Jaws In Space Posted January 15, 2020 1 hour ago, DukeOfDoom said: Alright, here is the first version of my map. I still think that I went too far in my own style direction, and if there are some major flaws, I will be more than glad to correct them. The map takes MAP26 slot. No custom music yet. assim.zip Okay just got done playing it, there's some good & there's some bad. The start of the map is fine, a nice hot opener against some zombie fodder in a small room. The hubspoke approach to the map is fine I think, it's not something you see in Mackey maps, but I don't think it's out the realm of possibility. After the opening fight I dropped down to a small room containing a teleporter, the secret in this room is a little to obvious, the secrets of PG are usually more subtle than this, I'd change up the texturing in this room to hide the secret a bit more. Everything beyond the teleporter is just perfect, this is the best area of the map. Bug report the monsters don't teleport into the yellow key room when I pick up the yellow key. That being said I don't think an ambush there is necessary, but if you want one there I'd change up the monsters in that closet to more low tier enemies. The next area I went to contained the red key, this area is decent enough, though I don't know about the use of STONE2 texture here, I think AVMET would work just fine for the walls. The trigger for lowering the fllor to exit this area should be on line 774 not 832 so that the switch texture changes. Again in this room the monster that teleport in are a little awkward to fight, I think a few more lower tier enemies would be better. Arch-Vile thing 85 is unnecessary & should be removed, there doesn't need to be a monster behind that door. Lastly was the blue key area, this section of the map just didn't do it for me. Honestly I think you could get away with just removing the entire area & having this be a 2 key map. 1 Quote Share this post Link to post
valkiriforce Posted January 28, 2020 Just finished my E2 map - playtested with chocorenderlimits on all three difficulties and was able to get 100% stats. Think I'll call the map Crossways. download On a side note: I noticed the map "Sanctuary" has been listed in E1 to appear later - I recall going for an early map slot theme with that map, since it focuses on lower-tier monsters and weaponry, while Mummy Tombs appear on the list to come before it, which has some mid-tier monsters and the SSG/Plasma Rifle. I'm not sure if the maps are actually ordered yet but I do think those map positions should be reversed. 9 Quote Share this post Link to post
Jaws In Space Posted January 29, 2020 On 1/28/2020 at 3:23 PM, valkiriforce said: Just finished my E2 map - playtested with chocorenderlimits on all three difficulties and was able to get 100% stats. Think I'll call the map Crossways. Okay just played this an hour ago & here's my thought's. Overall I liked the map, there are a few issues that I had though. In general the map is very spacious & quite a bit bigger that what you would see in Perdition's Gate. The main hallway & red key area I can live with, but the blue key area really needs to be about half it's current size. Also concerning the blue key area, it would be better to have just a single switch to access the blue key & have multiple enemies of various types teleporting in, rather than one enemy type at a time, that is more the PG style anyways. I think that the player starting items should be swapped around a bit, remove the Shotgun, then swap the green armor & the rocket launcher around. Also I think there should be a lot more rockets in this map, this map would be a lot more fun & fast paced with more rockets. Another thing that needs to be changed is that I don't want any of Mackey's AV textures to appear before episode 3, which is something that needs to be fixed in several other maps as well. Lastly I think that most of the exit room should be cut, once you go down stairs the map just stopped being fun. Moving the exit to where you go down stairs currently is the best course of action. Concerning the map order, I'm still playing around trying to figure out the best order for maps. I think I just got the names of your maps mixed up when doing that tough, because there's no way that Mummy Tombs will appear as map 2. 0 Quote Share this post Link to post
valkiriforce Posted January 30, 2020 Hey, it's up to you how you'd like to arrange the map. Seems like you have a much better understanding of Perdition's Gate than I do. Feel free to make those changes you mentioned as you see fit. 0 Quote Share this post Link to post
Jaws In Space Posted January 30, 2020 8 hours ago, valkiriforce said: Hey, it's up to you how you'd like to arrange the map. Seems like you have a much better understanding of Perdition's Gate than I do. Feel free to make those changes you mentioned as you see fit. Okay then, I'll start working on that. @DukeOfDoom did you want me to make the changes I mentioned to your map as well? 1 Quote Share this post Link to post
DukeOfDoom Posted January 30, 2020 3 hours ago, Jaws In Space said: Okay then, I'll start working on that. @DukeOfDoom did you want me to make the changes I mentioned to your map as well? Yes; while I made several changes myself, I still wonder how your improvements will look like. 0 Quote Share this post Link to post
Scorpius Posted January 30, 2020 (edited) Sorry it took so long, but I've finally began creating a map, hoping to achieve a Jim Sieben-esque map. I just want to know if the general map layout is good enough to pursue with, if not I should probably know soon. The areas on the left are blank for the moment, and the rest are "prototypes." https://imgur.com/a/JEGDWZG Edited February 15, 2020 by Scorpius 2 Quote Share this post Link to post
Jaws In Space Posted January 30, 2020 20 minutes ago, Scorpius said: Sorry it took so long, but I've finally began creating a map, hoping to achieve a Jim Sieben-esque map. I just want to know if the general map layout is good enough to pursue with, if not I should probably know soon. The areas on the left are blank for the moment, and the rest are "prototypes." Awesome! I love getting surprise maps. That looks spot on from the editor shot. Edited maps Valkirifore & DukeofDoom, here are the changes that I made to your maps, I pretty much changed everything that I mentioned in my feedback posts, with a few minor additional tweaks. 2 Quote Share this post Link to post
Scorpius Posted January 31, 2020 Alright, I think the map is finished for now. If it's too easy or hard, or there's very little or too much health and ammo, or there's any issues occurring, please let me know! It is designed for MAP17 (you can change if you want), and uses "Organic Gods" from Memento Mori II (You can change as well if you want). Anything you want me to add, remove or edit, I will do. :) limitless.zip 0 Quote Share this post Link to post
Jaws In Space Posted January 31, 2020 2 hours ago, Scorpius said: Alright, I think the map is finished for now. If it's too easy or hard, or there's very little or too much health and ammo, or there's any issues occurring, please let me know! It is designed for MAP17 (you can change if you want), and uses "Organic Gods" from Memento Mori II (You can change as well if you want). Anything you want me to add, remove or edit, I will do. :) limitless.zip Neat map, I liked it quite a bit, but as is normal I have a few issues that need to be addressed. First up is the texture usage, all the maps of Episode 2 in PGR are grey. Valkiriforces screenshots from a few post above & the screenshots of map 12-20 in the OP should give you an idea of the textures that you should be using in E2. Second, I left the blue key fight with hardly any health & no cells so it made the SM fight impossible, it's an awkward fight anyways & I think it would be better replaced with a cyberdemon, at least then you can avoid it's rockets to grab some cells & health. I saw an energy cell down in the water that shouldn't be there. Lastly I think that the octagon room at the south east corner of the map strays away a bit too much from the PG style. 1 Quote Share this post Link to post
Scorpius Posted January 31, 2020 8 minutes ago, Jaws In Space said: Neat map, I liked it quite a bit, but as is normal I have a few issues that need to be addressed. First up is the texture usage, all the maps of Episode 2 in PGR are grey. Valkiriforces screenshots from a few post above & the screenshots of map 12-20 in the OP should give you an idea of the textures that you should be using in E2. Thanks, that is great to know. I didn't know the texturing for PGR is grey, I based it of the original PG, which is brown. I will try and change it tomorrow. 8 minutes ago, Jaws In Space said: Second, I left the blue key fight with hardly any health & no cells so it made the SM fight impossible, it's an awkward fight anyways & I think it would be better replaced with a cyberdemon, at least then you can avoid it's rockets to grab some cells & health. I saw an energy cell down in the water that shouldn't be there. That's okay by me, I wanted to experiment a little bit with that blue key arena. I'm guessing you mean replace the mastermind with the cyberdemon, if so that's fine. Forgot about that energy cell, woops. :/ 8 minutes ago, Jaws In Space said: Lastly I think that the octagon room at the south east corner of the map strays away a bit too much from the PG style. The "chasm" room as I call it? I thought it wasn't PG style. I'll change it to something else. 0 Quote Share this post Link to post
Jaws In Space Posted January 31, 2020 4 hours ago, Scorpius said: Alright, I think the map is finished for now. If it's too easy or hard, or there's very little or too much health and ammo, or there's any issues occurring, please let me know! It is designed for MAP17 (you can change if you want), and uses "Organic Gods" from Memento Mori II (You can change as well if you want). Anything you want me to add, remove or edit, I will do. :) limitless.zip Ah one more big issue I forgot to check earlier, I just tested the map in vanilla & it's way over the drawseg limit. If you are not too familiar with vanilla limits basically you have too many wall textures that appear at once onscreen. A few suggestions for how to lower the count are to get rid of the stepped railings, cut the number of stairs in you map by half, get rid of the little inlets in the railings where you have torches. 1 Quote Share this post Link to post
Scorpius Posted February 1, 2020 2 minutes ago, Jaws In Space said: Ah one more big issue I forgot to check earlier, I just tested the map in vanilla & it's way over the drawseg limit. If you are not too familiar with vanilla limits basically you have too many wall textures that appear at once onscreen. A few suggestions for how to lower the count are to get rid of the stepped railings, cut the number of stairs in you map by half, get rid of the little inlets in the railings where you have torches. Oh, yeah. I am already aware of this, but I am taking steps to fixing this. Thanks for letting me know though. I somehow forgot this was a vanilla megawad when making it. 0 Quote Share this post Link to post
Gothic Posted February 1, 2020 Here's a little preview of my E3 map It's not gonna be a tech-base level, the main theme kicks soon after this room. Also I noticed plenty of weird textures are not included on the E3 texture pack, like AVPGN, AVPGNS, ALLBLACK and the Fuzzball textures. Are we not supposed to use those on the McCandlish styled levels? 2 Quote Share this post Link to post
Jaws In Space Posted February 1, 2020 38 minutes ago, Gothic said: Also I noticed plenty of weird textures are not included on the E3 texture pack, like AVPGN, AVPGNS, ALLBLACK and the Fuzzball textures. Are we not supposed to use those on the McCandlish styled levels? No, those are for the secret maps only. 0 Quote Share this post Link to post
Scorpius Posted February 1, 2020 (edited) Okay, I've spent way too long trying to get this to work in vanilla, and there may still be HOMs that I didn't see, but it should be playable now. I've also changed most of the brown texturing to grey, and replaced the cavern area with a new metal area. Here it is, as always, let me know of any other issues: limitless_v2.zip EDIT: Fixed a couple issues I found, such as the HOMs outside, the tutti-frutti effect on the doors, the blue key fight doesn't work as intended, etc. I forgot to mention the name is Limitless Worlds. Edited February 2, 2020 by Scorpius 0 Quote Share this post Link to post
Firedust Posted February 1, 2020 I've never actually played the original. Will this be a fan sequel of sorts? 0 Quote Share this post Link to post
Scorpius Posted February 1, 2020 4 minutes ago, Firedust said: I've never actually played the original. Will this be a fan sequel of sorts? Pretty much, yes. Like Plutonia 2. 0 Quote Share this post Link to post
Gothic Posted February 13, 2020 (edited) Map name: Bound to Oblivion. Map number: 21 (open to change) Music: Perdition's Gate map22 (open to change) A lost ship swallowed by a giant abomination, floating in a dark void. Find its heart to get out of there. Spoiler DM and co-op not yet implemented. All difficulty settings added. To be honest, I kinda went overboard with the geometry in some areas, so I'm not sure if I can call it a "McCandlish style" map. Also it's kinda larger than his average maps. If this becomes a problem, then I'll try to simplify more my map. Also some changes made to my previous maps: Storm on Sector 24: I'm renaming it "Summit Assault". Adressed the issues pointed by Jaws. Added a couple of lights on the first corridor. Spelunker & Troubled Research: All weird textures removed. Download all my maps here. PerdmapA: Troubled Research. PerdmapB: Spelunker. PerdmapE: Summit Assault. PerdmapF: Bound to Oblivion. Edited February 13, 2020 by Gothic 3 Quote Share this post Link to post
Jaws In Space Posted February 14, 2020 22 hours ago, Gothic said: Map name: Bound to Oblivion. Map number: 21 (open to change) Music: Perdition's Gate map22 (open to change) A lost ship swallowed by a giant abomination, floating in a dark void. Find its heart to get out of there. Reveal hidden contents DM and co-op not yet implemented. All difficulty settings added. To be honest, I kinda went overboard with the geometry in some areas, so I'm not sure if I can call it a "McCandlish style" map. Also it's kinda larger than his average maps. If this becomes a problem, then I'll try to simplify more my map. Okay so this map is mostly good. I'm fine with having a couple larger Mackey maps in this project so this can be one of them. Most of my issues with this map have to do with the texturing. First get rid of the STARG textures as the main texture for the space ship & replace them with HTPSTEL or SILVER textures. The tech blobs just before the red key are a bit much with the detailing. It's just not really the style of PG maps & it really stands out in comparison to the broad shapes used in the rest of this map. I see what you are going for with the brown exterior & pink interiors, but this really contrasts with what Mackey does, he sticks with one group of textures & makes the entire map out of just those textures, I'd like to see this map use the pink & grey combo on the maps exterior as well. The exterior of this map is pretty empty as far as combat goes, I think that here should be a few monster platforms out in the void. While playing I felt that the outer Mancubus zone of the blue key area was a bit too spacious, I had a lot of freedom to move around so the encounter wasn't that threatening, just tedious to cleanup. Lastly the exit was a bit much with the detailing again like the area near the start of the map. Also don't use the Icon of Sin, I've given Eradrop permission to use that for any DeHackEd work that he may want to do for maps 29 & 30. Okay one last thing, this map could really use a Rocket Launcher, a few of the encounters could be a lot more fun if there was one in the map. 2 Quote Share this post Link to post
Scorpius Posted February 15, 2020 Name: Cyberspace Music: Fear's Falter (David Shaw) Style: Tom Mustaine cyberspace.zip I was going for a techbase map and had a lot of fun making this. As always, let me know of any issues! :) P.S. There aren't many slots left for Ep2. Would this fit MAP15 or MAP16 (provided I add a secret exit for 15)? 2 Quote Share this post Link to post
Jaws In Space Posted February 16, 2020 5 hours ago, Scorpius said: Name: Cyberspace Music: Fear's Falter (David Shaw) Style: Tom Mustaine cyberspace.zip I was going for a techbase map and had a lot of fun making this. As always, let me know of any issues! :) P.S. There aren't many slots left for Ep2. Would this fit MAP15 or MAP16 (provided I add a secret exit for 15)? Neat map, but this isn't the kind of map I need for Perdition's Gate Resurgence. Since this map does adhere to the Tom Mustaine style quite well I suggest that you see if the guys over at Final Doom the Way ID Did might want to use it. https://www.doomworld.com/forum/topic/67447-final-doom-the-way-id-did/ The project is on a bit of a hiatus right now, but it should pick back up in the near future. 0 Quote Share this post Link to post
Scorpius Posted February 16, 2020 3 hours ago, Jaws In Space said: Neat map, but this isn't the kind of map I need for Perdition's Gate Resurgence. Since this map does adhere to the Tom Mustaine style quite well I suggest that you see if the guys over at Final Doom the Way ID Did might want to use it. https://www.doomworld.com/forum/topic/67447-final-doom-the-way-id-did/ The project is on a bit of a hiatus right now, but it should pick back up in the near future. Okay, I'll look into Final Doom. Thanks! How far off is this map from the PG style? 0 Quote Share this post Link to post
Jaws In Space Posted February 16, 2020 5 hours ago, Scorpius said: Okay, I'll look into Final Doom. Thanks! How far off is this map from the PG style? It's not that this map is off from the PG style. It would probably fit in nicely with the E1 maps there. The reason it doesn't fit into PGR is that E1 has only Egyptian themed maps. E2 is filled only with the catwalk styled maps, like the map that you made previously. Then E3 is filled only with Mackey McCandlish styled maps. 1 Quote Share this post Link to post
Scorpius Posted February 16, 2020 1 hour ago, Jaws In Space said: It's not that this map is off from the PG style. It would probably fit in nicely with the E1 maps there. The reason it doesn't fit into PGR is that E1 has only Egyptian themed maps. E2 is filled only with the catwalk styled maps, like the map that you made previously. Then E3 is filled only with Mackey McCandlish styled maps. Oh okay, I guess that's true with original Perdition's Gate as well. I see that MAP11 is still available and I've always wanted to make an Egyptian level, especially with an opening like Misri Halek. How large can these levels be designed, and is there any special plans for MAP11 (I.e. the first appearance of a Cyberdemon)? 0 Quote Share this post Link to post
Jaws In Space Posted February 16, 2020 6 minutes ago, Scorpius said: Oh okay, I guess that's true with original Perdition's Gate as well. I see that MAP11 is still available and I've always wanted to make an Egyptian level, especially with an opening like Misri Halek. How large can these levels be designed, and is there any special plans for MAP11 (I.e. the first appearance of a Cyberdemon)? Actually I've been working on my map 11 that I had removed & I intended to put it back into that spot, so the Egyptian episode is actually closed. Sorry about that I should have updated the OP sooner :( 0 Quote Share this post Link to post
Scorpius Posted February 16, 2020 (edited) 6 minutes ago, Jaws In Space said: Actually I've been working on my map 11 that I had removed & I intended to put it back into that spot, so the Egyptian episode is actually closed. Sorry about that I should have updated the OP sooner :( Hmm, that's alright. The only other idea I have right now isn't particularly PG style. I was thinking of a MAP13-esque structure in a medieval style, in other words, a dark castle. Apart from that, I'm not sure what else I can do. Anyways, I'm glad to help out with my Limitless Worlds map, I really want to see this project finished. :) Edited February 16, 2020 by Scorpius 0 Quote Share this post Link to post
Scorpius Posted February 16, 2020 (edited) Nevermind, I have a decent idea that might work better than my previous entry, so I'll get to work on it tomorrow. It'll be a Tom Mustaine design. Ist there any plans for a secret exit in MAP15, if I was to make a map for this slot? Sorry for double post. Edited February 16, 2020 by Scorpius 0 Quote Share this post Link to post
Jaws In Space Posted February 16, 2020 17 minutes ago, Scorpius said: Nevermind, I have a decent idea that might work better than my previous entry, so I'll get to work on it tomorrow. It'll be a Tom Mustaine design. Ist there any plans for a secret exit in MAP15, if I was to make a map for this slot? Yes map 15 needs a secret exit. Also just for clarification in maps 13 & 15 of Perdition's Gate, there are those weirdly textured areas that you teleport to to get some keys. Don't have areas like that in your map. If you do want the player to teleport to a completely different realm, make them small Egyptian textured zones. Check out maps 3 & 4 of the Demo to see what I did PGR Demo 0 Quote Share this post Link to post
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