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Daylight District | A 7-level vanilla episode!


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I’ll hold fire just for now until the above things get tweaked n stuff 😎  but I just wanna ask: it’s not attributed as a Squonker Team joint in the supplied text. Is this right? I don’t wanna wrongly attribute stuff. I suppose it would be more appropriate to just list the given names instead, if that’s the case yeah? Cheers! Can’t wait.

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12 minutes ago, EduardoAndFriends said:

I’ll hold fire just for now until the above things get tweaked n stuff 😎  but I just wanna ask: it’s not attributed as a Squonker Team joint in the supplied text. Is this right? I don’t wanna wrongly attribute stuff. I suppose it would be more appropriate to just list the given names instead, if that’s the case yeah? Cheers! Can’t wait.

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I've been on the fence whether or not to call its a Squonker joint but it seems the community and many people on the team consider it to be one. If the majority of people see it as a Squonker project it might as well be one. ¯\_(ツ)_/¯

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5 hours ago, ZeMystic said:

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I've been on the fence whether or not to call its a Squonker joint but it seems the community and many people on the team consider it to be one. If the majority of people see it as a Squonker project it might as well be one. ¯\_(ツ)_/¯

Ah, awesome! Then I shall refer to it as such. :) thanks matey

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On 2/12/2024 at 4:05 PM, DreadWanderer said:

2. Something's gone wrong with the colored blood dehacked patch that I normally use, in the sense that blood splatter is not a nice gradient, but a single color. I've seen some similar problems in Eviternity, could it have something to do with how the palette changes the greens and the blues? Screen attached with caco bleeding (not a very good one, sorry, you might need to zoom in).

It's a dsda-doom thing, colored blood with modified palettes have been screwy for a while, I think since the text color changes in 0.26. If you try it in Woof it'll look the way you expect.

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4 hours ago, Shepardus said:

It's a dsda-doom thing, colored blood with modified palettes have been screwy for a while, I think since the text color changes in 0.26. If you try it in Woof it'll look the way you expect.

 

I don't use Woof but I do use Nugget Doom, which is based on Woof. I'll try it, thanks!

 

Edit: yeah everything is OK in Nugget. It's weird because I've definitely been playing wads with custom palettes in DSDA since 0.26 came out and I only encountered this issue for like 2 or 3 sets. Hopefully there will be a fix in 0.28.

Edited by DreadWanderer

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Who made the HUD? I've been trying to find the credit. It's really friggin slick. 

 

While I'm at it I finished MAP03. It was very fun and quite a good burn. MAP04 I'm gonna have to try again because it was kicking my ass the other day. 

Edited by NecrumWarrior

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9 hours ago, DreadWanderer said:

 

I don't use Woof but I do use Nugget Doom, which is based on Woof. I'll try it, thanks!

 

Edit: yeah everything is OK in Nugget. It's weird because I've definitely been playing wads with custom palettes in DSDA since 0.26 came out and I only encountered this issue for like 2 or 3 sets. Hopefully there will be a fix in 0.28.

I always forget about Nugget.. I played Mayan Reynolds in Woof, looked awesome 🍔 

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2 hours ago, EduardoAndFriends said:

I always forget about Nugget.. I played Mayan Reynolds in Woof, looked awesome 🍔 

 

Woof is a fine port but it doesn't support a more detailed resolution scaling. Neither Woof nor Nugget have native resolution support atm, but if the Woof devs are thinking about implementing that then Nugget will inherit the feature. This is kind of a dealbreaker for me because my native res is 1366x768 which is a bit strange, and Nugget does its best approximation with 3X, whereas Woof's 2X is a bit too low res for my taste. Woof scaling only works in powers of two (e.g. 1X, 2X, 4X, 8X).

 

Other than that I simply enjoy the various integrated QoL stuff like coloured blood and extra gibbing in Nugget (all optional ofc). It's also optimized very well, on par with DSDA. I'm not on best terms with Nugget's mouse feel but that may just be due to how used I am to DSDA.

Edited by DreadWanderer

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5 minutes ago, DreadWanderer said:

 

Woof is a fine port but it doesn't support a more detailed resolution scaling. Neither Woof nor Nugget have native resolution support atm, but if the Woof devs are thinking about implementing that then Nugget will inherit the feature. This is kind of a dealbreaker for me because my native res is 1366x768 which is a bit strange, and Nugget does its best approximation with 3X, whereas Woof's 2X is a bit too low res for my taste. Woof scaling only works in powers of two (e.g. 1X, 2X, 4X, 8X).

 

Other than that I simply enjoy the various integrated QoL stuff like coloured blood and extra gibbing in Nugget (all optional ofc). It's also optimized very well, on par with DSDA. I'm not on best terms with Nugget's mouse feel but that may just be due to how used I am to DSDA.

Mmm, one thing that really cheeses my onions is how different the mouse feels between different ports. I just can’t get my sensitivity right in any of em. I’ll blame that for my bad aiming while playing instead of my being a filthy casual. ;) sorry, I’ll stop subverting the thread now lel

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On 2/14/2024 at 10:29 PM, Stroggman said:

Map 4 just settled for 58 % kills cause one area impossible to get to and wish there was a playthrough on yt

 

I'm guessing you mean the soulsphere area? 

If so, there is defo a way to get there. 

 

Spoiler

Up the lift (in the sand area), go left instead of right, there is a waterfall you can pass through. 

 

EDIT: Unless maybe, you meant map 3 which, indeed has a secret area with some monsters in it. 

 

Edited by Yugiboy85

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RC 2 is up everyone! Please update your wads!

 

On 2/14/2024 at 9:25 AM, NecrumWarrior said:

Who made the HUD? I've been trying to find the credit. It's really friggin slick. 

 

While I'm at it I finished MAP03. It was very fun and quite a good burn. MAP04 I'm gonna have to try again because it was kicking my ass the other day. 

 

I made the hud! I was inspired by a screenshot by @Danlex and wanted to make a status bar on that quality.

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2 hours ago, ZeMystic said:

RC 2 is up everyone! Please update your wads!

 

 

I made the hud! I was inspired by a screenshot by @Danlex and wanted to make a status bar on that quality.

let’s fucking GO 🍍

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Greetings again Squonkers, I am happy to say that the issues I flagged earlier have been fixed. Tested in the latest versions of DSDA and GZ, using Doom (strict) compatibility for the latter. Time to continue my adventure!

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Fun stuff! I promised some FDAs, so here are FDAs of Maps 02-07, all failed. dldstrctrc2-fdas-mralexander.zip. I recorded an FDA of Map01 when it was in RC1, but was pre-empted from posting it by poor scheduling, which didn't give me much time for Doom, and an egotistical desire to post a winning demo with every failed FDA. I got a demo for Map01 and decided to shrug off the self-imposed requirement for a winning demo in the interest of posting the FDAs before the next RC came out. All of these were recorded in Woof except for Map02, which was recorded in DSDA-Doom. All used an extended HUD with time, monster count, secret count, etc.

 

Commentary:

Spoiler

That imp/arch-vile trap in Map02 is nasty stuff, but as I discovered while recording practiced demos later, it isn't so bad if you focus on the imps first, so you can clear some space, and then deal with the arch-vile. I immediately recognized the map as a Myolden joint from the walls dropping to reveal a big crowd of monsters, even before I read the readme to confirm it. The strategy I employ here, shooting at the imp crowds to the sides to clear a way behind cover from the arch-vile, was very dumb, and I should have aimed down the hallway instead.

 

I got to what looked like the last room of Map03, but only once, and without beating the secret fight in the sewer pit. It feels like a level you could really sink your teeth into once it finished sinking its teeth into you.

 

I liked Map04 as a breather level before the punishment of Maps 05 and 06. It owes an awful lot to The Room Taking Shape from BTSX E1, and it probably should have used different music so it could read more as a homage and have more of a separate identity from its original. It's a lot of fun, though. It was nice to get close to the end of a level! But today was a laundry day, I had to change loads, and a half-hour is about as much as I like to spend recording an FDA anyway, so I chumped out before I could get the clear.

 

I think I must have missed something obvious about Map05's hot start. I couldn't find a good place to catch my breath and stock up for later encounters. It seems like a cool level, but my lack of progress really leaves me unsatisfied.

If I played more slaughter, I'd probably have some idea how to crack Maps 06 and 07, but as you can see, I didn't figure out how to do it in 06 and I didn't work out a consistent way of getting to the BFG in 07. Time to woodshed those slaughter skills, I guess.

 

Edited by Mr. Alexander
Noted that I used an extended HUD.

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"liked Map04 as a breather level before the punishment of Maps 05 and 06. It owes an awful lot to The Room Taking Shape from BTSX E1, and it probably should have used different music so it could read more as a homage and have more of a separate identity from its original. It's a lot of fun, though. It was nice to get close to the end of a level! But today was a laundry day, I had to change loads, and a half-hour is about as much as I like to spend recording an FDA anyway, so I chumped out before I could get the clear."

 

Nah, not changing the music since it's part of the joke and also serves as a a joke to the wad's name (the music is called "drilling by night" in a wad called "daylight district"). 

 

Also, yes, i own up to the fact that this is a direct reference to the map in question (in the map blurb, i call it "bootleg the room taking shape" but that was a silly joke). 

 

But, i also think it has an identity of its own. The homage is more in the way it opens up etc...but that's about it. I did not obviously copy the layout heh. 

 

 

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Got stuck into maps 01 and 02 (vids scheduled for 20th and 21st respectively) and I’m like a pig in very high quality muck. Love it, guys, bloody love it.
 

Spoiler

Very tasty nod towards Moonlit District map01 in Wetworks’ open shotgun area with plenty of grunt and Hustle Bones got me good with that final pouch of archies at the end, myolden you absolute madman! :p

 

plenty of breathless lock-ins and tight scrabbles so far. Bring on the rest! Y’all should be very proud of your work, this is some sexy stuff. 😇

Edited by EduardoAndFriends
I dropped my croissant

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I love it so far. I hadn't been keeping up with things lately as I've been pretty busy with work and other interests lately, so I'm still playing RC1. Here's part 1 of my playthrough!

 

 

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Map01 - Wetworks. Super duper entry into the mapset, I had a ball jumping into each waterfall until I finally struck gold, lol. Loved the tune, great smooth action, sexy as hell. :p

 

Spoiler

 

 

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On 2/18/2024 at 3:11 AM, Yugiboy85 said:

"liked Map04 as a breather level before the punishment of Maps 05 and 06. It owes an awful lot to The Room Taking Shape from BTSX E1, and it probably should have used different music so it could read more as a homage and have more of a separate identity from its original. It's a lot of fun, though. It was nice to get close to the end of a level! But today was a laundry day, I had to change loads, and a half-hour is about as much as I like to spend recording an FDA anyway, so I chumped out before I could get the clear."

 

Nah, not changing the music since it's part of the joke and also serves as a a joke to the wad's name (the music is called "drilling by night" in a wad called "daylight district"). 

 

Also, yes, i own up to the fact that this is a direct reference to the map in question (in the map blurb, i call it "bootleg the room taking shape" but that was a silly joke). 

 

But, i also think it has an identity of its own. The homage is more in the way it opens up etc...but that's about it. I did not obviously copy the layout heh. 

 

 

I felt like an asshole for shooting my mouth off while only half-remembering The Room Taking Shape, so I replayed The Room Taking Shape, and really the only big reference in DLDSTRCT Map04 is "a big curving gallery late into the level," and the two levels' galleries look and play pretty differently! Maybe the music and the complevel just made the level feel more like TRTS than it actually did, but whatever the reason, I think you did a good job on this. I'm a sucker for waterfall secrets, and this one almost fooled me into thinking it was the intended route. I like the big fight in the starting area a lot.

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Oof aaagh eee. Map 3 is… so mean. I must have been doing a whole lot of things wrong cos OUCH. Not entirely sure what a valid strat of that one would be, because I was drowning big time, lol. 🥲 I think the only time I felt safe was at the exit! Grim, ball-busting stuff to play blind for sure.

 

I hope I don't sound too forlorn or frustrated in the recording but it was hard to look on the bright side when I got turned inside out so often, lel

Edited by EduardoAndFriends
Sausage time

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10 hours ago, Mr. Alexander said:

I felt like an asshole for shooting my mouth off while only half-remembering The Room Taking Shape, so I replayed The Room Taking Shape, and really the only big reference in DLDSTRCT Map04 is "a big curving gallery late into the level," and the two levels' galleries look and play pretty differently! Maybe the music and the complevel just made the level feel more like TRTS than it actually did, but whatever the reason, I think you did a good job on this. I'm a sucker for waterfall secrets, and this one almost fooled me into thinking it was the intended route. I like the big fight in the starting area a lot.

 

No worries. At the same time, i knew what you were saying, i dont hold you accountable for anything (not that there is anything to be held accountable for). You're cool, don't worry about it :) 

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2 hours ago, EduardoAndFriends said:

Oof aaagh eee. Map 3 is… so mean. I must have been doing a whole lot of things wrong cos OUCH. Not entirely sure what a valid strat of that one would be, because I was drowning big time, lol. 🥲 I think the only time I felt safe was at the exit! Grim, ball-busting stuff to play blind for sure.

 

I hope I don't sound too forlorn or frustrated in the recording but it was hard to look on the bright side when I got turned inside out so often, lel

 

The secret fight rocked my socks off as I hinted at in an earlier post. It's kinda hard to say what the optimal strat is, someone else in the thread said to focus on the imps for space which is 100% logical, the problem is that you get swarmed really fast and still take blast damage due to how cramped the room is. And there are revs too. The pillars are a double edged sword that provide you with cover but really screw your rocketing. I think that it's a fight that would be super fun (and easier) with a plasma gun instead of a RL. The reward and the difficulty can be fine tuned with something like supercharge instead of mega to balance out the plasma gun, and/or providing no more than 100 cells let's say. I don't know, these ideas are just something I thought about as I am writing this.

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2 hours ago, EduardoAndFriends said:

Oof aaagh eee. Map 3 is… so mean. I must have been doing a whole lot of things wrong cos OUCH. Not entirely sure what a valid strat of that one would be, because I was drowning big time, lol. 🥲 I think the only time I felt safe was at the exit! Grim, ball-busting stuff to play blind for sure.

 

I hope I don't sound too forlorn or frustrated in the recording but it was hard to look on the bright side when I got turned inside out so often, lel

I knew my map would be a little mean, but I didn’t intend it to be grim. I hope you had at least some fun and don’t hate the map.

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