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DTWID: Project is done, check the release thread


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NaturalTvventy said:

Dang, e1m8 has a crap-ton of bugs.... how embarrassing.


Hey we're only human you know, everyone makes mistakes.

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It's possible for the leaking pool around the tank to be removed and a rebuild of the nodes to see if that weird trailing(?) is fixed. I never noticed it but maybe it can be fixed when stuff is edited.

Maybe it could be from the number of vertices on the tanks, not sure on that. Are there too many?

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Nice compilation!

I will add the necessary difficulty settings to my maps as well as do some bugfixing.

40oz, I really enjoyed your e2m2 mate!

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Just played through the first episode... pretty fun, all in all. I particularly like E1M4 and especially E1M5, and while E1M9 was a bit tough to navigate, I had to grin at the music. Is the similarity to Smashing Pumpkin's "Zero" intentional, a la Bobby Prince's use of other music?

Some of the maps felt a bit too large for id, though. E1M7 comes to mind, as does E1M2.

I'll have to play the second episode tomorrow sometime.

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iori said:

40oz, I really enjoyed your e2m2 mate!


Thanks man! That means a lot because I really think your maps are among the best of the lot. I do think I'm gonna make some changes to it though, the starting room in particular is pretty ugly and I might scrap the crate room too. I do think some new E2 maps are in order though. I'm gonna try and churn out a few.

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NaturalTvventy said:

Thanks Antroid. I'm a keyboard player too :)

Actually i'm only playing with keyboard because i'm currently limited to a laptop and don't have a mouse for it :) Though i do find this style appropriate for this wad. Also had no luck with the blue key, had a peek with idclip but then reloaded and went ahead. Liked all the fake secret doors though %) The next level (i think?) also had a forever-missable secret key, what the hell D:

Marcaek said:

Was referring to E3M2, yes. I'm glad some people liked parts of it, but I think it's a really rough job. I might try to redo it but no guarantees. If anyone would like to see a certain part of it retained let me know!

I really liked the overall style of e3m2, dunno. The hellish kinda building with random machinery. For some reason i especially remember the room with all the skulls, on the floor and in the pillars, when i first got there i was like "whoa" for no apparent reason. Also both decorative crusher rooms and that one place with rotating pillars in lava.

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Alright, I played through Episode 1 a couple of times and my conclusion is that it's very good...save for a few small problems.

I agree that E1M1 is probably too complex for the first level but other than that it's pretty good.I propose deleting the eastern section and replacing it with a smaller room(perhaps 2)

E1M2,3 are pretty good, I had a lot of fun playing them.

E1M4 is probably the one that requires the most work as it...feels wrong is some parts.

From E1M5 I felt right at home and M7 is clearly the best level in the episode.

I haven't played episode 2 too much but from the looks of it, it needs more labs, bases whatever although I could be wrong.

E2M7 should be more reminiscent to the original map(no, i'm not saying that you should copy it), because it's probably the best map in the original game because it combines E1, E2 and E3 perfectly and is very circular.

All in all I think E2M8 is the best level in the episode and it's vastly superior to the original level.

Episode 3 needs some more work too but not as much as E2 imo.

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iori said:

Nice compilation!

I will add the necessary difficulty settings to my maps as well as do some bugfixing.

40oz, I really enjoyed your e2m2 mate!


All the 40oz maps were very good IMO :) and I think at least one of his should be present in every episode. (i.e. include one of his two E1 maps, and also his E3 map, in addition to leaving E2M2 in there.)

Iori: Your maps are also fantastic, all they need is skill settings.

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Currently I have six specific things I want to suggest/note:

1) At least one more 40oz map in the set.
2) At least a few of phobosdeimos1's maps should be used.
3) The only Ultimate Lorenzo map I thought was that good is Supply Station. The others seemed incomplete in some way. I think the current E1M4 should be scrapped and overwritten by that level.
4) Phobus's map was suggested to appear in E3 per the maplist, but somehow it got into the E2M5 slot.
5) Stewboy's E1 map should be used.
6) E1M1 is too long for an opening map, and E1M2 too large for a second map.

Also, here are some (at least most) of what look like the weaker (or inappropriately placed) maps to me that I think it would be appropriate to overwrite. Maps marked with an astrick are the ones I do not feel should be present as is anywhere in the final (or even next) release; the other ones likely regard issues on placement in the set:

E1M1, E1M2 (too long for the first two maps, could go elsewhere in E1 if felt appropriate)
E1M4* (use Supply Station instead, see note 3)
E2M3* (too small/seems unfinished)
E2M5 (not necessarily removed from the set, but possibly moved to an E3 slot)
E3M2* (seems unfinished)
E3M5* (a bit easy, required what I'd consider a secret to finish)
E3M9* (not sure I quite liked NT's maps, sorry - not for quality reasons but because I don't think they preserve the original feel well enough)

Note: When I say "as is", adding skill settings to a map that doesn't have them does not count as a modification; i.e. I feel these maps should not be present for some other reason. All maps should have skill settings in the final release though.

IMO the unused maps I referred to in one of the six starting notes above would be prime maps to use to replace these. Maps I did not mention looked/seemed sufficient to me, though it's certainly possible that small changes may benefit some of them further.

EDIT: For reference, the maps that I'd say are most likely fit to remain in the final release but currently do not have sufficient skill settings (or lack skill settings entirely) are: E1M5, E1M6, E1M7, E2M1, E2M6, E2M7, E3M4.

EDIT 2: Dropped E1M3 from "maps to remove/relocate" list per Marnetmar's argument further down on page.

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MegaDoomer said:

Currently I have six specific things I want to suggest/note:

1) At least one more 40oz map in the set.


Agree about E1M*-1.wad

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C30N9 said:

Agree about E1M*-1.wad


That might be best, as if I recall correctly his E3 map has an annoying maze in it.

Is that why you disqualified including his E3 map?

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About e3m3, I made it many months ago and then as I lost interest in this project I sort of abandoned it. There are part of this map that I do think are good but I also think it needs changes to a lot of areas (namely the starting area). I was actually pretty surprised it made it in the alpha but since it is in (and assuming it wasn't just a placeholder map) I'd be happy to reopen it and make any changes necessary. Unless people think I should leave it as it is?

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==E1M1==
Gameplay is okay in my opinion. Maybe a few too many monsters, but there's a lot of health. In secrets, the green wall up to the ledge seems really random. Too obviously a secret, but shooting it isn't. I'd make the indication a less-obvious green stripe in the wall and make it use to open.

==E1M2==
Secrets need reworking. Seriously. A VERY easy-to-find secret at the start essentially gives you a soulsphere and blue armor, and a hard-to-find secret (there's no indication that wall opens) that leads outside gives you some ammo and a chainsaw (which you should have already). Also, the ammo secret near the blue armor is too big of a reward (shell box, bullet box and three rocket boxes? x.x).

Also, the six imps in that monster closet by the bridge is probably a bit too much.


Still playing through. Haven't gotten through any others yet.

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BTW important news everyone:

Await some input from Mr American Mcgee himself,

I've messaged him a short MSG on FB about giving us an idea as to what his mapping process was and he replied this morning asking me to expand on that via his personal email, so I've emailed him some broad questions about his mapping process and what it was like to use DoomEd etc.

Hopefully I'll get his reply soon and can share it with you all

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Snakes said:

Is the similarity to Smashing Pumpkin's "Zero" intentional, a la Bobby Prince's use of other music?


Yep! Part of the charm of Doom's soundtrack is finding out what each song is based off of. E1M9 is based off of "Zero", and there are a lot more to discover on top of that.

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Sheol's spiralling descent kicked my ass in that horrible blood maze where you are given night vision and invisibility. But the levels up until now were pretty good, the city of corpses was a little bland and the next one was almost too much like mt.erebus, but they were very fun. Dang, i was hoping to beat e3, but i gotta relax after e3m7, that thing was oppressing.

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C30N9 said:

Why are you mapping for E3? Where is your E1M1?


Patience young padawan, E1M1 went to the store to get some milk and she will be back shortly.

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Marnetmar said:

Patience young padawan, E1M1 went to the store to get some milk and she will be back shortly.


But this E3M* is training itself, but it doesn't have a space to enter the team.

(What I'm saying is there are no open slots for E3)

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Okay, beat the wad! E3m7 is awesomely unfair, even more so than the original, but that is in the spirit of it. What is not in the spirit of it, and got a big laugh out of me, is what happens... between e3m7 and e3m8 and what conditions are we in as a result. That was amazing. E3m8 was a challenge, i loved the idea of it and the "conditions" (see just above). Didn't really allow much room for creativity though, i think i'd put a few more soulspheres in the alcoves but that's just me. No more than one invisibility though.
Overall, quite a wad already! Really only had two downsides - most of ep1 and a bit of ep2 were too forgettable and uniform, and the music was absolutely mediocre. Other than that, a pretty amazing job by everyone involved!

I would also like to ask hellbent or xaser or whoever is going to be compiling future releases to not remove the old versions such as the current one! Keep them all up, i say.

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E2 needs more labs you say? There is my/Freeze's E2M4 level which works..

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Marnetmar said:

I think Me/Chris/PD1's E2M6 could fit in there as well.


I see DPASS.zip in /incoming, and I'm assuming that is the map.

In that case I recommend against using separately released maps in the game.

Any episode can always use more maps...after all, the nine best shall be the ones to make it!

Reference my post from earlier today (it's on this page) for some preliminary thoughts of mine about the current map placement.

EDIT: @Marnetmar - I think a new megawad should contain NEW maps! I don't know why I didn't object to including Peterson Station...I guess it just seemed to "fit" especially well. And I know you really, really badly wanted to see it included.

EDIT 2: I guess you're right, very compelling argument that makes me lean to change my view. :) In fact I'll remove E1M3 from the "maps that should be removed" list in my post earlier today.

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I don't see why it should make a difference if a map is separately released or not. I say put the quality of the maps above all else. Also, they ARE new maps. And if they're not, would you rather see a TNT-Esque level get in there as opposed to a convincing id-like level because it's "new"?

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C30N9 said:

Just played E1M4 and M5 and they were really great. The only thing in E1M4 is the room with 2 computer walls at the side was identical to the one that the original has. Why Lorenzo?


I'm not sure. Which room are you speaking about?

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