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Switcheroom 2 - Alpha 2


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Heh, damn my two maps are dark, I was watching you play and thinking "I don't remember them being THAT dark..." Seems like the issue is port differences, software Doom brightens up the walls dramatically the closer you get to them, whereas GZDoom keeps everything the same brightness level regardless of where the player is standing. Because of the software effect I often make rooms on the darker side since they will brighten up considerably as the player moves through them.

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Map21 Church of Evil:

Wtf? Pain floors to start the map? I'm already expecting the worst. And it was. I don't want to be mean but this shouldn't of been accepted, it's ugly, it has plutonia style difficulty which is out of place for a Doom 2 style wad. The music is boring. The texturing was ugly. There's walls where enemies are shooting you through them. This map is bad I'm sorry. It's too out of place imo and needs some serious rework. Please Blue feena you have the general idea down but the execution is not great. Once again didn't finish. Put on the invincibility to find some flaws. I also didn't like the final encounter there is way too much going on and a cyberdemon to top it off. He isn't even useful to help fight the enemies and I also hate how if you fall in the lava there is no way out. This map is just... it needs work lol

Floor textures changed without changing floor heights and a weird dirt texture in the doorway. Red dirt in second.




More weird floor texture going on.


Since when is this ever a good idea?


More forced damaging floor with no radiation suit yay!

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Thanks for the play-test and feedback. Will update MAP07 after I've got some more stuff done for the Mutiny.

The light levels in the lower area seemed to be an issue yes? Needing to be slightly brighter?

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Couple of minor updates after watching Archi's stream:

MAP02: http://speedy.sh/ySntZ/map15-as-map02-v6.wad
- Moved around the architecture of the backpack/RL secret a bit so missing the backpack shouldn't happen as easily. Also, both the backpack and RL sectors have been made secrets.
- Changed the location of the gun-switch for the same secret, so it won't be set off by monsters
- Made the yellow door bars stay open instead of open-wait-close
- Changed green armor in the western room into a happy ring of armor bonuses, since there's already a green armor under one of the crushers in the northeast

MAP04: http://speedy.sh/R6s2H/map22-as-map04-v3.wad
- Made the teleporter exit from the soulsphere secret open automatically
- Moved a chaingunner in the northeast room a bit back into a cubbyhole so he might catch the player off guard

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  • 2 weeks later...

I have made some changes to some of my maps, for simplicity I zipped all four together.
http://www.mediafire.com/download/8jdj0cezmunj323/cbmaps.zip

Changes

Map16 - A few gameplay tweaks, the biggest being the removal of the cyber so the trap should be less hard.

Map18 - A few changes to the end given I have had a few issues with compatibility.

Map24 - No changes that I can recall.

Map25 - A trapped area has been completely redone as I didn't like it, the result is a similar difficulty but with lower monsters and the loss of said symmetrical area.

Maps 16, 18 and 25 now have custom tracks;
Map 16 - Map 15 music from Requiem by Jeremy Doyle
Map 18 - Sinister from the Ultimate doom by Robert Prince
Map 25 - Excalibur from Rise of the triad by Lee Jackson

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cannonball said:

Maps 16, 18 and 25 now have customer tracks.

Please identify the tracks by name and/or origin, for credits.

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  • 5 weeks later...

Alpha compilation #2 - DOWNLOAD

The following maps have been updated: 02, 04, 16, 18, 23, 24, 25.

Still needs more feedback about the maps themselves AND map order (details in the OP).

I haven't done anything else related to the project in the meantime, but I'm going to playtest the whole megawad in Doom2.exe during this weekend.

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^The map has zero REJECT table, it's going to break vanilla. Please use a nodebuilder that builds REJECT. I've previously built the REJECT for your map myself and I can do it again, I just inform you about the issue.

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  • 3 weeks later...
scifista42 said:

Still needs more feedback about the maps themselves AND map order (details in the OP).


It was some time ago I made my comments, so I went back and ran through a few maps again to remind myself about this WAD.

Map 23 -> Later (28/29)
Map 25 -> Later (28/29)
Map 26 -> Earlier (22/23)
Map 27 -> Earlier (25)
Map 28 -> Earlier (24, but I think this could be beefed up and stay somewhere near the end)
Map 29 -> Earlier (23)

Those were my thoughts before, and my main thoughts on order are still:

- Swap 25 and 29.
- Swap 23 and 28.

Map 28 and Map 29 are just not fit for purpose where they are, and the current Map 28 needs a serious rework regardless. Map 30 still needs a MegaSphere right at the start and also needs several of the repetitive AV ambushes changing, most notably the last group of 4. This isn't Plutonia Map 11 we're copying here.

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  • 4 months later...

This make me remember that I need to finish the bug-fixing on my map.... luckily is just a few things that need to be tweaked... oh, and finding a much more fitting midi for it....

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  • 3 weeks later...

Giving names to necessary maps (and MAP14, which is mine)

2: Industry base
5: Buried stronghold
9: Monsterous funnel
14: Fallen dens
23: Generated darkness
31: Castle O' fun

I also have to say this is the best vanilla megawad ever. (but there are still some imperfections)

Here's a balanced version of MAP14 : https://www.mediafire.com/?4nknavvyebgcwg8

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joe-ilya said:

I also have to say this is the best vanilla megawad ever.


Do you really believe this or are you just saying this because you contributed? I've had a run through some of this and as far as I can see, it's nothing more than the usual mixed-bag, run-of-the-mill community megawad. It's not necessarily bad, but is in no way the best vanilla project of all time.

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joe-ilya said:

Giving names to necessary maps (and MAP14, which is mine)

2: Industry base
5: Buried stronghold
9: Monsterous funnel
14: Fallen dens
23: Generated darkness
31: Castle O' fun


...Every map except MAP05, 09 and 31 already has names.

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Breezeep said:

All I can tell you is that It's better than lost maps, but not better than DTWID series.


It just has that charm from the master levels, which is the best experience for me.

Sorry you misunderstood the conceptions between facts and opinions.

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Keyboard_Doomer said:

Could someone provide a download link for the Alpha 2 please? The link in the OP is dead.


I think I'll have a copy of that alpha in my HDD folder, if you wish I can upload it

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