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solidago

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About solidago

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    smoke seller and fruit sender
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  1. Here's an updated version of my map. cesspit_v2.zip -Added more detail, realigned textures in certain places, fixed the missing texture that Raith138 pointed out -Made a couple areas visually clearer and generally more intuitive (I hope!) based on Lina's feedback -Simplified the BFG secret and removed those harmless spectres/demons lol -Other minor gameplay changes
  2. I was already making some changes to the map and this is really helpful feedback, thank you! I'd like to ask which specific parts of the map you think could use more signposting and which parts confused you/you got stuck at due to the lack of it. As for the general unevenness of it, I get what you mean but I still feel like the contrast between different sections in terms of pace and intensity is a good thing to have. There are some specific parts where it could be smoothed out a bit more, though. I'm not sure what to do concretely yet to achieve that but I can still try.
  3. I've finally had some time to play a few of these maps on UV, here's some feedback. Moment of Conception Large but not too long, good combat, good detailing, good MIDI, definitely feels like the first map of the set. I've played it a few times now and I don't really have any true complaints, it's a great introduction. Getting Smaller There are some pretty interesting and fun little fights/rooms in this map. The yellow key room with the nukage is pretty cool, I almost wish it had more monsters but of course, this being only map 2, the trap in its current form is reasonable as it is. I also just generally liked the openness of the map (almost inherent to its size of course) and the use of height variation, the "climb" to the red key sure would be a lot less fun if it was indoors, flat and/or was composed of hallways with doors in it, for instance. Other people have already pointed out the non-teleporting Barons, out-of-bounds issues (for both monsters and the player) as well as the slime trails so I won't post screenshots of any of that. I did find a clipping tree sprite, some misaligned textures and a combination of BROWNGRN and STEP4 that I thought looked pretty weird, though. The Fallen Citadel What a lovely amount of detail! Really great job on the natural terrain and lighting. I liked the progression in this map and the combat was fun as well, I found the final arena to be particularly enjoyable. Pretty great stuff! Once again, a few texture alignment nitpicks. There are some walls that could use the horizontal auto-align shortcut, the lower unpegged flag or just manual re-alignment. Here are just a couple. Cesspit This one's mine so I'd just like to ask for feedback from people who played this one, did you enjoy it? Was it bland? Was it too ugly looking? Was it too easy/too hard? Any feedback would be appreciated. I've already made modifications to the version of the map I uploaded in this topic but they're just very minor touches and I'd like to make a few more before uploading an updated version. Silvershine Station I've also played this one a couple of times already, it's a really solid map: fun, visually consistent and with a lovely MIDI. Grounded Short and sweet, simple but difficult for the amount of monsters it has. Not too crazy on the visual side but its simplicity works well and the sky texture stands out quite nicely. Derelict Compound Electrifying level. Really fun combat, music, visuals, layout. The crowded slime room with the Arch-vile teleporting in can be a bit too much of a headache since you can end up with low health trying to not die to the damaging floor while simultaneously trying to hide behind pillars and avoiding the monsters that get revived by the Arch-vile. Aside from that I found the pace of the map and the general feeling of it to be really, really fun. I love to see a map that's really aware about the fact that it ends with a death exit and just gives you a shitton of ammo lol I'll keep playing through it and leaving comments for all the remaining maps if possible. This set's pretty great already even with all the missing maps.
  4. Oh, January me, you couldn't be more wrong. Anyway, here's my map, finally. It's Chasm-like aesthetically, and difficulty wise I think that it's pretty reasonable for level 6. MAP06: Cesspit Music: Let The Wicked Be No More by Lippeth Sky: Default Doom 2 SKY1 texture Tested with: DSDA-Doom at complevel 9 and GZDoom Download link cesspit.zip A couple more screenshots just in case
  5. Sounds good since a lot of people will probably need the extra time, especially those making larger maps. I'm almost done with mine though, so an April deadline is more than enough personally.
  6. Progress on my map has been a bit slow, I'm somewhat close to finishing the layout but I haven't got much going in terms of thing placement and visuals yet. February still sounds like a very reasonable deadline though, I'm fine with it.
  7. This is a really cool concept! Could I take the MAP06 slot?
  8. All of these tracks call back to the Wolfenstein 3D track I mentioned
  9. The Rain/Ice Rain effect patch is actually pretty versatile and sounds great.
  10. Donna To The Rescue is one that gets on my nerves quite a bit, and I'm not even sure why. I agree with They're Going To Get You being a bit of an annoying track, but I feel like the level that actually suffers from having it as a track would be E4M6 rather than E2M4. Though I completely disagree with the disregard for the harmony as "nonsensical", since it's very much trying to invoke a sort of Gregorian chant weirdness with its dissonance. The Wolfenstein 3D song I would actually compare Getting Too Tense to is Into The Dungeons from E2M10, since Bobby Prince re-used the melody from that track. He did it twice considering it's also in The Demons from Adrian's Pen.
  11. UV is my default difficulty, but I'll sometimes drop down to HMP if a mapset is clearly too difficult for me to have fun playing it in UV. I tend to quicksave a lot, but if I die too early into a map without making any real progress I'll just take the death and pistol-start from there.
  12. Wow, I feel like an absolute idiot. I didn't know that multiple TEXTURE1 and PNAMES lumps would conflict with each other trying to run outside of GZDoom, and this is how I realized. I had added a few loose non cc4 textures to the original map wad without really thinking about it. Thanks for the help and sorry for wasting your time.
  13. The wad I'm loading as a resource is just cc4-tex. The custom status bar and weapon graphics I mentioned were only added in to test if they would work, but I'm not planning to use them and they're obviously not part of default, unmodified cc4-tex. I did update UDB, by the way, but that didn't seem to fix the issue. As I said, the same thing happens when loading the map from SLADE.
  14. Any time I try to test-run my map on PrBoom+ or DSDA-Doom from Ultimate Doom Builder R3977/SLADE v3.2.4, it loads the resource WAD I'm using along with it, but the textures are still missing, I can tell because custom graphics from the resource WAD (as in status bar and weapon graphics) show up properly, but textures do not. This doesn't seem to happen when I load it with GZDoom, but I'd rather not test my map with GZDoom. I don't have "Exclude this resource from testing parameters" ticked, nor "Strictly load patches between P_START and P_END only" in UDB, so I don't think the issue stems from that, but I could be wrong.
  15. Thank you all for playing my map and for the feedback! It's awesome seeing recordings and especially a demo file of someone playing through it. :)
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