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@SharkyChip Playing through the WAD currently on HMP. Difficulty for HMP feels well balanced so no comments on difficulty setting. One general map note is that all the vine textures bleed through the ceilings and create a bit of a visual issue (such as linedefs 520 and 521). To remove bleeding midtextures, they need to be on a sector edge (so just connect the current lines and make separate sectors) and the sectors must have a height, texture, or brightness difference. Bit of an odd quirk but the most seamless solution is to make separate sectors for the vines, then make the sector brightness say 1 tic brighter or darker. Visually this lighting difference will be indistinguishable but it removes the mid-tex bleeding.
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Here's the link for Map19: Mini-del Decided to use only 2 doors as a pass through section. Hopefully this is fine but if not a 3rd door can easily be re-added. Also the end treasure in this segment is a blue armor but this can be swapped with a key later on if desired. also forgot to remove player start but may be useful for testing it alone.
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Played through map02, definitely a tougher map on UV, bit of a grinder given the space. -I ran out of ammo quickly going down the southern side of the map, very few resources to assist the player here. definitely some armor and extra health would be a good idea. mid/west proved better results but still lent to many deaths. Middle section got real crowded but managed to get through. I think overall could use some extra bullets and shells. possibly a cut down on an archvile or two or some of the smaller chaff enemies (demons ideally). Main reason bringing it up was i had to IDDQD out of the southern path from the start due to limited resources and options. May be bad run but i was consistently on the back foot in this map. -Linedef 5676, 5085 is misaligned -sector 436 has midtex bleeding into the floor, change lighting (1 brightness needed) to fix As for name and mus. Votes for music is 1.D_RUNNIN, D_COUNTD, D_BETWEE Name suggestion: Saltwash (kinda gives a bit of a rundown seaport vibe)
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Must have forgotten to upload the version with the 2nd trigger for sector 54, that or the WAD was compiled with an outdated version of the map, either way here's the latest link for E1M6. Not a big deal, but there is an EXIT sign in place, its on the ceiling in the middle of the sector (linedef995) so i can see how some may miss it. Lowering it would compromise the visuals in that area, but i found a spare linedef that I apropriated to add another sector to increase lighting. Hopefully is a bit clearer
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@Scorpius I was looking through some of the maps in the latest compilation of the set for inspiration/possible missing themes for my map when i got around to playing your map for the first time (Castle Vendetta). Noticed a couple technical issued i'd mention but game-play wise the map had a good overall design and balance, not really any comments there. -Sector tag 23 is missing a proper sky transfer tag. -sky around the exit teleporter pillar is cutting off the pillar a lot, making it dissapear and several angles. kinda a tricky thing to handle with how doom draws skies. Not a huge issue but is noticeable. -Linedef 150 has some HOM effects going on, don;t see anything out of place so may just be a nodebuilder issue, moving a vertice on that line seemed to rectify the issue. -Linedef 534 (wall by the angled shadow effect) does not match the brightness of the angled shadow you made. This is some quirk with how doom handles lighting specifically on flat 90 degree lines where these lines are shaded brighter than lines at the same light level that are angled (because the shadow is made up of tiny triangular sectors not at right angles, they appear darker than the straight wall next to them). This can be fixed by moving one of the two vertices on that wall by 1 pix so that the line is at an angle. If needed i can link a screenshot to show the uneven lighting in-game.
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Alrighty, bit of a rush to complete but map17 is at least in a releasable and playable state: Map17: Orbital-X09 Author: DFF Music: Dread Factory by MFG38 (Ult. doom midi pack) Ports Tested: DSDA Difficulties: implemented (not tested fully), should be inline with scythe 2 EP4, maybe a tad easier. Coop: yes Description: A map that morphed from a combo communication station and orbital platform to just an orbital platform. The map is a laser array that takes inspirations from scythe 2 (map 13 specifically) and X (map 07 and 08). Detailing and aesthetic more scythe x, and layouts/gameplay a bit more Scythe 2. I think if i had a clearer idea of a simpler map concept from the start I could have made something a bit more faithful to Scythe in terms of gameplay design and smaller detailing, but hopefully for a inspiration piece its close enough.
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Was not able to complete my map by the deadline, but here's at least proof its mostly here. The shell is basically done, just need to populate with some monsters and add a bit of extra detail in a few places, should be ready by EOW. Map 17: Orbital_X09 Inspirations: Scythe x map08 and Scythe 2 Map13 This map resulted from a bunch of different ideas that got changed and scrapped at different points. I'm content with the overall design, but if i could go back with a clearer intention i'd likely have a more scythe-faithful design. Link
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Updated the map, same link. -Added a trigger to sector 55 from the opposite side -rebalanced the ammo, hard difficulty feature more shells than bullets now (chaingun can effectively be used as a flashlight for combat in this map) -saved a couple lines to add a light pedestal to the RL. Thanks for playtesting.
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MAP: Curfew Quarters SLOT: E1M6 MIDI: A Foggy Night - stewboy NOTES: A bit of an experimental take that i was inspired to do because of the sky setting. I imagine this map will likely not be a lot of people's cup of tea but copefully the map designs I included work well with the concept. Tested in DSDA, prBOOM Screenshot
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Recreate Plutonia from Memory! (CP) (Completed)
DFF replied to Engired's topic in WAD Releases & Development
Alrighty, here's Map12: Wood5 Despite having a much clearer memory of this map as opposed to some others, this was a rather hard map to recreate from memory. The multiple branching paths and height variation made recalling the layout very difficult, and in truth I had to peak at the original map once or twice only because I got to a point where my geometry completely did not align with how the map would play out (I knew once i made it, that it was wrong and would not work, so i needed to re-align myself to at least get the flow correct and not super incorrect). I still made quite a few memory judgement calls though, like i remember the yellow key but never knew what it did since the original door was unmarked. -
Recreate Plutonia from Memory! (CP) (Completed)
DFF replied to Engired's topic in WAD Releases & Development
If @DRON12261 doesn't want it, I'd happily take map 12. That was the map I originally hoped to make for this, but I've already gotten a few maps so no pressure