Jump to content

Doomworld Mega Project 2015 - Now on /idgames


Recommended Posts

  • Replies 790
  • Created
  • Last Reply

Top Posters In This Topic

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.

Share this post


Link to post

@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.

Share this post


Link to post
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.

Share this post


Link to post

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.

Share this post


Link to post
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

Share this post


Link to post

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.)

Share this post


Link to post

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.

Share this post


Link to post

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.

Share this post


Link to post

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.

Share this post


Link to post

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

Share this post


Link to post

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.

Share this post


Link to post

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.)

Share this post


Link to post

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

Share this post


Link to post

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.

Share this post


Link to post

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.

Share this post


Link to post

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!

Share this post


Link to post

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.

Share this post


Link to post

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.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...