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Mik57
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Oh crap, I didn't have any of those things! No wonder my comp epically fails whenever it tries to calculate anything more than a peanut.

Old Post 10-22-08 05:21 #
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Mechadon
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@TGH: Whatever you prefer, I don't mind. If you want, you can publicly release it for a broader range of feedback.

Old Post 10-22-08 05:38 #
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Kyka
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Mechadon said:
If you want, you can publicly release it for a broader range of feedback.



Speaking of which, can someone here recommend a good site where I could upload a map? You know, one that is actually fast and doesn't make you wait, like 2 days because you're not a premium member, and then limits you to the sort of download speeds that make dial up look like T3? And where you don't have to install this "allegedly" "useful" toolbar thingummy before you can get the file you want? And where you......

Anyway You get the point.

Thanks everyone.

Old Post 10-22-08 05:58 #
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esselfortium
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http://www.speedyshare.com/

The preferred upload site of YEDS

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Old Post 10-22-08 05:59 #
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The Green Herring
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Mechadon said:
@TGH: Whatever you prefer, I don't mind. If you want, you can publicly release it for a broader range of feedback.
I PMed it to you, but here's a public link anyway:

http://www.disasterlabs.com/thegree...emp/TGH1024.ZIP

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Old Post 10-22-08 05:59 #
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Mechadon
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I use to use zshare to upload things because they didn't suck. But they recently added a wait time and who knows what else; I have a lot of people complain to me recently about it so I don't use it anymore. Since then I've used speedyshare, but I think there might be a wait time.

*edit*

Holy hell you guys are fast :O. Anyways, thanks TGH I'm getting ready to grab it.

Old Post 10-22-08 06:00 #
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KingKill33
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As far as impassible lines go, does that include switches, and things that the player is too far below or too tall to fit on or under?

And with Into Hell, I just gotta fix the insane difficulty, right? :p

Old Post 10-22-08 06:53 #
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Kyka
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So Speedyshare eh?


I wanted to see if I could make a 1024 map that was basically one big room. And so, after many tries and experiments, and plans and ideas, here it is. I actually love the way that it works and the way it plays, I think it is really intense, but that doesn't mean it won't suck to everyone else, so feel free to tell me what you think. It was designed to go around map 20, so it is reasonably tough. (But not as insane as some 1024 maps I have played recently.)

Thanks to Mech and DD for much helpful advice on this particular map. The map is called "Proceed with Caution." For good reason.

Anyway, without further ado

Tadaa!!



Screenies:

http://img262.imageshack.us/my.php?image=prowit4qj9.png
http://img262.imageshack.us/my.php?image=prowit3gl2.png
http://img372.imageshack.us/my.php?image=prowit1dr9.png
http://img372.imageshack.us/my.php?image=prowit2ey4.png


[edit] I have tried to make this map "un-speedrunnable" I haven't been able to speedrun it. Hell, I usually can't even complete it without dying. If anyone manages to speedrun it (There are some freakishly skilled Doomers floating around here) could they let me know, and I will make a few changes accordingly. Also, You will start with every weapon except for the BFG as soon as you start. This is to replicate the weapons that you will have by the time you get to this level. I will probably take those start weapons out for the final build. Thanks people. :)

Last edited by Kyka on 10-22-08 at 07:34

Old Post 10-22-08 06:58 #
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Mechadon
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KingKill33 said:
As far as impassible lines go, does that include switches, and things that the player is too far below or too tall to fit on or under?

And with Into Hell, I just gotta fix the insane difficulty, right? :p


I know that for 'The Dirge' (Map18 of the original Claus Alpha) is pretty cramped but it plays o.k.. The main problem I had with it (as well as 'Stagnant Depot') was that a lot of the wall decor (like the comps, grates, etc) would really distract the player's movements. Essel can probably describe it better than I can, but any decor or area that the player isn't supposed to access but can should be impassible. I think that alone would drastically increase the playability of those two maps. Also in 'Stagnant Depot' I couldn't go through the first door in the outside area because the rock structure right in front of it blocked me (in EE anyways, I may want to try PRBoom+). And that map could really use more health/ammo at the beginning of it.

As for 'Into Hell'...yea it was pretty damn hard. You could probably throw an SSG in there to help things out; I would recommend playing Congestion's Map07 for a better idea on what you should do to make it play well. But the main reason why it's in the Overflow section is because we already have a Map07 replacement; depending on which map the testing guys like better, the other will be in the overflow/1024-3 wad.

@Kyka: I must say that is one of my all-time favorite 1024 maps; it was in the Claus Alpha :). I bet most people, when they first play it, will think it's nothing more than a 1024 room with a bunch of square sectors in it. Though I will admit that trying to find the way out of the very first area is a little confusing at first..atleast it was in the alpha build.

Last edited by Mechadon on 10-22-08 at 07:12

Old Post 10-22-08 07:01 #
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KingKill33
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I'll replace the SG with the SSG and just make the SSG in the cage some extra shells. As with Stagnant and End of the Line, I'm making every two sided line that isn't supposed to be crossed impassible, at least any I can find. I also lowered the rocks in front of that door with the switch. I'll also throw in some more ammo at the beginning of Stagnant. Though, that chainsaw is there for a reason. :p

Old Post 10-22-08 07:12 #
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Mechadon
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KingKill33 said:
I'll also throw in some more ammo at the beginning of Stagnant. Though, that chainsaw is there for a reason. :p

I kept dying or running about of ammo before I got to the chainsaw...so mainly I was talking about everything before the outside room. Then again I suck, that's why I hesitate to give feedback without having other people test :p

Old Post 10-22-08 07:15 #
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Kyka
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Mechadon said:

@Kyka: ...Though I will admit that trying to find the way out of the very first area is a little confusing at first..atleast it was in the alpha build.



I have changed the little start area since you saw it last.... hopefully it's a little more obvious what to do now. And thanks for the encouragement too. Much appreciated. :)

Old Post 10-22-08 07:19 #
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KingKill33
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Here's my 3 maps for public beta testing.

Stagnant Depot:
http://www.speedyshare.com/733870113.html

End of the Line (larger download, has all of the textures included):
http://www.speedyshare.com/997886458.html

Into Hell (map07):
http://www.speedyshare.com/265112454.html

Old Post 10-22-08 07:57 #
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esselfortium
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KingKill33 said:
Here's my 3 maps for public beta testing.

Stagnant Depot:
http://www.speedyshare.com/733870113.html

End of the Line (larger download, has all of the textures included):
http://www.speedyshare.com/997886458.html

Into Hell (map07):
http://www.speedyshare.com/265112454.html


I like Stagnant Depot. It's still crampy, but feels much more maneuverable than End of the Line IMO. It also looks better, in my opinion. A couple of issues I noticed:

- It's possible to screw up the lift in the room in the upper-right corner of the map, if you hit the "up" switch when it's already up. Also, I didn't see the "down" switch because of the barrel in front of it, and ran around the map for a while trying to figure out where to go next.

- Near the entrance to that lift room, you've got one waterfall with an f_sky1 ceiling, I think. It's noticeably an error, as the wall is noticeably higher on the left and right sides of it.

- The monsters that slowly teleport in one by one in some parts (like after you get the red key) are kind of pointless. It'd be better, IMO, to just teleport in a couple of them more quickly, and ditch the rest. If you're not already, you can make monsters (except for flying monsters) teleport in quickly on command by putting them on a fast conveyor-belt floor.

- I didn't much enjoy getting sniped through windows that I could barely see due to their small size combined with objects obscuring most of them...

- There are some wall terminals that need impassible lines, and it'd really help if you removed some of the small crates in the player's path. The ones in the slightly larger areas are fine, but the really tiny sections are already cramped enough without needing crates to restrict your movement even more.

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Old Post 10-22-08 08:35 #
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KingKill33
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Alright, I fixed the waterfall, re-sized and/or a couple boxes, made a few more terminals and such impassible and made it so that the monsters teleport in at a slightly faster pace. And the lift has always been broken. You can un-break it by triggering the lift directly to lower it if you happen to break it.

Revised:
http://www.speedyshare.com/392728403.html

Are EotL and Into Hell at least playable? Admittedly, EotL is borderline garbage, but I'd still like to be able to release it and it be a fun map.

Old Post 10-22-08 09:11 #
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esselfortium
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EotL is somewhat playable. Into Hell, I would say not at all. Sorry man :(

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In Progress: Vaporware | KDiKDiZD | TSoZD | ???
Resources: EDF Monster Library | Mapping Tips | CC4-tex | EsselTX

Old Post 10-22-08 09:12 #
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KingKill33
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I'm thinking it's a combination of several things. The imps, the cages and the fact that 3/4 of the map can kill you.

Old Post 10-22-08 09:16 #
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Jodwin
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Into Hell is certainly manageable (I died a few times while figuring out the item placement in the start), although I would say it could use a little more ammo (I had to tyson the very last imp - which is fine, but I'd be pretty pissed off if I had to tyson the arachs ;) ) and maybe a little more health in the very beginning. And, sure, the marble paths in the lava could be made a little wider too. It's fine in the beginning, but once you lower the mancubus pillars and the new mancis teleport in you have to run in the lava to get past them.

For the record, my winning "strategy" was to first pick up the blue armor and ssg, then circle the area and pick three of the mancs with the ssg (I could have taken them all, but since I didn't know about the switch bringing more of them in I thought that killing all four would teleport the arachs). After that I switched to chaingun and sniped the imps and let loose the rest of the mancis. Once I noticed this had opened the imp cages I ran there and took out the ground mancs from complete safety. Then, again, killed three of the pillar mancs, collected ammo and health and finished the last one. I rushed to the last one's pillar and while staying there took out all the imps, arachs and cacos from safety.

Yeah, it's actually a pretty easy map that way once you get past the beginning.

Old Post 10-22-08 09:29 #
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gggmork
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imho:

green herring: nice visually with fairly simple unified symmetry. Kinda short (well it is 1024..) and the gameplay was quite easy for me due to low enemy count, weak enemy types and warpers mostly teleport right into your gunfire.

kyka: I played awhile with various strategies, mostly focusing on speed. Best tactic I found was to immediately circle infight everyone as fast as possible using only plasma (which also helps trigger all the linedefs asap since its not quite obvious where each is), killing arches first. Seems harder than my map actually but eventually managed to kill all the enclosed enemies/arches/cyber in 1:40ish but died from the surrounding chaingunners/revernets after. The invisibility is almost always an object to avoid imo and more of a hindrance in this case like usual, so affects gameplay making the cyber harder. Still it could be fun for that very reason. Interesting but kinda weird design because if you play non-speed its not clear which line makes who warp where so you're kinda stuck in that corner trying to trigger one at a time probably. Or the level could be over pretty shortly if you do speed (hard though).

Old Post 10-22-08 09:34 #
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KingKill33
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That's pretty much how I do it, too, except I go into the cages and take out the top Mancs first. I originally had Lost Souls come in to flush you out, but they soaked up crazy amounts of ammo. How's 1 or 2 more medikits and maybe 2~4 boxes of shells and/or bullets sound?

Old Post 10-22-08 09:37 #
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Jodwin
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That should be fine. Also, if the starting imps are too much of a nuisance maybe you could remove one from every corner on the start (four imps in total). That's not really necessary, but could help a little.

Old Post 10-22-08 09:39 #
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KingKill33
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I was thinking about cutting back on them. I did, however, want the player to not feel safe anywhere; that in order survive they had to always be moving. But, anyway, I tweaked it a bit:

http://www.speedyshare.com/750711421.html

Old Post 10-22-08 09:50 #
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Kyka
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@KingKill.

I had a play through Stagnant Depot (Smelter.wad) and overall, I really enjoyed it. It was suspensful, atmospheric, and tough. I guess I am kind of biased, because I love small levels with little room to move and tight ammmo counts. And I love really intricate detailed levels. So I was always going to enjoy this level. Hell, I even enjoyed those tiny windows. Ammo was never a problem, even at the start. But I play conservatively and change between pistol and SSG often. WHen I got outside I still had like 17 or 18 shotty shells.

But Essel is probably on the money, coz from a "playtesting" point of view, its got to be fun for everyone, not just, say, someone who loves tight, tough, detailed levels. [Edit] Not that the level won't be fun for most people mind you. [/edit]

-I thought that monsters teleporting in slowly was fine, as long as it didn't happen every single time they teleported, which it did. Perhaps in the blue and red key rooms they could be instant teleport, everywhere else could stay as it is.

- I must have spent at least half that level with less than 10% health. To occasionally be there is good, it makes it interesting. To be there all the time means that you are going to die all the time. In the key rooms and virtually everywhere in between, this is what was happening. Just two or three extra stimpacks throughout the level would make all the difference. Coz even on the second and third time through the level, I wound up in pretty much the same situation.

Anyway, 'nuff criticism. For me, this level did what levels like Vrack and AV and Yestrday.wad and CC3 did... just made me grin coz I was so enjoying it.

And damn, is it just me or do you map at like insane speeds??


@gggmork.

Thanks heaps for playing my level. In truth, the things you mention are intentional designs. The invisibility spheres, well hopefully you picked them up b4 you get to the final waves. They were there to make it tough, to soak up some of your health. They can be useful against the chaingunners though. And I really wanted the waves of monsters to teleport in without the player figuring out exactly where or when it would happen, so all the W1 triggers are scattered everywhere.

Last edited by Kyka on 10-22-08 at 10:47

Old Post 10-22-08 10:28 #
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KingKill33
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Thanks for the feedback. :D You played the last posted version right? After I fixed a bunch of stuff?

Old Post 10-22-08 10:32 #
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Kyka
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KingKill33 said:
Thanks for the feedback. :D You played the last posted version right? After I fixed a bunch of stuff?


Actually no. But seeing as I was gonna go back and play through it again anyway, I may as well just grab the newest one to do that huh? :)

Old Post 10-22-08 10:36 #
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KingKill33
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I think you'll find that it's been improved a bit with some more ammo and health and some cosmetic changes here and there.

Old Post 10-22-08 10:43 #
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gggmork
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Wow, smelter is so amazingly visually detailed, one of the best looking maps I've ever seen- an entire normal sized level compressed into 1024. Sure it makes movement restricted a bit in the gameplay department, but is still fun and matters little really imo (there's only so many design plans available for a 1024 area anyway). I havn't played the other 2 yet much.

Old Post 10-22-08 10:44 #
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KingKill33
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:D Thanks. Hopefully, everyone else agrees, now that I've changed a thing here and there. The map I'm working on now is a bit more laid back as far detailing goes. Until I get the game play and major work done...lol.

Old Post 10-22-08 10:50 #
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Jodwin
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Since I'm starting to feel like a bad person ( :( ) as others have been posting their maps in public, here's mine:
http://www.akinomori.com/stuff/clau...wage_jodwin.wad

Old Post 10-22-08 11:05 #
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Joshy
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@Jodwin.

I played your map, and I'll be honest. It was fun to play, the odd teleportation of specific monsters really got me on my toes all the way. Space is pretty much sufficient, plenty of health forgived my shoddy mistakes, ammo is good. I saved and loaded before traps that I suspected would happened, luckily because I did die several times. In terms of looks, nothing bad caught my eye and bothered me, the theme looked neat and smooth. Music was kinda kicky (making you more alert) and enjoyable.

Hell Sewage: A worthy inclusion in the Claustrophobia megawad methinks :)

Old Post 10-22-08 11:54 #
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