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pfl
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Posts: 118
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Hey.

The last three maps of the demo are amazing and 18/19 are hard. I wonder how hard you can go. I have some things now:

14 - I strongly recommend adding some health packs at the start of this level since some will experience a tough time surviving the first steps in and, then, you can end up with very low health and nowhere to go if surrounded by lava. Also, the water does the same kind of dammage; weird.

16 - I could get thru those bars.


19 - Those bars are fake :-) if it's intended then ignore


19 - Lava here won't do anything bad.

Old Post Apr 9 2013 05:22 #
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EvilNed
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pfl,

16 and 19 are both my maps. Thanks for noticing those bugs! Much appreciated, I'll get right on fixing them. :)

Hope you enjoyed the playthrough. MAP19 is the biggest map I've made yet.

Old Post Apr 9 2013 12:46 #
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MajorRawne
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Just a reminder to the project leader that I'm still trying to get 2 maps finished. I cannot realistically make "Hush" work for this project as its gameplay is specialised in nature.

I am therefore working on a maximum of two Hell-themed maps of enhanced difficulty. I have lots of good ideas, I'm just not sure if I can make them super-detailed in the time remaining although I do think I'll get them both finished. They will be my first ever Hell-themed maps.

Old Post Apr 9 2013 19:25 #
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Paul D
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Can you at least put a link up for Hush? I'm really interested to see it.

Old Post Apr 9 2013 23:27 #
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kildeth
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MajorRawne said:
Just a reminder to the project leader that I'm still trying to get 2 maps finished. I cannot realistically make "Hush" work for this project as its gameplay is specialised in nature.

I am therefore working on a maximum of two Hell-themed maps of enhanced difficulty. I have lots of good ideas, I'm just not sure if I can make them super-detailed in the time remaining although I do think I'll get them both finished. They will be my first ever Hell-themed maps.

I thought Hush was going to be Map 32 which would have made specialised gameplay feasible given the nature of secret levels, that and there has been specialised gameplay in regular IWAD levels such as Plutonia's 'Hunted' so it wouldn't be impossible for such a level to be included amongst the others. Even if you don't want to include the map, it would still be nice if you could provide a link to Hush if it's finished, just so we can understand the point you're trying to make and give our own opinions.

Old Post Apr 10 2013 00:54 #
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pfl
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EvilNed said:
pfl,

16 and 19 are both my maps. Thanks for noticing those bugs! Much appreciated, I'll get right on fixing them. :)

Hope you enjoyed the playthrough. MAP19 is the biggest map I've made yet.

Fantastic map indeed. But I have more things :-)

19 - HOM's here ...


... and here


I could get the blue key and exit the level without visiting any of the places beyond that point. Is it intended ?

Old Post Apr 10 2013 01:46 #
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mrthejoshmon
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I also just played the map, in my eyes it looks like id made it themselves, quality mapping!

Old Post Apr 10 2013 03:12 #
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EvilNed
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Isn't the Blue Key up on a platform, like this:

http://img.photobucket.com/albums/v...ilNed/Sewer.jpg

?

Old Post Apr 10 2013 06:14 #
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pfl
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EvilNed said:
Isn't the Blue Key up on a platform,

Yeap, but I made the platform go down when I pressed the flashing rectangular sign in front of it. Then, the platform went down man !!!! I then took the key behind it. Weird.

Old Post Apr 10 2013 10:34 #
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EvilNed01
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Well, thats a bug... Thanks for noticing!

Old Post Apr 10 2013 11:18 #
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pfl
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Do you get the same ?

20 - Hard as Hell. The Cybers's ups & downs :-)))
http://i1132.photobucket.com/albums...0410_111558.png

Last edited by pfl on Apr 10 2013 at 16:54

Old Post Apr 10 2013 15:56 #
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mrthejoshmon
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would we be allowed to use IWAD midi's for maps? I have seen other megawad's like Alien Vendetta do it but I am not sure.

Old Post Apr 10 2013 20:28 #
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mouldy
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Here's an updated version of the seventh circle:
http://www.mediafire.com/?n2nz89uuprx8fjz

Added difficulty settings and a few other minor changes. Enjoy

Old Post Apr 10 2013 21:48 #
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cannonball
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mrthejoshmon said:
would we be allowed to use IWAD midi's for maps? I have seen other megawad's like Alien Vendetta do it but I am not sure.

Of course you are, like other games we rip music from for pwads (herectic, hexen etc). Unless you mean as opposed to midis made specifically for this wad aka new midi writers/producers.

Old Post Apr 10 2013 21:50 #
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mrthejoshmon
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cannonball said:
Of course you are, like other games we rip music from for pwads (herectic, hexen etc). Unless you mean as opposed to midis made specifically for this wad aka new midi writers/producers.

I was just wondering if I could use one for one of the maps I submitted

Old Post Apr 10 2013 22:00 #
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dobu gabu maru
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^ Sure go ahead. Just tell us which midi you wanna use and kildeth will probably pop it in for the next version of the alpha (or you can do it yourself of course)

Old Post Apr 11 2013 00:47 #
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mrthejoshmon
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Ok, I was hoping for E1M4's soundtrack (otherwise known as kitchen ace or something like that) for Incubator.

Old Post Apr 11 2013 03:58 #
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kildeth
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@mrjoshmon - E1M4 for Incubator it is. I've been keeping record of MIDIs on the first page of this thread if you haven't seen it yet so I'll just add it in.

I plan to work on the next alpha release once I finish Sensorium up a little bit more. Then we'll have a good idea where we are up to.

Old Post Apr 11 2013 07:27 #
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Arjak
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I finally listened to the midi that dobugabumaru picked for Castle Bloodletting. I love the moody and Gothic feeling of it; I think it fits well with the theme. I have one concern though, and that is that it feels kind of calm for such an action-packed map.

What do all of you think?

Old Post Apr 11 2013 17:50 #
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MajorRawne
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kildeth said:
I thought Hush was going to be Map 32 which would have made specialised gameplay feasible given the nature of secret levels...

I didn't see anyone confirm this, which is why I gave up on the map. I'd be happy to proceed and get the proof-of-concept alpha finished. I need to de-Hellify some areas.

The only problem I am having is the cityscape view. It looks awesome in theory, but it turns into a HOM-fest.

The difficulty level was intended to be very high for noisy payers (those who want to fight), much harder than the piss-easy Grosse from Doom 2. Hope this won't be a problem.

Old Post Apr 11 2013 22:03 #
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cannonball
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MajorRawne said:
I didn't see anyone confirm this, which is why I gave up on the map. I'd be happy to proceed and get the proof-of-concept alpha finished. I need to de-Hellify some areas.

The only problem I am having is the cityscape view. It looks awesome in theory, but it turns into a HOM-fest.

The difficulty level was intended to be very high for noisy payers (those who want to fight), much harder than the piss-easy Grosse from Doom 2. Hope this won't be a problem.

HOM-fest? We are doing this for limit removing ports so you don't need to worry so much about visplane/segs limits :)

Old Post Apr 11 2013 22:22 #
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MajorRawne
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No, I mean I have designed it in a crap way. The sky above the city is much higher than that in the adjacent graveyard area. Adam Windsor's map 32 in the Doom 2 In Name Only megawad has given me inspiration for having smaller buildings in front of taller ones.

Hope to have the alpha up in a couple of days - this city view has been a mental block.

Old Post Apr 12 2013 13:21 #
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nub_hat
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I don't have anything new right now just wanted to say that I think the level quality throughout so far has been very high and I enjoy the laid back atmosphere in the thread
great stuff so far I will be trying to contribute more to this

if you are still looking for a story theme maybe this can work, I cut up one of my songs so it builds kinda like D_BUNNY
http://www.mediafire.com/?jz9j2w6x46ynb4r

you still need fast songs for early levels right? why not use the current intermission song? I'll even throw in a new version of it with different instruments (guitar instead of lead 2) so it fits better with the other songs
http://www.mediafire.com/?6237xo2ja2g6aoe

Old Post Apr 12 2013 13:44 #
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MajorRawne
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Nub_hat, I'm not sure how relevant this comment will be, but calling your song "Poof" might not be a good idea - it's derogatory Brit slang for a homosexual male. I did like the tune, it's got a strange discordant (in a good way) tune which would suit an outdoorsy level with green marble, vine walls and white stone floor. It's just that some people might have the wrong image in their head when they play it.

I loved the second one - I'd like to claim that for one of my levels.

Ok, for the project leader, I am working on two levels once again:

HUSH - map 32 - The player is put into extremely dangerous situations and must avoid getting into fights or using weapons at all unless he wants to bring hell down on his head. Music by PaulD.

DEFY THEM HOPLELESSLY - map XX - A hell-themed slaughter map with emphasis on fast-paced fun and monster deployment that constantly keeps the player off-balance, rather than huge blocks of monsters with symmetrical battles. I'd like to bagsy Nub_hat's untitled second track for this map.

EDIT: City view is coming along, not finished yet, I'm learning new tricks. I'll be lowering the walls and giving the player more to look at.

Last edited by MajorRawne on Apr 12 2013 at 21:14

Old Post Apr 12 2013 19:05 #
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sector666
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Paul D said:
Here's a map that I saw while asleep, dreaming. Unfortunately, there wasn't any more, and the more I made, the less comfortable I felt with it. Maybe somebody else could take it from here? The big rock platform behind the player I imagined a gray building would be there, and some revenants on a high cliff there would harass the player. Unfortunately, in my dream it had 3d floors, and I can't figure out how it would have looked without them.
https://dl.dropbox.com/u/39292814/dreamlevel.wad

After a long hiatus I've been working on this again. Is there anything you saw behind the yellow key door that you can still remember from your dream?

Old Post Apr 13 2013 17:56 #
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Paul D
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Not entirely. I imagined that the base part you see at the start expands further back and has loading area with crates where you fight some arachnotrons.

Behind the yellow key door, given I saw it as a skull door, I imagine it would represent a big change in the level, perhaps having a lava chasm and a hellish/cthonic atmosphere

Old Post Apr 13 2013 18:50 #
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MajorRawne
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A pox upon Hush! The graveyard is driving me insane, but at least the city view is working now. I had no idea how hard it would be to make a speciality map. It's difficult to create a "path" to weave through the environment without waking enemies up, and you unleash holy hell if you do use your gun.

If this works, it could be very, very good. If it fails, I'm gonna be annoyed. ;)

Old Post Apr 14 2013 15:40 #
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Paul D
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Update in midi department:

I'm working on a midi based on the first segment of the Megadeth song "Five Magics"

right now I have a straight transcript(roughly), but I plan to change things a bit and make it into something new.

https://dl.dropboxusercontent.com/u...magicsintro.mid

Old Post Apr 17 2013 22:29 #
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dobu gabu maru
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nub_hat said:
you still need fast songs for early levels right? why not use the current intermission song? I'll even throw in a new version of it with different instruments (guitar instead of lead 2) so it fits better with the other songs
http://www.mediafire.com/?6237xo2ja2g6aoe

Works well for our current MAP03. Still no midi that seems to fit 7th Circle though... Paul's dark omen provides a good atmosphere but doesn't have enough oomph to it later on to match the tense battles. Also, speaking of that map, I forgot to mention that the rock ledges on the right here should be raised more so the player doesn't intuitively try to run across them (like me).

Old Post Apr 19 2013 21:56 #
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mouldy
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dobugabumaru said:
Works well for our current MAP03. Still no midi that seems to fit 7th Circle though... Paul's dark omen provides a good atmosphere but doesn't have enough oomph to it later on to match the tense battles. Also, speaking of that map, I forgot to mention that the rock ledges on the right here should be raised more so the player doesn't intuitively try to run across them (like me).

I changed those ledges in the more recent version - they are now steps that go up to the top. I'm hoping that will make the path to the library a bit more obvious as an option.

If need be i don't mind going with some existing music, so any suggestions are welcome.

Old Post Apr 20 2013 01:29 #
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