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1994 tune-up challenge (*updated /idgames link*)


Is this a good idea?  

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  1. 1. Is this a good idea?

    • Yay
      195
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      21


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Does anyone still have my latest Undersea release? It was in a zip file, db_usea2.zip, I posted it back in October. I'm not sure what happened, but it's missing from my webspace. I don't remember pulling it down, but I must have for some reason. The only backup I can find here is from September, and is missing a lot of the changes I made right before releasing it. The entire ending area is missing, for one thing. I'm not sure if I'm going to have time to get this up to the same level it had been at before the deadline gets here, so I'm hoping someone still has a copy of it.

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Alright, I've decided to post this today because yesterday was April Fools, but I'm going to have to postpone the submission deadline due to a recent family emergency. I'm sorry to do this, but I need the extra time to take care of things.

The new deadline is May 1st.

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Hi All,

Here is my current progress with Techbase.

http://t.underworldgamers.com/wp-content/uploads/td-techbase.zip

Currently I've spent most my time on the structure etc. Most of the monsters are the same from the original (only 62 on UV). I'm in two minds as to whether to stick with the originals monster count and maybe the map could be a starting map. The map also is an interesting affair in that there is only the shotgun and RL (and you don't get the RL on UV!). The map uses zombieguys alot, but then throws in a spiderdemon and 3 barons. The original also allowed the player to go quite non-linear by the fact that no windows where blocked from the player jumping out of. I've kept this aspect in a few places so that same non-linear progression can remain. I've also set a sector to a secret that existed in the original, but I changed how you access it a little which I thought allowed for flagging it as a secret.

The original has a few aspects which I suppose could be considered broken elements to it that I've changed. 1 was the red key did not appear on skill 1-2 and there was a linedef flagged as an exit halfway through the level (possibly a secret out for the author?). I'm still thinking up the exit area of portion of the map (theres something there but it doesn't feel "right". I think the problem is I'm used to giving the exit area in maps a bit of a climactic feel but in techbase it's quite subdued compared to a shotgun fight with a spiderdemon *L*

Let us know if anything breaks. It loaded on my prboom and glprboom installs (which is weird because I thought it would crash since I haven't generated a reject yet). So let me know if it nosedives there.

Thanks,
Travers

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Very fun map, td, short and fast, and while i feel that the level of detailing wasn't on par with wille1m1 (maybe you feel better mapping with "hellish" style? or is it that doom's textures makes detailing tech bases harder?), once again you show your creativity with voodoo scripts.
I feel that the "battle" with the spidermind wasn't that much, since it was quickly obvious that you were not killing the thing with a shotgun and 50 shells, and escaping from it was easy. Maybe you could add some sort of puzzle to it, whether to kill the damned thing or to flee? (i'm thinking cyberdreams)

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maggot202 said:

Very fun map, td, short and fast, and while i feel that the level of detailing wasn't on par with wille1m1 (maybe you feel better mapping with "hellish" style? or is it that doom's textures makes detailing tech bases harder?), once again you show your creativity with voodoo scripts.
I feel that the "battle" with the spidermind wasn't that much, since it was quickly obvious that you were not killing the thing with a shotgun and 50 shells, and escaping from it was easy. Maybe you could add some sort of puzzle to it, whether to kill the damned thing or to flee? (i'm thinking cyberdreams)


I don't think I've specifically tried to make this map look less (or more) detailed. Altho in this map I think the use of the bare stone and gray textures counts against the visual diversity for the player (whereas the bricks in wille1m1 detailed themselves by the virtue of being bricks *L*). I'll have a look at perhaps coming up with some form of repeatable detail that can work in with the stone tex.

I've given the whole monster thing some more thought and will look at redefining some of the combat. The Spiderdemon is a good example as it is mostly a flee not fight situation. I originally had the blue key rise up with the Spiderdemon so the player had to fight not flee but the low ammo was not fun. I'll spec up the weapons and ammo too.

I guess at the end of the day each map in this pack is a separate level in it's own right so making something fit a specific difficulty progression etc is not mandatory at this stage.

@WC - Haven't played the PIE update yet but in the editor it looks like you've added a fair amount of gameplay :) Will get back to you with some gameplay feedback soon.

Thanks,
Travers

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  • 2 weeks later...

Bumping this thread because of the deadline! In a little more than a week, all maps must be submitted for testing.

If you can't make the deadline but would still like to submit your map, let me know. I am considering a deadline buffer of a few days after the deadline in case any of you need the extra time. I'm thinking anywhere from May 1st to May 3rd or 4th.

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I should make it before the deadline, it's pretty much done now but I want to give it a few more test runs. Now, if any problems are found they'll likely have to be corrected after the deadline, but hopefully I've found everything critical myself.

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Don't worry if it's absolutely perfect. The purpose of the submission deadline is to get all the maps submitted so testing can begin. The actual completion deadline isn't until August 1st.

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I have to pass my map, sorry guys. But I haven't had been in mood for doom in a long time, I guess I will see if I get the spirit back in the summer vacation. :)

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Snarboo said:

Bumping this thread because of the deadline! In a little more than a week, all maps must be submitted for testing.

If you can't make the deadline but would still like to submit your map, let me know. I am considering a deadline buffer of a few days after the deadline in case any of you need the extra time. I'm thinking anywhere from May 1st to May 3rd or 4th.


I don't know if i can make it on the deadline boss, i wonder if i can get a little more time to finish my map.

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Snarboo said:

Bumping this thread because of the deadline! In a little more than a week, all maps must be submitted for testing.

If you can't make the deadline but would still like to submit your map, let me know. I am considering a deadline buffer of a few days after the deadline in case any of you need the extra time. I'm thinking anywhere from May 1st to May 3rd or 4th.

Yay, I can't wait.

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maggot202 said:

I don't know if i can make it on the deadline boss, i wonder if i can get a little more time to finish my map.

How much extra time? I'm willing to offer a buffer period lasting until May 3rd, which hopefully should be enough time.

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Still progressing on Techbase. Here is a current build --> http://t.underworldgamers.com/wp-content/uploads/td-techbase.zip

Working on the exit area and outdoor section at present. Am tossing up as to whether I put detailing shadows in the main outdoor area. Would be good but they may overlap some sectors I don;t want to really deal with *L* ;)

Blue key is now on the lift with the spider demon and I've put a cache of rockets in a few locations to give the player a fair go.

Cheers,
Travers

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Snarboo said:

How much extra time? I'm willing to offer a buffer period lasting until May 3rd, which hopefully should be enough time.

Yeah, over the weekend i will put myself on crunch mode and finish the map.

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Undersea - Third Release

Quick changelog:

Added detail, swapped textures, etc.

All glass now blocks hitscans and projectiles.

Reworked a few areas that I wasn't happy with.

In the previous release it was possible to skip the yellow key entirely. The door leading to the blue key area now requires the yellow key.

"Rising arena" is now more maze-like, offers more cover, and channels monsters better. More monsters will now teleport in, in addition to the ones originally in the closets.

Monsters now teleport into the areas you are required to revisit. More health, ammo, and a SSG (secret) have been added to make fighting them a bit easier.

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I'm extending the deadline to next Saturday. This should give you guys enough time to complete your maps. Please turn them in ASAP! :)

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I'd like to have a go at the Hell Castle wad. Please sign me up :)

EDIT: Curses, someone beat me to it. I'll have a look at another map and submit that.

EDIT #1,000,000: Sign me up for Ziggurat.wad - some impressive early architecture but the playability wasn't up to much. I'll sort that out ;)

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If you can finish a map in a week I'll add you. However, the credits for ziggurat.wad don't specify whether modification is allowed. I'd prefer you choose a map that explicitly allows for modification.

Get back to me and I'll add you. :)

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I really want to be part of this project but I think improving on someone else's map when I haven't actually released one of my own was aiming too high... I'm tearing my hair out over what other members might think are simple things... anyone available to help me?

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