Jump to content

HiMyNameIsChair

Members
  • Posts

    121
  • Joined

  • Last visited

About HiMyNameIsChair

  • Rank
    Magic Talking Chair
    Junior Member

Recent Profile Visitors

1165 profile views
  1. Ver 1.4 of Defiled Dreamscape with fixes teleport lines. Actually did a final look around and found a couple more, guess I tend to forget to flip them a lot: Link Sorry this took so many revisions, and in case I forget: thank you. In the past year I've been actively mapping this was probably the best learning experience I've had. Your feedback helped a lot and gave me a lot to think about for future projects.
  2. here's the 1.3 version of Defiled Dreamscape: Link . Ended up consulting some people in the PUSS discord to iron out any remaining (or even potential) monster pen issue, and actually took scrolling off quite a few pens since really only a couple of fights like the Blue Key fight need it for timing, just wasn't worth the headache. reduced the scrolling speed on the blue key pens, adjusted some lines, resized a few and even reorrientated them to properly face toward the player. Did a lengthy stress test for the Blue key fight, shouldn't have any more issues. Did a lot of the same for the rest of the fights so those should be fine now as well. other than that, just Qol and small fixes. -squashed some HOM's -flattened out the shotgun alcove in the hub a bit to make the pillars easier to use for archvile cover. -altered the stairs in the Red Key arena so the Cyber can actually leave his balcony. -sprinkled in a few extra rocket boxes. -made a fence in the temple impassable. -added in a missing teleport destination for the teleporter in the final arena. Sorry for the late-ish update, took longer than I hoped, but i wanted to really iron out any existing or potential issues I could find, especially since stuff not spawning in has been such a reoccurring issue.
  3. Should have an updated version of my map up today or tomorrow, as I did find a fix for the issue. some of the failsafe return lines in some of the pens was too close to the wall and the scroll speed was in fact set a bit too high, so they'd get stuck. Gonna check all my pods to make sure that issue can't be recreated.
  4. OH that's the blue key fight... okay *that* is a first. I've tested this fight god knows how many times, and I can't remember the last time something failed to spawn in. if the tp destination got blocked that's extra impressive, because each pod actually has *2* teleport destinations because I was worried about this exact thing for this fight lol. I'll see what I can do then, I'll adjust the failsafe TP lines that loop them to the back of the pens.
  5. While Misri Halek will always be the one that comes to mind first, another that comes to mind is a map inspired by Malde's magnum opus: Eternal's MAP31 from Epic 2, Osirion. As to be expected from Alexander S, his construction is clean and carefully lit. There's a sense of grandeur that pulls you in... a grand mausoleum, standing proud under the gentle gaze of the moon, and a boundless starry sky.
  6. Oh! That's a lovely idea~! Okay... no promises, especially since I'm planning on participating in RAMP again this year, but I'd love to put together something for this!
  7. Doom 2's level design is.. aggressively *fine*. If nothing else, i think its variety and concepts make it interesting, even if I do think it's execution is spotty. Tricks and Traps was pretty ahead of it's time as a combat puzzle, more so than Fortress of Mystery ever was. Dead Simple while done to death ( pun intended, not sorry), makes a quick no frills combat arena and an easy template to showcase tag 666. Heck, it's even got 2 levels dedicated to shooting Nazis, which is always a plus. While it's hard to go back to now, having been spoiled by decades of fanmade works, there are still some solid maps like Refueling Base with it's ample secret passages and pretty satisfying game flow, and Inmost dens that I think earns its countless homages with maybe the coolest layout of the set. The Living End definitely set a standard for Penultimate levels and beats the pants off Limbo in that regard. I even kind of like the Chasm with it's sense of scale and prominent use of green slime (both things I am very fond of). But yeah Doom 2's levels are fine. It's definitely got some stinkers, i honestly could do without the Icon... still not a fan, and Nirvana is also just, laughably busted. Doom 2 is a game, where it's individual parts (new weapons, items and monsters) are greater than the whole they create. It's a very uneven game, but I do still like bits of it.
  8. finally... i can throw hands in a waffle house and im here for it.
  9. Updated Defiled Dreamscape to 1.2: https://drive.google.com/file/d/1Vigph4-mS0YR02QxfKpspIV6CbkzkdJY/view -made it so the red key fight locks you in on the ground floor now with some raised bars, they drop when you open the red key shortcut. Also changed where the Caco's spawn in, since the one's on the right-hand side were getting a little lost. Also added in a caco TP net out in the void for the ones that get sent flying away. also fixed a few pens that weren't consistently spawning monsters in, they should all be working smoothly now. Made sure to add in some extra supplies, since the stuff on the upper level isn't accessible anymore during the fight. -made pens invisible on the automap and cleaned up the automap a bit in a few line-heavy spots, might give it another pass later, but for now this'll do. -fixed the teleport net in the last area, because I realized it wasn't working properly. now successfully catches you if you yeet yourself into the void. -monsters in the early SSG trap are no longer set to ambush and should all wake up during the fight. -made a few minor tweaks to item placement. If you want me to change anything else or have any feedback, don't hesitate to let me know, as it's always very appreciated. Sorry for wait, I got a bit busy with work.
  10. Yeah those look like the pinkies for the Berserk secret. The last one might just be a straggler that didn't spawn in, I'll double-check my pens.I'll make sure to clean up the automap too. Good point on the red key fight. NGL I struggled with what to do with this, I had a lot of different ideas for it that just didn't pan out, but that might help make it a bit more interesting, thanks for the feedback~! also uh.. sorry it's on the longer side... i hadn't thought about the fact you'd have to maybe play this multiple times.
  11. An updated version of Dreamscape with the fixed teleport lines & switch texture, also fixed some missing textures. Changed the red key fight from a walk over activation to a shootable switch activation (a failsafe to make sure everything teleports in correctly as the red key fight felt like the likely culprit, not something I usual use but felt necessary here mainly to narrow down what hadnt spawned in). Also realized the red key shortcut Teleporter didn't require the red key, whoops. that's been fixed as well. took Beetle's comment about not hiding a ton of enemies in optional fights to heart, and changed the layout in the main area to make the rocket launcher fight on the blue key side mandatory. The SSG skirmish in the main area is still optional, but I may adjust this later if needed. Ended up removing a small fight in the main area spiral staircase as it's kind of out of the way and wasn't all that impactful. Also adjusted a few monsters placements, added a few to certain fights and added a few pre-placed to some locations NGL i'm feeling kinda gloomy on the gameplay situation, but if nothing else, this has been a helpful learning lesson on things I might not want to do anymore going forward. if anything doesn't teleport in correctly again or anything else breaks, please let me know. https://drive.google.com/file/d/1SfETe5x7zvw2NzBep5fjSWNHIk2-opMw/view?usp=sharing
×
×
  • Create New...