Wereknight Posted November 30, 2015 Finally I did it. insanity in number Tested in ZDoom and PrBoom+. Works fine. Compelevel -9 CC4-tex.wad needed. Recommended difficulty: Hurt Me Plenty (Use UV only if you love butthurt. It's hard enough to beat level without dying, I guarantee it) Sadly I don't found .midi that potentially may enhance atmosphere and be good musical enviroment for level... so then, there's default d_messag, maybe I'll try again but with some ambient .ogg Aaaand yeah kinda awful language knowledge from my side... ==== \\ Map updated. Fixed some things that may cause problems with Zen. \ Another litle fixes. Also test-midi added. \ Need to re-do exit. Link coming soon. DONE. 0 Quote Share this post Link to post
Yugiboy85 Posted November 30, 2015 CWolfRu said:Finally I did it. Insanity is number Tested in ZDoom and PrBoom+. Works fine. Compelevel -9 CC4-tex.wad needed. Recommended difficulty: Hurt Me Plenty (Use UV only if you love butthurt. It's hard enough to beat level without dying, I guarantee it) Sadly I don't found .midi that potentially may enhance atmosphere and be good musical enviroment for level... so then, there's default d_messag, maybe I'll try again but with some ambient .ogg Aaaand yeah kinda awful language knowledge from my side... ==== \\ Map updated. Fixed some things that may cause problems with Zen. \ Another litle fixes. Also test-midi added. Played through the map. Overall, a very nice map with a coherent texture choice. I may be a little bit biased but I do tend to like redish marble/bricks. I played through the "hurt me plenty" dificulty like you suggested and I didn't find it to be THAT dificult. Although, there were some places were my health went down to rather low levels. That's probably because I'm not that good of a player though. I have not played it through UV. The archviles were not very dangerous tbh as you give the player quite the amount of cells (at least on Hmp) to deal with them. The traps are quite predictable too (mainly large rooms that are empty at first but when you grab something/walk into them, monsters teleport in). The first main trap can be dealt with quite easily actually as all you have to do is quickly grab the BFG, a SP and get out of the room to deal with the monsters teleporting in. One (or 2) BFG blasts for the archviles and you are pretty much set. However, cujos for not just putting the monsters on the same level. I like how you varied the monsters' roles in this one so that is a nice touch ;) With all of that being said, the map doesn't come without its problems and here are some that caught my attention: You can't escape the pit if you fall here. Maybe add a teleporter/lift? I mean, it's not a damaging pit so yeah. Another inescapable pit. I get why someone would go arround the pit (a few goodies are present) but again, why make the player fall if he can't go back up? Same suggestion (teleporter/lift) Yet another inescapable pit. Now, the next two pits. I don't know if they were intentional as they atleast damage the player but I guess some could find them anoying (maybe raise the blood a little so that it's possible to go back up?) (sorry for the red screen xD) Now that the inescapable pit parts have been covered (There may be more as I have not found all the secrets), here are a few I'd say, minor problems (aesthetically speaking). Now, I'm no expert or anything but, why so many trees? (This one is a little more troublesome as it renders the revenants rather inofensive tbh). Mayble tone them down? Finally, here is a little one I've found too. There is a stuck imp here. Yeah, these are the problems I've come across while playing through your map. But, again, it was still a nice map overall :D The spiderdemon fight was rather awkward though. I don't know, there is something about that fight that is not to my liking. Ah, and why map20? 0 Quote Share this post Link to post
Wereknight Posted November 30, 2015 The_Trigger said:POST Oh well... Thanks) I see... well, 1) I've fixed pits now. And yes, lift added to "brigde" in hall. 2) Trees supposed to be "there was humans, they liked when beautiful". And now everyone killed, trees burnt in fire. I'll do them less in count. 3) And another stuck imp... will fix. 4) Map 20 - well, don't know really why... :D Maybe because of hellish\gothic theme. But... I think when I took level number it was done because difficulty of my map. === Download link updated. 0 Quote Share this post Link to post
Walter confetti Posted November 30, 2015 Gustavo6046 said:Why nobody reviewed my entry? Because i was waiting for the complete megawad to play all the maps, anywaaay... Mountainbase3.wad Ok, this is our usual Gustavo map, a short tech map with mid-tier monsters usage (that make it a mini-slaughter map imo), the texturing and the midi is pretty odd, but in this project everything is accepted, so i don't have to complain about the detail thing, but there's some things that doesn't go good with me like: - Align the MIDSPACE wall at the left side of starting room - Add more ammo or a berserk pack! I found myself punching monsters after i get the red keycard! - Also, add a Radiation suit before the nukage river that leads to the outdoor... Overall, is a nice map overall... 0 Quote Share this post Link to post
EffinghamHuffnagel Posted December 1, 2015 CWolfRu said:Download link updated. Used ZDoom on UV. Died a lot. Two AVs at a time is very painful. But you did warn me. Huge. Epic. I liked it. Has a nice flow and rhythm. Design and texturing is great. A little dark for my tastes, but author's prerogative (you'd think it would be brighter with all those candles randomly placed along the floor). Couldn't figure out how to score any of the secrets. Checked in an editor afterwards. The Blue Armor was the only secret that had a hint. Was going to post this, then saw that the pit issue was mentioned and you updated, so I went through it again. Things that haven't been mentioned: Need to move the Red Skull Key further back from the door. Ran into the door and scored it right away. Certainly makes the level shorter. You skip about 25% of the monsters. I suppose you could leave the key where it is as kind of a hidden short cut. It's something that feels like an exploit to the player, but actually makes the level harder because you run into the Cyber before you have the weapons to kill him. So all you can do is run past him. Twice. It's a trade off. Don't know why a player should think the central column is a switch (linedef tag 1). Nothing to indicate that. Eventually triggered it, but only after I tried everything else. I like the AVs that teleport in and out immediately. Sector 1368, brown slime pit in the Cyber area, just south of the two hidden Cell Packs - still inescapable. You could probably turn the inner ledge into steps to get out. The two blood pits in the Cyber area are damaging, but I think all the rest of the blood in the level is not. A bit inconsistent. Maybe these two should be lava? Linedef tag 61 - ran around for a long time trying to figure out what that switch did. I passed the sector tagged 61 earlier and thought it was an architectural decoration, not a wall blocking the path forward. It has the same texture as the entire opposite wall. Sector tag 8, the water pool - steps are 16 units high and narrow so the Barons and Demons can't exit pool. Intentional? The two teleports revealed by linedef tag 40 - a 50-50 chance of either the correct teleport or insta-death with no hint as to which one is right? Dude, that just sucks. How about adding another secret? A hidden switch earlier on the path that drops the ceiling on the killer teleport to 8 above floor so it can't be used. Sector 510, the blood pool east of the sector tag 33 wall - steps are 16 units high and narrow. The Demons can't exit the pool and attack you, so you can ignore them until after you deal with the Hell Knights and the AV. Intentional? Blood pits around linedef tag 58 - non-damaging and inescapable. Outer Space area north of the Yellow Key bars - suggest adding some impassable linedefs and adjusting the size of the rocks to keep the player from stepping off the rocks and 'walking in space'. Or just make the 'space' floor damaging; including the cut-out section of the floor just before the teleport. You could fall in that space and be stuck. Also, If you cross the 'space' and look back, you see some HOMs at the edges. Spoiler I like the change to the exit. Much more appropriate. The same three AVs failed to teleport in both times. These two Spoiler and this one. Spoiler I think the first two are because the teleport linedefs in the closets (4, 34, 35, 44, and 51) are W1 and not WR and their teleport destinations were blocked. And the third because there needs to be a back-up teleport linedef and the end of the scrolling floor to send him back to the start of the scrolling floor if his destination is blocked. The only encounter I thought was pointless was the AV in the cave just north of linedef tag 11. He's only there on UV (and deaf so he doesn't join the fight with the Revenants and Cacos in the previous room) and there's nothing else in the cave. I actually missed the entire cave the first time through. Very nice map. I like the ambient midi too. Good work. 0 Quote Share this post Link to post
Wereknight Posted December 1, 2015 Thanks! Glad you like midi I made for map. :) About issues: Spoiler EffinghamHuffnagel said:Don't know why a player should think the central column is a switch (linedef tag 1). Nothing to indicate that. I imagined that player sees column and think "why the hell that sh*t in center?". EffinghamHuffnagel said:Sector 1368, brown slime pit in the Cyber area, just south of the two hidden Cell Packs - still inescapable. Strange... I remember it was fixed already... =\ Slime raised up. EffinghamHuffnagel said:The two blood pits in the Cyber area are damaging, but I think all the rest of the blood in the level is not. A bit inconsistent. Maybe these two should be lava? AIDS! AIDS is the reason!... ... And they are stone now. EffinghamHuffnagel said:Linedef tag 61 - ran around for a long time trying to figure out what that switch did. I passed the sector tagged 61 earlier and thought it was an architectural decoration, not a wall blocking the path forward. It has the same texture as the entire opposite wall. Same with wooden column. Changed textures now.] EffinghamHuffnagel said:Sector tag 8, the water pool - steps are 16 units high and narrow so the Barons and Demons can't exit pool. Intentional? Problem solved. EffinghamHuffnagel said:The two teleports revealed by linedef tag 40 - a 50-50 chance of either the correct teleport or insta-death with no hint as to which one is right? Dude, that just sucks. How about adding another secret? A hidden switch earlier on the path that drops the ceiling on the killer teleport to 8 above floor so it can't be used. I had an idea of some "test your luck" thing there. It's intentional decition. EffinghamHuffnagel said:Sector 510, the blood pool east of the sector tag 33 wall - steps are 16 units high and narrow. The Demons can't exit the pool and attack you, so you can ignore them until after you deal with the Hell Knights and the AV. Intentional? Nope. fixed. EffinghamHuffnagel said:Blood pits around linedef tag 58 - non-damaging and inescapable. Lift added. EffinghamHuffnagel said:Outer Space area north of the Yellow Key bars - suggest adding some impassable linedefs and adjusting the size of the rocks to keep the player from stepping off the rocks and 'walking in space'. Or just make the 'space' floor damaging; including the cut-out section of the floor just before the teleport. You could fall in that space and be stuck. Also, If you cross the 'space' and look back, you see some HOMs at the edges. Would be better I'll re-do that area a bit. EffinghamHuffnagel said:The only encounter I thought was pointless was the AV in the cave just north of linedef tag 11. He's only there on UV (and deaf so he doesn't join the fight with the Revenants and Cacos in the previous room) and there's nothing else in the cave. I actually missed the entire cave the first time through. Archvile deleted. EffinghamHuffnagel said:I think the first two are because the teleport linedefs in the closets (4, 34, 35, 44, and 51) are W1 and not WR and their teleport destinations were blocked. And the third because there needs to be a back-up teleport linedef and the end of the scrolling floor to send him back to the start of the scrolling floor if his destination is blocked. Fixed. Will update DL-link later. LINK UPDATED 0 Quote Share this post Link to post
scifista42 Posted December 1, 2015 CWolfRu said:LINK UPDATED FDA. Impressive aesthetics and architecture. Very tenseful map due to low amounts of health early on, that's fine. On the contrary, too many of the fights forced the player to stay back and attack from cover, which I generally don't consider a good thing. The pillar at the beginning was a bit unclear that the player needs to press it, for a moment I was under an impression that the door is a zdoomism and doesn't work in Boom, fortunately it wasn't the case, but as I said, the pillar was unobvious. Similarly, a few "scripted" sequences took quite a long time to perform, I thought it was unnecessary and somewhat confusing. At the end of my demo, I died in an instant death trap, not cool at all, didn't like it (and I didn't know where else to go at that point, because I still lacked red and yellow keys to open the locked doors). 0 Quote Share this post Link to post
dt_ Posted December 1, 2015 Here's my entry for this: 'The dragon rooms' (limit removing vanilla) Fancied going for an old school feel to this one, so uses only IWAD material and features challenging but not too difficult gameplay. Has all three skill modes, multiplayer starts and a (small) computer maze! Enjoy https://www.dropbox.com/s/frnpc9cw4oasucm/dragonrooms2.wad?dl=1 0 Quote Share this post Link to post
scifista42 Posted December 1, 2015 dt_ said:'The dragon rooms' https://www.dropbox.com/s/frnpc9cw4oasucm/dragonrooms2.wad?dl=1 FDA. I liked the map, it looked great and was fun to play despite relatively high density of high-HP monsters, I didn't mind them here. I liked the design overally and in everything particular, so, well done! Minor bug: Floating stimpack in the "outlook tower" opposite to the start room's "outlook tower", you can see it around 1/3 of my demo, but only briefly, because I immediately pick up the stimpack. 0 Quote Share this post Link to post
dt_ Posted December 2, 2015 Thanks sci for the FDA, looks like you took the route of most resistance regarding weapon placement and enemies, you came so so close to dying on a couple of occasions- made for quite funny viewing. That stimpack- how random that its the middle of the three that's raised, wonder what exactly goes through doom's mind when it chooses which objects to randomly raise when a lift moves nearby 0 Quote Share this post Link to post
The Ultimate DooMer Posted December 6, 2015 I still have a map lying around that I never released...might throw it up here, watch this space. 0 Quote Share this post Link to post
TimeOfDeath Posted December 6, 2015 Cool TUD. :) I'll have my map done by the deadline. 0 Quote Share this post Link to post
Scypek2 Posted December 7, 2015 Boom format. This is the name of the map. (Also, the map is in boom format) I just quickly added an ending because I'm not sure if I'm gonna add much more before the end of the year. But still, it shouldn't disappoint. http://i.imgur.com/RXRTj3Z.png?1 0 Quote Share this post Link to post
scifista42 Posted December 7, 2015 Scypek2 said:Boom format. FDA. I enjoyed this, thanks for the experience! The very first door has a HOM behind it, otherwise no complaints. :) 0 Quote Share this post Link to post
Walter confetti Posted December 7, 2015 Oh boy, scype2k is back! Funny map btw, i found in trouble when i reached the RL trap, i didn't knew where to go until i pushed a random secret door to the teleprts room... 0 Quote Share this post Link to post
obake Posted December 7, 2015 My map's getting done, just a bit to go. 0 Quote Share this post Link to post
Tristan Posted December 7, 2015 My map is maybe only 25% if that :/ Really hope I can get it in on time. 0 Quote Share this post Link to post
scifista42 Posted December 8, 2015 DEADLINE INFO Map submission deadline is set to the very really end of the year 2015, strictly and precisely. In other words, all maps for DMP2015 need to be submitted during the year 2015. When January 1st 2016 comes, I will be accepting maps to DMP2015 only as long as it's still 2015 in some timezone in the world (not necessarily your own timezone - the logic is that this project is managed over the internet, and internet allows you to be virtually anywhere in the world). Maps submitted after that time won't make it into DMP2015, but they will be welcome in the upcoming DMP2016 project. :) 0 Quote Share this post Link to post
gaspe Posted December 9, 2015 Hyperion Space Colony The map is in Boom format. It requires CC4-tex and plmsky1, music is from Heroes E1M2 (idk the name of the song). I started to try to make a slaughtermap but things went different in the process, so it's quite mixed in the gameplay. 0 Quote Share this post Link to post
scifista42 Posted December 9, 2015 gaspe said:The map is in Boom format. It requires CC4-tex and plmsky1, I can't test it at the moment, but have you tested and does the wad actually play alright in PrBoom-plus -complevel 9? In which order do the wads need to be loaded when playing in PrBoom-plus? Because PrBoom-plus (as all classic / non-ZDoom ports) only takes TEXTURE1 from the last PWAD and forgets all previous TEXTURE1s including the IWAD's one. 0 Quote Share this post Link to post
riki2321 Posted December 9, 2015 can i make maps with 3d floors?? (udmf) i made a water temple with lots of switches if yes, count me in 0 Quote Share this post Link to post
Yugiboy85 Posted December 9, 2015 You can map in any format you desire. So yes, go for it. Dave the darling has a crapload of them and I have put a few of them myself for my map :D 0 Quote Share this post Link to post
riki2321 Posted December 9, 2015 The_Trigger said:You can map in any format you desire. So yes, go for it. yay does it can include custom sounds and decorate? i'm done making it, theres only 3 decorates and 2 SNDS. worth 545 KB = 0.5 MB. http://www.filedropper.com/riki2321-cityescape if you dont like it, dont add it, its based on escaping a city and is map24 (JOKE MAP!) requires : lots of strafing edit : fixed, sounds removed, scripts changed. 0 Quote Share this post Link to post
Walter confetti Posted December 9, 2015 if the sounds doesn't change the official sounds, i think it's ok... but it's scifista that have the lead and the rules here... 0 Quote Share this post Link to post
riki2321 Posted December 9, 2015 walter confalonieri said:if the sounds doesn't change the official sounds, i think it's ok... but it's scifista that have the lead and the rules here... doesnt change official sounds, so its okay.. it uses SNDINFO 0 Quote Share this post Link to post
Walter confetti Posted December 9, 2015 ok... anyway played your map, it's a nice concept that is pretty unused (speed running only focused map), but maybe adding some guns, ammo and health will be better or creating some tweaked versions of guns like a very fast shotgun or any other kind of weapon or Spoiler when you get the bfg area, add cell packs / backpacks near or to the spot of the bfg gun... Also the new enemies sounds... pretty terry-ish material, a thing that wasn't seen of good eye in these project... changing with a different sound (like a modified dsbossit sound.. or anything of your choice!) it could be better if you don't want to encounter problems... 0 Quote Share this post Link to post
gaspe Posted December 9, 2015 scifista42 said:I can't test it at the moment, but have you tested and does the wad actually play alright in PrBoom-plus -complevel 9? In which order do the wads need to be loaded when playing in PrBoom-plus? Because PrBoom-plus (as all classic / non-ZDoom ports) only takes TEXTURE1 from the last PWAD and forgets all previous TEXTURE1s including the IWAD's one. Yes it works fine on prboom+ cl9, and for the order while playtesting I always went with CC4-tex>plmsky1>hyperion_space_colony, but switching the order of the first 2 wads works too as long as you load my map as last. 0 Quote Share this post Link to post
riki2321 Posted December 9, 2015 walter confalonieri said:Also the new enemies sounds... pretty terry-ish material, a thing that wasn't seen of good eye in these project... changing with a different sound (like a modified dsbossit sound.. or anything of your choice!) it could be better if you don't want to encounter problems... that's why it counts as joke map. but yeah, i made an update and i probably gonna change those. edit : done 0 Quote Share this post Link to post
scifista42 Posted December 9, 2015 The sounds of a vomiting man are no less annoying in the newest version. The map will be accepted of course, because this project does no censorship based on map quality. But I'm considering censoring the sounds if you don't replace them first, for falling into the "abusive" category. Not decided yet, though. But I'd really prefer if they got removed/replaced, because this "joke" is not just something I dislike, it's retarded. Also, the SCRIPTS lump in the wad contains a non-profane version of the actual compiled ACS in the wad. Was the SCRIPTS lump supposed to take precedence, or is this other "joke" intended too? 0 Quote Share this post Link to post
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