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Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Community Chest 4 > CC4 Map "Shaman's Device" (Finalized)
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Katamori
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GOD DAMN!! =O

It will be a great ending of the second episode!

Old Post Mar 23 2011 15:30 #
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lupinx-Kassman
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Posts: 1428
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Almost finished.

I should be submitting the map late tomorrow or early Wednsday, for an episode 3 slot.

Old Post Nov 15 2011 00:42 #
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DeathevokatioN
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Looking forward to playing this map, it looks amazing.

Old Post Nov 15 2011 16:22 #
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Processingcontrol
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Out of all the CC4 maps, I'm looking forward to playing this the most. :)

Old Post Nov 15 2011 21:14 #
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lupinx-Kassman
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Thanks guys! The map is 100% finished now. Just need to sort out the resources and it should be ready to send to playtesters.

Old Post Nov 16 2011 12:37 #
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lupinx-Kassman
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Map has been sent to playtesters.

Old Post Nov 16 2011 22:48 #
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40oz
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pretty sure when cc4 is done im just gonna skip right to this map and when i beat it I'll stop playing.

Old Post Nov 18 2011 17:54 #
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eternal slumber
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ok 40oz

Last edited by eternal slumber on Nov 19 2011 at 15:54

Old Post Nov 18 2011 18:05 #
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Snakes
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This map is amazing. I'm going to run through it again and take second run-through notes (I call it the 'nitpick' run), but great job!

Old Post Nov 19 2011 05:05 #
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Hirogen2
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http://jengelh.medozas.de/cc4/kas-wheretogo.lmp shows the path...

Neon colors -- my eyes, the lightamps do nothing! The high use of transparent sectors, while making the scene render more slowly than it could, also adds somewhat to disorientation. Combined with the size of the map makes one at times wonder where to actually go, as the Red Key section has like a 3-switch hunt [5:03, 5:33, etc].

[00:53] http://jengelh.medozas.de/cc4/kas01.jpg - because the lift consists of a bunch of separate sectors, one can block a sector from lifting up and thus, missing texture space becomes visible. Even if not the player, a monster can cause the lift to get stuck. Just add some textures on all edges :)

[5:11, 7:00] http://jengelh.medozas.de/cc4/kas02.jpg - the linedefs are real sensitive, you can't even jump across lightly.

[6:43] http://jengelh.medozas.de/cc4/kas03.jpg - if you do happen to fall into one of those ooze pools, it's quite annoying that the transparent sectors block your way and you need automap aid to find the way.

http://jengelh.medozas.de/cc4/kas04.jpg http://jengelh.medozas.de/cc4/kas05.jpg - the red, blue and yellow switches don't make a "clang" sound when pressed.

Old Post Nov 20 2011 20:02 #
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lupinx-Kassman
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Thanks, that was an eye-opener. I'll fix those issues up.

Old Post Nov 20 2011 23:37 #
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Crusader No Regret
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Edit: Did playthroughs on both HMP and UV with latest revision and it feels polished. I'll still type up a report though in a day or two for completion's sake. Recommend for inclusion.

Not really sure why I encountered a HOM on HMP but not UV. Bizarre.

Last edited by Crusader No Regret on Nov 27 2011 at 07:48

Old Post Nov 24 2011 07:20 #
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lupinx-Kassman
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Posts: 1428
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Just sent (hopefully) my final version of my second map to TheGreenHerring. It is a SEVERELY updated version of the previous version I sent, and includes many gameplay-improving changes based on the feedback I received from testers.

Thanks everyone! Especially the testing team who bravely trudged my mountain of oversights!

Old Post Dec 4 2011 12:23 #
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C30N9
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I never thought this will ever be finished. Awesome map.

Old Post Dec 7 2011 15:41 #
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