this just didn't happen at all until tonight. Given the weirdness with the Dehacked SS replacement in my previous post, I really would suggest you dive in and look at wtf is going on with some of your resources. 0 Quote Share this post Link to post
Hydrus Posted November 4, 2023 A Plutonia map : - Is more focused on gameplay than atmosphere - Is is a natrual landscape - Uses primarily brown and green colors - Is relatively short - Often restricts movement - Is relatively difficult - Usually puts traps behind its keys or weapons - Uses lots of revenants, chaingunners, and archviles Therefore an Anti-Plutonia map: - Is more focused on atmosphere than gameplay - Is in an artificial landscape - Does not use brown or green colors - Is relatively long - Does not generally restrict movement - Is relatively easy - Does not put traps behind its keys or weapons - Does not use revenants, chaingunners, or archviles I'm thinking something from TNT or Icarus: Alien Vanguard might fit this description, but I don't know the specific map that does. 2 Quote Share this post Link to post
NecrumWarrior Posted November 4, 2023 I'm afraid I have not been able to come up with any ideas for this project. I have quite a bit else on my plate so I'm going to back out. I wish you the best of luck! I would like to see this project succeed. Excelsior! 0 Quote Share this post Link to post
minimedals Posted November 11, 2023 Hey, is it fine if I take Map 04? Had a sudden burst of inspiration. Proof of concept's in the spoilers. Spoiler i swear it's not inspired by ghost town, it just happened to line up a tiny bit 1 Quote Share this post Link to post
Demonic Meatball Posted November 21, 2023 On 11/11/2023 at 6:16 AM, minimedals said: Hey, is it fine if I take Map 04? Had a sudden burst of inspiration. Proof of concept's in the spoilers. Reveal hidden contents i swear it's not inspired by ghost town, it just happened to line up a tiny bit Looks really good, you're in. 1 Quote Share this post Link to post
Individualised Posted November 21, 2023 (edited) On 9/15/2023 at 12:25 AM, DankMetal said: Boy, in almost every community project i've seen in the past few months i see you in the comments saying the same thing, over and over again. Have you consider that maybe... some people wanna make a vanilla megawad and just a vanilla megawad? Not every community project has to be compatible with every existing port ever. And i think that doing more than 32 maps for this kind of gimmick it's a little overwhelming. I.e: Playing 50 maps that takes 10-20 minutes each to complete must be tiring and boring for the player. Yeah I've noticed this too. @Xaser I get that you're passionate about this but some people just want to make classic megawads. Personally I don't like megawads with massive amounts of maps. Vanilla projects are not hard to do either I don't know what you mean by that. I'm not trying to be rude but it gets tiring seeing pretty much the same post being made on every new community project that isn't Boom or over or has a 32 limit. Sometimes I understand and there are some types of community projects where having an arbitrary number of maps is worth it, but this project is clearly trying to be a classic-style megawad so it doesn't really make much sense to apply that here. On 9/15/2023 at 12:57 AM, Faceman2000 said: Lol, do you know who you’re talking too? 😂 He didn’t say it in my community project thread. 😢 Someone having prestige in a community or being a long time member doesn't mean they can't be criticised. Edited November 21, 2023 by Individualised 0 Quote Share this post Link to post
Faceman2000 Posted November 21, 2023 1 hour ago, Individualised said: Someone having prestige in a community or being a long time member doesn't mean they can't be criticised. My statement wasn’t in regards to his prestige or anything, but rather that he is well aware sometimes people want to make strictly vanilla projects due to the large number of strictly vanilla projects he has participated in and helped run haha. 3 Quote Share this post Link to post
Xaser Posted November 21, 2023 @Individualised Did you see Maribo's post (and my second one right after)? We already addressed the points you've raised. Many projects are opting for older tech because they don't know the new stuff exists yet (more often than not I've gotten something like "oh cool I didn't know that existed" as a response), and each of these posts are messages to different people running different projects. I'm not going to stop posting useful information because random passers-by happened to read something similar before (imagine how awful help forums would be if the same answer couldn't be posted more than once. :P ) 1 Quote Share this post Link to post
Rudolph Posted November 21, 2023 On 9/14/2023 at 9:58 AM, Demonic Meatball said: Essentially** Banned : Revenants, Arch-Viles, Chaingunners You have my attention. :) 0 Quote Share this post Link to post
DankMetal Posted November 21, 2023 2 hours ago, Individualised said: Yeah I've noticed this too. @Xaser I get that you're passionate about this but some people just want to make classic megawads. Personally I don't like megawads with massive amounts of maps. Vanilla projects are not hard to do either I don't know what you mean by that. I'm not trying to be rude but it gets tiring seeing pretty much the same post being made on every new community project that isn't Boom or over or has a 32 limit. Sometimes I understand and there are some types of community projects where having an arbitrary number of maps is worth it, but this project is clearly trying to be a classic-style megawad so it doesn't really make much sense to apply that here. Oh, people are rediscovering my old response to Xaser's comment. After some time spend on this community, helping some guys to manage this kind of projects, i think his tip about doing it on another format like MBF21 is... not that big of a deal. I think i was exageratting a bit there, treating it like an insult. I still think that it doesn't apply to every community project ever, but it can be genuinely helpful for those who are making it for the first time. And, at the end of the day, it's on the leader of the community project to take this advice or ignore it completely. So, yeah, i accept that i was wrong, mostly because i was talking with little to no experience. 2 Quote Share this post Link to post
Individualised Posted November 22, 2023 9 hours ago, Xaser said: @Individualised Did you see Maribo's post (and my second one right after)? We already addressed the points you've raised. Many projects are opting for older tech because they don't know the new stuff exists yet (more often than not I've gotten something like "oh cool I didn't know that existed" as a response), and each of these posts are messages to different people running different projects. I'm not going to stop posting useful information because random passers-by happened to read something similar before (imagine how awful help forums would be if the same answer couldn't be posted more than once. :P ) I apologise. I had completely the wrong idea about what you were meaning with those posts I guess. 1 Quote Share this post Link to post
Xaser Posted November 22, 2023 No worries -- at some point I should probably make a full-on thread about the topic to summarize everything, since there's probably a few spots that I'm doing a rubbish job at explaining when retelling the story. Should cut down a bit on the repetition too. :P 0 Quote Share this post Link to post
minimedals Posted December 31, 2023 Alright, my map's done! I finished it, then had it sitting around, added a secret, submitted it. Bon appetit. - Map Slot : Map04 - Map Name : Dust Devil - Author(s) : Me - Ports tested : Crispy Doom, GZDoom - Screenshots : Spoiler Attempt Cereson MAP04 thing idk.rar 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.