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JPL
Green Marine


Posts: 31
Registered: 12-09


Okay, release is up:

http://vectorpoem.com/news/?p=68

Thanks for all the feedback and bugs!

Old Post 03-01-10 16:00 #
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esselfortium
Cumulonimbus Antagonistic Posting


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Awesome! I'm sorry I didn't check this out sooner, at least in part because I pretty quickly found two easily-correctable bugs in it.

1) The gray MIDSPACE grating near the player start bleeds into the floor pretty badly in any source ports that don't replace the renderer with an OpenGL one. This bleeding can be easily fixed by setting the brightness level of the sector on either side of the midtexture to 1 unit brighter than the other side of it. It'll look the same (in software-rendered ports, it'll even use the exact same colormap as it would for 1 unit lower), but the renderer will consider it different and the bleeding will be prevented. (I imagine this "bug" could be fixed relatively easily by port developers, but like many other Doom oddities, mappers have found ways to exploit it for desirable effects :) )

2) The door at about (815,1755), with a lift directly in front of it, requires the PASSTHRU flag to be added to the lift trigger line(s) nearby it. ZDoom implicitly applies this flag's behavior to all lines, but in other source ports, the door simply doesn't do anything from the lift's side, unless you stand in just the right position that the lift triggers don't "eat" your use action. (Note that I haven't actually checked the map in-editor and am just assuming that this is the problem based on how it behaves ingame.)

I'll report back with more issues if I notice any.

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Old Post 03-01-10 20:46 #
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Kaiser
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JPL said:
Okay, release is up:

http://vectorpoem.com/news/?p=68

Thanks for all the feedback and bugs!



Overall pacing and gameplay balance is superb and seems like it'll be fun for co-op sessions, though it would help to throw in multiplayer-only enemies.

Its nice to see a 2K Marin dev dedicating the time for doom wads :P

Oh by the way, tell Steve G. I said hi :)

Old Post 03-02-10 04:38 #
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alterworldruler
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One of best maps I have played recently. It is indeed a honor to meet you sir JPL. I never expected a modern level designer who worked on bioshock 2 to do a level for doom. Very nice surprise... great gameplay balance, it never gets old, it's fun in coop. You're an inspiration sir, alright imma go back to workin` on my doom-engine FPS

Old Post 03-03-10 07:20 #
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rf`
Dr. Nosign


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Very fun so far. I love the nonlinearity of it. Though I have to say, could use more monsters throughout the map to complement the amount of health I found :P

Also wtf is romero doing peeking through a pillar at the end teleporter! :P

Old Post 03-03-10 07:51 #
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neg!ke
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This one made my evening. A very cool concept map.
Having replayed Bioshock not too long ago, I immediately recognized most of the areas. In a regular map, I would have disliked this kind of texture use/detailing, but here, knowing the premise, it worked well and really supported the Bioshock vibe in a way (just finished Bioshock 2 a few weeks ago, so the mood is still with me). Enjoyable nonlinear gameplay - when I first saw the monstercount, I thought it would be overkill, but it was actually appropriate after all. I liked the few little nods to the original map, how some of the visual, gamplay and story elements were translated into Doom. Edit: Nice music, too.

Haven't read the design analysis yet, but definitely will.

Last edited by neg!ke on 03-03-10 at 22:09

Old Post 03-03-10 21:20 #
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Mothmonsterman
Warming Up


Posts: 10
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JPL said:
Currently experimenting with tech base texture/detail themes in the labs. Does anyone have some good WAD(s) to recommend that suggest the sort of rustic, low-tech but not quite steampunk thing I've got going? Doom's tech stuff is fairly future-computery, and I'd rather have it feel more primitive.


I think this texture pack might have what you're looking for. http://www.realm667.com/index.php?o...0&limitstart=20
It's the Too Much Brown Textures near the bottom. Great map btw!

Old Post 03-04-10 05:05 #
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TimeOfDeath
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I haven't played any Bioshock game, but I thought this was mega cool.

Two things I noticed:
- sector 805 (a lift) has no tag and linedefs 3345 and 3346 have no tag to activate that lift

- there are 5 walk-over lines that lower the blue skull bars in front of the door that leads to the exit. If you press the blue key switch that raises those bars, then walk-over one of the lines that lowers the bars back down again, the map will be stuck because the blue skull switch is only pressable once.

Old Post 03-04-10 17:20 #
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JPL
Green Marine


Posts: 31
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Thanks for the bug reports. In a month or so I'll probably put together a 1.1 version of the map with fixes for all the stuff mentioned.

Old Post 03-06-10 20:47 #
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Subatomic
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From the download link:

"503 - User Over Quota!"

Anyone got an alternate link to get this map at?

Old Post 03-07-10 21:51 #
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JPL
Green Marine


Posts: 31
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Hey, sorry. Reddit totally crushed by bandwidth quota. Try this for the time being:

http://rapidshare.com/files/360381705/arcadia.zip.html

Old Post 03-07-10 22:46 #
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ArmouredBlood
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If you don't mind having a rather permanent link, try wadhost.

Old Post 03-07-10 22:52 #
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scalliano
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Played this the other night for the first time. Superb, mate. I particularly like the palette tweak.

Old Post 03-07-10 23:40 #
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walter confalonieri
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awesome, huge wad. This really intrigued me!

Old Post 03-07-10 23:44 #
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Mr. Chris
The term is "prehensile"


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JPL definitely should have a custom title because he was the lead level designer for Bioshock 2.

Old Post 03-09-10 20:34 #
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E.J.
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Sorry to bump tis thread, but this pWAD was to cool to let go by unmentioned.

I recently played through this, and found it to be of great level design.

Does anyone know whether this was going to be the only level JPL had planned releasing, or had anyone considered doing sprite replacements for the enemies?

Old Post 05-31-10 16:31 #
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JPL
Green Marine


Posts: 31
Registered: 12-09



In a month or so I'll probably put together a 1.1 version of the map with fixes for all the stuff mentioned.


Well, it's taken more than a month for me to get around to this, but I've almost got something to test. It fixes a few of the issues identified in this thread, and adds a waypoint teleporter room that makes playing the map in co-op easier. I'll post it here when I think it's ready, and once any additional bugs have been hammered out, I'll upload it to /idgames for a better-late-than-never official release.


Does anyone know whether this was going to be the only level JPL had planned releasing, or had anyone considered doing sprite replacements for the enemies?


No plans to redo any graphics or enemies - that would explode the amount of work required, and it was never my intent to do a full "Bioshock in Doom" conversion.

That said I enjoyed making this map a lot, so I doubt this is the last Doom engine thing I'll be doing. I'll let people know when something new is in the works.

Old Post 06-19-10 19:42 #
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phi108
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Thanks JPL! It's really neat to see you doing this, I look forward to trying an updated version.

Old Post 06-20-10 07:11 #
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esselfortium
Cumulonimbus Antagonistic Posting


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Awesome. I, too, look forward to seeing what you come up with the next time you decide to create something for Doom :)

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

Old Post 06-20-10 08:30 #
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JPL
Green Marine


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New version:

http://vectorpoem.com/files/arc.wad.zip

changes:

- fixed untagged lift in market
- fixed visual glitch on grating near start of level on software renderers
- fixed tea garden loopback door in lift on non-zdoom ports
- added deaf imp in saturnine cave on easy to increase likelihood of nearby houdini ambush triggering
- minor texture alignment in start room
- added teleporter hub to better support coop (easy travel from respawn at start)
-- unlocks new destinations as you reach them
-- little light arrow turns on when unlocking to hint that it's there

Let me know if you find any additional bugs.

One thing I just noticed just now testing in Nightmare is that the first Revenant moves so quickly he zooms right over the first monster teleport linedef and never teleports. Any idea how to fix this? I've tried moving him different distances from the line, no effect. If you're playing NM + turbo you can probably handle getting housed by a rev in the first minute, but all the same...

Old Post 06-27-10 06:40 #
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ArmouredBlood
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Turn the linedef diagonal, and put a few more of them in. I think that as long as the rev's hitbox is split by the linedef it triggers, or something like that.

Old Post 06-27-10 08:05 #
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Phml
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Looking in DB2, most of your teleporting sectors seem pretty big. Personally, for anything that isn't a mancubus, arachnotron, spiderdemon or cyberdemon I just draw a 128x64 sector and split it in middle with a teleport line.

Edit : just tried the map, having never played Bioshock. The atmosphere was pretty cool, but the gameplay was, IMO, lacking. It felt like Eternal Doom, running miles to flip a switch/get a key and occasionally kill some monsters. I prefer my dooming the other way around - kill a bunch of monsters and then maybe look for a key in the middle of all the corpses. Nightmare doesn't appeal to me either in that map as there's lots of backtracking and not so much ammo.

That said, I did enjoy the map during the twenty minutes it took me to beat it, but there's nothing that makes me want to replay it (except maybe that I entered the exit with 30 monsters left that I never saw, save for those two revenants on top of the blue key door). That final part was rather anticlimatic, when I saw the romero head and a relatively large room, I expected something to happened.

I now look at the map again in DB2 and notice there's a cyberdemon in a teleporting sector that is supposed to trigger after the blue key (if I look at it right), yet I somehow never got to fight or even hear that cybie. Looking at its behavior with IDDTx2, it seems more than happy to just roam around in its cage but still eventually teleports, so not sure what happened here.

Anyway, part of my complaints are most likely inevitable for a demake of a modern game level. It's still a solid map and I would most likely rate it 4/5.

Last edited by Phml on 06-27-10 at 11:37

Old Post 06-27-10 11:03 #
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JPL
Green Marine


Posts: 31
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One more test version, in case people care:

http://vectorpoem.com/files/arc.wad.zip

Fixed a few more tiny bugs, and rerecorded the demos. Unless someone finds something critically wrong with it, this will be the version that gets uploaded for reals. Thanks again to all the people who gave this a look.

Old Post 08-14-10 22:33 #
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fullmetalvaran33
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Posts: 249
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I played one of the earlier betas of this, and I really liked it. I've never played Bioshock, but I guess that doesn't matter :p. "Aracadia Demade" is definitely one of the more unqiue maps I've come across, and I liked the blue tint (well, in the earlier release). It had a creepy, dark, gloomy atmosphere, too, but the whole map still managed to be very beautiful and highly detailed. It looked like some abandoned, overgrown temple in some parts.

I'll definitely be giving this updated version a try to see what's what. Either way, you did good! :)

Old Post 08-14-10 23:19 #
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fullmetalvaran33
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I gave the newest release a try and I didn't find any bugs. I noticed one little texture misalignment (in the dark rock cave with the revenant and evil eye), but it's nothing major. I normally wouldn't have noticed; I was just real close to the wall at that point making sure there were no secrets.

Overall, I really like this map, and I think you can release this version as the official version, no doubt. Great work :)

One question, though: Why are there two exits? The one exit is the one inside the map, the one inside that room with the Icon of Sin on the back wall. The other seems to be in an area outside of the main structure of the map. It's in its own little...place that has no monsters. This isn't a problem or anything, I just wanted to know why it exists.

Last edited by fullmetalvaran33 on 08-16-10 at 22:47

Old Post 08-16-10 22:32 #
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JPL
Green Marine


Posts: 31
Registered: 12-09



fullmetalvaran33 said:
One question, though: Why are there two exits? The one exit is the one inside the map, the one inside that room with the Icon of Sin on the back wall. The other seems to be in an area outside of the main structure of the map. It's in its own little...place that has no monsters. This isn't a problem or anything, I just wanted to know why it exists.


Looks like you found a secret :)


I uploaded a final version to the archive a few days ago, and it's headed for the /newstuff review queue. Eager to see what those folks think of it.

Old Post 08-22-10 22:29 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


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Ive played this map a few different times on seperate occasions. I often get lost a lot. That's not a bad thing though. I tend to have a bad habit of creating doom maps that are simply too straight forward and take a minute and a half to beat. I'm interested in creating scenarios that get players to think once in a while in the midst of fighting monsters over and over.

Other things that impressed me were the modified pallete (if you had used doom's pallete, the map would look crazy from all the varying colors) I also am impressed that you found dehacked and made a patch for this map too. Most people don't get into that territory, especially for their first releases.

Old Post 08-23-10 05:25 #
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TimeOfDeath
Forum Regular


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I'm pretty sure it'll get at least 4/5 on /idgames. It'll get a 5 from me cuz I always rate 5 if I like a wad.

I really wish I had played the Bioshock level, because playing doom remakes of levels from other games is always really fun to me. And playing a remake made by the original author is special. I just haven't really played any new games in a long time, since doom takes up so much time as it is.

Old Post 08-23-10 05:58 #
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fullmetalvaran33
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JPL said: I uploaded a final version to the archive a few days ago, and it's headed for the /newstuff review queue. Eager to see what those folks think of it.


Congrats on it going to the /newstuff review queue (and being finished)! I'm sure it will be well received at the archives and in the /newstuff review it will get. It's a very lovely, unique map with a lot of quality original touches. It's definitely one of the more memorable ones I've played.

Old Post 08-23-10 06:45 #
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vdgg
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Posts: 794
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I'm very sorry to say that, 'cause I'm a big enthusiast of your effort, but the version I downloaded from /idgames still has a very serious bug. If I had discovered it earlier, I would have let you know. Well, this is it:

I cross linedef 8657, blue bars close.
I collect blue key
I press the switch linedef 2500 (S1, why not SR???)
I cross linedef 1997, blue bars close. I will never be able to complete the map.

Ouch!



(EDIT: well, this is basically what TimeOfDeath said 03-04-2010)

Last edited by vdgg on 08-25-10 at 22:31

Old Post 08-25-10 22:12 #
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