Egregor Posted January 31, 2013 Carnage Canyon is now finished! Photos: http://i1161.photobucket.com/albums/q512/jeff_king1/CCv4-A_zpsc07ac57f.png http://i1161.photobucket.com/albums/q512/jeff_king1/CCv4-B_zpse3e8901b.png http://i1161.photobucket.com/albums/q512/jeff_king1/CCv4-C_zps22fc1b2c.png http://i1161.photobucket.com/albums/q512/jeff_king1/CCv4-D_zps951715db.png http://i1161.photobucket.com/albums/q512/jeff_king1/CCv4-E_zps6599108c.png Info: -5 rooms: The canyon + 4 others. -This level is fast paced and chaotic. -UV=very hard, HMP=hard, H,NTR=medium. -Average UV time is about 30 minutes. -2 well hidden secrets. -Modern CC4 vibes. -'Very Fun!' Download: updated, version 5: http://www.mediafire.com/?kiqvqbd89ns5sig 0 Share this post Link to post
Keeper of Jericho Posted January 31, 2013 Hooray! Now we have 16 of the 32 maps completed. We're halfway! =D 0 Share this post Link to post
Cell Posted January 31, 2013 Keeper of Jericho said:Hooray! Now we have 16 of the 32 maps completed. We're halfway! =D Eh... I would be the happiest if my map was the 17th in the "getting ready" chronology, too. So sad I'm still too busy. 0 Share this post Link to post
Eonfge Posted February 7, 2013 He guys, I've got a major update: map22_32.wad (1.1 MB) https://mega.co.nz/#!l9QGSbAR!R9DA_10yzGV5XB2CU8rIh00aZ0kEGIxSBbOcTToxRFg This version of map22 contains practically everything. Lighting, texture aligning and most balance. I hope that all of you can give me feedback on it and if you have any comments or remarks, please let me know. 0 Share this post Link to post
Eonfge Posted February 15, 2013 Egregor said:Carnage Canyon is now finished! Info: -5 rooms: The canyon + 4 others. -This level is fast paced and chaotic. -UV=very hard, HMP=hard, H,NTR=medium. -Average UV time is about 30 minutes. -2 well hidden secrets. -Modern CC4 vibes. -'Very Fun!' Download: updated, version 5: http://www.mediafire.com/?kiqvqbd89ns5sig He, nice job. I liked the map and thought it made good use of textures and style. The difficulty is fine and I think it's a nice early map. One secret I honestly found, the other one has remained a secret. I did notice a few poorly aligned textures in the South East on one of the outer rock walls. I did find the whole 2 caco / pinkies combos that spawned a little unsurprising after the second time, so mixing that up with a few other monster combo's might be nice. If you can, please let me know what you think of my map. 0 Share this post Link to post
Shadow Hog Posted February 16, 2013 Egregor said:Carnage Canyon is now finished!Not too bad. I did constantly feel like I was running out of ammo, though; those Cacodemons eat up bullets like popcorn, and going for more bullets tended to spawn more Cacodemons than the bullets I'd grabbed would be able to kill. Spent most of the map trying to snipe with a rocket launcher, which I'm not that good at. Also rather annoying how I'm trying to focus on an enemy on the outer ring while I'm on the inner ring, but another enemy on the outer ring can see me and manages to snipe me with a projectile. I'd chalk this one up to me being tired more than anything on your end, however. Spoiler The berserk pack was definitely well-hidden. I found the SSG pretty easily, however; it was readily visible and available for me to grab, although I have no clue what I'd done to activate it. Only issue is that I found it well after I'd killed the last monster in the map. Damn. That SSG would've really come in handy. :P Definitely a solid map, although maybe a bit hard for MAP03. I dunno. Eonfge said:He guys, I've got a major update: This version of map22 contains practically everything. Lighting, texture aligning and most balance. I hope that all of you can give me feedback on it and if you have any comments or remarks, please let me know. Well, maybe it's because I tried it on GZDoom 1.7.0 instead of PrBoom+ 2.5.1.3 this time, but I was actually able to clear this on HMP! It took me an entire goddamn hour of save scumming to make it through, but somehow I managed it! Everything up until grabbing the blue key is fine. Everything after grabbing the blue key was just downright chaos. I'm still not entirely sure how I managed to get through all the Cacodemons and Revenants (oh God the Revenants) and Archviles (which were helpfully reviving any Revenants around, rendering killing the Revenants pointless) and both a Mastermind and two Cyberdemons. I definitely spent more time trying to figure that out than I did getting up to that point. Still, after dying and dying and dying and dying and dying and dying and, just to mix it up a bit, dying some more, I was able to to take out the Mastermind, take out the first Cyberdemon (which I'd grabbed the red key out from behind beforehand), take out the second Cyberdemon that I honestly wasn't expecting to show up, kill the Archvile that greeted me from behind when I opened up the red door, rocket-snipe some of the Archviles hanging out with tons of Revenants (dying to a lot of homing Revenant shots in the interim - did I mention how much trouble the Revenants gave me yet?) and then pick off every last monster from there. Took me a while to realize how to get back up to the red-keyed gate leading to the exit, though; I'd resorted to cheating and jumping back up the stairwell near the BFG, only to realize, as I was passing by them, that three columns had risen out of the ground much earlier, which I could've reached from a nearby staircase and would've lead me right to the exit. Whoops. So yeah, that was insane. I should check how to get the BFG; I'm not sure how much it'd help considering the average distance between my opponents and I toward the end there, but every little thing'd help. As for technical issues irrespective of my (lack of) skill, the starting area still has missing Upper textures. GZDoom's fairly specific about it: some of your ROCK textures are missing their underscore (they have a space instead), and the game can't find the texture as a result. It seems to be the same texture repeated several times, if that helps. Also, this isn't really a technical detail, but I fell into the pit in front of the BFG several times while wearing the radsuit, leading me to either wait around a long time for it to end so I could die, or apply a rocket to the nearest wall, out of expediency. Personally I'd put a teleporter in there somewhere so I could get out again, but that's me. And I appreciate adding that little rock so I could get all the rockets that I mentioned the last time I tried this :) Care to try mine? It's nowhere near as difficult as yours, but I hope it's decent, all the same. 0 Share this post Link to post
geo Posted February 16, 2013 I'll be a play tester!!!! :-) So the way to get around 5 room limit would be to make cubical and room dividers right? Is that allowed? That's how office buildings do it. 0 Share this post Link to post
Eonfge Posted February 16, 2013 As for technical issues irrespective of my (lack of) skill, the starting area still has missing Upper textures. GZDoom's fairly specific about it: some of your ROCK textures are missing their underscore (they have a space instead), and the game can't find the texture as a result. It seems to be the same texture repeated several times, if that helps. This troubles me. When I run in GZdoom with Boom compatibility strict, I have no such issue. I'm not sure what does it but I am not able to reproduce your error. Thanks for the other comments, I'll definitely look into the other small things. I would like to discuss this with others as well. Point is, my level is map 22, surrounded by slaughter levels. Although I wish to to take a different approach, I am a little unsure on how I should adjust the balance and the increasing difficulty. I'll make the increase in difficulty easier on HMP, although I have no such intent for UV :P 0 Share this post Link to post
Shadow Hog Posted February 16, 2013 With regards to the missing textures, here's the log I get. Hrmm, I just noticed I booted the game up with a Skill level of "None" according to ZDL. It does default to HMP, right? I'm pretty sure it does. Eonfge said:I'll make the increase in difficulty easier on HMP, although I have no such intent for UV :P Nor should you. UV's for men manlier than I! 0 Share this post Link to post
Cell Posted February 16, 2013 Finally I managed to get some progress on the very-last room, but unfortunately an immediate crash got my laptop delete all the unsaved data whilst me doing the most important updates. Never mind, I'll redo all, no matter how. 0 Share this post Link to post
Shadow Hog Posted February 17, 2013 ^ Ouch! Wish you well on your reworking-from-scratch, then. x_x 0 Share this post Link to post
Keeper of Jericho Posted February 17, 2013 Cell said:Finally I managed to get some progress on the very-last room, but unfortunately an immediate crash got my laptop delete all the unsaved data whilst me doing the most important updates. Never mind, I'll redo all, no matter how. Damn, I'm sorry to hear that Cell. I know how it feels to lose progress, ain't nice. Hope rebuilding goes well. 0 Share this post Link to post
Cell Posted February 17, 2013 Thanks! The behind-red-door scene already managed to be quite hm... diverged from my imagination, so this time, I'm trying to get it done in accordance to the way I'd planned before. 0 Share this post Link to post
Eonfge Posted February 18, 2013 geo said:I'll be a play tester!!!! :-) So the way to get around 5 room limit would be to make cubical and room dividers right? Is that allowed? That's how office buildings do it. The entire map can only consists out of 5 identifiable unique rooms (secrets/monster closets not counting.) See the first page with a good description of what is allowed and what isn't. Other then that, Cool if you want to play the levels. Multiple opinions are always useful and I look forward to your comments. 0 Share this post Link to post
geo Posted February 18, 2013 Is there a list of every level that is downloadable so far or should I search the thread for download links? 0 Share this post Link to post
Shadow Hog Posted February 18, 2013 I don't think a list of download links exists at this time, so one way or another, somebody'll have to go thread-digging. 0 Share this post Link to post
Eonfge Posted February 18, 2013 Eonfge said:He guys, I've got a major update: map22_32.wad (1.1 MB) https://mega.co.nz/#!l9QGSbAR!R9DA_10yzGV5XB2CU8rIh00aZ0kEGIxSBbOcTToxRFg This version of map22 contains practically everything. Lighting, texture aligning and most balance. I hope that all of you can give me feedback on it and if you have any comments or remarks, please let me know. You can start with mine, but yeah, nice idea, we need a file list! 0 Share this post Link to post
geo Posted February 18, 2013 I must be a dullard because I really don't understand how to download that file. It takes me to a screen that says click to upload the file... yet I clicked on download. 0 Share this post Link to post
Shadow Hog Posted February 19, 2013 Well, I went through the topic and compiled that list, since somebody was gonna have to do it: Map list: Map 01: The Overkill (Agentbromsnor) http://www.speedyshare.com/8KsU2/five.wad (file not found) Map 02: Toxicity (ShadesMaster) Map 03: Carnage Canyon (Egregor) http://www.mediafire.com/?kiqvqbd89ns5sig Map 04: Boiling with Hatred (Agentbromsnor) Map 05: [Untitled] ((empty)) Map 06: 820000P (Sokoro) Map 07: Dead Quiet (Gebstadter) http://www.math.uiuc.edu/~puleo/5r_map7.wad Map 08: [Untitled] (Dragonsbrethren) Map 09: [Untitled] (Olympus) Map 10: Nabataea (Keeper of Jericho) Map 11: Vile's Lair (Joseph Lord) http://www.speedyshare.com/29waa/5r-vile-s-lair.wad (file not found) Map 12: Cyberdemon Heliport (Katamori) http://rghost.net/43923012 Map 13: The Mutiny (ForeverVile) http://www.2shared.com/file/wccb0hQ8/TheMutiny.html (texture pack included) Map 14: Region X (Shadow Hog) http://www.fileden.com/files/2006/11/5/352484/DOOM/5rooms.wad Map 15: Hit N Run (ForeverVile) http://www.mediafire.com/?sl25clpr3bjbg24 Map 16: Space Quarry (Scypek2) https://rapidshare.com/files/826216745/5r_map16.wad (file not found) Map 17: [Untitled] (Cell) Map 18: [untitled] (walter confalonieri) Map 19: Warming Up (Joseph Lord) Map 20: [Untitled] (Springy) Map 21: Winter will be thy name (Cacowad) http://www.mediafire.com/?vp0u3l2yuke2slo Map 22: Baphomet of Trickery (Eonfge) https://mega.co.nz/#!l9QGSbAR!R9DA_10yzGV5XB2CU8rIh00aZ0kEGIxSBbOcTToxRFg Map 23: Valhalla (richter3456) http://www.mediafire.com/?dznqk8ti40ixy17 (File not found) Map 24: Bloody Hell (ForeverVile) http://www.mediafire.com/?7wm5cxtfsrb0s9q Map 25: Infinity Nexus (CorSair) https://dl.dropbox.com/s/soiemqk4m46zlcw/5rod-map25.wad?dl=1 Map 26: [Untitled] (Apparently Shadow Dweller, but he said he had to drop out) Map 27: Say Than Suspense (Joseph Lord) http://www.speedyshare.com/NX633/map27.wad (file not found) Map 28: Gates of Angband (Keeper of Jericho) Map 29: [Untitled] (by dachauncinator) Map 30: Echoes of a forgotten sin (Cacowad) http://www.mediafire.com/?4in79lr77lsk5xx Map 31: Crossing The Line (Scypek2) http://www.mediafire.com/?srjzaeed3zmu7mw Map 32: Den Of Vespera (Pcorf) Map I Have No Damn Clue: [Untitled] (Scypek2) http://www.mediafire.com/?vq77zzor3iboemr (MAP13 slot) In conclusion, it would seem a lot of people need to update their URLs. I'm assuming Keeper of Jericho already has all the WADs in question, though, so it's probably not a huge loss. BTW, Eonfge, the more I think about it, the more I think you should leave your map's difficulty alone. I mean, it's goddamn hard, don't get me wrong, but the fact remains that, somehow or another, I was able to clear it. And really, I don't want your map to suddenly appear wimpy compared to the two slaughtermaps around it just because I'm a pussy who can't handle slaughtermaps. (Although the fact that there are three slaughtermaps back-to-back like that does fill me with a bit of dread...) 0 Share this post Link to post
geo Posted February 19, 2013 Map 03: Carnage Canyon (Egregor) http://www.mediafire.com/?kiqvqbd89ns5sig Is obviously a great quality level that doesn't even seem like its restricted to 5 levels. This would be a great yet upwardly challenging level outside of this competition. The detail is great, the change of creativity is great. Everything in the level feels different. An exterior area with a chasm in the middle, an interior that looks dark and foreboding coupled with a center area that feels made for a trap with the Revetments :-) I feel its too challenging for map 3, but all of that can be arranged later. Great stuff. I found no glaring errors. The ammo and weapons were enough for me to conserve yet not totally have to punch away caco demons. The weapon pace was great. When you got the rocket launcher in came the caco demons. The circular layout was good, because as I ran from the enemies they couldn't corner me with a wave of flesh. There are some really nice traps too :-) Traps that either made you use speed or gave you weapons to fight through them. It made for some really enjoyable moments. Map 07: Dead Quiet (Gebstadter) http://www.math.uiuc.edu/~puleo/5r_map7.wad HOM on lights that are set diagonally. I thought the elevator was a pillar since its so tall. perhaps an up arrow? I felt like there were a lot of straight lines and forced crossing between rooms. Little detail. The invulnerability was a nice gimmick in the first part. A lot of the textures felt like they weren't new or fresh. You can do better. Get more detail in there, get some different enemies so I don't feel its an empty rooms. 0 Share this post Link to post
Agentbromsnor Posted February 20, 2013 I'm really busy right now, with school and a lot of other things. It would take me at least another few weeks to finish my second map... If somebody feels like it, I can send the map to you to finish? 0 Share this post Link to post
Keeper of Jericho Posted February 20, 2013 Delicious-looking progress, Cell. *_* 0 Share this post Link to post
Cell Posted February 20, 2013 I was striving hard to resolve my data loss. 0 Share this post Link to post
richter3456 Posted February 21, 2013 I'll update the Mediafire link soon. Right now I'm dissatisfied with my maps exit area so I'm thinking of tweaking that and making the outside area a bit larger. STILL need to balance difficulty levels (particularly UV). 0 Share this post Link to post
Egregor Posted March 7, 2013 Its been 13 days since any activity here. I found this on page 4. Perhaps this project has run out of steam. I'm going to suggest the same thing that I suggested for 'Doom 2 in Name Only': To encourage stragglers to get moving with this project could I request that those WIPs with no links be submitted and posted? How much progress has been made on them? Perhaps if any of those levels are too busy to finish their maps maybe they could pass their maps off (volley them) to other mappers for completion. Another point is that this doesn't NEED to be a 32 map project. Of those that originally signed up but haven't submitted anything yet, is it safe to say they have moved on? Perhaps we could just compile what we have, and save slots for those who lets us know they are still working on a map from here on out. Anyone in favor of this? 0 Share this post Link to post
Babel Posted March 7, 2013 Some times we work very fast and others no one appears. I must admit that sometimes i forget this proyect. My third map for this proyect was more complex that i thought so maybe someone want to end it or star a new one i dont know, but in this date im very busy :( or maybe i can follow but with little steps. Egregor:"To encourage stragglers to get moving with this project could I request that those WIPs with no links be submitted and posted? How much progress has been made on them?" Im a favor for that. I need to update my maps again O.o A map list is useful to 0 Share this post Link to post