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Doom 2 In Name Only - Now (supsiciously) on a load of gaming articles


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EDIT: quoting the rest of your post, since I inadvertently triggered a new page...

EDIT: On the plus side, we just hit 30 maps in the OP! :D Well done TeamDINO

D2INO-22 V1.0.3


  1. Red key AV can't fall off his column
  2. Removed impossible clips just outside the Water temple
  3. Um..that's about it really
Geez, it almost seemed worth bothering with...

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I like the map, but it doesn't scream Suburbs at me. It could use an outdoor area built on to the end of the map which is is vaguely city like, just to make it seem like the building is in the suburbs

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I'm on it, boss.

If there will ever be a TNT In Name Only (you may not start speculating), then they've got a great map for Prison :P

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[[Forbidden] speculatory] dibs.

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I like the map, but it doesn't scream Suburbs at me. It could use an outdoor area built on to the end of the map which is is vaguely city like, just to make it seem like the building is in the suburbs

If there will ever be a TNT In Name Only (you may not start speculating), then they've got a great map for Prison :P

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I don't need to review this map because these are my thoughts exactly.
I have to admit I've never really seen suburbs made entirely from metal. I obviously are not cool enough to live in places like these :P

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God, you guys, it's a metaphor for suburban living conditions and dehumanization... *Hipster eye-roll.*

Anyway, yeah, I'll make it more literal at the end.

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While I remember, here's an updated version of map 20 Gotcha! with some minor cosmetic upgrades:
http://www.mediafire.com/download/hqf8w9fai49wyw9/gotcha-mouldy3.wad


Map 28 should be ready soon, just pouring monsters into it and giving it a shake.

Edit: just had a go at the suburbs, cool looking map. Yeah its not very suburbsy i guess, i cant say the original one was either though. Stick up a few neighbourhood watch signs, that should do the trick.

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D2INO-22 V1.0.3[/b]


  1. Red key AV can't fall off his column
  2. Removed impossible clips just outside the Water temple
  3. Um..that's about it really

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just tested the map, looks awesome. it's so big and full of monsters though that i didn't bother playing it again without iddqd once i died in the acid room.. trial & error with a map this big can be a bit tedious, but i guess it can't be avoided (just my personal preference).

some minor stuff:
no wall to the right? intended? looks a bit weird
minor lighting difference to the other sectors, acid room
i guess the light effect should be hidden from the minimap?

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I know this is a little rude to do but here is a fix to map23, I reported this bug over a month ago about the fact that a player one start was added to the exit room instead of a teleport destination marker so I fixed that.
http://speedy.sh/nfqvB/map23b.wad
I still feel gameplay needs revising due to the extra areas added.

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All links updated.

  AtTheGates said:

just tested the map, looks awesome. it's so big and full of monsters though that i didn't bother playing it again without iddqd once i died in the acid room.. trial & error with a map this big can be a bit tedious, but i guess it can't be avoided (just my personal preference).

some minor stuff:
[minorstuff][/minorstuff]

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In fairness, you got far further than me, I rarely make it to the red key (assuming you go that way first)

Glad it's come out with a decent length and difficulty as it is. It was supposed to be about 3x the size it ended up as.
Also, thanks for those bug reports, V1.0.4 is on the way.

EDIT: And here it is

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  cannonball said:

Map15 with difficulty settings

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wat.

Seriously though, I'm glad to see this appear. Despite the tweaking needed, I'll still mark it as done. I think the tweaking is "barring minor changes" :P

EDIT: I just realised! I'll be able to finish this level at last!

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  cannonball said:

I know this is a little rude to do but here is a fix to map23, I reported this bug over a month ago about the fact that a player one start was added to the exit room instead of a teleport destination marker so I fixed that.
http://speedy.sh/nfqvB/map23b.wad
I still feel gameplay needs revising due to the extra areas added.

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Jesus! i forgot that!! Thanks for do that. Before to upload final version i have to know if... the exit part with the explosion is ok?

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Ok, here is map 28 'spirit world'
http://www.mediafire.com/download/n7zjnv5asao1h5t/spirit-map28.zip



Its a bit of a chaotic kill-fest in places, I'll be interested to see what people make of it. Difficulty and ammo may vary depending on which route you take, let me know if you get any problems or annoyances. Or if its too easy/hard.

I've tested it in choco-renderlimits and it seems to be ok.

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I would like to open up the map 27 slot. Work on the map is going at a snails pace for me. Plus I don't feel my mapping skills are high enough for this project, my map would look like a joke if it were followed by mouldys.

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I want to take map27, i feel with enough time to make a good map. Map27 is one of my favorite map of doom2. And maps like map22 or map19 or map28 inspire me to make it a good. So if there is no problem i will start with this map :)

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MAP20 plays and looks great (still really hard on HMP, but not too unfair). Great, consciously designed traps and tricks. Although in the end I couldn't figure out how to get to the red key, and I didn't have enough boom to get rid of all the Barons and Knights, so I shelved it for now. Also, this level crashed my chocodoom for some reason, so I played in ZDoom. I screenshotted some minor misalignments, too, if you care:

by the switch
the only obvious one in my mind
probably intentional mid def thinger
not a misalignment, but thank you for making a 'close' button!

Up until that the point I got lost, the level was just the right amount of puzzlement and frustration. Very difficulty to achieve.

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31/32 maps in the list guys! We're so close now!

Joseph Lord, please go for it, it's the only map that doesn't have at least an early version now :D

Downloading MAP28 now, screenshots tell me this is probably one of the best maps in the set - visually at least. Nice crosses by the way.

EDIT: Holy shit that's awesome. Difficult as fuck for me even on ITYTD but so awesome. I love the silhouette thing you've got going on.

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  schwerpunk said:

MAP20 stuff

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Cheers man, I'll sort out those alignments and try and look into why it might have crashed - was it when you started it up or when you reached a certain point?

edit: This map uses the mudfall texture from mudwater.wad - so you'll need to load it with that in choc doom. Maybe thats why it wasn't working. I just tested it myself and it works ok, although I spotted something else that needs fixing...

I have a feeling the red key might not be all that obvious, you get to it via the passage around the outside of the spider mastermind fight, I'll look into that.

  cannonball said:

Map28
Died on the BFG archies, will try again tomorrow when sober.

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That bit is probably a bit harsh, especially if you don't already have any bfg ammo. I'll see what other people say and consider changing it.

Difficult as fuck for me even on ITYTD but so awesome. I love the silhouette thing you've got going on.

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Cheers old bean! Yeah I forgot to say I havent done the lower difficulties yet, I wanted to iron out UV first so if people think its too hard I'll make some adjustments.

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  mouldy said:

edit: This map uses the mudfall texture from mudwater.wad - so you'll need to load it with that in choc doom. Maybe thats why it wasn't working. I just tested it myself and it works ok, although I spotted something else that needs fixing...

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Oh, derp. Of course. Works now. Here's my second attempt in Chocolate Doom. I, uh, don't do too well.

  mouldy said:

I have a feeling the red key might not be all that obvious, you get to it via the passage around the outside of the spider mastermind fight, I'll look into that.

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I found the red key without too much trouble, but then I couldn't find where to use it. I even switched to ZDoom's Raven automap to look for it. Still couldn't figure out how to get to it. Couldn't get the SP_HOT1 barricade to move.

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  schwerpunk said:

Oh, derp. Of course. Works now. Here's my second attempt in Chocolate Doom. I, uh, don't do too well.


I found the red key without too much trouble, but then I couldn't find where to use it. I even switched to ZDoom's Raven automap to look for it. Still couldn't figure out how to get to it. Couldn't get the SP_HOT1 barricade to move.

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haha, those barons certainly "gotcha". I figure that first bit is going to kill 90% of people on their first go, not sure how fair that is...

The red key is for opening the bars in that room with the archvile studying his map. The switch behind it lets loose the cyberdemons into the baron battle zone outside the castle. It also reveals a couple of switches in the outer walls of that battle zone which will lower the red wall barricade allowing escape.

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cannonball said:
Difficult as fuck for me even on ITYTD but so awesome. I love the silhouette thing you've got going on.

This doesn't sound like me :P
I can't remember the last time I played any map on any difficulty other than ultra violence

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I just launched my map04 for no reason and noticed one texture misalignment on a crate near the chainsaw secret. Uploaded a new version just for that fix. :D

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