AD_79 Posted March 4, 2015 scifista42 said:MAP32 layout in generic Hell theme (slot MAP26 <-- MAP32) Hmm... 0 Quote Share this post Link to post
Magnusblitz Posted March 4, 2015 cannonball said:btw was sector 406 intended to be inescapable?. I feel that maybe a few windows could be added to a couple of the rooms in the first section to make it feel more connected together but otherwise a fine effort I think. Nope, I thought I had placed lift tags on the silver walkway in there, might've undone them by accident, thanks for catching that. I know what you mean on the windows, I'll tinker a bit and see where I can add some. Thanks to you and tourniquet for playing it. 0 Quote Share this post Link to post
zinkai Posted March 4, 2015 sorry had a lot of rl stuff going on here, don't know if any ones gonna like it but here it is...32>26 https://www.dropbox.com/s/g2ha7q81391n12r/Sw26_Zinkai_MAYBE.wad?dl=0 need a much feed back on gameplay as possable 0 Quote Share this post Link to post
scifista42 Posted March 4, 2015 zinkai said:sorry had a lot of rl stuff going on here, don't know if any ones gonna like it but here it is...32>26 https://www.dropbox.com/s/g2ha7q81391n12r/Sw26_Zinkai_MAYBE.wad?dl=0 need a much feed back on gameplay as possable -Still has dumb, repetitive and out-of-place revenant encounters. -Still has too many superfluous skippable monsters / fights, and the map's large scale makes it even easier to avoid fighting. -The strobing lights are annoying. -When I tested the map in Chocolate Doom, there were weird HOMs above 5 of the 6 switches (except the south-western one). The error looked worse than just a missing texture, something might be wrong with unclosed sectors or with properties of the linedefs. 0 Quote Share this post Link to post
AD_79 Posted March 4, 2015 Well, I might have a go at 32's layout (with changes to progression and maybe size if its allowed, Grosse is a bit big IMO) in MAP26's slot. 0 Quote Share this post Link to post
zinkai Posted March 4, 2015 I know about the strange glitch in choco trying to fix that now, reducing map size about 40%, revenants fights are getting altered 0 Quote Share this post Link to post
Magnusblitz Posted March 4, 2015 Updated version of MAP15-as-02: http://speedy.sh/bQTdE/map15-as-map02-v4.wad - Added a couple of windows to the slime-ring area just to give a more open feeling - Added a green armor to the top of the computer crushers in the top right - Made sector 406 escapable - Added a switch inside that area as well to open the large door so the monsters don't open it from the inside As for a name, hmm, 12 characters... "CPU Cooling"? "System Labs" or "Coolant Zone" or "Coolant Labs"? Blah. I'm open to suggestions... and I'm not gonna name it Underzone! 0 Quote Share this post Link to post
scifista42 Posted March 4, 2015 I'm for Coolant Zone. The word Zone is spot-on. 0 Quote Share this post Link to post
Magnusblitz Posted March 4, 2015 Oh, and before I forget, here's the last version of MAP22->04: http://speedy.sh/BEty5/map22-as-map04-v2.wad Only change I made was so the doors in the northwest corner open as an ambush instead of going up and down, which was a bit too homage-y to The Focus. 0 Quote Share this post Link to post
Degree23 Posted March 4, 2015 I very recently finished playing through Switcheroom and I loved the idea of taking familiar levels and swapping them around. This means I'm pretty excited to see this project still going! 0 Quote Share this post Link to post
AD_79 Posted March 5, 2015 So I got this in about 40 minutes: The exit is right behind the player start, blocked by a key door. The bit on the right there is for a secret. Is this too far removed from the original layout of Grosse, or should I continue with this? 0 Quote Share this post Link to post
Super Mighty G Posted March 5, 2015 AD_79 said:So I got this in about 40 minutes: The exit is right behind the player start, blocked by a key door. The bit on the right there is for a secret. Is this too far removed from the original layout of Grosse, or should I continue with this? I will say I didn't recognize it from looking at it. 0 Quote Share this post Link to post
AD_79 Posted March 5, 2015 Eh, that's understandable, but Grosse is far too simple and I wanted to add a little bit of complexity to the layout and design. 0 Quote Share this post Link to post
traversd Posted March 5, 2015 I think the natural/organic style is OK, but it might relate back to the original layout better if the columns in the centre of the arena are represented more, either as more specific building structures (perhaps a row of marble columns?) or fairly consistent natural structures (columns of rock/stone?) 0 Quote Share this post Link to post
scifista42 Posted March 5, 2015 AD_79 said:Eh, that's understandable, but Grosse is far too simple and I wanted to add a little bit of complexity to the layout and design. That can be alright, but ultimately, if the player doesn't recognize the traits of Grosse layout while playing your map, then you were doing it wrong. In my view, you're on a borderline. Also, I don't like the idea of a moved exit. 0 Quote Share this post Link to post
AD_79 Posted March 5, 2015 Well I suppose I can still change things around. Might end up restarting the map so I can make it more Grosse. 0 Quote Share this post Link to post
scifista42 Posted March 5, 2015 slots are PERMANENTLY OPEN FOR ANYONE'S SUBMISSION. There's no more claiming / reserving these slots to particular people. Feel free to work on a map and submit it in the thread, and if it fits the rules and is found good enough, it will be accepted. Of course, it would be nice if you let me know that you're working on it. But nobody takes a privilege of having the slot reserved just for himself, anymore.Feel free to map. 0 Quote Share this post Link to post
The_MártonJános Posted March 8, 2015 Maybe I'm gonna attempt something at that 24-->16 thingy. 0 Quote Share this post Link to post
Super Mighty G Posted March 8, 2015 I'm almost done with a 24->16 attempt. Might have it up later today. 0 Quote Share this post Link to post
tourniquet Posted March 8, 2015 Yo scifista dunno if you allready noticed that but apparently you have 2 more free slots in the project, since joe ilya added both of his maps into Lost Maps 2. 0 Quote Share this post Link to post
Super Mighty G Posted March 11, 2015 Here's an attempt at the Chasm in city style. Calling it Waterfront. https://www.sendspace.com/file/l1iga3 0 Quote Share this post Link to post
Magnusblitz Posted March 11, 2015 I like it a lot, U.O.D. Despite changing the opening area to not be a chasm, it's still cavernous and holds the same feel, and the later areas still have the catwalks, but without slime aren't nearly as annoying. I notice you made a few changes to the progression - moving the location of the blue key, and moving the red door - but these still feel relatively natural. 0 Quote Share this post Link to post
scifista42 Posted March 11, 2015 U.O.D., there is an important problem with your map: It seems to be based on MAP24's very exact geometry. That's wrong, it was forbidden in the rules, and Switcheroom wouldn't be accepted to /idgames if it contained such map. But other than that, I liked what I've seen there. 0 Quote Share this post Link to post
Super Mighty G Posted March 11, 2015 scifista42 said:U.O.D., there is an important problem with your map: It seems to be based on MAP24's very exact geometry. That's wrong, it was forbidden in the rules, and Switcheroom wouldn't be accepted to /idgames if it contained such map. But other than that, I liked what I've seen there. I was a little confused by the rules. Specifically this part: DO NOT add areas to the Layout Pattern, or substract areas from it. Keep the base layout the same, as was said previously. The exception is secrets, you can add or remove them as you wish and consider right. So I tried to recreate the map to be close to the original in shape but I guess it's too identical. I'll tweak the lines. 0 Quote Share this post Link to post
scifista42 Posted March 11, 2015 U.O.D. said:I was a little confused by the rules. Specifically this part:The word "layout" was meant as a rough position, order and shape of rooms (=map structure). There's also a rule "Build your levels from scratch, don't use copypasted IWAD map as the base." Actually, shaping them pedantically similarly to the IWAD geometry is just as bad. Some Switcheroom 1 maps actually had to be reworked in order to convince Ty Halderman to accept them to /idgames, only because the maps resembled IWAD maps too much. 0 Quote Share this post Link to post
Super Mighty G Posted March 11, 2015 Right, I think I got it now. 0 Quote Share this post Link to post
TheOrganGrinder Posted March 26, 2015 I've been thinking about putting together a level for this, in the MAP10 > MAP23 slot, but I have a question before I get too far stuck into it. The original MAP10 has an unusually large number of 'connective' secret areas that link non-secret areas:the secret passage that connects the north-eastern 'warren' (sector 0) with the large eastern room (sectors 62/84); the secret passage connecting that eastern room with the south-eastern room (sectors 58/70); the teleport from the 'warren' to sector 180 in the extreme south-west of the map.I'm aware that the rules permit subtracting secret areas but in the case of MAP10, and these three secret areas in particular, doing so could significantly alter the navigation of the map. Is that too drastic a change for this project, or should I feel free to remove/alter those secret areas in a hellish MAP10-layout submission? 0 Quote Share this post Link to post
scifista42 Posted March 26, 2015 Feel free to. As long as the model layout and (non-secret) rooms can be recognized in your map, it's OK. 0 Quote Share this post Link to post
sincity2100 Posted March 27, 2015 OMG I can't believe I'm done with this map http://www.mediafire.com/download/7y3j6mbwn7xrn1x/Map23switchroom.wad it was a horrendous experience,I'm glad to be done with my entry I call it "Refueled Agony" 0 Quote Share this post Link to post
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