TimeOfDeath Posted January 12, 2014 Suitepee said:So I'm a little confused. Is this project finished and I have to download 3 wads of different compatibility types, or is there one big file that contains all the maps being complied together? Or are people still making adjustments to their maps and the final version isn't out yet? I'll wait a bit before uploading to /idgames, in case people find bugs, etc. The final version will be 3 separate wads in one zip file. 0 Share this post Link to post
Suitepee Posted January 12, 2014 TimeOfDeath said:I'll wait a bit before uploading to /idgames, in case people find bugs, etc. The final version will be 3 separate wads in one zip file. Ah, cheers for clearing that up! 0 Share this post Link to post
obake Posted January 12, 2014 Something I think needs to be brought up. @Ijon Tichy:Your map is cool and all, and I don't ask that you change the concept. However, you should add an exit switch, because once the player gets to your map, they have no way of getting out of it except other than quitting the game. The NextMap console command doesn't work, either. An exit switch would make one-time playthroughs and livestreams more feasible, while still allowing players who want to continue getting a higher score and surviving on your map to do so. Other than that, your map, Futility, is very nice looking and quite a challenge. 0 Share this post Link to post
Ijon Tichy Posted January 12, 2014 obake said:Something I think needs to be brought up. @Ijon Tichy:Your map is cool and all, and I don't ask that you change the concept. However, you should add an exit switch, because once the player gets to your map, they have no way of getting out of it except other than quitting the game. The NextMap console command doesn't work, either. http://ijontichy.lostsig.com/wads/futility_v24.wad well that was easy edit: I have no clue why nextmap doesn't work; my MAPINFO doesn't define a next map in it maybe I should actually look at the compilation edit2: yeah, ToD forgot to add "next map13" to my MAPINFO thing edit3: did some UI tweaks, redownload if you like being able to read which weapon you just got 0 Share this post Link to post
Obsidian Posted January 12, 2014 Map namezz! Make sure MAPINFO uses them as well. 0 Share this post Link to post
obake Posted January 13, 2014 Ijon Tichy said:http://ijontichy.lostsig.com/wads/futility_v24.wad well that was easy edit: I have no clue why nextmap doesn't work; my MAPINFO doesn't define a next map in it maybe I should actually look at the compilation edit2: yeah, ToD forgot to add "next map13" to my MAPINFO thing edit3: did some UI tweaks, redownload if you like being able to read which weapon you just got Thanks for your response. I honestly really like your map. It has a distinct gameplay style to it that I never experienced in Doom before. There is one more major bug fix, this time for Jazzmaster9's "A Room with A View": The map seems to be unbeatable without noclip or fly, because the player cannot get to the door leading to the room with the red key (the ledge is too far away, and the player is not allowed to jump), nor do I see any way they could access the blue door. Otherwise, this looks like a nice level, with good monster placement and neat looking rooms. 0 Share this post Link to post
scifista42 Posted January 13, 2014 obake said:There is one more major bug fix, this time for Jazzmaster9's "A Room with A View": The map seems to be unbeatable without noclip or fly, because the player cannot get to the door leading to the room with the red key (the ledge is too far away, and the player is not allowed to jump), nor do I see any way they could access the blue door. Otherwise, this looks like a nice level, with good monster placement and neat looking rooms. The level is beatable, I just did it. The switch textures are actually lifts. Jazzmaster9 likes to make lifts out of all kinds of metal textures, and sometimes they're hard to recognize. The level is linear and very simple in both visuals and gameplay. Author can use 3D floors, but better would be if he was focusing on various kinds of more interesting and eye-pleasing visual presentation and level structure. But nothing really bad about it, Jazzmaster9 avoided the plain uglyness seen so often. Progression makes sense and is intuitive enough to be easily managable, and player doesn't have problems with bumping into things. 0 Share this post Link to post
Eradrop Posted January 13, 2014 Thank you obake for the information you gave me. I will watch about what you said and try to fix it. It's still possible to fix my map and upload again? 0 Share this post Link to post
Fellowzdoomer Posted January 13, 2014 Obsidian said:You want someone to rustle up some map name graphics for the vanilla and Boom wads? I can *try* to do them. 0 Share this post Link to post
TimeOfDeath Posted January 13, 2014 Fellowzdoomer, Obsidian already did them (thanks!). Eradrop, sure you can post a new version of your map. 0 Share this post Link to post
Scypek2 Posted January 13, 2014 There's a bug in my Ode to Everything map that makes the floor in the baron niche in the second Entryway raise with HOM. I don't have time to look at it right now, so maybe it'd be faster to just fix it in the compilation. 0 Share this post Link to post
jazzmaster9 Posted January 14, 2014 scifista42 said:The level is beatable, I just did it. The switch textures are actually lifts. Jazzmaster9 likes to make lifts out of all kinds of metal textures, and sometimes they're hard to recognize. The level is linear and very simple in both visuals and gameplay. Author can use 3D floors, but better would be if he was focusing on various kinds of more interesting and eye-pleasing visual presentation and level structure. But nothing really bad about it, Jazzmaster9 avoided the plain uglyness seen so often. Progression makes sense and is intuitive enough to be easily managable, and player doesn't have problems with bumping into things. Yeah someone pointed that out as well that I make lifts unrecognizable, i'll avoid that as much as possible in my future maps. 0 Share this post Link to post
obake Posted January 16, 2014 A short list of my impressions on the zdoom/udmf portion of this project: Best map: Water Control by The_Trigger Really good maps: Incarnate by Netherstorm Ode to Everything by Scypek2 NUKAGE PROCESSING by ShadesMaster SUBBSE by mrthejoshmon Honorable mentions: Go to Hell by Baratus Language Barrier by Kate Stone Futility by Ijon Tichy Worst maps: Twilight of the Gods and Dripping Oven Oil from Your Third Arm, by Ed and ClonedPickle, respectively. 0 Share this post Link to post
Walter confetti Posted January 16, 2014 oh well, my map looks to be not even worth to be mentioned.... 0 Share this post Link to post
ClonedPickle Posted January 16, 2014 obake said:Best maps: Twilight of the Gods and Dripping Oven Oil from Your Third Arm, by Ed and ClonedPickle, respectively. Wow! Thanks man! 0 Share this post Link to post
Fellowzdoomer Posted January 16, 2014 Well houstin is it time for lift off? 0 Share this post Link to post
Ijon Tichy Posted January 16, 2014 obake said:Honorable mentions: Futility by Ijon Tichy not bad for a little piece of shit I banged out for no reason 0 Share this post Link to post
Fellowzdoomer Posted January 17, 2014 As usual the threads will end with a,person saying theyll upload gameplays on youtube... *starting...* 0 Share this post Link to post
Suitepee Posted January 17, 2014 Fellowzdoomer said:As usual the threads will end with a,person saying theyll upload gameplays on youtube... *starting...* I'm only going to play this on my twitch channel, not Youtube. (saving that for Switcharoom) So ha! 0 Share this post Link to post
Yugiboy85 Posted January 17, 2014 obake said:A short list of my impressions on the zdoom/udmf portion of this project: Best map: Water Control by The_Trigger I don't know what to say? Thank you :) Glad you enjoyed it. Suitepee said:I'm only going to play this on my twitch channel, not Youtube. (saving that for Switcharoom) So ha! I can't wait to see your livestream coverage of this suitepee ;) Considering the final version will be separated in 3 wads, do you have any idea which one you will play first? (Vanilla, Boom or Zdoom/Udmf?). 0 Share this post Link to post
Phendrena Posted January 17, 2014 Suitepee said:I'm only going to play this on my twitch channel, not Youtube. (saving that for Switcharoom) So ha! A shame, i much prefer the tube over the twitch as its more accessible for rewatching stuff (imo). Dave 0 Share this post Link to post
Ijon Tichy Posted January 17, 2014 Suitepee said:I'm only going to play this on my twitch channel, not Youtube. you said it, now you have to tell us when 0 Share this post Link to post
mrthejoshmon Posted January 17, 2014 obake said:...Really good maps: Incarnate by Netherstorm Ode to Everything by Scypek2 NUKAGE PROCESSING by ShadesMaster SUBBSE by mrthejoshmon... I am honored, thank you. 0 Share this post Link to post
Fellowzdoomer Posted January 17, 2014 Suitepee said:I'm only going to play this on my twitch channel, not Youtube. (saving that for Switcharoom) So ha! "We shall see... about that." -G-Man, Half Life 2 Episode 1 0 Share this post Link to post
Fellowzdoomer Posted January 17, 2014 Fellowzdoomer said:As usual the threads will end with a,person saying theyll upload gameplays on youtube... *starting...* Warning though. My sound will desync because I don't know of any android screen recorders that sync the sound... >:-( 0 Share this post Link to post
obake Posted January 18, 2014 I played the vanilla/limit-removing levels of the project. Here are the maps I believe stand as the best of this particular portion: 5 Fernito Ferno (vanilla) 6 Matt534Dog The Last Stand (vanilla) 10 Alfonzo Postmodern Hydraulics (vanilla) 17 Obsidian None So Vile (vanilla) My favorite of these is Matt534Dog's "The Last Stand", which is a cool techbase that feels very much like a Doom 1 map, but updated heavily. This is praise, not criticism, by the way. I love the layout of this map and the mix of secrets. It's super fun to explore. Alfonzo's "Postmodern Hydraulics" and Ferno's "Fernito" are also quite good, although they still aren't as memorable as "The Last Stand". Obsidian's "None So Vile" is one of the eeriest, most unique maps I have played for Doom. It seems like a dungeon from The Legend of Zelda. There are so many puzzles and mysteries to figure out, yet they go far beyond simply hitting switches. There is one switch puzzle, but it is one of the easier ones to solve. The level is also reminiscient of Plutonia's "Hunted." Overall, how do these compare to my favorites of the zdoom/udmf levels? I personally like the zdoom levels more. 0 Share this post Link to post
ChronoSerge Posted January 18, 2014 ClonedPickle said:Wow! Thanks man! You DO realize that he said worst and not best, right? Also, the thread for dmp2014 is up, guys 0 Share this post Link to post
Yugiboy85 Posted January 18, 2014 ChronoSerge said:You DO realize that he said worst and not best, right? Also, the thread for dmp2014 is up, guys I think he got the point :) He was just joking. 0 Share this post Link to post
Guest Unregistered account Posted January 18, 2014 I'm interested in this project. I'd like to know some things: Which map slots are still open, if any? And also, do you have to use a lump editor and rename the levels yourself or is it done for you? Because I've been having trouble with XWE/Slade etc. 0 Share this post Link to post