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Precipitous - Vanilla 6 map wad


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Strong set from what I've played for now, I'm not particularly the greatest fan of such rough starting points, especially on Pistol Start but, hey, it work pretty well tbh !

Music is good too :)

Also, found no bug/glitch at all this far.

Good work soldier !

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clusterphobic....like the difficulty of map 3 n 4 although later on it starting to feel repetitive coz of similar design lighting and combats 

my fda for first 4 maps remind me of e4 m1,2 for amount of shotguners

3.zip

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9 hours ago, Bri0che said:

Strong set from what I've played for now, I'm not particularly the greatest fan of such rough starting points, especially on Pistol Start but, hey, it work pretty well tbh !

Music is good too :)

Also, found no bug/glitch at all this far.

Good work soldier !

Thanks. I tested most of the maps pistol start but they have a pretty steep difficulty curve.

6 hours ago, Walter confetti said:

Seen the develolpment of this mapset on Nanowadmo, congrats for the release! Looks fun!

Thanks.

1 hour ago, Zahid said:

clusterphobic....like the difficulty of map 3 n 4 although later on it starting to feel repetitive coz of similar design lighting and combats 

my fda for first 4 maps remind me of e4 m1,2 for amount of shotguners

3.zip

Yeah, I started to run out of ideas past MAP03.

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Just now, Tactical Burger said:

Great looking maps! They're a bit above my skill level but I still enjoyed playing them. Also solid midis!

thanks! xdude_gamer made all the midis. really like them, i think they fit well as well.

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This was mostly pretty good! Well, 03 and 04 in particular, but 06 was also fun. "I Want You (She's So Heavy)" as the midi? FTW!

 

 

 

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1 hour ago, LadyMistDragon said:

This was mostly pretty good! Well, 03 and 04 in particular, but 06 was also fun. "I Want You (She's So Heavy)" as the midi? FTW!

 

 

 

Thanks for testing. btw, end cuts off at map06, unless you just stopped there.

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Just now, LadyMistDragon said:

i did indeed stop there.

oh, alr. thanks for testing either way, any feedback you have?

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4 minutes ago, Tactical Burger said:

did a test run in chocolate doom, trutti frutti error in map02image.png.1df48e05f1c9af4535a44a828d76681d.png

Caught that a few times in testing but forgot to fix it. Sorry, fixing in a minute. Thanks

Edited by Paf

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17 minutes ago, Paf said:

oh, alr. thanks for testing either way, any feedback you have?

maybe the first Revennat trap in Map 03 was just a little bit too unforgiving, regarding the amount of health you're given. I'd have to play more to have a better idea though.

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  • 2 weeks later...

New update, I did some rebalancing on MAP06. Sorry about the balancing issues MAP06 started with, but I think it should play a bit better now that I've added more health, moved enemies, and removed a few enemies. Also fixed a really dumb issue in MAP03 that I found when watching Biodegradables playthrough in PMs. Thanks for playing, everyone. 

 

Moved the old version into a spoiler in case anyone recorded demos or etc.

New download is here:

Precipitous.wad

Edited by Paf
fixed link

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2 minutes ago, Tactical Burger said:

map06 feels a bit better balanced

thanks, do you think it needs any more changes so far or do you think it's good enough?

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might start to try to upload this to idgames in a month or so, since everything seems fine so far and i haven't gotten any more bug reports or any more gameplay related issues

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Enjoyed this. I particularly liked that it plays as a continuous area, i.e. each map exit room is the start room of the next map. Feels like an actual complex rather than disparate locations. Not being able to get back to previous areas of a map for ammo or to look for secrets is completely subjective to the author, so I mention that only in passing. I only found two things, both on MAP06 (which was appropriately named).

 

Past the Blue Key door is a 32-wide METAL3 column in the middle of the hallway. Space to either side is 48 wide. Spectres and Demons beyond it are 60 wide and can't get to you. Easy kills. Intentional as a kind of jump scare in the dark?


Tag 12 door can't be opened from the inside. If you don't run in quickly enough to use the tag 11 switch, softlock.

 

Also one thing on MAP05 was annoying. I grabbed the Blue Key, but didn't step out the window, which is what opens the exit door from the area. I backtracked to grab ammo and ended up back at the door the way I came in. I couldn't figure out how to open the door. Took forever to find what I missed.

 

This was fun. Well done.

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1 hour ago, EffinghamHuffnagel said:

Past the Blue Key door is a 32-wide METAL3 column in the middle of the hallway. Space to either side is 48 wide. Spectres and Demons beyond it are 60 wide and can't get to you. Easy kills. Intentional as a kind of jump scare in the dark?


Tag 12 door can't be opened from the inside. If you don't run in quickly enough to use the tag 11 switch, softlock.

 

Also one thing on MAP05 was annoying. I grabbed the Blue Key, but didn't step out the window, which is what opens the exit door from the area. I backtracked to grab ammo and ended up back at the door the way I came in. I couldn't figure out how to open the door. Took forever to find what I missed.

from the start i kind of liked the idea of having it play through as a continuous area. i put a bit too much effort into making it so sections didn't physically overlap inbetween maps as well, which i know absolutely nobody would even bother to check beforehand, just because i wanted it to make structural sense.

 

oops, t12 door was supposed to be a s1 door open stay, don't know how i managed to miss that. thanks for reporting that.

 

also, spectres there are just meant to distract the player from hitscanners if they do manage to wobble in, so i guess you're right.

moved key on map05 to edge of the plate instead, glad to hear there aren't many issues besides that though.

 

updating wad now, thanks again for testing.

gonna start using version numbers for all versions as well.

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  • 3 months later...

Took me a year (or more specifically 5 months, which is still a while), but I stopped procrastinating and finally did a major rebalance of all maps and added much more difficulty settings to all of them. Added extra health on easier difficulties and hopefully MAP06 doesn't take the map title so seriously this time. I've playtested it on UV and it feels much better but I'll adjust if I get any more feedback. All maps should be balanced well now, I'll test all of them on all difficulties in a week or two. If someone could play through them on any difficulty that'd be great, so I can finalize the balancing.

 

Monster stats:

Spoiler

 

MAP01 on easy has 72 monsters, on medium has 94, on hard has 98 (there's gonna be larger differences in the hard maps, don't worry)

MAP02 on easy has 72 monsters, on medium has 97, on hard has 108

MAP03 on easy has 100 monsters, on medium has 136, on hard has 152

MAP04 on easy has 132 monsters, on medium has 160, on hard has 188

MAP05 on easy has 73 monsters, on medium has 106, on hard has 116 (easier map)

MAP06 on easy has 181 monsters, on medium has 248, on hard has 282

 

 

PrecipitousV4.wad

Updating to main post now too.

Edited by Paf

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