Mechadon
Senior Member

Posts: 1977
Registered: 12-06 |
DoomHero85 said:
I just directed someone to your maps Mek, and his comp errored out with that signal 11 crap. he was using prboom+ 2.5.0.9 test.
That's probably the same bug that I added to the readme. Then again who knows because the error message is so cryptic. But essentially if you die or try to load a save game on a map (usually MAP01 or MAP05), you'll get that error. And it doesn't happen all the time; it seems to be random. I think it has something to do with the addition of the ZDoom node format to PRBoom+, but I could be wrong. That would probably be a good thing to bring up to Entryway. Saved games will still work, you just have to restart the game.
hawkwind said:
One last thing I noticed for map 01 ... When looking out of the window at sector 3591 and looking towards the boxes where lines 29049, 29069 etc. are, the 3d effect is lost since the crate can be seen with no top. Since this is for boom compat. ports why not use a fake floor/ceiling in this area ?
Oh that's a good idea, I didn't think about that! I wonder if I can get it to work in a setup like that?
Memfis said:
MAP02 demo - http://www.doomworld.com/vb/post/959174 (found 4 keys, ~700/800 kills)
I panicked at the blue keycard battle and died very fast. I just don't know what to do in the battles like this, they are too scary. Give me a hint and I'll try again sometime. :)
Nice, I'll enjoy watching this :). The blue key card fight is probably the hardest one in the entire map, and it might be a tad bit luck based depending on a number of things. For one, if you go into that room and pick up all of the ammo/health before the fight, it can make it a little bit harder. If you happen across either the Plasma Gun or BFG secret beforehand, it makes that battle waaay easier (though they aren't necessary). My advice is to take out as many monster as you can from a safe distance with the RL, and then circle-strafe the perimeter of the room with the SSG. Monster infighting will really help you out there, just watch out for any stray Cyberdemon rockets.
Insane_Gazebo said:
Honestly, the only critisism, (and you're going to hate me) are some of the larger walls in Map05. They're... well, a little flat. Now, it's possible you've just run out of side-defs to play around with. (I vaguely recall a thread you posted?) However, if you have a few more to play around with, I'd take a good look at some of the really large and tall walls that are visiable within a few of the stair wells outside, as well as some of the more open parts that are visible.
Another thing I noticed, was the interesting way these maps played. Quite the opposite of the sorts of maps I tend to make, which focus on very controlled fights one after another, you've created much less controlled fights, with enemies placed in all sorts of interesting locations. (Usually deaf, which helps with the frame rate, no doubt.) Do you think more controlled fights in more of your maps might be a better thing? I'm honestly not sure. I know I found them quite a great deal easier than what I was expecting, given the monster count (in fact, mostly due to luck, I only had to load once during Map01), however it's likely you're not going for anything staggeringly difficult, and are happy with the challenge your maps present. (However, these two styles of monster placement appear to be most frequent styles used in map-design, so I thought it was something interesting to take a note of.)
Yea unfortunately lack of sidedefs is exactly why those walls aren't detailed. To give you some perspective on how much room I don't have, I had to add 3 simple doors in a room to keep the player from circumventing a large fight. It couldn't have been any more than 15 sidedefs, yet when I added them, it breached the limit :/. I find it amazing that I was able to finish the map at all to be honest. I was going to attempt to lower the sky so there wouldn't be so much negative wall space, but I couldn't really do that either. The layout had my sky height locked in place and it would have taken a huge amount of work to tweak everything. So it's just an unfortunate side effect of my over-mapping :P.
The gameplay is definitly open and dynamic. I made sure to be selective of how and when I used controlled encounters (most of which are when monster spawn in from off-map). The setup can sometimes be a doulbe-edged sword as far as difficutly is concerned though. You can view and take out many monsters from a number of different areas since the player has viewable access to many different parts of the map (depending on your location). So you may end up waking up monsters in from one area only to have them already on you later on in the map. Overall it probably does make for an easier experience, which I was totally going for. MAP06 may have more controlled fights though, but I'm not really certain at this point.
Katamori said:
By the way, I would ask your permission to upload the video to Youtube, that you linked on the 1st post.
I would add some nice music :)
Sure, I don't mind. Just as long as you give me some credit somewhere, I'm perfectly fine with that. At some point I'll upload the second recording, so you have my permission to do the same with it if you so chose. Is there a way to transfer uploaded videos from one user to another? If you happen to get it uploaded, I would really like to have it in my profile.
Anima Zero said:
Map 1 FDA - http://www.doomworld.com/vb/post/959216
Sweeeet :D. Watching demos of maps that I made is probably the coolest outcome of this release so far. I will definitely enjoy this!
KiiiYiiiKiiiA said:
In terms of gameplay, the only thing I really didn't like was being made to kill Barons with the single shotty. There was one point where I had to kill 4 all together with the single. Tedious. And the area with the like 10 hell knights near the exit. Same, but at least these guys posed a challenge in terms of dodging. (It is possible that I missed a RL somewhere, other than in a secret that is. I suck with secrets.) I would make a few of those Barons into Hell knights. Just a thought.
Hey there, thanks for those bug reports! Which difficulty did you play on? There are quite a few more Barons in UV as opposed to the other difficulties. My hope is that by the time you reach areas where there are more than 2 of them at once, you will have found the Rocket Launcher. There are two Rocket Launchers that I can recall placing; a secret one early on in the map and one that you can get if you have the red keycard. If you happened to watch Memphis's MAP01 demo, you'll know that the secret one is a little broken at the moment (if you hit the secret switch and then the normal switch directly after, the secret becomes blocked by an invisible wall). The normal one takes a little bit of digging around, but you can see it relatively early on in the map (look around the area with the "1" and "2" floor details). From there you can probably find the route with the automap, just be sure you have the red keycard. Initially I had another hidden RL in the yellow skullkey/crate maze room, but I thought it might be a little too redundant.
Gez said:
Are there secrets that require rocket jumping + vertical aiming? So far, I've found two secret areas on MAP01 that I had absolutely no idea how to reach other than through such tricks (one platform with switch that lowers a pillar with a megasphere, the pillar being the actual secret, and another a room with several boxes of rockets and health potions).
Of course, I also have no idea how to reach the yellow key either. Monster-wise, I've completed 3/4 of the map according to the ZDoom counters, but I'm completely lost and wandering randomly in deserted hallways and courtyards, sometimes hearing the grunts of inaccessible monsters. Didn't grab any of the skull keys either, even if I've seen where they are.
No, all of the secrets should be obtainable without having to use any sort of jumping or freelook or anything like that (in a case in MAP05, you have to make use of an Archvile jump for two secrets). The megasphere secret actually requires you to find a hidden teleporter (hint: it's near the yellow keycard). The one with the rockets/health bonuses also requires that you find a hidden teleporter; you must have the red keycard (hint: look around the area with the yellow key lift).
If you haven't found the yellow keycard yet, then you wouldn't be able to obtain any of the skullkeys yet. So have you seen the yellow keycard yet and you just can't figure out how to get it? Or have you just not found it yet? If it's the latter, check the south-eastern part of the map. It is a tad easy to get lost right after grabbing the blue keycard because there's such a large area that opens up to the player.
Holy crap that's a lot of quotes :O
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