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Paradise Up Above: Gold label development thread (nearing completion!)


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I would bet those 3d effects like roofs take time to make them. It is cool though, so worth it.

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Hey lads, quick update for y'all. I decided to make a little demo version containing the first 3 maps of the set just for shits and gigs, they're short, punchy, and simple, but hopefully enjoyable. Lemme know what you think! (boom/complevel 9)

paradisepublicdemoV1.zip

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woah! update! I just want to share the start of MAP07's construction because I'm proud of the tower I made :)1787356059_Screenshot2024-03-02104616.png.cc5068aa1ea5389f2c28655617ca9d81.png

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  • 2 weeks later...

hey all, quick update and announcement - all 7 main levels are completed! With that, I would like to gauge interest in potential playtesters of the maps before the final release. If you are interested, I'd like for you to say so either in this thread or in a private message, the latter of which I'll use to give access to the current build of the WAD.

 

You will be credited for your work in the final release! I look forward to working with anyone interested in the project, and I hope anyone stopping by here has a lovely day :)

(included screenshot 'cause why not?)

115100589_Screenshot2024-03-12104602.png.52ef7d981e5994c2915eda211f8ca52b.png

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  • 3 weeks later...

Hi! I dowloaded the demo with 3 maps and finished them (slightly less than 20 minutes for 3 maps, 100% kills, items and secrets on UV).

First of all, I really dig visual style and architecture of all maps, they look really good, and I agree that we need more maps in this "heavenly" style. :) That was the reason I decided to play this wad in the first place. Great aesthetics. 

 

1 - good short and easy introduction map, no issues with it.

2 - sadly, there are several problems with this map. First of all, I've got completely softlocked in a random room that serves pretty much no purpose (or at least I don't know why it's there... to create another patch to a key? Kinda confusing). I went for the red key first, so I couldn't press the yellow switch when I was near it, as I didn't have yellow key. When I came from the other side with yellow key, I couldn't reach the switch outside to open bars, bars are not interactible, switch and door doesn't work from inside. You're just trapped there... Also, another issue, at some point near the end of the map, at the first area appeared a group of monsters, including arch vile, reventants, and other enemies, pretty significant % of monsters on the map, but I have no idea when and why it happened, and I never had a reason to came back here to fight them, I almost exited, but saw that I had many more monsters to kill and backtracked. If I wasn't a perfectionist, I'd just skip this fight completely. Maybe it's because I did keys in a different order from your playtest, but this fight was skippable. Oh, and I'm really not a fan of fighting arachnotrons with invis, but I know it's intended. But at least it's not cybers! And, I guess, you needed some "harder" fights even though it's RNG. But the core of the map is cool, just I think these issues should be fixed (except for the last one, it's alright). 

Spoiler

001.png.f8dd20aeb562aa8b83fd7eb8fc83d556.png

002.png.eaa1c3007496b6061679ba144a52ee15.png

003.png.c5ac91d22444ef799c26c6aa60ec06fb.png

 

3 - cool short map, no real issues with it. Looks great as the other maps, decent layout. Maybe you could introduce some fights where you can't just leave and fight enemies from afar/cover, but I don't mind that, a cool breather map. 

Maybe what I've played wasn't the most recent version and maps are already fixed, I dunno, but decided to leave my feedback anyway. :) 

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9 hours ago, FrankieSturdust said:

Hi! I dowloaded the demo with 3 maps and finished them (slightly less than 20 minutes for 3 maps, 100% kills, items and secrets on UV).

First of all, I really dig visual style and architecture of all maps, they look really good, and I agree that we need more maps in this "heavenly" style. :) That was the reason I decided to play this wad in the first place. Great aesthetics. 

 

1 - good short and easy introduction map, no issues with it.

2 - sadly, there are several problems with this map. First of all, I've got completely softlocked in a random room that serves pretty much no purpose (or at least I don't know why it's there... to create another patch to a key? Kinda confusing). I went for the red key first, so I couldn't press the yellow switch when I was near it, as I didn't have yellow key. When I came from the other side with yellow key, I couldn't reach the switch outside to open bars, bars are not interactible, switch and door doesn't work from inside. You're just trapped there... Also, another issue, at some point near the end of the map, at the first area appeared a group of monsters, including arch vile, reventants, and other enemies, pretty significant % of monsters on the map, but I have no idea when and why it happened, and I never had a reason to came back here to fight them, I almost exited, but saw that I had many more monsters to kill and backtracked. If I wasn't a perfectionist, I'd just skip this fight completely. Maybe it's because I did keys in a different order from your playtest, but this fight was skippable. Oh, and I'm really not a fan of fighting arachnotrons with invis, but I know it's intended. But at least it's not cybers! And, I guess, you needed some "harder" fights even though it's RNG. But the core of the map is cool, just I think these issues should be fixed (except for the last one, it's alright). 

  Reveal hidden contents

001.png.f8dd20aeb562aa8b83fd7eb8fc83d556.png

002.png.eaa1c3007496b6061679ba144a52ee15.png

003.png.c5ac91d22444ef799c26c6aa60ec06fb.png

 

3 - cool short map, no real issues with it. Looks great as the other maps, decent layout. Maybe you could introduce some fights where you can't just leave and fight enemies from afar/cover, but I don't mind that, a cool breather map. 

Maybe what I've played wasn't the most recent version and maps are already fixed, I dunno, but decided to leave my feedback anyway. :) 

Hey! Thank you so much for your feedback! The softlock you mentioned has been patched in my most recent dev build, as I also came upon it recently. Also, all 7 main maps are finished and I'm currently working on the new game+ levels now. I can send you a dev version by tomorrow if you'd like! The first three levels of the demo are just the appetizer! Glad you enjoyed what you played so far!

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  • 2 weeks later...
On 4/3/2024 at 3:18 AM, lubba127 said:

Hey! Thank you so much for your feedback! The softlock you mentioned has been patched in my most recent dev build, as I also came upon it recently. Also, all 7 main maps are finished and I'm currently working on the new game+ levels now. I can send you a dev version by tomorrow if you'd like! The first three levels of the demo are just the appetizer! Glad you enjoyed what you played so far!

Sorry, haven't read this forum in a while. Yeah, I'd love to play the full version. Please, send it to me, if you can. :)

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  • 1 month later...

Hey all! I'm aware I'm necroposting a bit, but I'm almost finished the WAD and will likely be moving to a new thread to post it. Should be done before July :)

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