4mer Posted February 27, 2011 Great, I've been holding back playing any of the other maps until now :) 0 Share this post Link to post
TendaMonsta Posted February 27, 2011 [WH]-Wilou84 said: Great. :) First thing I'd mention : adding DEMOx lumps could be a plus. Edit : Aduh, shoul've read Joshy's post. I'll make a DEMO1 of MAP06 that maps is pretty much my favorite map for some reason(probably because it was one of the first few maps I tested. 0 Share this post Link to post
Phobus Posted February 27, 2011 Ooo I want to have the time to give this a go... maybe soon! 0 Share this post Link to post
Jimmy Posted February 27, 2011 Whoa, hold on. Who remixed "Become the Hunted" for MAP11? :O (It's a MUS for some odd reason.) Didn't I write a entirely new song for that map? Would've been nice if I'd been alerted that this was going to be the case. :S Aside from that, congrats on getting the project this far, Joshy. Looking forward to playing through the whole thing at some point. :) 0 Share this post Link to post
Joshy Posted February 27, 2011 Jimmy91 said:Whoa, hold on. Who remixed "Become the Hunted" for MAP11? :O (It's a MUS for some odd reason.) Didn't I write a entirely new song for that map? Would've been nice if I'd been alerted that this was going to be the case. :S Actually, Darkwave0000 made up the tune himself and converted it for the sake of vanilla compatibility. Didn't realise you were working on a music for that map? :-/ 0 Share this post Link to post
evocalvin Posted February 27, 2011 map 17 At the invisible bridge path, 2 chain gunners (things 196&197) not being able to see the player due to the reject. (same problem was mentioned on this post before) http://www.doomworld.com/vb/showthread.php?s=&postid=944805#post944805 Using this comment line with zennode in Doom Builder 2 file can solve the problem. zennode -b- -n- -rz prcppublictest.wad.wad map17 -o prcptest2.wad Map 18 Sector 257,286, change the brightness to 170 Please help me to fix these before the final release. Sorry for the inconvenience. 0 Share this post Link to post
Jimmy Posted February 27, 2011 I'm thinking of the Forest Temple remix, which I did submit. You said in your PM to me that the map was going to be inspired by Hunted, so I assumed the song was going to be used for MAP11... although now I see that that map is actually Darkwave0000's, not yours. Is the map which was going to use my Forest Temple remix included in this release? I'm not really bothered if you're not using it after all - I can probably find a use for it myself. ;P 0 Share this post Link to post
Qaatar Posted February 27, 2011 The gameplay on MAP12 was absolutely amazing. I didn't even realize that I got all the secrets, but that goes to show how well they were placed, as I hate switch hunts. Edit: Scratch that: linedef which triggers the chaingunners at the end is too easily skipped through SR40/50. Perhaps that could be fixed somehow? Demo here. 0 Share this post Link to post
Du Mhan Yhu Posted February 27, 2011 Yeah, I played the first 8 levels so far and this WAD is awesome. You guys did great. Really captured the plutonia feel. 0 Share this post Link to post
Whoo Posted February 27, 2011 At MAP04 on Ultra-violence. This is really hard. 0 Share this post Link to post
C30N9 Posted February 27, 2011 Whoo said:At MAP04 on Ultra-violence. This is really hard. I'm editing the map right now, tell me what was really hard? BTW it should be hard, this is Plutonia. 0 Share this post Link to post
MTrop Posted February 27, 2011 Qaatar said:The gameplay on MAP12 was absolutely amazing. I didn't even realize that I got all the secrets, but that goes to show how well they were placed, as I hate switch hunts. Edit: Scratch that: linedef which triggers the chaingunners at the end is too easily skipped through SR40/50. Perhaps that could be fixed somehow? Demo here. Doubling up the trigger linedefs will should fix that. I had to do that on MAP06 to ensure that the red key bars close. No fun in skipping the journey to find it! 0 Share this post Link to post
TendaMonsta Posted February 27, 2011 C30N9 said:I'm editing the map right now, tell me what was really hard? BTW it should be hard, this is Plutonia. Plutonia isn't that hard...I don't really see anything difficult with MAP04 anyway, unless you added more enemies too it after testing...Even then this map wouldn't be that hard. 0 Share this post Link to post
Xaser Posted February 27, 2011 MAP04 has too many enemies for the size of the rooms you're fighting in, I think. Too cramped. Speaking of, there's still a few gameplay gripes I mentioned before that are present in this release. I won't go and repeat them all just yet (I'm such a nitpicky bastard...), but I'm fairly certain that the beginning of MAP08 is still VPO-prone. I'll need to test it really quick... [EDIT] It is. The culprit is the shadow underneath the metal bars in the start room, which causes a lot of extraneous floor visplanes that can easily be reduced by changing the light levels of those sectors to be the same as the surrounding ones (w/sky). I know it won't look quite as good, but it's a necessary sacrifice -- had to do it in Helix a few times, myself. Also, I noticed that several of the maps (MAP01 in particular) have their outside-area boundary linedefs hidden on the map now. Thanks for listening to that silly nitpick of mine repeatedly, I suppose... :P @Jimmy: There's a later map which actually uses Become the Hunted (MAP18). It fits, but it's been used before and you've got me curious to see if your new song would fit there. That's up to you and evocalvin, though. Really, it's damn good to see this guy nearing release! It's without a doubt the best wad of 2011 so far and I've enjoyed it more than most of anything I can remember from last year. Great work, guys. :) 0 Share this post Link to post
Jimmy Posted February 27, 2011 If anyone would like to use my track, it's here: http://jimmy.phenomer.net/music-files/projects/plr-fetidforest.mid 0 Share this post Link to post
kmc Posted February 27, 2011 Aww don't change map 4 please, that was fun... 0 Share this post Link to post
dew Posted February 27, 2011 NoobBait said:Aww don't change map 4 please, that was fun... agreed. the map is just so refreshingly simple that it's cute. i also find it nicely balanced on UV and the horde is a lot of bark, but not that much bite. :) the only issue is handing out bfg so early in episode progression, but then again 05 and 06 are completely cell-free and the advantage will only get clear in 07. 0 Share this post Link to post
iHaveToPee Posted February 27, 2011 Gambit&Wicked Garden are awesome! lvl 20- the remake of "The Twilight" was excellent too allthouth that the original map is still my favorite. I was so excited that I couldn't play in the original lvl order the first thing that I did was to check how the final boss looks :D 0 Share this post Link to post
Whoo Posted February 27, 2011 C30N9 said:I'm editing the map right now, tell me what was really hard? BTW it should be hard, this is Plutonia. I meant in general the levels are really hard. 0 Share this post Link to post
Joshy Posted February 27, 2011 Jimmy91 said:I'm thinking of the Forest Temple remix, which I did submit. You said in your PM to me that the map was going to be inspired by Hunted, so I assumed the song was going to be used for MAP11... although now I see that that map is actually Darkwave0000's, not yours. Is the map which was going to use my Forest Temple remix included in this release? I'm not really bothered if you're not using it after all - I can probably find a use for it myself. ;P Oh yeah, that's right. It's been a while heh! I can use it for one of my other maps (not in this project). 0 Share this post Link to post
General Rainbow Bacon Posted February 27, 2011 I don't think map 11 has enough arch-viles to occupy the slot for "Hunted". I don't mean to pick, but since this is Plutonia that level should be primary arch-vile based. As far as I can tell, it's not. 0 Share this post Link to post
Keeper of Jericho Posted February 27, 2011 I've been skipping all over the wad a bit, and I have to say that the remixes from old Doom tracks, like in map 32 and map 20, kick some major behind. On a more personal note, after playing the amazing map 20 you end up in my map 21, and it seems like such a drop in quality I'm suffering from an inferiority complex. X and D. Map 20 is an excellent "The Twilight" tribute, if nothing else! I love it. I was pleasantly surprised to see that there's a new image for the final bos in map 30. Wish I had more time so I could do a thorough test playthrough. 0 Share this post Link to post
Memfis Posted February 28, 2011 [Sorry if it was mentioned already, I don't want to read all posts because of possible spoilers.] MAP02 bug: http://img835.imageshack.us/i/doom132.jpg/ EDIT: I've played through the first 11 maps today and managed to finish all of them except for map11. Here is the demos. I hope the authors will find them interesting. My favorite map so far is "Ruined Kingdom" by Tatsurd-cacocaco. It's cool that world-class speedrunner is a great mapper too. EDIT2: I want to mention that I had to look in the editor while playing map05, because the path to the yellow key is hidden really well. 0 Share this post Link to post
iHaveToPee Posted February 28, 2011 Jimmy91 your track is excellent! Do you mind if I use it? if you agree so where can I download it? 0 Share this post Link to post
darkreaver Posted February 28, 2011 Got stuck at the blue key in map10 0 Share this post Link to post
C30N9 Posted February 28, 2011 I don't think anyone noticed this, I'm right now playing MAP03, so I noticed that the player start is not on the Plutonia start/exit pad (the square with small rhombus). BTW love that map but really hard and I think it was poor ammo. 0 Share this post Link to post
Jimmy Posted February 28, 2011 iHaveToPee said:Jimmy91 your track is excellent! Do you mind if I use it? if you agree so where can I download it? Not at all. Just right click the link and click "Save Target As" (IE7/8) or "Save Link As" (FF). 0 Share this post Link to post
DeathevokatioN Posted February 28, 2011 Joshy said:Oh yeah, that's right. It's been a while heh! I can use it for one of my other maps (not in this project). Speed of DooM 2? :) 0 Share this post Link to post
Xaser Posted February 28, 2011 Since Speed of Doom was for Doom 2, does that mean Speed of Doom 2 will be for Doom? :P Or will he continue the chronology and make Speed of Doom 2 for Doom 3? Hmm... 0 Share this post Link to post
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