Walter confetti Posted September 24, 2009 [QUOTE]Snarboo said: I just did a play through of your map in ZDoom and I have one word: EPIC. It's a really great map, the gameplay is pretty tight, and visuals are good without impeding movement. I know it, heh. Thank you. That said, there were a few things I noted: A couple of textures are missing, namely SKY4. I have no idea if this is because of ZDoom, the texture pack I'm using or a problem with the map. Edit: it's a problem with the texture pack. One of the missing textures, SP_DUDES, is missing, as is SKY4. I'm not sure how to fix this. Would you mind uploading your version of the texture pack so I can compare, Walter? Yes, i've got it in my memory this morning, whatever texture pack with sky: http://www.speedyshare.com/457320744.html ZDoom reports that there are 0-length lines and unused sidedefs in the map. These are normally cleaned up by your level editor or node builder. It's possible to get stuck behind the two thrones in the yellow key throne room. The demons that spawn in after collecting the yellow key get stuck in a nearby wall. Try moving the teleporter location a little further out. A couple of visual bugs. I'll try and take screenshots of these soon. Health was a little sparse at the start. As a result, I died early in my first two attempts. Adding a couple of health packs might help, but you don't have to go overboard. The third attempt was successful after I got a feeling for the map.[/list]I still need to do a run through in PrBoom and the original map for comparison, but I love your map. It's exactly what I was hoping for with this project and it's really inspiring. :) Edit 2: I did a run through of the original NEFCAT.WAD. You've done a great job of updating the original without compromising the layout. The influence is very obvious. Great job, dude. :) I'll see to fix all this bugs, waiting for v1!!! 0 Quote Share this post Link to post
GreyGhost Posted September 24, 2009 Status report - I'm probably spending more time than neccessary experimenting with detailing to break-up the grey, monolithic, slab-like and un-naturally clean looking exterior of the building. A couple of gaping holes with debris scattered on the ground, some localised lighting and giving the walls a weather-worn appearance is what I'm working towards. Interior detailing is still a work-in-progress and I've hardly touched the gameplay - there'll be at least one nasty trap. 0 Quote Share this post Link to post
Snarboo Posted September 24, 2009 Take your time and detail it anyway you want. There is one more thing I forgot to mention in my previous report about your map, Walter: the elevator near the start that can move up and down is kind of buggy. It's possible to get the lift stuck at the very top or bottom and be unable to get back up. I like the effect that you have with the lift itself and how the floor and ceiling move together. There's a visual bug with the lift when it is at the very top. The elevator is taller than the sector around it, making the ceiling of the elevator blood through. I'll try and get a screenshot of it. 0 Quote Share this post Link to post
Walter confetti Posted September 25, 2009 here's the v1 of nefcat, various bugs fixed (although the lift, arghh! -_-*), contains also a fixed version of texture pack (added sp_dude4 and sp_dude6): http://www.speedyshare.com/523214150.html 0 Quote Share this post Link to post
pavera Posted September 25, 2009 I've passed Sweet back to Mr. Freeze. His version will be the final version. It's kinda funny that we both worked on this level, since it takes literally 30 seconds to finish. 0 Quote Share this post Link to post
maggot202 Posted September 27, 2009 My progress with comcon has been slow (i'm taking a lot of classes this semester in the university), but next week i'll be working on it, promise. 0 Quote Share this post Link to post
Snarboo Posted September 27, 2009 Thanks for updating the texture wad, Walter! I'm going to start marking those that haven't updated over the next week. Just a heads up. 0 Quote Share this post Link to post
Capellan Posted September 28, 2009 I've been slack and haven't worked on my map in ... quite a while. Might I suggest that you allow as many people to sign-up as want to do so, on the understanding that the first 32 finished maps will be the ones included in the WAD? That way, participation is based on productivity, not promises. 0 Quote Share this post Link to post
Snarboo Posted September 28, 2009 I suppose I could. I'll think about it some more. 0 Quote Share this post Link to post
Capellan Posted September 28, 2009 In the end, it's your project and your decision. I've just seen more than one project suffer because people who signed up didn't follow through, while others who could have helped were turned away. **cough**requiem**cough** 0 Quote Share this post Link to post
Snarboo Posted September 29, 2009 I'll definitely not turn away anyone who wants to make a map for this. If this project receives more than 32 maps, I'll be sure to feature them all somehow. Edit: A runoff roster has been added. Those that wish to work on a map but feel daunted by seeing all the original map slots filled can now submit one. :) I'll take as many extra maps as there are participants. 0 Quote Share this post Link to post
printz Posted September 29, 2009 I'm looking for a cheap answer. So... how do the finished maps play like? a) just like their originals, but prettier in texturing, and with a little bit more difficulty, plus the bugs are fixed? b) similar in layout to the originals, but with many additional traps and challenges; maybe also perverted pathways? My map definitely went on the b) way and further, using chaos as a primary vehicle. However, if I rely on chaos, I risk turning it into a cheap challenge that relies on brute force, both on monsters' and player's part (then again, the original was gifting you with 600 cells, so I had to make it up with 2 ARCHVILES in the open. Thank me I didn't put 2 CYBERDEMONS). Any problem if it becomes a slaughtermap? 0 Quote Share this post Link to post
Snarboo Posted September 29, 2009 Nothing wrong with a slaughtermap. The gameplay of your map is entirely up to you. If you want to merely expand on the original's gameplay, that's fine, but if you want to make it something different, that is too. 0 Quote Share this post Link to post
Super Mighty G Posted September 29, 2009 My map is coming along nicely. I guess I should remind you that avery1555 gave me his spot since my name isn't on the list. I was wondering if the map could go somewhere between 1-10 since it's a base style level and uses SKY1. 0 Quote Share this post Link to post
Snarboo Posted September 29, 2009 Which map are you tweaking? I need to know so I can add you to the list. 0 Quote Share this post Link to post
Walter confetti Posted September 29, 2009 Finally, is over: http://www.speedyshare.com/174686165.html realistic lift is now fixed. 0 Quote Share this post Link to post
Super Mighty G Posted September 29, 2009 Snarboo said:Which map are you tweaking? I need to know so I can add you to the list. Right here. U.O.D. said:Nevermind, it's cool. I just happened to find a map with a lot of potential that allows editing. http://www.doomworld.com/idgames/index.php?id=594 0 Quote Share this post Link to post
Walter confetti Posted September 30, 2009 from where i had to know, there's also ledges.wad from tdunne and anrrti.wad from anon (geez, i forgot your nickname, man).... so there's already 2 used slot if nobody leave his own map... And, oh yah, i want to claim pie.wad, if possible: http://www.doomworld.com/idgames/index.php?id=274 i'll remake it in cyberdreams style... 0 Quote Share this post Link to post
Snarboo Posted September 30, 2009 You've been added to the runoff roster. :) I still need to test out your finished wad, walter, but I've marked your map as finished. 0 Quote Share this post Link to post
maggot202 Posted October 5, 2009 I'm alive, brothers in mapping :) During the last week, i've done some progress with comcon. Here are three shot to prove it: Shot #8: Avant Après! Shot #9: Avant Après! Shot #10: Avant Après! Of course, those three screenshots are from a single room. It's not that i've done just a room since my last report, it's just that i wouldn't want to reveal all the map before it reaches gold status :) 0 Quote Share this post Link to post
Walter confetti Posted October 5, 2009 Progress from pie.wad Shotgun Room: http://img203.imageshack.us/i/screenshotdoom200910060.png/ (crap) http://img44.imageshack.us/i/piepimp2.png/ (cute) Cyber's Room: http://img194.imageshack.us/i/screenshotdoom200910060.png/ (crap) http://img143.imageshack.us/i/piepimp3.png/ (cute) FUUUUUUUUUUUUUUUUUUUU- (hell yeah, exit): http://img143.imageshack.us/i/screenshotdoom200910060.png/ (crap) http://img203.imageshack.us/i/piepimp4.png/ (cute) @maggot: cool stuff, dude! keep it on. 0 Quote Share this post Link to post
Walter confetti Posted October 8, 2009 FAIL DOUBLE POST! Here it is, the v0 of pie.wad remake: http://www.speedyshare.com/204302146.html as usual feedback is highly appreciated. 0 Quote Share this post Link to post
Snarboo Posted October 8, 2009 Wow, that was quick! I'll test this as soon as possible. :) 0 Quote Share this post Link to post
maggot202 Posted October 8, 2009 walter confalonieri said:FAIL DOUBLE POST! Here it is, the v0 of pie.wad remake: http://www.speedyshare.com/204302146.html as usual feedback is highly appreciated. I found two problems with your map, and two observations: 1: What's the deal with this switch? it sends the slime floor down with no apparent way to raise it again. It's basically a "get the player stuck" switch, and, unless i'm a very special doomer, noone likes that. I'd remove it. 2: I'd set this linedefs as impassible (and the likes of it), as the cyberdemon on the adjacent room can send you to the sand part of the map with a rocket, and there's no way out of there. Another part where the player might get stuck. 3: I'd put a ammo box on this room, if only to make sure that the player has enough ammo to activate all the switches that will follow. 4: The duartion of one invulnerability sphere is not enough to kill all the cybers, even if you run like hell. After the sphere is over, you basically have to get lucky and not get hit by a rocket while killing the rest of the cybers. I'd put another sphere by the middle of the journey, as Doom is a game of skill, not luck. I enjoyed the map, but it looked a bit plain to me. I think you need to improve the looks of it, and please, get rid of the "slopes". They never look good. 0 Quote Share this post Link to post
Walter confetti Posted October 11, 2009 All right, i'll sse to fix them as you said it, maggot. 0 Quote Share this post Link to post
Snarboo Posted October 11, 2009 I completely forgot to test this. Sorry walter, let me do that. I apologize if I have shirked my duties in general. 0 Quote Share this post Link to post
ArmouredBlood Posted October 11, 2009 walter confalonieri said:FAIL DOUBLE POST! Here it is, the v0 of pie.wad remake: http://www.speedyshare.com/204302146.html as usual feedback is highly appreciated. Very lolsworthy. I like how there actually is some difficulty in getting the blue key, and how lucky you need to be not to get splattered by cyberdemons when hopping across the canyons. I punched the imps to death so had no problems with ammo for the switches, and if you don't have enough ammo the first time, it's imo a joke map, who cares if you idfa/idkfa ;) I agree it needs a little more detail, we're sprucing up 1994 maps to modern detail, not 2000 ;P I like the 'sloped' arches idea though, maybe try angling them so they're not so blocky? like this in DB________________x sector x ___________ arch edge >>>>>>>>>>=<<<<<<<<< arch edge ________________x sector x ___________ And please use a different texture than STARTAN3 for the arch room, or at least something else with it, it bugs me to no end >.< 0 Quote Share this post Link to post
Snarboo Posted October 11, 2009 I have to say that your wad is a pretty drastic re-imagining of the original. I mean that in a good way however! The original map was pretty terrible, so taking its idea and running with it was a nice touc even if it wasn't quite in the spirit of the original. That said, I have to echo maggot's issues. I feel the map has enough detail - barring the slopes which need some retouching - but I have the same gameplay concerns, namely ammo. You should equip the player with enough ammo for a situation if he needs it, whether he needs to fight something or use it to solve puzzles. The invulnerability sequence where you telefrag the cybers is great, but the powerup ran out too quickly making the remaining cybers difficult. It's still doable, but consider adding another invulnerability powerup on lower difficulties. Finally, if the player chooses not to alert all the cybers in the courtyard by punching or shooting, some of cybers may not spawn into the map properly. Try putting the cybers on a conveyor belt so they spawn in without the need to wake them. Besides the odd switch which lowers the slime floor, it's strange to me that only part of the slime floor moves up. While the player can simply teleport back, it looks strange. Would you consider moving the tiles at the start of this area further back into the hallway so the entire slime sector can move up? It's up to you because it will take some extra work, but it might make the map look better. If you do move the tiles back, put a teleporter in the hallway preceding the slime pit so that the player doesn't get trapped if he somehow stumbles back in. 0 Quote Share this post Link to post
masayan Posted October 12, 2009 I finished remake. http://u7.getuploader.com/d00masayan/download/11/Falsita_Fawcett43.zip Can you download it? When it cannot do , I look for the method . 0 Quote Share this post Link to post
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