Jump to content

Cereal Killer (21 maps complete) Looking for community input!


Recommended Posts

Significant update for Map08, SSG added, revised enemy placement, ammo balance much closer, and some minor re-texturing done. The map plays much better now imo and i have utilised the new enemies properly - the turbo-caco is actually awesome!

https://www.dropbox.com/s/ordj9mgn9p9nmfh/Cereal%20-%20Gamma%20Control.wad?dl=0



I also tightened up Map11 to a point that i'm quite happy with:

https://www.dropbox.com/s/iyex27i6r0yf2qe/Cereal%20-%20Forsaken%20Caverns.wad?dl=0


Any thoughts welcome :)

Share this post


Link to post

@Pinchy: Thanks for the update! I have played through your map a few times now I just cant get enough of the theme. Let me know if you're happy with the midi too, it can easily be changed to something more preferable. Otherwise brilliant map, makes for a fine addition!

@rdwpa: Thanks again for all the FDA's and playtesting, it's always fun to watch you slice through my maps like cheese! I have updated it now so that the doors a triggered by a linedef as per your advice. Thankyou man!

@Demonologist: Thankyou for the playthrough man! Watched all of those and have taken plenty of notes where things can be improved and changed. I have a significant difficulty curve planned for the last 5 maps, hopefully they will really appeal to the modern standards of difficulty, they wont be slaughter but more so referenced from the later maps from Wads such as PL2 and AA. My texturing can get a bit random at times, so thats understandable that there are some odd combinations.

@Killer5: Wow man thankyou so much for taking your time to do that! I watched the stream and it was really great to get some first hand commentary and hearing the reaction to certain things in the Wad. I'm really glad you like it! If in the future you plan on doing another of later maps let me know I would love to watch it live and talk about certain things here and there!

(Ps, there is a SSG on map 12 at the waterfalls adjacent to the Castle on the west side of the map) haha!

Again, thankyou :D


@Scotty: Really enjoys the updates especially the way you implemented the new enemies, added a lot more dynamics with those key traps. I actually dies a few times before a found a good strategy to get through it, midi is really awesome too!

Also loved those visual updates on map 11, I cant get enough of hanging vines!! Also did you speed the midi up? Sounds like it has a higher tempo?



Updated the OP with a new DL link with the updates to Pinchy and Scotty's maps!

Share this post


Link to post

In response to Crunchynut44's kind PM asking for me to join in, I will!

I'll take the earliest map slot available, which I believe is Map06. :)

Share this post


Link to post

Awesome dude! Really excited for it. Map 06 is currently occupied by rdwpa's map, which needs to be moved to a more appropriate slot to accommodate it's difficulty.

Thanks man!

Share this post


Link to post
  • 2 weeks later...

I've now finished composing a MIDI for my map. I'm happy for people to listen and to modify to enhance it if they wish - if you want a copy, PM me! :)

Share this post


Link to post

Is there any potential for adding extra sky textures to the pack so we can use sky transfers in our maps, or do you want to keep it simple Crunchynut?

Share this post


Link to post
Dragonfly said:

I've now finished composing a MIDI for my map. I'm happy for people to listen and to modify to enhance it if they wish - if you want a copy, PM me! :)

Im excited man!

scotty said:

Is there any potential for adding extra sky textures to the pack so we can use sky transfers in our maps, or do you want to keep it simple Crunchynut?

Go for it dude, pick some skies that you like man!

Share this post


Link to post
  • 2 months later...

Just checking up, I forgot to test the map again with the new midi.

Sounds great, the only thing I would suggest is a bit more of a seamless loop.

Share this post


Link to post
Pinchy said:

Just checking up, I forgot to test the map again with the new midi.

Sounds great, the only thing I would suggest is a bit more of a seamless loop.

Thanks man, I started to run out of ideas at the time but I want to add a lot more content to it.


rdwpa said:

Any ideas for a super secret map? A collaboration between active contributors who are interested would be pretty cool.

That sounds like an awesome idea, something grand and borderline slaughterish is always fun, especially if everyone is interested!

Sorry about the silence, I really need to kick my ass into gear and get this up and running gain, ill try and finish off the tail end of the current maps and post a new update asap.

Share this post


Link to post

I'd be interested in helping out with any collab, time pending. I did have another one or two contributions planned for this but both maps are only around 20% done and i haven't touched them for a while.

Didn't forget about doing some sky transfers btw!

What's the current map count?

Share this post


Link to post

Yeah cool map, i enjoyed it. I didn't find the secret but i do think another armour pickup would be good, i was desperate for one by the time the cyb fight was done. Also i left the map with maxed out shells and there were still 3-4 boxes lying around in the final area, could easily ditch a couple of them and ammo would still be no problem.

Share this post


Link to post

So, I started something this morning. Hopefully it will eventually turn in a full fleged map for this project. I did say I would maybe do one and well, I kinda like where I'm going so far.

Spoiler







More updates to come I guess.

Share this post


Link to post

Hey guys sorry for the lack of response on my part, im having some hard drive problems with my computer and I am struggling to gain access to files. Hopefully I can salvage everything on the disc but I will keep you updated. I havnt been able to play the latest submissions sorry but hopefully I can soon. Thanks and aplogies!

Share this post


Link to post

Aw, hope this doesn't get axed but it would be understandable if you lost everything (hopefully that is not the case). Was really stoked about making a map for this heh

Well, I guess it wouldn't be lost and I could still release it on the side but yeah, I'll keep making it and when it's done well, I'll submit it here :)

Odd thing I noticed:

The shadow (that replaces the ss nazi) is non solid (you can phase through him). I don't know if that was intended or has been brought up already but either way, I thought it was interesting to point out.

Share this post


Link to post

Hey everyone thank you so much for your patience!

I have updated the OP with a link containing both An_mutts map (map 06) and A2Robs map (map 14), rdwpas map has been moved to 15 for the meantime.

I still have a lot of work to do as far as bug fixing, midi composing etc is concerned. I also have a few maps of my own that need finishing but this project is definitely no being canned, hopefully I can even get it in a somewhat finished state before the end of the year.


Thankyou A2Rob for the submission, the map gave me some really strong Scythe 2 vibes, I loved the aesthetic and the gameplay perfectly suits the Wad!

@The_Trigger: I'm really liking the look of you map dude, can't wait to play it!

@Scotty: I don't mind about sky transfers, just add it in when you post a map update and I can add it straight into the project :)


Thanks everyone!

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...