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esselfortium
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Fisk said:
Is there anything in particular I should be doing for my map (Severed Survival) ? I'm currently working on totally wiping out all the current thing placement and going about it this time much more carefully, and maybe adding details, etc... But is there anything further I can do?

Well, one of the main things I noticed was that I had to fight several chaingunners in the start area with a pistol. That was pretty annoying. Since you say you're completely redoing the thing placement, all I can say is to try balancing it based on what seems fun to you, and then maybe try cleaning up some of the design a bit...right now it feels kind of sloppy in terms of visuals and room shapes/walls, but being fun to play is the most important thing here. Odd visuals are forgivable, but the gameplay has to be good.


KingKill33 said:
Well, I cut the generator to the immediate right of the first door back a little so that it's not as easy to get caught on, and I moved the smaller box by the demon closer to the stairs so he (and the player) don't get stuck on it. All the terminals in the walls have had their front lines made impassible so that no hang-ups occur. The giant console in the center of the blue switch room has been rounded slightly. And that annoying pillar in the middle of the room with the switch that opens the exit bar has been shrunk a bit. I always found it a bit annoying, but liked it as far as detail went. Hopefully it's less obstructive now.

I actually wanted it to be a bit cramped, as a part of gameplay. That way attacks are almost impossible to dodge, forcing the player to play as perfectly as possible. It seems it may be more of a problem, though. :|


Thanks! That should help a bit.

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Old Post 10-20-08 17:56 #
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KingKill33
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So, who do I send the revised version to? Do I send it to Mech, or back to you?

Old Post 10-20-08 18:08 #
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esselfortium
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Mech is the project leader here; send it to him. :) I'm just giving some crappy vague feedback based on what I observed in the maps I played.

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Old Post 10-20-08 18:35 #
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brinks
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I'll sign up for a slot again. I already have a map in the works that's coming along quite nicely so far.

Old Post 10-20-08 19:24 #
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Jimmy91
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I take it that since my map's on the list that it meets the "new" standards? I guess I should feel good. :3 I'd even considered redoing most of it at one point.

Old Post 10-20-08 21:11 #
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esselfortium
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Jimmy91 said:
I take it that since my map's on the list that it meets the "new" standards? I guess I should feel good. :3 I'd even considered redoing most of it at one point.

Indeed. Some issues Belial brought up with your map that you might want to look into, though:

<Belial`> map15 is k, monster teleporter is shitty and i cant find the legit way to open the secret exit

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Old Post 10-20-08 21:24 #
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Jimmy91
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Okay, I'll look into the monster teleporter. D-D found the secret exit, though. Keep looking. ;)

Old Post 10-20-08 21:39 #
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Solarn
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This might be a stupid question, but what kind of music are we allowed to use? I mean, can we use only our own compositions and original Doom music, other non-copyrighted stuff as well, or not even original Doom music? Because I suck at music.

Oh, also, I'd like to sign up. I have a map completed and tested, now I just want others to test it too because being the creator, I might have overlooked some mistakes in it.

Old Post 10-20-08 21:44 #
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esselfortium
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Sorry Butts:

<Belial`> im gonna assume map27 is unfinished
<esselfortium> haha. i have no idea how to beat map27.
<Belial`> well map27 is beatable
<Belial`> in a barely playable immensely boring sort of way

<Belial`> the megasphere rl secret is a complete mystery to me
<Belial`> i dont think itd be reachable in anything but zdoom
<Belial`> since it apparently requires zdooms broken archvile jumps
<Belial`> i mean reachable in any useful way

<Belial`> map28 is unplayable in my book

<Belial`> heh i dont think youre even expected to kill everything on map28
<Belial`> heh wow map28 is dumb
<Belial`> but beatable
<Belial`> when you stop trying to kill stuff you can just wait for the switch to lower doing nothing

Map27 being Aura of Evil in the compiled alpha. The map looks great and I like the layout, but I agree that it's barely playable, and in a way that's not...fun :(

Map28 is your other map, Obliteration.

<Belial`> i think butts has been around deathdestiny for too long

---

and Solarn, I'm pretty sure you can use any music you want as long as it's either in MUS or MIDI format.

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Last edited by esselfortium on 10-20-08 at 22:23

Old Post 10-20-08 21:58 #
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Solarn
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Thanks for the answer.

Old Post 10-20-08 22:03 #
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Mechadon
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@InsanityBringer: That's entirely up to you. If you want to take the time to improve it then we will use it as long as it's fun.

@dutch devil: Basically, Constriction is canceled and we're sort of redoing Claustrophobia. All of the maps that are approved from Claustrophobia will be used here and the rest will be put into the 'Overflow' section. Any map there still has a chance to making it in the main wad, all the mapper has to do is make the required changes to make the map fun to play. Once we hit fill all 32 slots, all of the overflow maps will be put into another, seperate wad which will be still be playable.

@TheMionicDonut: Heh, please do.

@Craigs: Yes you sure can! Again, for those who signed up for Constriction and still want to do a map, please let me know and I'll add you.

@KingKill33: essel is right, send me the maps. PM or email will do.

@brinks: You got it!

@Solarn: You can use any music you want, I don't mind. VGMusic.com is a great place to browse for good .midis.

*edit*

First post updated. I see that some folks have already sent me some maps. I'm getting ready to go to class so I'll have everything updated again when I get back.

Last edited by Mechadon on 10-20-08 at 22:12

Old Post 10-20-08 22:06 #
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KingKill33
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Well, I sent End of the Line earlier. Do you have the map I submitted for Constriction?

Old Post 10-20-08 22:24 #
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Mechadon
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KingKill33 said:
Well, I sent End of the Line earlier. Do you have the map I submitted for Constriction?

I haven't seen any of the Constriction maps actually. So no :P

Old Post 10-20-08 22:25 #
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InsanityBringer
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I plan on working on my map again, but I need to ask a few things

1.What could be improved on it? Playing it through again really makes me feel like it sucks myself, but I can't seem to find out why
2.Would a complete overhaul of the map be ok? or should I just stick with fixing it up?

Old Post 10-20-08 22:31 #
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KingKill33
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Well expect me to be mailing you a second map. :p

Old Post 10-20-08 22:32 #
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Lord_Z
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Was my map played by the mysterious testers? I am curious to know if my map was complete crap because it sounds like there are a lot of bad maps.

Old Post 10-20-08 22:38 #
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Dreadopp
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Mechadon said:
(there are some lighting anomalies in the first outside hallway)

What exactly do you mean by this? I looked at it again and I personally did not really see anything wrong with it.

Plus, I will probably still make another map for this because I have already drawn out what the map will look like. Hopefully, I will be able to get it in with my first map.

Old Post 10-20-08 22:40 #
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esselfortium
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Without naming any names here, both to avoid offending people and because this problem applies to the majority of the submitted maps, I really need to stress that a good 1024 layout is one that takes advantage of the space in an interesting and creative way, instead of just trying to build a normal layout at 50% size.

One way to do this is to take advantage of Boom voodoo-scripting or even just normal Doom triggers to move floors and ceilings up and down, to create new paths connecting parts of the map that are inaccessible at the start.

The best kind of 1024 map is one that doesn't feel like it's confined to a small box. This doesn't mean using a lot of rooms and unique areas, but using a few of them well.

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Old Post 10-20-08 23:05 #
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Solarn
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Yeah, I kind of guessed that, but I'm not really able to do that well yet. I tried and it came out horrible.

Old Post 10-20-08 23:35 #
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esselfortium
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It doesn't necessarily have to be complex and tricky. It's just that generally a map that uses a few medium-sized areas in a creative way, with a good layout, is going to be much more fun to play than one where the player has no room to move around.

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Old Post 10-20-08 23:44 #
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Use3D
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Solarn said:
Yeah, I kind of guessed that, but I'm not really able to do that well yet. I tried and it came out horrible.
It might take a few tries but I'm sure you can come up with something. It's simply going to take an extra level of skill to get the most out of the 1024 map size. That's the idea of the project, which makes the designer come up with new ways to maximize the space and gameplay.

Old Post 10-20-08 23:51 #
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StupidBunny
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I haven't heard anything about my map one way or another. Does this mean it hasn't been playtested yet or does it mean it was just bad and is out altogether?

Old Post 10-21-08 01:07 #
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Kyka
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Ditto. Though, to be fair, it will probably take the playtesters a couple of days to work through like, 30 or so maps.

I gotta admit to being keen to find out the results for the maps I submitted for this. It feels (imo) like we have all sat some sort of "mapping exam" and are now awaiting the results to come out.

Hope a few of us pass. o.0

Last edited by Kyka on 10-21-08 at 01:24

Old Post 10-21-08 01:17 #
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esselfortium
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Your first map, Bitter Sanctuary, was pretty much universally considered to be rather annoying to play. I didn't really have any ideas for it, but:

<Belial`> map02 is easily improvable
<esselfortium> how so?
<Belial`> remove retarded borders, make all the doortrak pillars open up together with the walls
<esselfortium> heh
<Belial`> instant ok map

That seems like it could help. The floor borders just served to make the player get bumped around all over the place, and making the doortrak pillars open up with the walls would give the player more space to move around in as the start area opens up.

The other map, Proceed With Caution...it's an interesting concept, but I'm not exactly sure how well it'd fit into a megawad to be honest. Though of course, that's Mech's call and not mine.

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Old Post 10-21-08 01:31 #
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Mik57
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Anything I need to change with my map? (other than textures and beefing up detail)

Old Post 10-21-08 01:33 #
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Butts
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hahahhaha ok.

the map obliteration is actually fairly easy, and no you arent supposed to kill everything. its not a secret to get the rocket launcher either, i dont know where that came from.... you get an invuln and a rocket launcher when you shoot the first switch. its entirely beatable. the first map aura of evil... is boring. you can cut that if you would like. i was just wondering why you thought my maps sucked. alright well at least its nice to hear, and yeah, i was playing that "no chance" level like every day for a week until i could beat it in one clean run. still cant, but im close. sorry then.

edit: oh in map 27. just go behind the teleporter and you get into it. no archvile jumps required.

well i really don't know exactly what is wanted from the levels... but if you PM'd me with every single detail and what i can do to improve, i will gladly do it.

if you want to see hard, then you should have seen my original version of obliteration... that was really nuts.

Last edited by Butts on 10-21-08 at 01:54

Old Post 10-21-08 01:47 #
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Kyka
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esselfortium said:

Your first map, Bitter Sanctuary, was pretty much universally considered to be rather annoying to play. I didn't really have any ideas for it, but:

<Belial`> map02 is easily improvable
<esselfortium> how so?
<Belial`> remove retarded borders, make all the doortrak pillars open up together with the walls
<esselfortium> heh
<Belial`> instant ok map

That seems like it could help. The floor borders just served to make the player get bumped around all over the place, and making the doortrak pillars open up with the walls would give the player more space to move around in as the start area opens up.

The other map, Proceed With Caution...it's an interesting concept, but I'm not exactly sure how well it'd fit into a megawad to be honest. Though of course, that's Mech's call and not mine.




OK Essel. Thanks for the feedback. I'll go to work on it.

Old Post 10-21-08 02:08 #
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Belial
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Butts said:
edit: oh in map 27. just go behind the teleporter and you get into it. no archvile jumps required.

Ok, I didn't try all the linedefs since there was no hint to it and the more obvious solution seemed to be jumping from the exit ledge to the ledge between the archie tower and the rest of the building and continuing from there somehow.

Getting to the ssg switch is the most annoying part, if the baron at the ssg were an hk it would've been less tedious.

As for map28, I could never understand the point of making maps where you only have to survive long enough to get to the exit since you can't manage to kill all the monsters. That's what NM is for :P

Old Post 10-21-08 04:02 #
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Craigs
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Did some more work on my map. I gotta say, I'm liking how it's coming along so far, but it'd still be good to have some outside feedback once I'm done with it.

Old Post 10-21-08 04:19 #
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Butts
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Ok, I didn't try all the linedefs since there was no hint to it and the more obvious solution seemed to be jumping from the exit ledge to the ledge between the archie tower and the rest of the building and continuing from there somehow.

Getting to the ssg switch is the most annoying part, if the baron at the ssg were an hk it would've been less tedious.

As for map28, I could never understand the point of making maps where you only have to survive long enough to get to the exit since you can't manage to kill all the monsters. That's what NM is for :P


heh ok, ill make the changes then. if you give me a detailed report i would be more than happy to make the changes in gameplay, just pm me if you think these maps can be saved at all. ill probably just remove that baron there altogether, i really don't like the placing of it either.

Old Post 10-21-08 05:09 #
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