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[MBF21] 2 Hours to Kill! (RC1)


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As of right now, there is about an hour and a half left until the cutoff time. I have prepared Beta 1 up through Logamuffin's submission. Any last minute submissions will be added to Beta 2 tomorrow. As I am heading to bed I wanted to get this up now.

 

Thank you to everyone who participated in 2 Hours to Kill! This has been a fine turnout and I am excited to play through the remaining submissions. Finalized submissions need to be ready by April 2nd at 11:59PM PDT. I will be finishing up the rest of my playtesting asap.

 

Beta 1

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Posted (edited)

Map title: Floating Object in the Sky II
Author: JackDBS
Build time: 3 plays of Dancing Mad from FF6 (52 Minutes?)
Midi: WITCH - Peace and Tranquilty [from Isaku]
Gameplay: Slaughter
Theme: Urban
Coop starts: Not Yet YES
Difficulties: Not YetYES
Comments: I have no sleep and I must map.

 

(REFER TO NEWER EDITION)

 

Edited by JackDBS

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Here is Beta 1a. It occurs to me that there is a massive playtest going on for Doom II in City Only, so depending on how soon this project starts receiving feedback I may elect to push back the RC1 date.

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15 hours ago, NecrumWarrior said:

Here is Beta 1a. It occurs to me that there is a massive playtest going on for Doom II in City Only, so depending on how soon this project starts receiving feedback I may elect to push back the RC1 date.

 

Okay, I played through this and I have a couple notes:

- The out of bounds sector on map04 should really not be instakill. It's really easy to take a corner wrong and just die for no reason.

- The yellow door on Map11 doesn't take a yellow key. You can just open it from the start.

- The lava pit on Map14 is inescapable (this could be design choice but it's still really mean)

- I think Map15 may be broken. I hit all the switches but nothing happened and couldn't figure out how to progress after like 10 minutes. Am I missing something?

- There were a bunch of broken sectors and HOM effects in the brown elevator room of Map17.

 

 

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Posted (edited)
22 minutes ago, Logamuffin said:

 

Okay, I played through this and I have a couple notes:

- The out of bounds sector on map04 should really not be instakill. It's really easy to take a corner wrong and just die for no reason.

- The yellow door on Map11 doesn't take a yellow key. You can just open it from the start.

- The lava pit on Map14 is inescapable (this could be design choice but it's still really mean)

- I think Map15 may be broken. I hit all the switches but nothing happened and couldn't figure out how to progress after like 10 minutes. Am I missing something?

- There were a bunch of broken sectors and HOM effects in the brown elevator room of Map17.

 

 

Hmm, I could have sword I had tagged that as a locked door. Easy fix though. 

 

I'm not disregarding your feedback but for the time being I am going to hold off for further testing on MAP04 since I did have a reason for making it instant kill, that being that it's space and there's no oxygen. 

 

EDIT: Oh, and thank you for testing! 

Edited by NecrumWarrior

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16 hours ago, Logamuffin said:

- I think Map15 may be broken. I hit all the switches but nothing happened and couldn't figure out how to progress after like 10 minutes. Am I missing something?

 

ohhhhhh yeah i can very much see the progression being somewhat obtuse and i will be trying to think of ways to alleviate that but it does seem to work very much fine . there are blood pillars right behind the switches on the outer ring , try seeing what happens with them

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All of the following playtests were done using the submitted maps, not the beta compilation. All demos are recorded in DSDA Doom.

 

@signaturereverie Very cool map! I love the Hallraiser vibes that the abstract space hell gives off. Glad to see I wasn't the only person who used instant kill floors for space. The hardest part for me was the platforming bit and it kind of halted the momentum. But I eventually got past it. Aside from the fountain pillars not being aligned the only oddity I came across was the exit. I had a bunch of HOM effects as I descended. Here's a demo SHE.nec.zip

 

@Death Bear An excellent winter themed map. The secret made me chuckle. I didn't find anything that needs fixing and the gameplay seems pretty well rounded. Here's a demo NORTHSLAY.nec1.zip

 

@Obsidian The gimmick you mentioned is cool as hell! The opening took me a good few tries as you'll see but it was a good challenge. I think it could maybe use a bit more bite during the first two button fights. Issues found were a Mancubus getting stuck after teleporting in and a single monster being unkillable because it is still in its teleport closet, both shown in the screenshots below. Here is a demo TIMEDYS.nec.zip

 

doom105.png.02668c15b8ed253226c4796766146178.png

doom106.png.01f188a3c8bd3df61b23bb19b6bcf9d4.png

doom107.png.6fcd3a863327298da7e232d67563e4b4.png
 

 

@Hebonky I was able to cheese the map on my first attempts by killing the Mastermind, but I don't think it's a problem. The map is a lot more fun if you play it normally. I found a few graphical issues and couldn't figure out the secret which I assume gets you the Plasma Gun. Demo time BLOCKED.nec.zip

 

Not unpegged

 


doom108.png.b17b64a109ff398be1a2646953368df4.png

Missing support texture

doom109.png.a548cfb578672d4023599e2b20baf39e.png

 

 

@Herra Monologi The concept of this map is pretty cool, but it seems to be broken in a few places and I wasn't able to affect a proper playtest of the gameplay as a result. Below I have provided screenshots with some commentary. Here is the demo I recorded. You will see the monsters spawned the first time I played the map but I was not able to get them to start spawning again. PILLARS.nec.zip

 

The floor in this segment did not lower properly and the player could get stuck as a result.

 


doom110.png.a43b3f82f79dad7c2be6c3d4de5ea8c4.png

doom112.png.7610f7b8d1d82924eecf4015b407013c.png

This wall seems like it is meant to open releasing many enemies, but it did not.

doom113.png.57577c9eee3ccc400a428baf23075c10.png

doom114.png.ba6d9410877a1208a82311a44ffe795d.png

And here is all the teleporters that did not open.

doom115.png.cad7f5a3f7f2f528c54f917a23aaa656.png

 

 

@Logamuffin I adore the Doomcute space shuttle. I enjoyed playing this map. I was very nearly out of ammo by the end so it might be a good idea to sprinkle just a little more. I did find a softlock below unless there's a way to open the door I don't know about. Demo time! CRAB.nec.zip

 

Softlock

 


doom116.png.cc83891f94e835bd49dbf9236e707aff.png

doom117.png.ae63554ce93a2358dfead65fdd3ab4a8.png

 

 

@JackDBS I think this is a fine map to end off the episode. I enjoyed blasting tons of enemies away. Here is your demo FOITS.nec.zip

 

And with that my playtest is complete! I hope to see some revisions over the next week and a half. There's some great stuff here already though, pat yourselves on the backs.

Edited by NecrumWarrior

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14 hours ago, NecrumWarrior said:

I did find a softlock

Dang, that area was supposed to be inaccessible. I’ll fix it up and post another version within the next few days.

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20 hours ago, NecrumWarrior said:

The hardest part for me was the platforming bit and it kind of halted the momentum. But I eventually got past it. Aside from the fountain pillars not being aligned the only oddity I came across was the exit. I had a bunch of HOM effects as I descended.

 

pillars : mostly intentional

platforming : i did see you struggle there a lot in the demo mainly because you were trying to do it in one sweep which is not exactly necessary , you can really take your time with everything especially when all the enemies are dead

exit : could you describe how it looked for you or send screenshots or smth ? because ive got a feeling that what youre talking about might also be an intentional thing

 

meanwhile i made a very tiny change because there were a few spots that allowed you to pretty much completely cheese a fight and i wasnt really a fan of that shev2

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19 hours ago, signaturereverie said:

exit : could you describe how it looked for you or send screenshots or smth ? because ive got a feeling that what youre talking about might also be an intentional thing

To me it seemed like the intent was for the player to cycle through skies on their way down to the exit, but in software mode it makes a bunch of HoM effects when you go below the sky flat. Perhaps that effect was the intent I just wasn't certain. 

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Just now, NecrumWarrior said:

To me it seemed like the intent was for the player to cycle through skies on their way down to the exit, but in software mode it makes a bunch of HoM effects when you go below the sky flat. Perhaps that effect was the intent I just wasn't certain. 

 

ohhhhhhhhh of course i completely forgot that software handles that specific thing differently , changed it to not have sky flats anymore

shev3

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I'll be putting out Beta 2 with all the current map updates when I get off work today so anyone who wants to push a revised map should do so before then.

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New version of my map, Turn Left at the Space Crab Nebula. (yes, i am saying its full name just cause it's funny)

Changes:

- Overhauled thing placement

- Lowering floors move faster

- A few minor fixups for texture oddities and such

- Changed the progression a bit

 

https://cdn.discordapp.com/attachments/841814524385951788/1222574345201914058/tlatscnv2.wad?ex=6616b616&is=66044116&hm=187fe6a7c7d929715ce38abf466e7cf59d1ecca4c4487b26e429b0740a3f9681&

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Posted (edited)

https://www.mediafire.com/file/g1gqtfmwhy3uyq1/pillarsfinal.zip/file

Here is the latest version. Medium is ok I think, two friends with no experience with map like these managed to got trough it. Easy is probably too hard still. Hard would still need more balance, my original idea having more archviles as final encounter in the end would need couple of tricks but they work well in the brown room. Second encounter could probably use more enemies to control space.

This has been good learning experience overall, I found out how not to do many things. Especially with teleporters..

Edited by Herra Monologi

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7 hours ago, Herra Monologi said:

https://www.mediafire.com/file/g1gqtfmwhy3uyq1/pillarsfinal.zip/file

Here is the latest version. Medium is ok I think, two friends with no experience with map like these managed to got trough it. Easy is probably too hard still. Hard would still need more balance, my original idea having more archviles as final encounter in the end would need couple of tricks but they work well in the brown room. Second encounter could probably use more enemies to control space.

This has been good learning experience overall, I found out how not to do many things. Especially with teleporters..

I'll give it a look after work so I can give you a proper demo. 

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Posted (edited)

Played through the first episode of the newest beta with dsda doom- 100% kills and secrets, only one issue to report so far. on map 5 the crusher is a bit wonky. gonna play episode 2 and i'll update this post if i see any more issues. really great maps so far!

Spoiler

199581441_Screenshot2024-04-05143930.png.156a79b535e99d7b7ee4e5a1e491efe4.png

 

on episode 2 found hom and potential softlock on map 17, pillars of hell.

 

Spoiler

in this room when the floor lowers all the way i ended up on what i guess may have been the wrong side of the room, not sure if i wasnt meant to be on this part of the floor or not but part of the floor i was on seemed to lower below the floor in front of me causing hom and i wasnt able to get back to the rest of the floor or progress. as far as balance, i found the map to be extremely light on healing, with only a few sparse stimpacks. i think maybe a couple medikits would go a long way.688833911_Screenshot2024-04-05152219.png.a1ac569a4e50b2761394ee7337d66a65.png

 

 

Edited by senpaigru

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updated martian meltdown to version 4, just fixed a couple misaligns in the first room and tagged the rev pillars in the bfg to drop when the bfg lowers. should be the final update unless something breaks :p (updated original post as well)

 

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Quick update to my map with an ammo balance tweak. Should now be maxable on UV with less heavy reliance on infighting.

mfg_2htokill_v2.zip

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Posted (edited)
15 hours ago, Herra Monologi said:

I will make final tweaks today and upload last version.

Sorry I haven't been able to get you a demo. I've been rather sick the last few days and haven't had much energy as a result. But i sat down and did a functionality test with cheats so I could send some feedback your way.

 

This door here would be better as a D1 Door Open. Right now it is very easy to just door fight the enemies behind it.

 


doom122.png.951ddfce38cdad116e18d979bb6cb775.png

 

This exit path seems to not need the blue key and I can trigger the exit about 1000 enemies early.
I forgot I was playing with cheats lol


 

These enemies did not aggro.

doom125.png.e14ed4a67f64b0c35a8b29d01ed1c6fd.png

 

Kind of appropriate that the map with the most enemies would be last in the set lol!

 

 

Edited by NecrumWarrior

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