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Mr. Freeze
etc.


Posts: 1815
Registered: 06-09


No screenies yet (hoping to have some by next week), but this will be a Dead Simple variant with plenty of snow and gothic buildings. Eventually, the map will open up into a series of dark tunnels, culminating in a massive firefight at a unholy altar.

UPDATE 8/12/09: Started on gameplay, having problems with balancing. Finished outdoor canyon area.

UPDATE 8/13/09: Finished basic layout. Had to cut unholy altar as it was too big for the 7th map. Working on gameplay balance. Decided on title. Would compose music if GP5 wasn't giving me shit.

UPDATE 11/03/09: Progress good. Layout completely finished, gameplay balance now taking precedent. May change music to Power Rangers theme. Will have new screens this friday.

CURRENT STATS: CHANGING EACH DAY

Last edited by Mr. Freeze on 11-03-09 at 14:46

Old Post 08-10-09 18:15 #
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TheMionicDonut
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Simply Dead >:3

Old Post 08-10-09 19:09 #
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Dutch Doomer
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Death Simplified...

Old Post 08-11-09 20:54 #
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Mr. Freeze
etc.


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Got rid of the tunnels at the end, as they slowed the action to a crawl.

I also chose the music: MOTHERFUCKING DRAGONFORCE HOLY SHIT GODDAMN

Old Post 09-06-09 17:11 #
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Pavera
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753 enemies? Pish..

Old Post 09-06-09 20:19 #
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TheMionicDonut
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753 enemies + dragonforce = Oh dear...and only at 30%

Old Post 09-06-09 23:42 #
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Mr. Freeze
etc.


Posts: 1815
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TheMionicDonut said:
753 enemies + dragonforce = Oh dear...and only at 30%


The 753 is from a earlier build. The number as of now is around 725.

Most of the remaining percentage is going to gameplay balancing, which is very tricky on slaughtermaps. The map *layout* is nearly finished.

Old Post 09-07-09 18:10 #
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TheMionicDonut
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yes but 725, that early in the game? I mean I'M all for that, but I know more people will not appreciate it than will.

Old Post 09-07-09 23:49 #
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Mr. Freeze
etc.


Posts: 1815
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TheMionicDonut said:
yes but 725, that early in the game? I mean I'M all for that, but I know more people will not appreciate it than will.


The only thing I will say is that nothing is set in stone.

Old Post 09-09-09 01:51 #
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Pavera
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Bring it on.

Old Post 09-09-09 02:08 #
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Super Jamie
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Hooray! I love MAP07 remakes.

Old Post 09-09-09 02:18 #
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printz
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TheMionicDonut said:
yes but 725, that early in the game? I mean I'M all for that, but I know more people will not appreciate it than will.
If it's a giant map, 725 would be an okay number.

Old Post 09-09-09 11:24 #
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Mr. Freeze
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Finally got a couple of screens! Keep in mind that I'm going to revamp the areas you see over the next few weeks.

http://www.mediafire.com/imageview.php?quickkey=izmw0wmtwyy&thumb=6

The starting area. Might turn it into a small crag of rock.

http://www.mediafire.com/imageview.php?quickkey=lloan42mxtn&thumb=6

Gameplay in action. The platform you stand on will probably feature a ceiling later.

http://www.mediafire.com/imageview.php?quickkey=02ztbctdjmj&thumb=6

Looking at the map from DB2. I deleted most of the monsters because balancing them was getting to be a huge hassle. The current count is 181.

More to come in a couple weeks.

Old Post 09-09-09 14:10 #
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aaglo
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Mr. Freeze,
I'm afraid your pictures aren't showing.

Old Post 11-03-09 11:23 #
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Mr. Freeze
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It's probably Mediafire deleting them again.

Old Post 11-03-09 14:43 #
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aaglo
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Well, that's a cool feature :)

Use http://tinypic.com/
altough I don't know if they're supposedly any different from the rest of the filehosters...

Old Post 11-03-09 15:50 #
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justanotherfool
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Posts: 200
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Alright, I had a quick look at this and I have a few points.

I didn't encounter any bugs, and 100% kills and secrets were obtainable.

However, the map seemed a little bit too plain from an architectural standpoint, especially considering its small size. You could have done a lot more with the starting area before the arena. Since it's not connected to the rest of the level, it gives you an opportunity to create some views that give the map a sense of space. Instead of the simple room, you could have some kind of snowfield with icy cliffs looming above it, and the teleporter could be placed in an abandoned outpost building.

- http://img291.imageshack.us/i/doom01.png/

You seem to have made the Mancubis' platforms a little bit irregular as if this will make it look more detailed, but the edges actually look rougher and less attractive than if the platforms were rectangular. Roughening some edges here and there can't disguise the fact that your arena is rectangular (almost identical in shape and size to Doom 2's map 07, actually) Also, that texture you've used on the sides of the platforms looks horrible.

- http://img836.imageshack.us/i/doom02s.png/
Again, the rough lines aren't particularly pleasing to the eye, but the sidedef texturing is at least nicer here.

- http://img852.imageshack.us/i/doom03.png/
This bright red pentagram looks really out of place against the dark brown, especially since its background colour does not match that of the surrounding wall. I also didn't like the jutting bits of wall above and below the switch. Can you not use a slightly more fitting switch texture? I also note it doesn't even vaguely resemble the switch in the middle of the arena.

- http://img689.imageshack.us/i/doom04a.png/
http://img96.imageshack.us/i/doom05.png/
http://img9.imageshack.us/i/doom06.png/
http://img849.imageshack.us/i/doom07.png/
The walls outside the middle arena are an eyesore. The texture used on them is atrocious, and the walls are totally flat and badly need some ornamentation. The corners are too sharp as well. Please do something with the visuals here.

- http://img825.imageshack.us/i/doom09.png/
This frozen waterfall would be a nice touch, except for the fact that it's literally perfectly aligned with the rock face, which looks odd. It would look far better if the waterfall was placed a short distance back from the rock walls. Also, the waterfall cuts off the walls mid texture. The walls are also all too sharp, with not enough curves.

- http://img98.imageshack.us/i/doom10.png/
http://img851.imageshack.us/i/doom11.png/
http://img98.imageshack.us/i/doom12.png/
These structures don't seem appropriate to the setting. The first two look like they belong in a demonic cathedral and the third is just placed there for no reason whatsoever and it uses keycard door textures. Retexture it and it could be a nice floodlight.

- http://img854.imageshack.us/i/doom13.png/
http://img848.imageshack.us/i/doom14.png/
This secret is wholly unnecessary and annoying, and I think it should be removed. I mean, what's a random stone corridor doing connected to an invisible teleporter in this place?!

http://img339.imageshack.us/i/doom17.png/
This screenshot isn't one of yours (it's from dutch devil's map 11 of the pcorf comm. proj) but I'm posting it because this is how a wall should look.

Finally, try to make the cliffs of the main area higher and add some detail to them, so this doesn't look like a random room that was hewn out of nothing, but looks more like the outdoors plain I assume it's supposed to be.

Gameplay is rather boring and rather easy, but I'm not really sure how to remedy it. Maps with a lot of monsters in a small space can be a tedious exercise in circle-strafing.

In summary, not too bad, but a lot of improvements still to be made. It's currently too much like Dead Simple (which I did not like) with a BFG, more health and more monsters.

Old Post 03-08-11 02:12 #
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Megamur
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Now tell us what you didn't like about it.

Old Post 03-08-11 22:39 #
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lupinx-Kassman
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I'm sure you're just joking anyway, but of course he is going to say what he didn't like about it. Hearing other's opinions about what can be improved on is what playtesting is about.

Old Post 03-08-11 23:26 #
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justanotherfool
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lupinx-Kassman said:
I'm sure you're just joking anyway, but of course he is going to say what he didn't like about it. Hearing other's opinions about what can be improved on is what playtesting is about.


Megamur has a point that I can be more negative than I'd like in these reports, and I can't say I particularly enjoy being so critical, particularly when I have the impression that a given author isn't too experienced, but I also have to say what I honestly feel about a given map, even if it isn't that pleasant.

Anyone having their maps tested by me should keep in mind that I'm probably more difficult to please than the average doomer, and weigh the criticism accordingly.

Old Post 03-09-11 00:01 #
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Processingcontrol
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A BFG in MAP07? :o

At least that's not as bad as MAP05...

Old Post 03-09-11 02:02 #
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RjY
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Processingcontrol said:
A BFG in MAP07? :o

At least that's not as bad as MAP05...

Please remember that a community wads are rarely if ever intended to be played as continuous missions, with the player carrying resources forward from one map to the next. Each map is intended to be played from a pistol start[1], so the presence of a BFG on map07 is irrelevant to later maps.

[1] I see no reason why this will not be the case in CC4, even in the face of the intention to reorder the maps by size/difficulty once they're all submitted.

Old Post 03-11-11 11:29 #
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Processingcontrol
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RjY said:
Please remember that a community wads are rarely if ever intended to be played as continuous missions, with the player carrying resources forward from one map to the next. Each map is intended to be played from a pistol start[1], so the presence of a BFG on map07 is irrelevant to later maps.

Not everyone playing this will start each map with the pistol. I know I won't, because I enjoy getting weapons and stuff as I get farther along. Usually I only pistol start on megawads which I've completed. And some mappers have clearly shown consideration for non-pistol-starters. Edoanimus asked whoever was making MAP31 to have the player die at the end to lose his weapons, and Stewboy did that with his map. If everyone started over on their map, there would be no point of doing this. I know most maps are being intended to be played from a pistol start, but the megawad shouldn't be too easy when the maps are played together. If non of the mappers are supposed to give a shit about players going through the maps with weapons/items from the levels before, then whats the point of this being a megawad? It could just be a ZIP file filled with 32 maps.

Old Post 03-11-11 13:56 #
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C30N9
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I agree, the first 3 CC projects felt the same way, for example MAP04 from CC3 has TECHBASE theme however the next map MAP05 is hellish, also MAP06 has a hellish-earth theme, then at MAP07 the theme comes back again. This makes everybody feel that this is just a collection of maps, not a mission.

That is why TGH should name the map groups like:
1- Techbase theme
2- Later Techbase theme
3- City/Earth/Plutonia theme
4- Hellish

Instead of:

1- Group 1/2
2- Group 2/2
3- Group 3
4- Group 4

Why don't you check Plutonia Revisited, it was a community project but had a complete IWAD gameplay.

Old Post 03-11-11 14:08 #
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Processingcontrol
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I'm not say'n that the maps should be organized on theme (My favorite part of community projects like this is the randomness of the maps) I just think that they should play well when completed without restarting from each map.

Old Post 03-11-11 14:41 #
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Mr. Freeze
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Thank you for the criticism, justanotherfool. I'll start on improvements immediately.

Old Post 03-12-11 19:29 #
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Megamur
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lupinx-Kassman said:
I'm sure you're just joking anyway, but of course he is going to say what he didn't like about it. Hearing other's opinions about what can be improved on is what playtesting is about.


That's part of what it's about, but a solid critique also elaborates on what's good about a project. Negative or positive, the person working on said project is learning something, whether it be, "This is bad, get rid of it," or "This is good, do more like this." It also helps encourage the author to hear what went right with their project.

And no, just saying "it's not too bad" doesn't count. :)

Old Post 03-20-11 03:00 #
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Mr. Freeze
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I can't do this project anymore. I'm dropping out. If anyone is interested in my map, PM me.

Old Post 10-03-11 00:36 #
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lupinx-Kassman
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Darn, that's too bad =(. I sent you a PM.

Old Post 10-03-11 01:18 #
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