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Switcheroom 2 - Alpha 2


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sincity2100 said:

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"

Sorry, but this map doesn't resemble the original map as it was supposed to, like, at all, from the perspective of the person playing it. Even if the layout is roughly there, you've added and changed way too many rooms that characterized MAP10. I wouldn't accept the map for this reason.

For example, to give you an idea how the resemblance to the original map should have been handled, see this map scrap of mine:

https://www.sendspace.com/file/3h7ti6

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  • 2 months later...

Could some of you update the download links, because fuckin' Speedyshare - amongst other sites - deletes everything hosted for more than 3 months by a non-member. I'm curious how some of the maps have turned out eventually.

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Magnusblitz said:

Awww yiss! Eventually, I could sink my teeth into that goodie which replaced poor Ilya's impotential attempts of MAP15->MAP02.

Some thoughts:
1. The backpack/rocket launcher secret's door is liable to get triggered accidently/unintentionally. Basically any hitscan attack passing through the tagged linedef from any direction causes the GR/G1 action to take place (at least in ZDoom). Nothing gameplay breaking, just mentioning.
2. The same secret... for some reason, I bumped my head repeatedly trying to ride the lift up to the RL ledge. This also causes the mid-section to become an inescapable pit, along with the sector tagged secret. Should see it.
3. Talking about inescapable pits. There is that atmospheric little pair of stairs being blocked by the yellow bars on the upper side and enclosing a little crate/tech room with an SSG secret also present. Three out of the four side-sectors is able to trap the player whilst dodging/running/etc., the fourth is just too tiny for the marine to drop into properly. Maybe this needs to be fixed, too.

Anyways, thank you once again for refreshing the links. The rest of the level was impeccable and wickedly cool, inventive use of the aspects of both maps.

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Thanks for taking a look-see, I'll fix up the inescapable pits (thought I had fixed 'em, obviously I hadn't). And think about the gun-triggered secret.

Regarding #2, though, I'm not sure how you were getting stuck there. If you hit your head on the elevator, it should just bounce back down. And the lift is repeatable so...?

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Magnusblitz said:

Regarding #2, though, I'm not sure how you were getting stuck there. If you hit your head on the elevator, it should just bounce back down. And the lift is repeatable so...?

I wanted to mean, there's absolutely no way out to the RL ledge.

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Still not understanding how it's possible to get stuck there, sorry. But if there really is a way I'd like to know so I can fix it!

Although this does make me realize that if someone grabs the RL first without lowering the square around the crushers in the northeast section they can get stuck...

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Magnusblitz said:

Still not understanding how it's possible to get stuck there, sorry. But if there really is a way I'd like to know so I can fix it!

Although this does make me realize that if someone grabs the RL first without lowering the square around the crushers in the northeast section they can get stuck...

I looked at it in the map editor, and now I see. The tag of the lift sector (30) is the same as the shoot-to-open secret door switch near the exit (linedef 2508), so the RL ledge becomes inaccessible once that switch is activated, because the ceiling of the lift sector jumps to 4 pixels under the lowest ceiling.

This must've happened since I discovered the RL-Backpack secret's method later than the another one mentioned.

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I've reuploaded my maps and updated links. I've also reuploaded MAP21 by BlueFeena and MAP29 by C30N9, because their links were no longer functional. I keep latest versions of all submitted maps on my computer, at least I believe they're the latest. Maps 16, 23 and 26 are still open to submissions, and the project won't move anywhere until they're submitted (I started one myself but never finished it). The other maps are basically usable for final release, I'm not sure how the cooperation with their authors on polishing them would go after so much time, but that will be solved when all maps are submitted in a usable form.

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Speaking of MAP26, I whipped up a candidate for it

Although there's two very, very major problems I'm aware of.

Play it in Boom compatibility or later, it works fine. Play it in the intended vanilla compatibility, aaaaand you can't even play the map.

The weird thing is? It worked perfectly fine in vanilla before I made some lines sound blocking, but then suddenly the lift's getting caught on a thing that's in an entirely different sector.

Even if you remove / kill that thing and unstuck the lift, though, there's another problem that maybe isn't so major but is definitely unintended and puzzling: the cyberdemon can for some reason see through its door. It can't open it, mind, but it's still really weird. Especially since placing the player start in front of the door or changing the lift to already be at the down position does not alert the cyberdemon, but when the lift drops it can suddenly see through the door. I've checked and found nothing connecting the lift to anything else.

Again, I tested this in vanilla from start to finish only checking Boom and ZDoom compatiblity after the thing broke. I've changed tags, rebuilt nodes, and checked the sectors over and over again and I can't find out what's causing any of this. So I'm hoping someone more experienced can take a look at it and figure out what's going wrong.

Or at least, someone with an actual vanilla executable and / or a different version of PrBoom to test it and run into no actual problems, because that's the one thing I haven't actually tested. Mostly because I doubt it being a PrBoom, since that's also what I used to test the Boom compatibility.

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Cell said:

I looked at it in the map editor, and now I see. The tag of the lift sector (30) is the same as the shoot-to-open secret door switch near the exit (linedef 2508), so the RL ledge becomes inaccessible once that switch is activated, because the ceiling of the lift sector jumps to 4 pixels under the lowest ceiling.

This must've happened since I discovered the RL-Backpack secret's method later than the another one mentioned.


Oooooh nice catch. Will fix, thanks!

Arctangent: I took a look and same thing happened to me, bizarre. Lift lowers no problem when the Keen doll in the south secret is killed. No ideas unfortunately.

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Arctangent said:

Speaking of MAP26, I whipped up a candidate for it

Sorry, it's unacceptable, because it failed to follow the guidelines. The map was supposed to be purely hellish themed with "MAP32: Grosse" layout, and primarily resemble "MAP32: Grosse". You did a clear homage to "MAP26: Abandoned Mines" blended with Grosse layout, and the map primarily resembles "MAP26: Abandoned Mines" (both wrong traits).

The map has a Keen in sector with lower height than the Keen's height, which prevents vanilla from moving any floors in a whole map. The Cyberdemon awakes prematurely due to this bug, it can be fixed by moving him slightly along both x and y axes.

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Here is my own submission for MAP26 (hellish Grosse layout), I call it "Brutto". It shouldn't be hard, although it's gimmicky at one moment. Includes custom music (because I think it makes the map feel less serious and it improves it slightly). I personally prefer this gameplay over zinkai's slaughtermap, which was the previous not-entirely-satisfactory MAP26.

Feedback appreciated.

Download: https://www.sendspace.com/file/tl4vq5 (EDIT: Newer link is available in my post below.)

Screenshot:

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^^ I was curious, FDA
You can cheese the Vile ambush if you stay inside the PG secret.
Not a bad idea to turn it into a rather short map, zinkai's version was certainly sluggish so i guess i'm fine with this one.

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Trying to convert Map32 into anything was going to be a tough job, I think there is enough here to make it an acceptable and brisk hell themed map.

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failed FDA of Brutto v3 with quit rage due to the insane archviles attack, recorded on prboom 2.5.0 with cl2.

This map is pretty cruel and also the best re-interpretation of MAP32 in a hellish assest so far for this project. I just found it too hard with the archvile \ cyber trap at the end of the level...

I don't found any breaking bugs in the map on prboom and chocorenderlimits

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scifista42 said:

Here is my own submission for MAP26 (hellish Grosse layout), I call it "Brutto". It shouldn't be hard, although it's gimmicky at one moment. Includes custom music (because I think it makes the map feel less serious and it improves it slightly). I personally prefer this gameplay over zinkai's slaughtermap, which was the previous not-entirely-satisfactory MAP26.

Feedback appreciated.

Screenshot:


Hi Scifista42,

Main suggestion I have for that map would be to vary the floor height. I know the original was flat but it carried that OK given the gimmick/theme. With the transistion to a hell theme it doesn't translate so well I think. I'm not suggesting to put all sorts of floor changes in but maybe have the start and finish step down into the main arena? The plasma secret could be a one way drop of 64 units into the lava with a secluded teleport that puts the player back into the main arena - that way the rad suit and crusher can be removed (tho I'd drop the lava damage to medium or low).

Similarly the roof structure feels thin - if you raise the sky sector to the next line on the marble texture (~24units I think) that looks a bit more solid.

BTW - whilst not an issue in SP, I think you can get HOM once all four doors are open in the main arena - so more a coop issue.

All the best,
Travers

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Just stopping by to let you all know I'm really enjoying Switcheroom 1. Looking forward to this, so keep up the good work.

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Thanks for feedback, traversd. I'm not changing floor heights because it would be pointless for the gameplay I've already created there, as an unnecessary distraction not as natural as plain ground is for this particular layout (and I already have many visplanes, too). I've raised the ceiling on your advice, though. That's the only change.

New version of Brutto: https://www.sendspace.com/file/lauz7l

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i also played switchroom 1 and i love it i hope in a future the same be done to heretic too will be epic.

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scifista42 said:

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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Alright I'm pretty much almost done with the map I gotta set difficulties on the monsters and add the player 2-4 starts. I'll submit the actual map when I get off work.

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Alright! Very excited about this map I had a lot of fun making it and even more fun playing it. Give it a shot let me know what you think. I'm worried that I put to much detail in some of the rooms but I think I really delivered the hell theme here.

I used a track called Opeth-The Amen Corner from http://en.midimelody.ru/

And here's the map http://www.mediafire.com/download/ltopxkf38jdh41u/Map+23.wad

I also tried to implement some of Barrels 'o Fun in there but I couldn't really make it look like refueling base at the same time so I just turned it into a hell chapel of some sort.

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First impression: Awesomeness! I'll have to play through it properly and also check compatibility with vanilla limits later, but this seems like a very solid submission to me.

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