-
Posts
28 -
Joined
-
Last visited
-
@DoomGappy I would like the following skies for my two maps: MAP24 - Precipice of Torment: SKY3B MAP32 - Go 1992 It: SKYPL3 Simple reasoning for each... SKY3B is the combination of Doom 1 & 2's Hell episode skies where House of Pain and Chasm reside, and SKYPL3 is the one used for the original Go 2 It. Speaking of maps... I finished up Go 1992 It. Made some final small tweaks to Ultra-Violence and added a bit more signposting to really try to make sure the player understands where to go with their keys. Other than that, I implemented the rest of the difficulties, including a co-op only variety, added co-op functionality itself, and just some general tidying up so that it SHOULD be completed. Each of the difficulties adjusts the monster count by like 300-350 so it does make a pretty big difference. Inevitably I imagine a bug or two will crop up here and there like what happened with MAP24, but hey, for all extents and purposes the map is done and has been uploaded to the Google Drive. Jimmy's Plutonia to Doom 2 texture WAD is still packaged in the ZIP for ease of play-testing just in case. MAP32 - Go 1992 It - Completed v1.0 Speaking of MAP24 and bugs... I also tossed a v1.4 of the map into the Google Drive that fixed a minor bug with a couple Stimpacks getting stuck out of reach after a platform lowers that I missed. I say this every time, but hopefully that is the last of the small bugs. Both new uploads also contain some updates to the MAPINFO for each. I added a proper Par Time to each map based on my own UV Max run rounded up a little bit, so please use those par times in the final project. If all goes well, I SHOULD be done with my promised contributions to the project, but I suspect inevitably at least one more thing will come up.
-
Okay, after some play-testing has come both in forms of comments here and watching some runs, I went ahead and assembled the feedback and made a bunch of overall changes to MAP32. Aside from there being like, 300 less monsters, the changes are fairly substantial so I will add a proper changelog below. I know this kind of map is not everyone's cup of tea, so it has been very divisive with it often either ending up love it or hate it. No amount of changes I can make will make it appeal to those who do not care for this sort of thing, at least not without alienating those who do care for it, so at the very least I aimed to make it less exhausting. First crack at this sort of map, so it is only natural it needed some adjustments after all! I took down the old version and the new version is below: [Updated Version in Future Post] Now naturally some feedback there was not much that could be done as some of it really is just "That's just Go 2 It" like the Health and Ammo balance being best described as "Yes", but I pretty well got good suggestions from everyone. I left a couple of the bigger fights more or less alone, like the one at the start and the one in the MAP31 exit section, but most others have had some adjustment. I personally really like the shock to the system of the opener so I want to leave it as is. Also thank you to those who complicated some of the technical stuff I tried here... I like to experiment with each new map, helps me gain all the more appreciation for the skilled mappers that really know what they are doing with that sort of thing. Oh and Royal We, the Plutonia teleporter was already there! The exit room is very similar to Go 2 It with a little combination of MAP31's exit room. Changelog: Alright enough rambling on! Hopefully this version's a little nicer so I can get to the other difficulties, co-op and polishing to get this thing finished up.
-
Alright, kinda a long hiatus there but I got a couple updates to share. First off, MAP32 - Go 1992 It has its basics done and has been submitted to the Playtesting part of the Google Drive. This is the entire map with just Ultra-Violence difficulty as I want to get that ironed out fully before bothering with the other difficulties and co-op. With Go 2 It being one of the two maps slammed together, the monster count is expectedly high and ends up more or less giving Map31 from Doom 2 the treatment Map01 got originally. This map is definitely harder than my previous one mostly due to the objective being given to make a slaughter map, but I mean... it is still pretty simple compared to them proper, very difficult slaughter maps the pros out there enjoy. It was my first time making this style of map, so hopefully it is enjoyable. With Wolfenstein being part of the map's combination the visual design this time is far, far, FAR simpler than Precipice of Torment, so I tried out some mapping tricks I had no idea how to do at the time. Like to try new things each time after all! ...Deathmatch is technically implemented, but due to heavy Voodoo Doll reliance throughout the map, I constrained it to a very small portion. Should make for some decent chaos, though. NOTE: The WAD is in a ZIP that includes the Plutonia textures for Doom II resource WAD Jimmy posted back in 2015 I used to build the map, just in case people need it for testing! Uhh... have fun hopefully?? [Updated Version in Future Post] I also submitted a small update to MAP24 - Precipice of Torment in the Finished folder. I found a spot you could soft-lock yourself behind some geometry (by the cook-out), and added a fake floor to prevent players from falling in there. Whatever was done to fix the nodes last time will have to be done again. I am not sure why my node-builder dislikes the map so much, and I only know a little about node-builders anyways!
-
Decided to give this shot on DSDA with complevel 9 and ran into a couple issues, some bugs, some that are likely conflicts of personal taste, but had a lot of fun with this one! Could clearly see the influences of both maps and a fair amount of original flair was added to this one, too. Gonna sort my thoughts into spoilers to avoid getting too Wall-o-Texty. Think that all about wraps up my thoughts... Hope some of that helps, and sorry if some of it comes off as fussy!
-
Alright, it only took like an entire month, but I think I can call Map24 complete. Easy and Medium have been implemented, as has co-op alongside plenty of co-op only monsters if you so choose to play it that way. Tested both co-op and Deathmatch with a couple friends to make sure all was well and the map was able to be maxed so that is good to go. The map has had some overall tweaks, much courtesy of DoomGappy's feedback. Some texture tweaking, adding a couple more small details like with the scrolling lights when one of the side path rooms go dark, and some general toning down of the final fight so it is a little less chaotic if you do not find the secret BFG. Also implemented his idea to make some switch effects audible to make a certain couple of puzzles easier and did so via some dummy sectors performing the respective action in earshot of the player. The completed map has been added to the Google Drive in the opening post under Finished maps if you want to check it out. The placeholder music I had been using was also removed to not create extra work for when the maps get compiled together. ...Will be happy to not have to open that monstrocity in Doom Builder again, hah.
-
Ahaha, ah nah it is not using the main map itself due to exactly that issue. Normally I would just segment off a particular portion of a map and have that used, but I decided to make a little off-to-the-side Deathmatch only area. It is nothing much, just a circle of carnage with a SSG in the middle and some thin walkways to lead to other goodies. Captures the visual flavour while offering something more... playable. But hey, if you fancy a whole lot of falling into nukage and dying a mostly quick and painful death...!
-
...Turns out this particular change broke a later obstacle pretty badly in DSDA-Doom, so I did some tweaks and fixed it. I was not really expecting to toss out another version update just yet, but considering said bug makes one of the obstacles difficult to impossible to clear in DSDA, yeah... Well uh, have a version that also includes co-op and deathmatch on top of fixing the above issue I suppose! All that is really left is implementing the remaining difficulties and throwing in some extra goodies for co-op. @DoomGappy it is a little silly I have to do this again, but uh... disregard previous version, this is the one to test. Only ran into the bug tonight while I was doing a DSDA software sweep for slimetrails. [FINISHED MAP MOVED TO DRIVE IN THREAD OPENING POST]
-
There will definitely be things done to open up the layout since the original MAP31 is simply too small to really get something like Go 2 It going. Interconnectedness is to be expected, yes. I will use what I can of the originals... though for a map of this style, the BFG is going to be far more available than squirreled away in a secret. Go 2 It itself is very much more geared towards just blasting away with a glutton's worth of cells, so I will want to capture that feel.
-
If you have not started yet, probably best to use this newest version I'ma put at the end of this post. Made a number of changes... Some gameplay stuff from CutManMike's suggestions, such as adding some extra bars to avoid people spending ten minutes punching pinkies in a barrel. ...They can still waste all their bullets and shells if they truly wish. Biggest gameplay change is adding some quality of life for backtracking secret hunters and for anyone who may end up falling from a certain timed segment. A couple shortcuts open up when completing certain fights to make the walk back go much smoother and quicker. The other thing is I paid the inevitable price for putting too much detail... by SEVERELY cleaning up the auto-map. It is now far more readable by human eyes by no longer having ceiling cracks and rock formations absolutely everywhere. Too much time spent right-clicking linedefs... but it was necessary. Still gonna hold off on the lower difficulties for now, but can quickly get some co-op only shortcuts and conveniences made. I assume we are not bothering with Deathmatch! Anyways, here is the update: [NEWER VERSION IN FUTURE POST]
-
Turns out this is not quite true. One other exception came up in my map purely because of House of Pain's whole "windows to gaze through where you can see tortured individuals" motif. SP_DUDE3 and SP_DUDE6 are missing from d1tod2fx.wad but not from UDgfxD2.wad. These are the green stone brick textures with the one-legged fellow and the baron respectively. Would very much appreciate those being imported for the project, too, just to avoid any HOMs (that and the increased texture variance for "things hanging from green stone brick walls").
-
Had a friend who has tested more than a few maps go through it and found a number of bugs and oversights to fix, so here is an updated version with those addressed. Added a significant number of redundancy lines to help assure Linedefs skips in ports like DSDA should not completely break anything... hopefully. Gonna get rid of the previous ZIP and put this updated one here instead. [NEWER VERSION IN FUTURE POST]
-
Alright, here is the first draft of Map24. Just Ultra-Violence at the moment as I want to get that ironed out before implementing the lower two difficulties. Also got a few small things to add for co-op to make it a more user-friendly experience in case of death. Only tested on OpenGL at the moment, so I expect there are some Slimetrails on Software I will have to fix once I get run through of that done on DSDA. Currently using .MID The Way id Did 2's Map24 song as a placeholder to avoid listening to In The Dark too much. Good luck! It is probably a bit spicy. [Bug Fixed Version in Later Post]
-
Progress is going well on the combat side of things for Map24 at the moment! Gotten the first draft of Ultra-Violence pretty far along up to most of the big Chasm room being done. Got one more big encounter and a handful of incidentals left to do so should have something testable either tomorrow or the day after. Map32 will definitely be less intricate due to time constraints, but the concept and Wolfenstein being part of it should help get me to show some restraint. Map24's trending on a bit spicy difficulty-wise, but hopefully not too spicy!
-
I definitely went overboard on the looks of the thing, but hopefully it does not end up as huge as that one! Hoping for a ~20-30ish minutes clear time rather than anything stretching into the hour mark. It is physically large, but a lot of it is simply decorated open space thanks to The Chasm's influence. Speaking of... I have effectively been fussing over the last big Chasm room for the better part of multiple days now, but with it done... detailing is basically complete and I can move onto like, monsters n stuff. WIP screenshots this time are basically all just the same big room: