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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?

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Here is pure-evil (still working on room with teleporter 12 and adjoining blood causeway). Am posting this because it's now playable start to finish and hoping for some feedback re:final room (and the rest *L*) so I can make any changes this week/weekend. I just hope it all works and is 'fun' to play. I've kept the shootable switch to start the map as it's the only way to guarantee spawning of active monsters from boss shooter spawn points (that I could work out at least).

All my playtesting has been with glprboom+ -complevel 9. I know there are texture alignment probs in gzdoom, but I'll leave those for now.

EDIT: Download updated. Teleporter 12 area is now completed. Have also rationed ammo and health alot and fixed a couple of bugs. Am now redoing the stairs room just prior to the yellow key and secret teleporter put in by Walter C. Hopefully the ammo reduction/changes makes the map less of a plasma spam.

http://t.underworldgamers.com/wp-content/uploads/pureevil-rmx.zip

Cheers,
Travers

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check it out your pure evil version tonight, travers, and as i said you long time ago on PM, it's AWESOME. You get my original idea and evolved in a epic battle in a white canyon. I'll see what do you did on the blue skull section and i was impressed from the last battle arena (cyberdemons throne canyon), it reminds me for some reason Hexen boss levels (an outdoor place whit a maze to solve, defeating some minibosses and raising a portal to a new quest), and for the same reason above it reminded me Quake e1m8 (killing a badass demon for activate the portal),whatever it was an epic fight, and i bet anyone there to beat it without cheating (i can't, i admit it), whatever here comes the troubles (nothing serious, anyway):

- Sector 663 needs to be heighten as the same line of the other ceilings in the area.

- Linedefs 412 and 414 needs to be aligned.

- Linedef 410 needs to be lower-unpegged.

Also, here's a new textfile for this file, next time i'll bring back the original PUREEVIL.WAD to the zipfile:

http://www.mediafire.com/?689hkq7sdr3g80g

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DoomHero85 said:

I just played it too, awesome design. However, I can't figure out how to get the blue key.


The northmost switch opens the 'skinface' door which gives access to the blue key.

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walter confalonieri said:

check it out your pure evil version tonight, travers, and as i said you long time ago on PM, it's AWESOME. You get my original idea and evolved in a epic battle in a white canyon. I'll see what do you did on the blue skull section and i was impressed from the last battle arena (cyberdemons throne canyon), it reminds me for some reason Hexen boss levels (an outdoor place whit a maze to solve, defeating some minibosses and raising a portal to a new quest), and for the same reason above it reminded me Quake e1m8 (killing a badass demon for activate the portal),whatever it was an epic fight, and i bet anyone there to beat it without cheating (i can't, i admit it), whatever here comes the troubles (nothing serious, anyway):

- Sector 663 needs to be heighten as the same line of the other ceilings in the area.

- Linedefs 412 and 414 needs to be aligned.

- Linedef 410 needs to be lower-unpegged.

Also, here's a new textfile for this file, next time i'll bring back the original PUREEVIL.WAD to the zipfile:

http://www.mediafire.com/?689hkq7sdr3g80g


I'll add the txtfile to the zip as well as the original (I have it here). I'll fix those items. Glad the final-final battle seems OK. The actual "portal" I'm still playing with how it looks. It's a shame Boom cannot do translucent + scroll (let alone scroll on mid-tex of a 2-sided linedef). Oh well.

EDIT: fixes made, added pureevil.zip and Walter's textfile.. new d/l URL (I've edited the above post as well).

http://t.underworldgamers.com/wp-content/uploads/pureevil-rmx.zip

Travers

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http://t.underworldgamers.com/wp-content/uploads/comconV2-fixes.zip

COMCONv2: I added a number (approx 20-25) additional monsters to the map and also upgraded some encounters (ie:HK to B) and removed a DB2 viewer thing.

http://t.underworldgamers.com/wp-content/uploads/RAWNWOOD-fixes.zip

RAWNWOOD: Fixed some HOM and ammo issues per MD's feedback. The music apparently cuts out but it was put in by MajorRawne; and I'm a mapper not a muso ;o) so whomever creates the final WAD can remove the music I think if it is an issue. I've skipped looking at tex alignment sorry - I don't think it's worth the effort at this point. I'll end up redoing structure to make stuff align etc.

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

TD-VIPER: Quick last pass over it. No big changes. Set all dummy sectors etc as 'dont show on map'.

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

TD-TECHBASE: Quick last pass over it. No big changes. Removed a plasmagun from UV skill early in the map.

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

TD-ORIGWAD: Quick last pass over it. Changed Megasphere to Soulsphere and added secret exit to map to goto map32.

Travers

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Awesome Traversd! I've downloaded all of your fixes and I'll have them uploaded to the first post sometime today or tomorrow. :)

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First post has been updated with the most recent updates. I've also added Pure Evil to the finished maps category, rounding out this project with 30 maps. :)

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http://t.underworldgamers.com/wp-content/uploads/td-wille1m1.zip

TD-WILLE1M1: Tex alignment, secret tag fix, replaced soulsphere on UV with berserk pack and added second teleport in blood pit so it can be exited on both sides when the bridge raises.

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

TD-EXECUTE: No real changes but date timestamp was different so re-upping in case I forgot I made some fixes ;o)

Also, further updates to comconv2 and rawnwood also uploaded. links are the same.

Travers

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The final version of BCS03, here.

http://tatsurdcacocaco.ninja-web.net/Bcs03tuneup_v2.1.zip

Sorry, a new web service which I use now don't allow direct links. You have to copy and paste to the URL bar. Also, please don't use this link on first post.

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The release is nearing! It will be the same day when the exams will start and I'll have to study fulltime, for three weeks...

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Thanks for updating us, Tatsurd! I will add your map to the first post along with traversd's latest updates and fixes.

Edit:
TWO MAPS are still unfinished. I'd like to ask all testers to focus on finishing these maps over the next few days. I will contact 40oz and the testing team tomorrow.

Edit 2:
It seems DoomHero85 updated Xenomorph. I will upload his edits here in a moment.

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Fixes to AB.Fortborg - Teleport closets in sectors 323 and 635 adjusted as monsters were not always teleporting in.

http://t.underworldgamers.com/wp-content/uploads/AB.1994C.FortBorgF2-fixes.zip

Fixes to FortCstl - teleport dest thing id 547 not present on skills 1-3 meaning revs in sector 221 did not teleport in. fixed tex alignment on wood wall near the "baron" castle.

http://t.underworldgamers.com/wp-content/uploads/fortcstl-fixes.zip

Fixes to SWEET - removed excess secret tags in soulsphere room. removed excess tags in exit canyon. also added teleport in chainsaw secret to return to the main map, and set teleport switch to be SR. added co-op player starts

http://t.underworldgamers.com/wp-content/uploads/sweet-fixes.zip

Fixes to HHH-22TU - Apparently crashing with FIREMAG1 texture error? I replaced FIREMAG1 references with FIRELAVA.

http://t.underworldgamers.com/wp-content/uploads/HHH-22TU-fixes.zip

Fixes to HHH1 - fixed yellow key door having no tag and not opening. lowered step amount in starting room and have hidden a switch to open the area to the SSG and classed that a secret. removed moving floor linedef type left over from original map.

http://t.underworldgamers.com/wp-content/uploads/HHH1-fixes.zip

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I think this biggest stuff now is:

Icenite2 by Masayan. The difficulty of this map in comparison to everything else is off the charts. Masayan has not been on the forum for quite some time from what we can tell so I'd ask if anyone has the time to: modify the monsters etc to make the map easier, or erase all things and re-populate the map from scratch.

Vampire5 by Malinku is unfinished.

Xenomorph by greyghost is unfinished.

I see that DoomHero85 has made some fixes to Xenomorph but I think the map itself as Greyghost has said is very unfinished.

Unless someone(s) has a good chunk of time to devote to redoing/continuing the original authors efforts on the above 3 maps we should perhaps leave them out of the final release (Unless someone has been working on them already getting them done by Sat is a big ask).

I think all other maps have been corrected to the point that only some minor balancing and texture alignment issues remain.

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Snarboo said:

Sounds good maggot202. :) I'm thinking about extending the testing past Christmas when I realized how busy people will likely be. I'll let everyone know by this Friday.

Also I contacted rf' about uploading his map but got no reply. However, rather than dump his map, I'll upload the last version he submitted and if he wishes to, he can upload a newer version.


Sorry, I haven't been around much lately. I'm going to go over it once more. I don't think anything's going to change on it to be honest. I finished it a long time ago and haven't really touched it since.

Edit: I'm fixing that cyberdemon area because the fight is too easy to run away from.

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DoomHero85 said:

I think we should keep Icenite2 in but make it the supersecret map. Also you are wrong about the difficulty, the new wille1m1 is also very hard and so is the finale.

I agree with this. I'd like to avoid removing any maps if possible, even if they are unfinished.

Edit:
If you could check your PMs 'rf, some of our testers have sent you messages regarding issues with your map.

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The final version of Outland, here.

http://tatsurdcacocaco.ninja-web.net/OutLand_ver2_final.zip

From MegaDoomer's feedback, I removed a little health items. Also, I tweaked some ammo. It was just a slight update.

traversd said:

Masayan has not been on the forum for quite some time from what we can tell.

I can contact him quickly. He is weak at English, though I'm not very good at English. He can't read PMs and reply in English well. Actually, I translated traversd's and Super Jamie's feedback on this thread into Japanese and told it to him. If you have some reviews or some suggestions, please post it in this thread or send a PM to me.

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DoomHero85 said:

I think we should keep Icenite2 in but make it the supersecret map. Also you are wrong about the difficulty, the new wille1m1 is also very hard and so is the finale.


I guess we all play differently hey. Megadoomer and myself found the map incredibly hard in comparison to everything else. Thats cool though. We can swap one of the secret maps if everyone is happy with that. I'm not fussed if it is ORIGWAD or PIE. If ORIGWAD gets moved let me know cause it'll have to have the secret exit removed.

Travers

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http://dl.dropbox.com/u/18675596/Doomstuff/rf_wet.wad

Yeah, I know I'm cutting it close, but this the latest version of my map. I made a couple changes around the cyberdemon fight and added more ammo near the end. I also fixed a problem with teleporting monsters so let me know how it goes. I also added difficulty settings but I haven't tested them yet. (also I hope the link works)

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I think there might be another issue with the resource wad.

HHH-22TU.WAD is failing to load looking for the texture GRAY5 (a standard doom2 texture). It seems not to be present in the texture lump of the resource wad. Can someone else confirm this for me - I'm not so familiar with texture lumps etc.

EDIT: Ok now I'm confused. TD-TECHBASE has GRAY5 in lots of places and it loads fine... ?

HHH-22TU.WAD did have its own texture lump but I saved the map lump to a new file so it would over-ride/clash with the resource wad thinking that was the issue but it still remains.

Travers

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Some fixes to fixes ;o)

http://t.underworldgamers.com/wp-content/uploads/sweet-fixes.zip
-Removed another excess secret tag.

http://t.underworldgamers.com/wp-content/uploads/HHH1-fixes.zip
-moved a box of shells to another area of the map for balancing.

EDIT: And I found a couple of tex align issues in Pure Evil. No gameplay changes.

http://t.underworldgamers.com/wp-content/uploads/pureevil-rmx.zip

travers

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I got a chance to play those maps again. Really good. I pressed the northmost switch like you said, but I still don't think it opened access to the blue key. I had to use an AV jump to get there :( Just check to make sure that switch does in fact lower a wall or something, check tags and whatever.

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About PIE:

There's no problem for me, just have in mind to insert in the easy/medium map slot, due to it's monster-count and since doesn't needs a huge amount of guns...

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