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Doomworld Mega Project 2016 (v2 is on /idgames)


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Getsu Fune said:

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.


Confirmed completable: Recorded an FDA since souls aren't really the most max-friendly monsters. If you are still making changes that aren't bugfixes, I thought the section with the YK didn't really seem like much of anything (both aesthetically and in gameplay terms) compared to the other key areas and the final arena.

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When I was about to patch up this old map of mine for this project, I found out I already released it yeeeears ago, as Alpha Base under my real name.

(Had a fun trip down memory lane to find some maps I've made in 1994, when googling for "Maarten Pinxten". Turns out I've been building (and releasing) Doom maps for 22 years :)).

So long story short: I have nothing unfinished lying around, except those waiting for my "snack sized" episode I'm making. I'm signing off for the mega project :(

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rdwpa said:

Let me know if anything breaks.


Some of my opinions about this map (played with UV):

- Found two spots where the player can be stuck. One is near the teleport switch to the secret boss fight area, the other is behind the blue key switch.

- Sector tag 53 is missing teleporter landing spot, so it's impossible for monsters to take the teleporter tag 53.

- I won't criticize the monster placement since some players will like it. But please consider to balance the arch-viles in two cases; the first switch with lots of revenants and rockets, and the final combat with 3 soulspheres. Not to mention that the last combat can also be exploited by using arch-vile jump to escape to the entrance.

- I have no idea how to grab three armor bonus items behind the waterfall.

Overall, it's not a bad level. But it could be better with some more touches. I hope my opinions help for the next version.

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Thanks very much lol, the stuck spots are big ones. The armor bonuses aren't intended to be accessible. I caught the faulty tag shortly after my first post but apparently Dropbox didn't update the file as I expected. Updated everything now.

Afaik archvile jumps propel the player a greater height in ZDoom-based ports, which I believe you play on as a default (?), making it easier to leave, especially with infinitely tall actors off. It should be possible in prBoom+, but a lot more fluky -- the vile has to be in the farther two-thirds of the area, nothing should be positioned to block the player, and the vile shouldn't get distracted mid-blast by the mob of monsters (very likely with the positioning required), and failing the AV jump will make winning the encounter legitimately quite hard. Which is all to say that though possible, simply beating the encounter (presumably with the foreknowledge necessary to conspire to AV jump in the first place) should yield a better success rate than the ~20% or whatever the AV jump strategy yields. Nevertheless, I got rid of it to remove that calculus.

HNTR/HMP have the nerfs you are talking about already, and some others.

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rdwpa said:

Forbidden Grove

FDA, recorded for the initial version. Had to use rerecording once since I got stuck, but I guess this report is no longer relevant.
Cool map, plasmagun secret and the final battle were hectic as fuck.

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Gave your map a whirl rdwpa. Fun stuff! I liked how spacious a lot of the map was and had the most fun at the AV-triple deluxe reveal early on and that dopey cyberdemon battle (he was tricky to subdue even when the pinkies were dead!) Only two qualms I have with it is that the plasma gun encounter near the blue key is about as threatening as a newborn infant, and that last fight is tough. Like, really tough. I went into it with about 30 armor and just kept getting boney-bitch slapped until I could finally find a place to save after the first AV bit the dust, but then I ran into a problem since the second AV would come out around the same time as the third... which was no simple task to survive. I died over and over until RNG favored me enough that I overcame the challenge, but that fight sticks out like a sore thumb. I think handing the player a blue armor beforehand or swapping out the final AV for a baron would go a long way towards making the encounter feel like it fits with the rest of the map. Good work however; I wish I could map as fast as you!

Oh, and when I hit the switch behind the final AV, this happened in Zdoom and I couldn't escape.

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Thanks Dobu. That last part seemed to break in (G)ZDoom in default compat but work in Boom (Strict). Default ZDoom compats might have an issue with the way they interpret Boom generalized linedefs, looks like. Fixed.

I'll think of ways to soften the last fight without removing its edge.

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^ Like I mentioned, going in with armor would've helped survivability a whole helluva lot. I should've had some left over from the cyb secret but I was playing sloppy and didn't think it'd come back to bite me in the ass.

Anyway, my map is ready for playtesting!:


Download Copper Exuviae (requires cc4falls). This isn't the final version since difficulties aren't implemented, but there shouldn't be too much to change. Here's stuff for the text file:

Spoiler

Level name     : Copper Exuviae
Author         : dobu gabu maru
Build time     : 40 hours
Programs used  : Doom Builder 2


Compatibility  : Limit Removing
Music track    : “Pluvious” by Bucket
Playtesting    : Zdoom, PrBoom
Skill settings : Yes
Bugs           : None that I know of

Description    : It is said that leagues beneath the surface of the Earth, 
shrouded in inescapable darkness is an enormous, nameless machine. For 
centuries, archeologists and historians alike have been unable to deduce 
what its origins or purpose could be, having neither seen nor touched its
cold metallic walls. If the legends are true, what ghosts roam its rustic 
halls? What devices were surreptitiously constructed in a place that not
even God could see? And what manner of lord rules its hollow husk now?

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V0.97

This version adds the water changing effect to the last area as I recently learned how to make it work.

I don't know why the yellow switch doesn't work, it's a default install of the latest Zdoom and just a simple floor lowering, it does share a sector with a 3D floor above it.

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Pinchy said:

V0.97

This version adds the water changing effect to the last area as I recently learned how to make it work.

I don't know why the yellow switch doesn't work, it's a default install of the latest Zdoom and just a simple floor lowering, it does share a sector with a 3D floor above it.

Apparently I was using two different installs of zdoom 271. I tried a new 281 install and it works. Sorry about that.

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is this a vanilla wad? in the sense that it stay true to the original, no fancy/stupid demon and weapons?

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It's a matter of course that such content is disallowed in vanilla and Boom compatible maps, as it technically cannot be added without replacing stock content at scope of the whole wad. Last year, DECORATE-based content was allowed in ZDoom compatible maps as long as it didn't replace any stock content, but the following statement from this project's OP implies that they aren't allowed this year.

TimeOfDeath said:

= NO new textures/flats/sprites EXCEPT these liquid falls textures from cc4-tex: cc4falls.zip.

AFAIK nobody asked to confirm it yet, and so I wonder if DECORATE content would be allowed if it didn't replace stock content AND only used stock sprites.

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scifista42 said:

AFAIK nobody asked to confirm it yet, and so I wonder if DECORATE content would be allowed if it didn't replace stock content AND only used stock sprites.

Yes that's allowed, sounds fine with me.

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yaqxsw said:

A question, can I add my 1 map too and how hard need be? Can I add two texture (Black wall and black flat)? :) Which level will my map move?

1. Anyone can participate, so you can contribute a map, of course.
2. Any map will be accepted, so it doesn't matter how hard you make your map.
3. No, custom textures aren't allowed.
4. Put your map to any map slot. The order of maps in the final compilation will not be known until after the end of the year.

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dobu gabu maru said:

^ Like I mentioned, going in with armor would've helped survivability a whole helluva lot. I should've had some left over from the cyb secret but I was playing sloppy and didn't think it'd come back to bite me in the ass.

Anyway, my map is ready for playtesting!:
http://i.imgur.com/Ov25iFu.jpg

Download Copper Exuviae (requires cc4falls). This isn't the final version since difficulties aren't implemented, but there shouldn't be too much to change. Here's stuff for the text file:


I jumped into the lava and died after ~5 mins or so. It was really exciting. I hadn't anticipated exactly how you were going to use the cyber (I could only think of boring possibilities beforehand), but that made it quite scary and engaging, instead of being a -nomonsters puzzle sort of map. I'll give it another try when I can focus.

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https://www.dropbox.com/s/j7gym3tflf77e8i/dmp2016_rdwpa_final.wad?dl=1

This is the final version of my map, provided no gamebreaking bugs are (still) discovered. Requires cc4falls.

Stuff for the text file:

Spoiler

Level name : Forbidden Grove
Author : rdwpa
Build time : 20-25 hours
Programs used : GZDB

Compatibility : Boom
Music track : "Oversnow" from "The Elder Scrolls II: Daggerfall"
Playtesting : PrBoom+, (G)ZDoom
Skill settings : Yes
Bugs : None that I know of

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Just a reminder to mappers that DECEMBER 31 is the final day of submissions. I won't accept submissions or bug-fixes after that date.

yaqxsw said:

and how hard need be?

For this year it should be possible without saves.

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I wanted to make a rule where map authors had to non-tas demo their own map for their map to be included, but the project had already started. :)

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