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stewboy
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Posts: 556
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Since MAP31 appeared to be vacant I'm making a map for it.

http://img840.imageshack.us/img840/8361/screenshotdoom201010281.th.pnghttp://img529.imageshack.us/img529/8361/screenshotdoom201010281.th.png
http://img7.imageshack.us/img7/8361/screenshotdoom201010281.th.pnghttp://img824.imageshack.us/img824/8361/screenshotdoom201010281.th.png

Not intending to make anything really out of the ordinary - just a smallish circular map, with the pool in shot 3 as the centre.
Layout so far:
http://img526.imageshack.us/img526/3517/layoutg.th.png

Perhaps a good name for this map would be 'BRICK7 Overload'?

Old Post 10-28-10 04:19 #
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Processingcontrol
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Posts: 1553
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Looks good so far, but I don't see why this needs to be a secret map. Also, the sky for map31 is the hellish one, which will definitely change the atmosphere of the map. The name you came up with is awesome.

Old Post 10-28-10 21:09 #
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darkreaver
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Looks good, name sucks, doesnt need to be a map31. Several other free spots afaik

:)

Old Post 10-29-10 00:10 #
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lupinx-Kassman
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Very brown, looks nice to me. =)

The layout and architecture of the map looks good to me, although I think the ceiling in the bottom-right shot is a little flat at the moment.

Old Post 10-30-10 07:27 #
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esselfortium
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Neat. I can't help but wonder how it might look if you could work some gray or khaki-green (or both) into the base theme along with all the brown, though. A bit more varied color scheme could help your structures 'pop' more.

Old Post 10-30-10 07:50 #
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stewboy
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Some more screenshots:
http://img541.imageshack.us/img541/1595/screenshotdoom201011011.th.png
http://img340.imageshack.us/img340/1595/screenshotdoom201011011.th.png
http://img829.imageshack.us/img829/1595/screenshotdoom201011011.th.png

Layout, basically finished:
http://img219.imageshack.us/img219/5837/layout2p.th.jpg

Essel: I probably should, but I really have no idea where to start.

Old Post 11-01-10 01:24 #
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Katamori
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Well... when I saw that pictures first, I thought: it's simple... nothing extra or anything... it' not good for a secret level...

but I though more, and it is a bit like Evilution's MAP31, Pharaoh. It'S good; Pharaoh is one of my favourite levels of the Doom history :)

So your level looks good :)

Old Post 11-01-10 12:26 #
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stewboy
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Oh, I should probably mention I intend a bunch of Cyberdemons to appear when you get to the middle of the map.

Old Post 11-01-10 22:03 #
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Processingcontrol
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stewboy said:
Oh, I should probably mention I intend a bunch of Cyberdemons to appear when you get to the middle of the map.


This doesn't really justify it being a secret map. I wouldn't really want to spend time finding the secret exit to Map15, just to find that the only interesting about the secret level is insane difficulty. Also, I think the level looks better in the first sky. It still looks like it's coming along nicely, though.

Old Post 11-01-10 23:25 #
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stewboy
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Well, once it's done and submitted, TGH can decide what slot it gets. It's only getting MAP31 at the moment because that's the first slot I saw.

Old Post 11-02-10 00:41 #
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justanotherfool
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Hi stewboy.

I had a quick look at your map today, and I have a few points to make about it, though not many.

On the whole it seems like a lot of care and thought has gone into its creation, and this is one of the few maps I've tested so far where I didn't really feel I had a lot to say regarding texture choices and alignments. The map is almost perfect in that respect, and it has an extremely interesting layout with nice detail. Gameplay is decent as well.

There are a few things to critique, however. I see that esselfortium suggested some colour variation after seeing some screenshots, and after having played the map I think it might benefit from some colours that aren't shades of brown. Don't get me wrong, it looks quite good as it is, but a little bit of colour might improve it further.

I also preferred the first sky as opposed to the current red one, although I understand you don't really have a lot of control over that given the map's slot.

Now for some screenshots...

- http://yfrog.com/0hdoom00p
I'm not a fan of that ceiling flat, the hexagonal pattern looks quite out of place. That could just be due to the way it gets repeatedly cut off by the holes in the ceiling, but whatever the cause, something with a less defined pattern might look better there.

- http://yfrog.com/mydoom01sp
This hell-knight (just above the starting area next to an archvile) seemed to be stuck in the wall or ceiling here.

- http://yfrog.com/n0doom02p
These arachnotrons might be more deadly if you increased the height of their platform a bit. As it is, they're *extremely* easy to ignore because when you stand on the level visible in the screenshot they can't hit you.

- http://yfrog.com/1rdoom03p
There are two secret sectors here located right next to each other. It is very easy to miss one the first time you pass through that area, then you won't be able to find the last secret bacause you probably won't know that there are two secret sectors there.

- http://yfrog.com/j4doom04p
The secret exit doesn't exit the level at all on prboom-plus (v 2.4.8.2 or 2.5.0.1 or similar, not exactly sure)! You just get killed by the barrels and your corpse doesn't trigger any of the exit linedefs. I tried this about 10 times and couldn't exit once.

Really not a lot left to say, except thank you for putting so much care into this, since it makes my job as tester much easier :P

Old Post 12-13-10 23:48 #
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stewboy
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Ah, thank you.


justanotherfool said:
I'm not a fan of that ceiling flat, the hexagonal pattern looks quite out of place. That could just be due to the way it gets repeatedly cut off by the holes in the ceiling, but whatever the cause, something with a less defined pattern might look better there.


I've changed it to FLAT10.



other points


Fixed.



The secret exit doesn't exit the level at all on prboom-plus (v 2.4.8.2 or 2.5.0.1 or similar, not exactly sure)! You just get killed by the barrels and your corpse doesn't trigger any of the exit linedefs. I tried this about 10 times and couldn't exit once.

Your corpse is supposed to exit. MAP32's author requested in Malinku's old thread that MAP31's secret exit should kill the player, so I put in the barrels. I think there was some other thread about an issue with this sort of thing and some cvar in prboom, but I can't find it atm.

Old Post 12-14-10 01:19 #
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RjY
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Posts: 969
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justanotherfool said:
- http://yfrog.com/mydoom01sp
This hell-knight (just above the starting area next to an archvile) seemed to be stuck in the wall or ceiling here.
Did the hellknight die and get resurrected hanging over the edge? Did it just get knocked slightly over the edge by infighting, since Boom lets monsters hang over ledges?

I never saw this happen and I suspect it's just a rare accident of gameplay that the author can't do much about.

stewboy said:
Your corpse is supposed to exit. MAP32's author requested in Malinku's old thread that MAP31's secret exit should kill the player, so I put in the barrels. I think there was some other thread about an issue with this sort of thing and some cvar in prboom, but I can't find it atm.
Indeed, you want comp_zombie=1 (i.e options / setup / doom compatibility / "dead players can exit levels" set to "yes" in the menus.) As implemented, comp_zombie=0 is pretty useless... The other thread you speak of might have been http://www.doomworld.com/vb/post/930014.

Old Post 12-14-10 07:00 #
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justanotherfool
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RjY said:
Did the hellknight die and get resurrected hanging over the edge? Did it just get knocked slightly over the edge by infighting, since Boom lets monsters hang over ledges?

I never saw this happen and I suspect it's just a rare accident of gameplay that the author can't do much about.



Yes, I suspect you're probably right about the hell knight. Maybe it got knocked slightly over by some rockets I had been firing in the general vicinity of the hell knight.

The exit death works once I changed the comp_zombie flag to 1. I didn't know about that, and assumed that exits on death would be enabled by default, but it probably depends on the complevel?

Old Post 12-14-10 20:47 #
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stewboy
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justanotherfool said:
Yes, I suspect you're probably right about the hell knight. Maybe it got knocked slightly over by some rockets I had been firing in the general vicinity of the hell knight.


I believe the hell knight problem was caused by a sector being 1 unit too short.

Old Post 12-14-10 21:47 #
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