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About SharkyChip
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Doom enthusiast
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Alright, I'm back with another update. Hopefully the exit is a little clearer now Changes to the exit room: - A little more detail - A proper exit sign - A tiny bit of decoration around the "backtrack" teleport to signal that it takes you back to the beginning - A computer area map - Lowered the brightness of said teleporter to make it stand out less - An automap arrow that points the direction of the exit in case it's still confusing Map in slot 22, zip file attached sharkychip-weneedtogodeeper-v4.0.zip
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New version! We Need To Go Deeper by SharkyChip ZIP file attached. Map is on slot 22 still. Changes: - Balanced difficulty settings a little more (enemies, health and ammo) - Fixed a handful of misaligned textures - Re-textured a handful of areas - Final area is a little different, and less cheesable - More detailing (middle textures and Things) - Fixed secret sector being to small and not tagging appropriately - Cleaned the automap Let me know if there are still things that could be improved. sharkychip-weneedtogodeeper-v3.0.zip
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I have a new version of my map. All feedback has been addressed. Map is on the map22 slot and the midi is included in the zip file MAP11 Name: We Need to Go Deeper Author: SharkyChip Music: Gravelord's Lullaby by AD_79 (from Judgement's MAP02) Download: See attachment sharkychip-weneedtogodeeper-v2.0.zip
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@DJVCardMaster I'll definitely look into those things. I think the switch at the bottom should be inside the 1024 boundary if you move the square you made a little bit down. As for the other details, I'll just go ahead and fix them, since they are very easy to correct (especially the one on the right as it serves literally no purpose). Yeah, that mostly comes from the inspiration the map initially had (hence the shape of the starting room as well). There are quite a few things in Doom II's map22 that don't use textures that are normally interactable. However, is this ultimately hurts gameplay I can look for otex textures that fit the theme and replace them Oh yeah, I'll definitely have to change all instances of doortrak Yeah that's because it is. It really only has the aesthetic I wanted but the gameplay could definitely be improved. It's current state is a product of a series of "patches" I kept implementing for problems I continuously noticed when playtesting. I can completely revamp that encounter, especially with more time at hand. The cyberdemon does die from a crusher once you activate the yellow skull switch, but I agree the space you have to move around is still very restricting, cover-less and just uncomfortable to navigate in general. A rework is definitely coming to that whole area. As for the rest, I'd personally like to get other people's feedback on the long lifts, as I think is makes sense in the context of descending into hell and is a detail I do particularly like. Then again, if it does hurt gameplay I can make it more "normal". Also, the ammo is on the tighter side, and I agree it could benefit from loosening that a bit. Oh, also, there is a backpack in a secret, but either way, since the hell part is going to change, I'll decide what to do about that when mapping. Anyway, thanks for the feedback; I'll do my best to align with the standards of both the project itself and doom mapping as a whole so I deliver a better product next time (hopefully sometime this week)
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Wow, what a long but intense mapping session. Stayed up until 5am last night and have been working on the layout all day today so I can finally hand in a playable product. Half of the map was made in the last 12 hours, the rest was made last year and was abandoned at some point for personal life issues. The map is on the MAP22 slot, as the level was initially inspired by MAP22 from Doom II but lost that spirit along the way. I am open to suggestions, and feedback, since there might be some texture oversights or bugs I may have not noticed. Also let me know if the ammo and health starvation is too much. Difficulties are not implemented in this version MAP11 Name: We Need to Go Deeper Author: SharkyChip Music: Stock music for now (I'm in too much of a rush to think of a MIDI before handing the layout in) Download: See attachment Layout screenshot: sharkychip-weneedtogodeeper-v1.0.zip
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Hello again! I have compiled the footage from KDITD. It's a total of 15 attempts throughout 1 hour and 16 minutes of footage. I added in some commentary in subtitles so it's more fun to watch, and the timestamps for each attempt and the reason of death is in the video description. Here it is!
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Hey! I've been playtesting this mod, as I really love this concept as a whole. I know you said the mod is not stable, but I thought I'd point out some things I've come across that have ended some playthroughs. As for context, I'm playing on GZDoom v4.11.3 with compatibility settings set to default. Recorded several attempts of me trying to UV Speed Knee-Deep in the Dead (which I eventually succeeded at) and currently trying to see how far I can get in Doom II (so far it's map05) First thing I want to talk about is crashes/freezes. There have been several times in which the game has straight up crashed or frozen for no apparent reason. Sometimes it crashes or freezes when a new effect gets added but other times it happens randomly without any "gamebreaking" effects active. One thing to note is that the game has always ended for me when I enter a new level while "Containment Breach" is active, displaying the following error: As for other bugs, I have noticed some invisible walls or enemies spawning from time to time, the former making some levels unbeatable and the latter just being annoying. I do not know why this happens, as I've never been able to determine what effect is causing said things, but it does happen sometimes (the invisible enemy is noticeably more common than the invisible wall). I wanted to add that the menu that allows you to enable and disable effects hasn't seemed to work neither on Ultimate Doom nor Doom II. With that, I mean that disabled effects are still rolled. I have disabled: "Containment Breach", due to the aforementioned guaranteed crash "Player commits suicide", as it felt way too unfair "Fake crash", because I thought rolling this effect caused the game to freeze (I got it for the first time ever in my last attempt and it works fine so I will be enabling it again) Other than these things I've had a lot of fun with the mod and will surely keep playing the heck out of it. I can compile the footage I have into one or two videos if you want to review how some things played out from a stranger's perspective. That's all, thanks you for reading, for your time and for the mod
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Embryo: where each map is smaller than the last
SharkyChip replied to Moustachio's topic in WAD Releases & Development
Thanks for the heads up! I haven't touched or progressed on the map for the last few months, but I do have a few rooms laid out and have an idea of how to progress with the level. It's in my plans to get it done this month so I'll be updating when I have something functional -
Same as Drywtler. University has been taking a lot of my spare time, so I haven't continued making progress on the map. As a summary, though, I have the layout of the map roughly about halfway done with no functionality (with that I mean that I have planned where switches and doors go but no tags yet). In regards to texturing, I've tried a bunch of different aesthetics, but haven't decided on something yet (there's a lift I can't find a texture that suits it). And, that's about it. I'll try to get going as there's a deadline now, and thanks for the heads up!
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What were the first Pwads you've ever played amd completed?
SharkyChip replied to MS-06FZ Zaku II Kai's topic in Doom General
I was about to say it was Valiant, which I played co-op with my brother in 2020. However, I now remember I completed my first pwad probably about 9 years ago, it was called Town Infection, I think. I remember playing on Skulltag at the time, being the only source port I knew back then. I must say I remember nothing from it though, but I do know I played it every single day trying to complete it until I eventually did. I think I tried Plutonia after that and eventually stopped playing Doom until the pandemic, which was when the nostalgia hit. Been playing since then and had great times both with my brother and by myself. -
Embryo: where each map is smaller than the last
SharkyChip replied to Moustachio's topic in WAD Releases & Development
I'd like to participate in this, claiming map22 -
I know it's not much, but I wanted to make a small list of the maps I've released. As of now, and probably for quite a while longer, the list is very short, but I wanted to put it here and update it when necessary.
Solo projects
IsThis - a small speedmap aimed to push me out of my comfort zone and release a map in a short time
Community project contributions
Limit Buffet - MAP19
Doomium - MAP18
I do have some unreleased maps and some works in progress, so, those will be added when they are done.
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Doom project ideas you can take (ideas by me)
SharkyChip replied to Johnny Cruelty's topic in WAD Discussion
This post really makes me wish I had more spare time so I could give some of these ideas ago. I also wanted to say something that came as a surprise is to me, which is that a few weeks ago, I started working on a map that is planned to contain various set pieces I have dreamt over the past year, and I have it in my files as Dreamscape, which is a neat coincidence hehe -
Two days ago I watched a gameplay on Twitch by furiousrockets (Limit Buffet starts at about 3:06:10), and that happened to him too, in the same location of the level, though in his case it was an AV getting stuck iirc. I had a similar problem in a map I worked for a CP last year, in which revenants were getting stuck in the geometry of the level when pushed by the knockback of the rocket launcher. I don't know if adding monster blocking lines will fix it in this case though, as I don't know the map very well and I don't know if it may restrict the movement of some monsters too much. Maybe blocking lines can be used only on the side ledges and not the front one, as the monsters will most likely be pushed to the sides when rocketed instead of to the front, which is where you're shooting from. It's just an idea, I hope it helps