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Switcheroom 2 - Alpha 2


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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.

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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.

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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.

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I know about the strange glitch in choco trying to fix that now, reducing map size about 40%, revenants fights are getting altered

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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!

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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!

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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?

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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.

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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.

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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?)

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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.

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Well I suppose I can still change things around. Might end up restarting the map so I can make it more Grosse.

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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.

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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.

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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.

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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.

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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.

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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.

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  • 2 weeks later...

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?

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Feel free to. As long as the model layout and (non-secret) rooms can be recognized in your map, it's OK.

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