Wereknight Posted January 6, 2016 Memfis said:Uhh I assume this is not in the Doom palette yet? Correct 0 Quote Share this post Link to post
Wereknight Posted January 6, 2016 walter confalonieri said:First is better imo Sure. Actually I thinked both will be in different wads. 0 Quote Share this post Link to post
scifista42 Posted January 6, 2016 While at the topic of multiple wads, I am now leaning towards changing my mind and separating a wad for Boom maps from a wad for ZDoom and GZDoom maps, so that there would be 3 wads in total: DMP15 A, B and C. I initially didn't want to do this, but I discovered a notable problem when compiling DMP15B: Since several of the (G)ZDoom maps use DECORATE features that aren't available in Zandronum (my default port for playing everything that can be played with it), Zandronum refuses to load the wad at all, so that I can't play the Boom maps with it either. I find it too much of a shame, and separating the wads would solve it. 0 Quote Share this post Link to post
Wereknight Posted January 6, 2016 First half done EDIT: DONE 3rd titlepic base 0 Quote Share this post Link to post
glenzinho Posted January 6, 2016 @scifista42: so uh, nobody made a Zandro map yet you want to split up the second wad so that you can play some of the maps in Zandro. That doesn't sound quite right to me. 0 Quote Share this post Link to post
obake Posted January 6, 2016 CWolfRu said:First half done http://i.imgur.com/XtCUng5.png EDIT: DONE 3rd titlepic base http://i.imgur.com/jns8pN8.pnghttp://i.imgur.com/cr2pexi.png I'm liking the unique style to these, CWolfFu. Keep up the good work. 0 Quote Share this post Link to post
scifista42 Posted January 6, 2016 glenzinho said:@scifista42: so uh, nobody made a Zandro map yet you want to split up the second wad so that you can play some of the maps in Zandro. That doesn't sound quite right to me. The Boom maps. The ones that don't need any custom DECORATE which Zandronum would get stuck on. I'm OK with not being able to use Zandronum to play those (G)ZDoom maps which don't contain advanced DECORATE only because other (G)ZDoom maps in the wad do - the fact that there is so little number of ZDoom maps in total helps me to get over it. But not being able to use Zandronum to play any of the "innocent" Boom maps either, that would annoy me. 0 Quote Share this post Link to post
glenzinho Posted January 6, 2016 By some I was indeed referring to the boom maps. No offence intended and you're leading the project after all, I just find it odd you'd shoot for Zandro compat when none of the maps have been designed for it. 0 Quote Share this post Link to post
scifista42 Posted January 6, 2016 I would argue that, since Zandronum supports Boom, DMP's Boom maps should be playable in Zandronum. 0 Quote Share this post Link to post
baja blast rd. Posted January 6, 2016 What are these and how do you make them? They look cool. 0 Quote Share this post Link to post
Wereknight Posted January 6, 2016 rdwpa said:What are these and how do you make them? They look cool. That's... I dunnno, maybe it should be Pain Elemental but I want it Caco (on last). Others are: 1) Doomguy with Evil behind, he ready to pick up something... 2) Arachnotron that badly cosplay Terry... oh wait... 3) Doomguy and Baron\Hellknight halfs. Imagination + Photoshop with Wacom Bamboo a bit. I had a lot of similiar stuff on papers in past. Maybe I'll find 'em someday and show you what I've found. :) EDIT Interpic done 0 Quote Share this post Link to post
baja blast rd. Posted January 8, 2016 Playing the longer levels casually (i.e., no FDA, with occasional saves so that I can play the whole thing in case of a death) because of time. Map10: Somewhat easy. Well-designed classic style. Fits the slot because of length, I guess. Map11: One death (barrel chain). The encounters that could have been tough were easy to escape from, like the mad rush at the exit with the shotgunners, revs, and archy cluster. I fell off the platform and somehow I was suddenly at the exit. Very opaque progression, lots of backtracking required, especially if you fall off a platform. I like some of the weird things, but this isn't my usual cup of tea. Map12: Cool level. About as hard as map14, I guess. 95% FDA: http://www.mediafire.com/download/u14bb35capzd7g5/dmp15aa1_map12_rdpwa_FDA.lmp (I paused at the start and checked the monster count and decided to quit the casual playthrough and record a demo. Because of that, I knew some hitscanners were behind me. Rest is without preknowledge.) 0 Quote Share this post Link to post
baja blast rd. Posted January 8, 2016 Map13: Glanced in GZDB (far zoom) just to see if it was a big map or not. FDA: http://www.mediafire.com/download/m20ryd1smq143r3/dmp15aa1_map13_rdpwa_FDA.lmp Seems about as easy as map05. I guess it does fit well thematically with map14, though. 0 Quote Share this post Link to post
scifista42 Posted January 8, 2016 Indeed, that's why I put it into episode 2 - I wanted to keep maps with a fitting mountain sky apart from maps with a fitting hellish sky. Breezeep's, scotty's and TomatoKetchup's maps are in episode 2 merely because they looked better with the hellish sky than Doomkid's, joe-ilya's and cannonball's, which originally occupied their place. I tweaked the map order several times before settling on this one for the official alpha. I already did (and not sure if finalized) the same thing for the Boom compilation in the works, too. 0 Quote Share this post Link to post
baja blast rd. Posted January 8, 2016 Map15: I liked this. Reasonably creative arena-based battles. Map16: 3 deaths. No idea what I just played. Is this level even possible without that invul . . . Glad the "secret" designator seems to be just for show, because it's really easy to attain. By far the hardest map yet. The BK battle was really fun. 0 Quote Share this post Link to post
baja blast rd. Posted January 8, 2016 Okay, I played it again without saves and succeeded (non-max) on the first attempt. http://www.mediafire.com/download/6ui763xn9762xyi/map16_test.lmp I guess it's not so hard with preknowledge, but it requires quite a bit of preknowledge in a way that nothing before does. Anyway, I like this map a lot. Edit: I now realize it probably is somewhat trivial to take the BK area progressively -- clear out the imps, and then fire rockets towards where the AV/revs will be right before you back into the blue key. Brute-force plasma spam isn't so necessary. 0 Quote Share this post Link to post
baja blast rd. Posted January 8, 2016 Map17: Got low on health once due to idiocy on my part, but never felt threatened. The marquee encounters were all somewhat easy to escape from, particularly the big warp-in at the northernmost part of the map, where just hanging back and waiting for infighting to break out and then dashing out via the side of the room did the trick. Secret berserk can be grabbed by strafe-running against it, which solves the very early ammo shortage. It was possible to camp the cyber without entering the lock-in, which I did because despite it being an easy fight on paper, I'm really conservative towards the end of first playthroughs. :p 0 Quote Share this post Link to post
ClumsyDoomer Posted January 8, 2016 rdwpa said:It was possible to camp the cyber without entering the lock-in Oh, that's not good. 0 Quote Share this post Link to post
baja blast rd. Posted January 10, 2016 Map18: DNF 35 minutes into playthrough because I couldn't figure out where to go after triggering the cyber. Was low on ammo by then anyway. 1 death before that (the vile+HK set piece right after the four-rev descending floor battle). Well designed. Aesthetics remind me of a mix of KDITD and Breach. Progression was confusing because important landmarks (key doors) are very nondescript, visually -- one of them was a 64-wide door in one of the denser networks of small rooms. Map19: 1 death due to firing a rocket when an arachnotron suddenly warped in at an untelegraphed teleport destination (YK trap). I think untelegraphed teleport destinations are fine, but only when the monsters warp in at the start of the encounter, or in a continual stream at that location -- not out of nowhere many seconds after the encounter has started. Some close calls before that, however. 0 Quote Share this post Link to post
obake Posted January 13, 2016 Holy moly, these maps are getting tough. I should really post reviews for them. Whatever the case, once the rest of the maps are released, I absolutely want the mega wad played through in full by Alfonzo or Tarnsman on Twitch. I want to hear their critiques of each and every map, especially since it seems the majority are actually decent or even good (at least what's been released thus far.) 0 Quote Share this post Link to post
rhinoduck Posted January 14, 2016 A few quick notes from preparing dmp15a_alpha1.wad for a coop server: map03: voodoo doll at start (2x P3, missing P4) map06: missing P3 and P4 starts no coop starts: 1, 8, 12, 13, 14, 15, 16, 20, 21 0 Quote Share this post Link to post
scifista42 Posted January 14, 2016 Thanks. I guess I will just add coop starts to all of the maps myself, always as close to Player 1 start as possible, that should be fair. No need to assign this task to particular mappers - a lot of them probably wouldn't cooperate quickly-enough, and also if they were to post updates, I'd have to exhaustively check each updated map for undesired changes other than added coop starts. So again, I'm going to do it myself. 0 Quote Share this post Link to post
Philnemba Posted January 14, 2016 rhinoduck said:map03: voodoo doll at start (2x P3, missing P4) Here's a quick fix version of my map. http://www.speedyshare.com/t5bW3/nazistealcrates.wad 0 Quote Share this post Link to post
scifista42 Posted January 14, 2016 Exactly what was my concern. Just by comparing THINGS lumps of both versions of your map, I've found out that you changed several more things than just the Player 3 start, though not sure what exactly. I'll better make these fixes on my own, because aside from fixes, the maps are supposed to stay as they were submitted last year. 0 Quote Share this post Link to post
scifista42 Posted January 14, 2016 New version of the vanilla + limit-removing wad: > > > DMP15A - Alpha 2 < < < -Added/fixed coop starts as per rhinoduck's report. I only altered their THINGS lumps. No changes to map geometry or nodes. -Added TITLEPIC by CWolfRu, touched up by myself. -Added GregLafitte's music to his map. No other change, because the unopenable secret door I considered bugged actually had 5-minute-door-open action on it. --- And now a little surprise: An alternative version of the same wad with changed map order: Vanilla maps grouped together after the limit-removing ones, allowing continuous playthrough in vanilla engine starting from MAP17. That's because I still considered ChaingunnerX's limit-removing map to be too good of an opener map. So, the first 16 maps are limit-removing, and the next 8 are vanilla. > > > DMP15A - Alpha 2 Alt < < < -Maps reorganized. -Automap names, music names and CWILV signs reorganized appropriately. -Swapped SKY2 with SKY3. -Alternative maplist: Spoiler MAP01 ChaingunnerX MAP02 nxGangrel MAP03 GregLafitte MAP04 AnonimVio MAP05 cannonball MAP06 Doomkid MAP07 RaphaelMode MAP08 scotty MAP09 ClumsyDoomer MAP10 dt_ MAP11 tomatoKetchup MAP12 Eradrop MAP13 yakfak MAP14 Jjp MAP15 The Ultimate DooMer MAP16 dobu gabu maru MAP17 Gustavo6046 MAP18 Philnemba MAP19 Rook MAP20 joe-ilya MAP21 Breezeep MAP22 Inkie MAP23 Memfis MAP24 schwerpunk Now you can decide which version with which map order you find better. I personally prefer the first (normal) one, because the second (Alt) one's progression seems notably more out of balance to me, worse for continuous playthrough. Anyone's opinions and other feedback are welcome! 0 Quote Share this post Link to post
gaspe Posted January 15, 2016 Imo to group the maps by their compatibility seems to be more correct, and the unbalanced progression isn't be a big deal given what was the aim of this project. Though I played the normal version and the progression seemed to be rather good. 0 Quote Share this post Link to post
yakfak Posted January 15, 2016 looking at it more closely, tomatoKetchup's map is incredible 0 Quote Share this post Link to post
Noiser Posted January 15, 2016 yakfak map is my favorite so far. Impressive architecture and I love the initial suspense. ChaingunnerX map is great too, deserves to be on a exclusive project with his own consistency. 0 Quote Share this post Link to post
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