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Dewzan

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About Dewzan

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    Green Marine
    Green Marine

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  1. @CrazedCleric I did your map berserk only :D
  2. @Berubaretto I'm inclined to inform you that I got 47/48 kills on your level pacifist, with 100% on everything else. Makes for a real good challenge. Liked your level a lot!
  3. Welp, there was a major oversight in my level that disabled all AVJs. We do not speak of this. dmp2024_dewzan_02.zip
  4. This is your wonderland. AVJ and RJ to your hearts content. There is nothing else to do or see. Keep smiling! Name: Everlasting Menticide Format: GZDoom/DSDADoom (Boom can't handle a map this large, even though it was originally intended to be a Boom level) Music: "All That Remains" by AD_79 Build Time: 2 months, roughly 200 hours Play time: 3+ hours, please use save states for your own sanity. (sorry Bio) Tested in: GZDoom, some DSDADoom, extensive playtesting is needed from others. Difficulty Settings: Yes Resources: A sky texture, and two more misc graphics. Link: https://www.mediafire.com/file/5tip7pe3coq07km/dmp2024_dewzan_01.zip/file This map is barely functional, I'm submitting a rough draft so that everyone can bring awareness of any bugs/exploits. I will make a few other modifications before the deadline. This map is essentially at the same scale of Mechadon's Vela Pax, so it's highly probably something is wrong. Screenshots:
  5. @Rorix My framerate suffers too in the final room, it's the severe use of portals that causes it. My theory is that the use of portals is done in a way that causes a sort of infinite loop with the same room being rendered hundreds of times from really far away. Genuinely, the best way I can describe it is in the Portal game where you are falling infinitely through two portals, it may sort of be the same deal with that final room. It might be way worse if it weren't for all of those crates. Also, another question, the map says there are four secrets, but does the fourth one even exist? I checked in-game for an hour, and GZDoom Builder for half an hour, there are no more than 3 secret sectors, no secret things, and I'm at the end of my ropes.
  6. I guess I'll share an update to my submission, since my impatience to finish is killing me. For summary, this is a level focused on mixing combat with AVJ's and RJ's. I initially said this was going to be a very large level, and uhhhh... I may have gone too far. Would it be against the rules to make a download link of an incomplete version of this map for sake of playtesting? The level is so massive that I feel that any unintentional bugs (which there may be a lot) would be better addressed now by playtesters rather than later. It'd help to make sure my first completed draft isn't a total dumpster fire.
  7. @Frank Harper This level is really solid. Nice doomcute, great environmental detailing, good gameplay. Interestingly enough, my only issue is the random health potions in damaging slime with no rad suit. :P There's also a door that's non-lower-unpegged and non-DOORTRAK that may have been overlooked. Yeah, I know these are the worlds tiniest details, but I can't help myself. 9.9/10 map.
  8. Some of the biggest issues I found were the overlap between the yellow mancubus/brown revenant sounds, and so yellow mancubus plays the wrong noises. Yellow Mastermind only does the homing bomb attack after he spawns his Yellow Arachnos if I recall correctly. Red Mastermind has the same hitbox as Yellow Mastermind, so that's why he's a bit hard to hit. And I think the biggest issue of all is the "growing" mechanic where enemies get resurrected to become the next tier. They leave their old corpse behind, so an enemy like a common imp can be cloned over and over into several green/blue/purple imps. I could go on about the less major issues, but I think I've made my point.
  9. @bowserknight I'm not sure if the 1.01 patch really justifies much of an update if the main feature is the anti-cyan-yeet option. Unless of course if 1.01 causes issues with the test map. It'd be cool if CH Plus got a test map after the next update. I made some new EX bosses, but I'm not sure if they'll ever exist in the main mod. From what I was told, Hege doesn't have any ideas atm. I at least hope the main CH issues I mentioned get fixed in the main mod, because there's sooo many issues I've seen over the years.
  10. I've already started to shamelessly record a modded playthrough on my Youtube if anyone's interested. I played the first level with Colourful Hell Plus.
  11. @AnArchaicApparatus Just tested your map, and I had an issue with one of the red key doors. It opens up as if it's a regular door, and the red key markers are on the sides for some reason. Ended up softlocking myself trying to go to the next area without the red key, and the lift won't take you back. Regardless, this is an excellent submission, even if it has those four flanking cybers that go so wide to cut you off, that they were practically glued to the outer wall. Very well done!
  12. @AnArchaicApparatus I'm pretty sure the 2mb rule only applies to resources that aren't part of the map itself. My level so far is just over 2mb, and my submission last year was roughly the same size, so I think you're good as long as you're not using a truck load of textures or sound files.
  13. This year I'm planning to make a very large map that fuses standard combat with archvile/rocket jumps (lots of megaspheres/invulns will be provided to make the level realistically beatable). I've been working almost nonstop the past week, and I'm about 30% done. Here are some computer monitor encapsulations.
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