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Doomworld Mega Project 2016 (v2 is on /idgames)


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rdwpa said:

You can accomplish that by giving enough ammo to kill the monsters twice over. There's no real gameplay difference between having twice as much ammo as you need and ten+ times as much, because no one is running out in either case. There is a big aesthetic difference, however. The latter will look quite silly to most players.


Once I have placed the additional monsters, would you bring the ammo down to plenty-but-not-ridiculous levels? I would thank you here and in the WADINFO lump. I would still want rockets available before the launcher because I am trying to accommodate both pistol start and continuous play. If this request is unreasonable, I will of course accept no for an answer, and not dislike you because of it.

rdwpa said:

Thanks! My graphic card is broken in a weird way so that I can run Windows, watch videos, and play a few games in software mode, but if I try to run a game in GL mode, it crashes. Specifically, I tried Zandronum's GL mode, and I had to edit the ini to get back to software mode. I have heard that GZDoom has a software mode, but I have not figured out how to do it. Wait, maybe it has a similar entry in its ini. I'll try that.

rdwpa said:

Anyway, I thought the design itself was quite cool. Those interlacing 3D bridges must have taken a while to build.

They did, especially because of the mid-textures and bridge things I have hidden inside for ZDaemon, which doesn't support 3D floors. That probably contributes a lot to the lag there and in the starting building (because of its ceiling).

EDIT: I got GZDoom working in software mode and I was able to play your demo. Of course there are more monsters in Ultra Violent, and even more in coop, so some, but admittedly not all, of the excess ammo is justified.

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Yeah, that'd require too much testing for me, and a lot of work to identify all the ammo in the map from the overhead. You should try it yourself -- it's a useful exercise.

I was playing on UV, at least I launched it that way. I don't play in (G)ZDoom often, but I think ZDL with "Hard" set goes to UV without the need to specify -skill 4.

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Empyre said:

Once I have placed the additional monsters, would you bring the ammo down to plenty-but-not-ridiculous levels? I would thank you here and in the WADINFO lump. I would still want rockets available before the launcher because I am trying to accommodate both pistol start and continuous play. If this request is unreasonable, I will of course accept no for an answer, and not dislike you because of it.


An easy thing you could try first is to simply replace all shell boxes with just shells and so on. I just quickly played through your level and merely just had to spam the PG until i got the BFG with no real thought given to what i was doing.

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rdwpa said:

I was playing on UV, at least I launched it that way. I don't play in (G)ZDoom often, but I think ZDL with "Hard" set goes to UV without the need to specify -skill 4.

I think I figured out what confused me. When I tested it in Zandronum, I tested with the coop monsters there, too (multiplayer emulation). When I saw some monsters "missing", I assumed incorrectly that meant a lower skill level.

I am afraid that I am so used to "too much" ammo that if I saw "just right" it would look to me like "not enough". What I might do is make half of the ammo coop-only like the coop-only monsters. I think that removing 4/5 of the ammo by making them all small would be going too far.

BTW, thank you guys for the feedback.

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EDIT: Link fixed: https://www.mediafire.com/?c05ufc4yvw59ewv

Level name : "Level Name"
Author(s) : Du Mhan Yhu
Build time : A few weeks on and off
Editor(s) used : Doombuilder 2
Compatibility: Boom
Music track : N/A; I don't care about music, add anything.
Playtesting : Once
Difficulty settings : Ultra Violence.
Bugs : None that I caught.
Inspiration : Off the top of my head.
Author's comments : This map, like most of my maps was all fresh off the top of my head as I went. So it might be kinda :/

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Functional in prBoom+ but apparently only tested in ZDoom. There is an abundance of hanging blocking decorations and a jump over an infinitely tall pinky and the switch at the death crusher (tagged 24) seems to malfunction when pressed the first time and work only afterwards. Gameplay is of a pindown nature early due to the high numbers of hitscanners and relatively low health. It eases up tremendously after that, however, even offering a superfluous soulsphere at the end. That combined with the optional exit accessible before killing anything gives me the impression that it isn't meant to be a challenging map, so it seems logical to move the soulsphere to the beginning, or scatter around an equivalent amount of health, to allow more free (and fun) play. Looks impressively "professional" on the automap as usual.

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rdwpa said:

Stuff


Yea, I'm on it. I edited the link once and still managed to upload the wrong version. I'll update it once more later today sometime.

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vdgg said:

A shame about texture alignment, though. I'm not a perfectionist myself, but these marbles - linedefs 2458-2470 etc. are awful.

Thanks for playing and I definitely understand about these marbles. :) I can probably auto-align some of the worst parts for second version, it shouldn't take that much time.

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Du Mhan Yhu said:

https://www.mediafire.com/?c05ufc4yvw59ewv

Ok, Should be good to go. Fixed various things.


Intense. Died a lot running around looking for a place to catch my breath. After the first 100 or so monsters, I had time to look and think. Found these things.

None of the Midbars near the Red Skull Key are tagged impassable. I fell through.

Got stuck grabbing the box of shells next to the sector tag 35 lift. No way to lower lift from inside alcove.

Sector 1616 Midgrate on the alcove not tagged impassable.

Couldn't get 100% kills. Checked afterwards. I went for the sector tag 22 armor first. Triggering linedef tag 22 also drops the wall which has the linedef tag 23 switch on it, so I never released the Hell Knight from the closet. Was that intentional? If you don't do things in the right order, you can't accomplish everything? Like the 'secret' teleport, which is useless unless you do something else first?

After the initial "Holy crap! I'm surrounded!", it was pretty fun.

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I have made a lot of changes in my map, Infernal Tower.

Changes in tower_v3.wad:

- Moved the spawn building off of the island so it could have a real ceiling
rather than 3D floor and mid-textures. Now, you teleport into a small building
in ruins, which explains the lack of a roof.
- Enclosed the stairs inside a new wall so you can't see outside from inside
except through the front door. This should help just a little bit with fps lag.
- Made a lot of the ammo coop-only. to go with the coop-only monsters.
- Added more monsters inside the tower and in the final arena.
- Made the front door require a key to force the player to go around the tower
to get it.
- Widened the range of brightness levels to have more dramatic lighting.
- Improved the pedestals with weapons and power-ups on them.
- Made the teleport from the spawn building to the portal room go both ways
(largely to clear up confusion about why there is a teleport there, a shortcut
for coop players).

Download: tower_v3.wad

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Download link (1 MB)

Level title: Bliss Toxin

Compatibility: Limit-removing (tested in Boom -complevel 2)

Music: "Space Storm" from Duke Nukem 3D

Description: A makeshift base in a secret cavern flooded with green ooze. Pipes snake through the rocky walls. Another illegal toxic dump, or perhaps the reverse—a grand-scale operation to harvest the nameless liquid?

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Very enjoyable map. Casual maxdemo: https://www.doomworld.com/vb/attachment.php?postid=1687619

Favorite thing about it is that most people would populate this exact type of map with ~100 monsters of similar composition, and it'd be less viscerally satisfying. 200 is probably around the right amount to have an enjoyable amount of bloodshed without ever turning into a slog. The cave section along the RK path is probably the weakpoint, could use an indirect reveal or two instead of having all monsters directly placed. It lacks a signature encounter or gamemplay element like the BK wing's noble fight.

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I have a question. Say we are doing a ZDoom map. Are we allowed to use the ClearInventory command or will that be frowned upon? Thanks in advance!

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It might be a little bit late in the year, but I figure I will try to finish up a map in time for the deadline. I will post a few screenshots when I get closer to completing it.

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Here's a small map called Basran Nights.

Compatibility: All Boom-compatible source ports.

Description:
In the UBS-controlled parts of the Near East, hell has found a way. Brainwashing several former insurgents and jihadists, they have created a small, but terribly effective terrorist group known only as "al-Malak", known for their brutal killings, lack of motives, and extreme elusiveness. The UAC has received a request from the UBS to send one of their top marines to the city of Basra, where they believe a prominent al-Malak fortress is located.

Build Time: One and a half days.

Mega:
https://mega.nz/#!CgcDjaYY!OPzAvFUfTNqitj6mpgTWZFiFaSi2_lEDfW231mfAmJY
Tinyupload:
http://s000.tinyupload.com/index.php?file_id=36475466443509690965

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Mosshopper said:

Here's a small map called Basran Nights.

Compatibility: All Boom-compatible source ports.

Description:
In the UBS-controlled parts of the Near East, hell has found a way. Brainwashing several former insurgents and jihadists, they have created a small, but terribly effective terrorist group known only as "al-Malak", known for their brutal killings, lack of motives, and extreme elusiveness. The UAC has received a request from the UBS to send one of their top marines to the city of Basra, where they believe a prominent al-Malak fortress is located.

Build Time: One and a half days.

Mega:
https://mega.nz/#!CgcDjaYY!OPzAvFUfTNqitj6mpgTWZFiFaSi2_lEDfW231mfAmJY
Tinyupload:
http://s000.tinyupload.com/index.php?file_id=36475466443509690965


Nice short map, i don't quite get the "bedrooms" at the end of the map, are they some kind of cells where the monsters are imprisioned? Also make the exit a little bit more recognizable, at first i was think to jump into some teleportation portal but it was a portal to the exit.

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  • 2 weeks later...

Semi-serious effort, first time I've finished one of those in like 2 and a half years, which is probably why it sucks (as if my maps didn't before) :P
It's a RL-focussed map, I find it pretty damn difficult on UV, so I guess it's about the same as the average hard map nowadays *shrug*

Probably impossible in survival :~)
Doesn't actually work in PrBoom+ at the moment because of that signal 11 bullshit yet again. Not a clue how to fix that. suddenly it works, god this bug confuses me.

edit 2: sky's borked in prboom+. i dunno!




Oh god not this map
Format: Boom
Build time: I dunno, maybe about 8-10 hours on and off.
Music: "Under Death" by Mark Klem (Requiem MAP08)

Needs cc4falls.wad

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Ah, thanks! That first rocket in the fda was hilarious :D
Damn though, well played. I nerfed the hell out of this just so I actually stood a chance at beating it. Perhaps I need to restore some of the extra monsters or take out some of the health to make facerockets less forgiving

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-file cc4falls dmp2016eris gives signal 11 because the PNAMES lump in dmp2016eris.wad contains just a single texture. This is often a result of Slade/XWE not knowing where the iwad is located.

-file dmp2016eris cc4falls doesn't crash because the PNAMES lump from cc4falls.wad overrides the other. But it doesn't contain info about the new sky texture so you can't see it.

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Fun little map, Eris - nice use of AVs. It seems it's possible to get stuck, if you venture through the missing brickwork on the right hand side of the stairwell down to the SM, and on into the water. In contrast to the rest of the map, the last two encounters aren't very dynamic, but perhaps that's the idea. In any case, good stuff!

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hi, finally got this submitted.



Forest of Hi

Format: LR
Build Time: On and off - maybe around two months, with minor refinement every now and then. Did not use Doom Builder at all when making this.
Music: Havana Smooth from ROTT

Uses waterfalls from cc4falls, forest hub map (really like this theme of map), lots of lost souls, low of supplies usually, no difficulty settings. If there's anything that makes this unwinnable let me know.

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