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traversd
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Hopefully this is looking OK?

Start area comparison (I brightened the images after taking the screenshots - I'm keeping similar outdoor light levels atm)

https://dl.dropboxusercontent.com/u/56320770/map12_techbase.jpg
https://dl.dropboxusercontent.com/u/56320770/map12.jpg

Old Post 10-17-14 15:01 #
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scifista42
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traversd said:
Hopefully this is looking OK?
Yes, it is. Make sure to overally keep the map (areas of interest, layout structure) faithful-enough to the original, that's it. :)

Old Post 10-17-14 15:19 #
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joe-ilya
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Looks great!
Maybe killing all the arachnotrons in the end will reveal the exit instead of that ridicilous switch hunt.
Killing all the mancubus may reveal a secret.

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Old Post 10-17-14 15:24 #
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scifista42
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I was actually bored enough that I've finished my MAP07 attempt, despite Traversd claimed the slot. I'm posting it here, but not as a submission to the project - Traversd's map will take priority.

The map is utterly lowly playtested. Still, I'd be glad for feedback. I'm curious if it's like my D2INO MAP07 or an improvement.

Download: De Facto Dead (MAP12 layout with Base aesthetics, in MAP07 slot)

Screenshots:

http://i.imgur.com/oswBhU4m.png http://i.imgur.com/F2kdlSHm.png http://i.imgur.com/BKhmCk6m.png
http://i.imgur.com/j2fcSm1m.png http://i.imgur.com/OWI6D8Fm.png http://i.imgur.com/xTJoYsxm.png

Old Post 10-22-14 18:55 #
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tourniquet
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Wish i could say more about the map but i didn't make it very far.
You allready loose about 40% health before you reach the center due to damaging floor and once your up you get instantly cooked by arach plasma.
Seems like there's no real cover and no health available.
Didn't survive it more then 30secs and gave up after like 15 tries.

Old Post 10-22-14 20:26 #
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scifista42
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I made the initial arachnotron battle challenging. If I didn't, I guess it'd be viewed as tedious, even if I had included much less arachnotrons. :(

Old Post 10-22-14 20:30 #
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tourniquet
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Generally not a bad concept especially the teleporters which grant the arachs more mobility are a good idea IMO.
The lack of cover and health were probably the main issue for me.

Old Post 10-22-14 20:36 #
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Magnusblitz
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Yeah, the start of this map is basically impossible. I was usually at 80% health after crossing the lava at the start, and then there's nowhere to take cover from the arachnatron plasma. I had some luck by camping near the yellow bars, but ran out of plasma ammo (it's too close to use rockets). Tried running around a bit more, but it's really difficult to get a good enough foothold to use the RL (and the teleporters also make it difficult to not get pincered).

So, god mode'd myself through the arachnatrons, then promptly died against behind the red door. Bah. Clearly wasn't playtested. :P

Old Post 10-22-14 21:34 #
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scifista42
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I did playtest the arachnotron battle, and it's well possible to win if you keep moving and looking around you, dodging projectiles and fat spider bodies, performing attack as you go and stopping only when it's safe. I considered it to be an unique challenge. But it can only work with minimum (no) health and cover, so that it's difficult enough and camping-proof (which I wanted). I can see how it can get annoying, though. I'm not sure what to do, if anything. I know that the setup works.

EDIT: That said, I'm kinda proud of myself for making a challenging arachnotron-only setup, which can still be fairly won and even I can do it. :) But if other people think it's bad, I have no choice than to accept it and at least keep it in mind for next time.

Last edited by scifista42 on 10-22-14 at 22:20

Old Post 10-22-14 21:57 #
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degree23
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Knowing it works doesn't mean that it's necessarily the best thing to do though. (I know that traversing 100 narrow pillars while being shot at by Cyberdemons over a lava pit with no teleporter out works, but wouldn't advocate actually incorporating it in a map :P) The fight is lengthy enough to make it pretty challenging (as tourniquet said, the teleporting to compensate for the Arachnatrons' poor mobility is a great idea) with 100 health, let alone less. The lava round the edge is a good idea to avoid people just laming the battle, but maybe a Large Medikit (or two small ones) when you first get to the main section so you can fight the battle with 100 would be better. After a couple of goes I actually ran around on 15 health for ages before finally dying but probably would have beaten it if I'd had 100 at the start.

On a continuous playthrough I don't think it will be anywhere near as challenging if you come in with even a bit of armour and/or other weapons mind you.

Old Post 10-22-14 22:23 #
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scifista42
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degree23 said:
On a continuous playthrough I don't think it will be anywhere near as challenging if you come in with even a bit of armour and/or other weapons mind you.
Well, pistol starters usually play that way because they want an increased challenge. So that this map gives them exactly what they want, whereas continuous players will have it easier a little. That's in compliance with my mapping "philosophy". :P

Old Post 10-22-14 22:29 #
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traversd
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Here's what I've got so far. Skill settings not yet implemented.

https://dl.dropboxusercontent.com/u...s_techbase2.wad

There's a (nodebuilder?) anomaly in sector 88 (entrance to the chaingun crate room) which blocks the odd projectile/hitscan :o( Haven't been able to get it to disappear and wondering if it is caused by something else nearby (the maps outer walls perhaps?).

I didn't implement any map07-specific tags (sorry Joe!) But I possibly could by putting all the mancs into the final room. Open to suggestions :o)

Old Post 11-17-14 13:58 #
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scifista42
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It's a great map, traversd. It's got a lot of your own distinct style, but at the same time it didn't lose MAP12's characteristics. It's well playable from pistol start, and probably will be more than okay for continuous - that's right. I have no real complaints. Well, only one, very minor thing bugs me: In the SSG area, there is a switch activating a lift out of there. The switch flips in the direction up, which bugs me aesthetically, because the lift goes down. I'd expect a switch to go down when calling a lift down. As small thing as that. :)

Has anyone else made a progress? Please, report your status, so that I know what to expect and how late/soon would the project be finished.

PLEASE post in the thread, Magnusblitz, Effingham and Zinkai.

Also, Joe667's slot (MAP16<--MAP24) is now open and anyone can take it. Joe667 got losered. :(

Old Post 11-17-14 14:37 #
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tourniquet
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Indeed that's a very good one, Map12 is fairly recognizable but simultaneously it acts as completely different place, i really like what you've created here.

Also interesting to see a Map07 without the usage of special tags.
There's nothing i found worth mentioning or to grouse about, the map works well the way it is, good job.

FDA

Old Post 11-17-14 16:36 #
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franckFRAG
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scifista42 said:
Also, Joe667's slot (MAP16<--MAP24) is now open and anyone can take it. Joe667 got losered. :( [/B]


Since I watched a video of my map about Interception, I again want to create a map for a new community project. Is it possible that I take this slot?

Old Post 11-17-14 17:29 #
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scifista42
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franckFRAG said:
Since I watched a video of my map about Interception, I again want to create a map for a new community project. Is it possible that I take this slot?
Alright, I've signed you up. To make it clear, you're supposed to recreate the layout of "MAP24: The Chasm" in a (generic) city style, and put it to MAP16 slot (and also follow other rules in the OP, of course). Here are Joe667's original screenshots for inspiration. ;)

Old Post 11-17-14 18:01 #
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Magnusblitz
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Reading/listening to feedback on Switcheroom 1 actually gave me some ideas for my map... unfortunately, this is also coming at the same time that I'm starting to get really busy with real-life work. Lot more than I've had before. So, still in the same place I was before. I'd like to keep working on it when I get the chance, but I also don't want to hold the project back. If you want to assign the slot to someone else with good map-making chops, I won't complain, but I will try to finish what I've started.

Old Post 11-17-14 18:39 #
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franckFRAG
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scifista42 said:
Alright, I've signed you up. To make it clear, you're supposed to recreate the layout of "MAP24: The Chasm" in a (generic) city style, and put it to MAP16 slot (and also follow other rules in the OP, of course). Here are Joe667's original screenshots for inspiration. ;)


Ah, I imagined the opposite: layout of map16 with the theme of map24. That doesn't work like that? I go to see other maps to understand better the system :)

Old Post 11-17-14 20:59 #
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EffinghamHuffnagel
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scifista42 said:
PLEASE post in the thread, Magnusblitz, Effingham and Zinkai.

I haven't been able to do anything on my map in the last week or so. I can't seem to look at the computer screen for any length of time. Even doing e-mail gives me a headache and makes me a little nauseous. Either I need new glasses or I have a sinus infection that hasn't quite hit me yet.

Regardless, my map is about 1/3 done. I'm off all next week for Thanksgiving, so I'm planning to go OCD on it and have it done by the 30th.

Old Post 11-19-14 04:10 #
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traversd
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https://dl.dropboxusercontent.com/u...s_techbase3.wad

Updated map12 layout in techbase theme.

-Skill settings
-Some trap alterations
-redid outwall
-got rid of BSP error in entrance to CG building

Travers

Old Post 11-22-14 13:54 #
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scifista42
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How would you like to name the map, Traversd?

Old Post 11-22-14 14:05 #
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traversd
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"The Facility"?

;0)

Old Post 11-22-14 21:39 #
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