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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07


Just a few minutes ago, I sent testers a level I started in May of this year, but didn't send a testing copy of until now. There was a lot going on in my life, plus I suffered mapper's block along the way. My first attempt at a level for CC4 was destroyed in a hard disk crash in 2009, and I discarded my second attempt (for which I posted another topic) because I didn't like the way it turned out. Thus, this is my third attempt. In any case, this is a short cavern level that was designed to show that not every submission to CC4 had to be gigantic. Here is a screenshot without monsters:

http://dl.dropbox.com/u/6650582/CC4_TGH_Shot1.png

The copy I sent to playtesters does not contain custom music or skill levels, and the monster placement in the last part of the level is not entirely finished, so it may seem too easy. Either way, I look forward to their reports!

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Last edited by The Green Herring on 05-20-12 at 23:38

Old Post 11-19-11 01:02 #
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Crusader No Regret
Junior Member


Posts: 109
Registered: 12-10


Massive edit here:

Solid construction with thoughtful ammo placement means the player actually has to think about where to use the limited rocket supply. Layout and progression seems to have speedruns in mind. I suppose it's more a matter of personal taste that I plugged away until a first exit and lost interest after that. Fights do seem repetitive and the map is brutal for players who do not locate the secrets. A non secret armor near the end or 2/3rds in may encourage a speedier approach. Difficulty spikes nicely when playing for speed. Overall, a playable and consistent offering that's missing that special touch to create a memorable experience.

Last edited by Crusader No Regret on 11-28-11 at 01:18

Old Post 11-19-11 23:18 #
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Hirogen2
Member


Posts: 503
Registered: 01-02


Nice monster-packed map.

http://jengelh.medozas.de/cc4/tgh00.jpg missing textures (on both sides of the force field)
http://jengelh.medozas.de/cc4/tgh02.jpg the cave textures lend to starkly blend in with itself, such that it is not immediately obvious that stairs have risen somewhere. Perhaps you can augment this in some way - slightly different texture/light levels?
http://jengelh.medozas.de/cc4/tgh-log.txt texture error log

http://jengelh.medozas.de/cc4/tgh-normal.lmp [target: maxkills]
http://jengelh.medozas.de/cc4/tgh-quick.lmp [target: time]

The quick run has shown that there should be some medipacks in the Chaingunner room (at ~2:00). That room is quite interesting from a strategic POV, since the rocket launcher does not autoaim from afar, and getting close makes the player susceptible to fire.

For some reason, the sky in your map is HOMing. http://jengelh.medozas.de/cc4/tgh09.jpg

Old Post 11-20-11 19:15 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07



Hirogen2 said:
http://jengelh.medozas.de/cc4/tgh00.jpg missing textures (on both sides of the force field)
There is supposed to be a custom texture there. Are you loading the WADs in the right order? You should load cc4-tex.wad first, and then the level WAD, which I thought everyone was doing. This is the second time I've had somebody report this, and for the exact same reason.

Hirogen2 said:
http://jengelh.medozas.de/cc4/tgh-log.txt texture error log
I have no idea where those errors are coming from.

Hirogen2 said:
For some reason, the sky in your map is HOMing. http://jengelh.medozas.de/cc4/tgh09.jpg
Please download the latest version of cc4-tex.wad. SKY2 was replaced last month with a wider (and better-looking) texture.

Thank you for the report, and I will watch those demos soon.

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Old Post 11-20-11 19:24 #
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Hirogen2
Member


Posts: 503
Registered: 01-02


Ah ok, updating the texture resource fixed all the HOMs, sky, and console messages.

Old Post 11-20-11 19:32 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07


I've sent out Version 2 of this level, which I've temporarily titled "Caves of Wonder." Ammo, health, and enemy strength should hopefully be more balanced now. I've also added another secret, and ways to quickly get back up to the bridge switch battle should you get knocked down from there, not to mention I've changed the music to something a little more fitting until I compose a custom track. I look forward to the reports! :)

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Old Post 01-03-12 02:39 #
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The Green Herring
Community Chest 4 Leader


Posts: 1245
Registered: 05-07


I've now sent Version 3 to playtesters, and this version will be in the compiled megawad, pending concerns brought up by the testers. Among other things, the secret armor now has an alternate method of access, and ammo/enemy placement has been changed so that the middle parts are (hopefully) more interesting, and the ending is (hopefully) much tougher.

Also, I have officially determined the name of this level: "Nectar of the Gods," referring to the amount of water all over the level. Sounds better, don't you think?

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Old Post 05-20-12 23:46 #
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TheMionicDonut
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Posts: 1202
Registered: 04-08


Impure Liquids 2: Impurer Liquids

Old Post 05-24-12 07:14 #
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