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Phobus
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Statistics:
Status: 100% (Final Version: 27/11/11)
Hours Spent Working: 41
Secrets: 0 (starting area is a secret so all ports read 100% found though)
Monsters on Easy: 65
Monsters on Medium: 95
Monsters on Hard: 112
Monsters on Hard (Co-op): 115
Par Time: 40 seconds
No Monsters Speed Run Time: 28 seconds (extrapolating from Hirogen2's performance for the below time)
UV Speed Run Time With Monsters: 28 seconds
UV Max Run (all kills, all secrets): 11 minutes 30 seconds
Music: Need For Speed 3: Hot Pursuit - Aquila 303 by "Rapidkirby3k"; MIDI cover downloaded from vgmusic.com.

This map is Virus MAP01 enlarged to 200% size, rethemed (it's now a gothic castle/base with the E2 starry sky) and then detailed. I've basically got a layout built around fighting turrets as a flying player and I'm converting it to a CC4 map.

Screenshots:

Here's a look back at the starting area from the tunnel entrance: http://i.imgur.com/U44y9.png

Here's a view of the same area from the starting platform: http://i.imgur.com/jPxc3.png

The tunnel that leads from the starting area to the rest of the map: http://i.imgur.com/X9XZT.png

The cross room, looking at the tunnel and the northern cave: http://i.imgur.com/BoDVR.png

The cross room, as viewed from the lower part of the northern cave, showing the tunnel and the doorway leading through the pillars room: http://i.imgur.com/ses2H.png

The cross room viewed from the upper entrance to the northern cave, again looking towards the tunnel and doorway to the pillars room: http://i.imgur.com/kFDUt.png

The pillars room - it's best viewed along a side like this, as it looks much the same throughout: http://i.imgur.com/YBTtw.png

The northern-most river/cave part: http://i.imgur.com/QhdSj.png

The north-eastern lake/cavern: http://i.imgur.com/Tfej0.png

The castle area as seen from the pillar room entrance: http://i.imgur.com/2t7EM.png

The castle area, looking towards the cave entrance: http://i.imgur.com/LG52g.png

The castle area, looking along the eastern wall: http://i.imgur.com/RBaPd.png

The castle area, looking at the exit switch: http://i.imgur.com/CzV2J.png

Standing in the "castle", looking out: http://i.imgur.com/Q1NQA.png

Last edited by Phobus on 11-27-11 at 10:35

Old Post 10-06-11 23:03 #
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eternal slumber
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Needs moar stats. :)

Old Post 10-07-11 15:46 #
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Phobus
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I'll have to have less stats it'd appear, as DB2 doesn't present any proper lisitings for VERTICES, LINEDEFS, SIDEDEFS, SECTORS or THINGS :( I'll do stats for monsters, secrets and times when I've got the map finished :)

Old Post 10-07-11 16:40 #
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Processingcontrol
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That shot looks really awesome, but its really stretching the screen. :P

Old Post 10-08-11 03:19 #
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jointritual
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Looking good so far although a red sky would probably enhance it.

Old Post 10-08-11 15:14 #
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Katamori
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Virus MAP01 in gothic style? Owned!

Great idea and also a nice shot.

Old Post 10-08-11 21:54 #
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esselfortium
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jointritual said:
Looking good so far although a red sky would probably enhance it.

That could probably work, too, though I think the current color scheme is working really well already. The dark gray/brown/black base with highlights of bright red and deep blue (from both the sky itself and the bits of water) looks good and ominous. :)

Old Post 10-08-11 22:50 #
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Phobus
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Thanks for the feedback - here's a re-take of the first shot with the new sky and another two shots of the extra work I've done.

Old Post 10-09-11 20:27 #
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jointritual
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I take my previous comment back, I think the improved e2 sky looks great.

Old Post 10-10-11 17:53 #
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Phobus
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The cross room just after the tunnel is now complete, although the eastern wall is a bit dull at the moment... might do something to make that look more interesting later. I found that room particularly difficult to work with, as the original was so unexciting as a Doom map.

I've only got the three most recent screens in the first post hotlinked, with the older three as URLs, to help draw the eye. I've not really shown off the northern cave as it's not all that exciting really, being a stone/dirt tunnel with a little bit of gothic marble and metal for flavour.

Next step will be the pillars room, as I've got some interesting ideas for that. Think I'll leave the focal castle/exit room until last, as it's pretty big and detailed already compared to the rest of the map - plus the ideas for what to do there are obvious, so it won't take as much work as the north and north east of the map.

Old Post 10-15-11 22:48 #
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Phobus
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Ok - pillars room now complete and I'm knocking the completion percentage up to a nice round 50%. Got the northernmost cave/water part to do now, then it's just the big castle room to go. Gameplay on UV is all mapped out in my mind already so it'll be pretty quick going from here I'd imagine. Still very confident for getting this done within the next 12 days or so.

Old Post 11-03-11 22:54 #
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Phobus
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With a week left to go progress is creeping along slowly. I'm planning to totally smash it over the weekend though, so I'm still pretty confident for completion.

Old Post 11-09-11 22:39 #
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Phobus
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Bump - 3 days left and just the castle bit in the south-east of the map to go, plus gameplay. Should be nice and easy I think. I'm aiming to do it tonight, perhaps just finishing up tomorrow evening.

Old Post 11-13-11 20:41 #
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Phobus
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And in the closing hours of the 16th (in the UK) I'm just going to put in the gameplay, do a quick test then send it off to the testers and TGH. Get ready :P

Old Post 11-16-11 22:28 #
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Phobus
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Bump again - I've done UV but I'm not sure on balance. I've gone for an "everything is big" style of gameplay, to reflect the scale of the map.

I'm going to submit it to TGH so I'm not late and then send it round to the testers for balancing suggestions. I'll use that information to work out difficulty settings and co-op. Bug fixes and the like are also welcome - any comments really!

Old Post 11-16-11 23:37 #
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Hirogen2
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Interesting playground. Not many monsters, and the open space (a few Hexenish caves inbetween) is room for showing off one's rocketing skills. This is one map where I can concur with the absence of armor at the player start.

Start area: it really happened that I missed the soul & blue armor. Ye know, it's all blue with the water too.

Anyway, a good mapper knows how to make a runner happy: http://jengelh.medozas.de/cc4/phx1.lmp *yay*

Old Post 11-18-11 03:12 #
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Phobus
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Nice run - bit lucky that the cyberdemon didn't disorient you when it hit you with those rockets at the end! Glad to see you've enjoyed it. I see you did your run in 37 seconds, so if I say the PAR time is 40 seconds, that should be a nice round number.

Old Post 11-18-11 17:32 #
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Hirogen2
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Here is a better one. 100% pacifist and just a 4% scratch (random(1,8) in the damage code lends itself to such behavior) http://jengelh.medozas.de/cc4/ph-quick28.lmp

Old Post 11-20-11 20:08 #
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Phobus
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Very impressive :)

Right, I've left it long enough I think - tomorrow I'll get the updates from the feedback and reupload/resubmit to everybody. Shouldn't take too long to act on the feedback I think!

Old Post 11-22-11 22:34 #
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Phobus
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Ok final version is done! Everybody who I sent the link to before hand can use it to redownload the .WAD, but just to make sure I'll send everybody a message. Here's my very vague change list that I was working from based on people's feedback:

-Sort out trees obscured by sky in Sectors 566 or 568
-Monster Blocking flag on monsters that might get pushed off of their perches
-Make revenants near start easier to shoot
-Add ammo and cyberdemons for mutliplayer
-implement lower difficulties by replacing some monsters with (groups of) weaker monsters
-steps out of the water near the mega armour/soulsphere
-Mancubi amongst vertical pillars need to be easier to shoot, use midgrates instead
-Add an arch-vile or two in the caves/around the level
-Add DM

Old Post 11-26-11 16:37 #
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Phobus
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Thanks to a bit of testing from Hirogen2, I've made a small change to where one of the new Arch-Viles in the caves was placed. This has now bumped the map up to what I'd call the final version, so anybody who has a d/l link, please redownload!

I've e-mailed a copy of the .zip direct to TGH's two e-mail accounts, so he now has my final submission. Whether or not it's selected to go into the megawad alongside my two others is down to the testers, I'd imagine!

Old Post 11-27-11 10:37 #
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