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The Standard E1 Community Project... lives again! (On idgames!)


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7 hours ago, Walter confetti said:

2) I will make the title and episode new graphics, most probably tonight. Also i've asked you guys if "deadly standards" could fit as a episode name for this project, but nobody answered me to that.

 

I prefer "Standard Dies" as a play on words for "standardize", because that sort of thing amuses me.  But "Deadly Standard" (preferably without the final s) is also good.

 

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And deadly standard it is!

 

http://www.mediafire.com/file/8gim2w5ppp2wp4d/STANDARD.WAD

 

2nd alpha release!

 

- New titles and episode graphics added

- MAPINFO error fixed

- Put the other titles over that e1m8 map in the DEHACKED lump (not sure how much it works..)

- Put the liberation, spectre01 and riderr3 new map versions on the compilation

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Cool stuff @Walter confetti! I can confirm that the dehacked map titles work properly in PRBoom+ and also look fine in Zandronum.

 

Minor nitpick though: It says Deadly Standards and not Deadly Standard without the "s" at the end. :P

 

Also, for the sake of consistency, I think capitalizing the map titles in the dehacked/mapinfo is a good idea. i.e. No Crates On Phobos instead of "No crates on Phobus". I don't think this actually affects the in-game titles though, since they're in all caps.

 

And finally, what about putting the author's name under the map title in the graphic and after a dash(-) in the dehacked/mapinfo? I've seen this done in a lot of other community projects and it saves the player the whole "who made this map?" dilemma, without having to check the text file.

 

Edit: Also noticed that e1m1, e1m5, e1m6 and e1m7 are missing player 2-4 coop starts.

Edited by Spectre01

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I changed a few minor things in my map. I decided to switch places with the rocket launcher and the chaingun. It actually made quite a difference in terms of gameplay. A few map details here and there were changed or added.

 

Before I decided to post, I saw @Spectre01's latest post regarding the missing coop starts and quickly inserted them into the map. Sadly I didn't have multiplayer in mind while working on it, so I reckon it would be one hell of a breeze to ease through knowing that.

If you guys have any questions or feedback let me know!

3RDMOLAB_V3.zip

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53 minutes ago, CarpetolA said:

Sadly I didn't have multiplayer in mind while working on it

Me neither, but I see it as something you might as well put in so the option is there. I see a lot of maps which mention something like "player starts included" for coop, but no other gameplay changes.

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HMP Continuous comments

 

No Crates on Phobos

I think this makes a fun opener.

 

Janus Complex

Continuous play defangs this a bit (as, of course, does knowing where everything is) but it is still a fun opener.

 

Main Reckon Facility

Far too puzzle-oriented for my tastes, and with a lot of one-way traversals that make for backtracking-a-palooza if you wander off the intended path.  Didn't have much fun.

 

I've reached the exit and found the secret blue key, but there is obviously something else I am supposed to do in order to open up the secret exit, since the blue door just leads to unopenable bars.  In normal play I'd just happily bid the map adieu and move on.  Since this is playtesting, I'll take a break to replenish my enthusiasm, cheat to discover what I need to do to reach the secret exit, and go that route.

 

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To the Surface

This is much more to my taste - lots of fast-paced action with relatively straightforward progression.

 

Research Complex

Most of the teleport mobs are readily skippable here.  Personally, I'm okay with that, but just wanted to point it out in case that's not intended.

 

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Third Moon Lab

I played the version linked a few posts above this one.

 

The silent exit area is pretty cool as a mood thing, but it's extremely easy to ignore the monsters that teleport in and just sprint to the exit.  Again, this is not inherently wrong IMO, but it may not be intended behaviour.  If it's not, then I suggest splitting sector 316 so the left and right tunnels are separate sectors, and moving tags 37 and 38 (plus the related teleport destinations) to them.  They may better chokepoints than the current destinations.  I'd also get rid of teleporter 33 and just have monster closets that open up on either side of the exit - that'll get a lot more monsters into the exit area and make the rush tactic more challenging.

 

Or, as I said, you could leave it as is.

 

 

Inner Port

This was pretty fun, though it seemed a bit backtracky at times.  A lot of shuttling back and forth.  Might be a few more opportunities for re-stocking the map in order to keep the tempo a little higher.

Edited by Capellan
omg the typos

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On 27.01.2018 at 3:15 AM, Spectre01 said:

And finally, what about putting the author's name under the map title in the graphic and after a dash(-) in the dehacked/mapinfo? I've seen this done in a lot of other community projects and it saves the player the whole "who made this map?" dilemma, without having to check the text file.

Agreed.

 

On 27.01.2018 at 7:27 AM, Capellan said:

Main Reckon Facility

 

Far too puzzle-oriented for my tastes, and with a lot of one-way traversals that make for backtracking-a-palooza if you wander off the intended path.  Didn't have much fun.

 

I've reached the exit and found the secret blue key, but there is obviously something else I am supposed to do in order to open up the secret exit, since the blue door just leads to unopenable bars.  In normal play I'd just happily bid the map adieu and move on.  Since this is playtesting, I'll take a break to replenish my enthusiasm, cheat to discover what I need to do to reach the secret exit, and go that route.

 

You miss the switch on the other side of silver bars. On that side also is possible rocketjump to teleporter other side and reach backpack (not marked as secret, but this is like "super-secret").
Based on reviews, I think I will release v3 with some texture fixes, removing those bars and make path to obtaining red key more clear (without visiting cave hidden behind the trees). I realized it's long-assed map.
 

On 27.01.2018 at 8:39 AM, Capellan said:

To the Surface

This is much more to my taste - lots of fast-paced action with relatively straightforward progression.

This time I made a different and more linear map with some "orchestrated" ambushes.

P.S. I updated E1M3 now. Link to download: http://www.mediafire.com/file/1ctqc711f9hxcld/reckonf_v3.zip
Changes:
-fixed crate texture in warehouse to match other sides
-fixed unaligned midtexture inside main building
-removed redundant silver bars behind blue door
-makes path to red key more accessible, without visiting hidden cave. Moved zombieman out of cave (those area now is secret and optional)

@Walter confetti so you can include it, this should be final versions of my maps.

Edited by riderr3

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Eden Log

This was pretty good fun, though there are a couple of places where you can get stuck at the top of a drop off with lots of monsters at the bottom, which turns progress into a lottery.  I'm guessing the author doesn't play with infinitely tall things.  Didn't really feel the spiderdemon fight.  X-alignment on linedef 3571 needs fixing.  Tres ugly right now.

 

 

Obliterate Anomalies

I can admire it as a technical achievement, and I am sure some people will love it.  I am not one of them.  I also think it sticks out rather garishly as being completely not E1-themed.  It would make a lot more sense in a Standard E3 Community Project.  I still wouldn't play it, but it would at least be thematically appropriate. 

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12 minutes ago, Capellan said:

I also think it sticks out rather garishly as being completely not E1-themed.

To be fair, Phobos Anomaly was also weird and thematically different from the rest of E1, and that's what I was going for here. It also follows up nicely to Eden Log, which introduced significant hellish corruption with its flesh section, and I took that a bit further.

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44 minutes ago, Capellan said:

Obliterate Anomalies

I can admire it as a technical achievement, and I am sure some people will love it.  I am not one of them.  I also think it sticks out rather garishly as being completely not E1-themed.  It would make a lot more sense in a Standard E3 Community Project.  I still wouldn't play it, but it would at least be thematically appropriate. 

Well, not all the episode itself was quite classic episode 1 themed, expect for e1m2, e1m4 and e1m5 in some way...

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2 hours ago, Spectre01 said:

Paging @mrthejoshmon to see if he's interested in making any updates to Inner Port.

No, not really to be honest.

 

If it needs editing desperately then just cut it from the project, I'm sure a talented mapper can easily fill the slot in no time with something better.

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@mrthejoshmon

Uhm, the only bug with your map is that are coop player starts are missing, and that the level have some little backtracking issue...

for the coop starts, i can add them, if you're ok with that...

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My final version.. lib-e1m1c.7z

 

Changes -

 

1. Few extra details in the last areas, mainly for consistency

2. Smoothed the lighting in numerous places

3. One of the outside walls was changed slightly

4. Few extra decorations scattered about.

5. Coop starts have been added.

 

This should be my last update on this map, unless anyone finds something that is broken. 

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On 27. 1. 2018 at 6:39 AM, Capellan said:

Research Complex

Most of the teleport mobs are readily skippable here.  Personally, I'm okay with that, but just wanted to point it out in case that's not intended.

 

It's basically a choice. You either stay & fight OR run & getaway.

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Here's some lore as promised! Pretty standard stuff for a Doom plot. Let me know if there are any issues, grammatical mistakes, or if you'd rather have something else!

 

Intro for the text file:

A distress signal is received from the UAC settlement on Phobos. Shortly after, a mysterious white mist envelops the moon, blocking all visuals and jamming the comms. Recon units were sent out from the main base on Mars; but all went missing. As part of the last team going in, your dropship is hit with multiple rockets during descent, and crashes with you as the sole survivor. Patching up your injuries with a nearby Medikit, you grab your trusty pistol and go on to find the source of this anomaly...

 

Ending Text:

The opposition encountered at the source of the anomaly were not the standard demons that you were expecting.

 

After obliterating all the hellspawn with your advanced plasma arsenal, what's left of the twisted experimental facility starts sinking into the lake of fire. The only way out is the mysterious hellish portal at the edge of the crater.

 

You brace yourself, and step inside the darkness...

 

What awaits you now...?

Edited by Spectre01

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No, it's pretty ok, i don't find any errors so far...

Added to the text file i'm making...

 

Also, i'm making a little maplist with authors and info about levels and such stuff, it looks like this:

 

(insert level mapslot and title here)

Author:
Description: 
Music: 
Build time: 

 

For lots of them i don't have many infos (especially for angry saint, so can you help with this?

Edited by Walter confetti

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E1M8: Obliterate Anomalies

Author: Spectre01
Description: An action-oriented, modern interpretation of the original Phobos Anomaly. Lots of enemies and generous ammo to shoot them with. The finale can be quite deadly, so finding secrets is highly recommended on UV.
Music: "Frivolous Encounter" by Mark Klem
Build time: A few weeks to a month; spread over the course of a year.

 

Also, when everything is finalized, I can record a demo for e1m5 which plays during the menu. I've never been a fan of default input demos playing over new maps, which result in awkward shooting at walls and stuff.

Edited by Spectre01

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E1M6: The Inner Port

Author: mrthejoshmon (insert other editors)

Description: A map that was not planned and was 100% improvised as I went along.

Music: (I have no idea, I didn't provide any)

Build Time: a month, yes really I just hardly touched it.

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E1M2: Janus Complex

Author: Adam Windsor / Capellan
Description: Knee Deep in the Van Der Veken
Music: I don't play with music
Build time: Heck if I know

Edited by Capellan

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3 hours ago, Capellan said:

Description: Knee Deep in the Van Der Veken

Well played, Adam!

 

Sorry to break in, but just wanted to say I'm very much looking forward to this.

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E1M4: Research Station

Author: The_SloVinator
Description: Something I threw together on a whim.
Music: Kitchen Ace (And Taking Names) by Bobby Prince
Build time: 4 days, 1-2 hours each day

 

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I leave it here, just in case.
 

Quote

E1M3: Main Reckon Facility
Author: riderr3
Description: Tech-base located somewhere in the mountains. Mostly in E1 style, with a little pinch of E2.
Music: Dio - Fever Dreams.mid
Build Time: 9 days


 

Quote

E1M9: To the surface
Author: riderr3
Description: Escape from the depths to the surface through the nukage treatment base.
Music: "Hangar 7" by James Paddock
Build Time: 10 days

 

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