Severed bunny head
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > "Somewhere in Time": vanilla megaWAD [WIP]
Would you try it?
Yes
Maybe
No
View Results [Edit Poll (moderators only)]
Pages (4): « 1 [2] 3 4 »  
Author
All times are GMT. The time now is 13:02. Post New Thread    Post A Reply
Pottus
Forum Regular


Posts: 801
Registered: 07-09


I could do that, but I'm better at spotting mis-alignments and weirdness lol.

Old Post 11-23-12 06:21 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Memfis
Forum Spammer


Posts: 5647
Registered: 04-07


I can playtest for you and record demos of my playthroughs, should be fun. I'm not going to complain about misalignments and stuff like that as I'm beginning to care less and less about them.

Old Post 11-23-12 12:12 #
Memfis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
cannonball
Senior Member


Posts: 2227
Registered: 07-11


looks good, certainly will be looking forward to playing this

Old Post 11-23-12 13:14 #
cannonball is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ugalabuga
Newbie


Posts: 6
Registered: 11-12


Those screenshots look awesome mate, especially the city one. Good luck on the rest of the project.

Old Post 11-23-12 15:20 #
Ugalabuga is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


Thanks guys! Memfis, you don't have to deal with it seriously, jut play and tell me if you find something wrong. Anything.

MAP02: Brick Outpost is done! It was made during ~4 hours.

http://i.imgur.com/gXRXR.jpg

Old Post 11-23-12 15:29 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Plut
Member


Posts: 357
Registered: 09-12


I also can playtest it. Nice screenshots, Katamori, really cool project :) !

Old Post 11-23-12 16:21 #
Plut is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Processingcontrol
Senior Member


Posts: 1552
Registered: 09-10


The screenshots look great, especially that city one. Also I really like how light gradients are used in Map21.
Also, nice to see that you might actually finish something. :)

Just wondering, but what ever happened to that CC4 map you were working on that I added a few rooms to? Did Pottus ever finish it?

Old Post 11-27-12 02:22 #
Processingcontrol is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


I still have it actually, but I didn't feel like doing anymore for that project since I basically wasted hundreds of hours working on Temple Of Verdance for nothing.

Old Post 11-27-12 03:27 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Phobus
Forum Staple


Posts: 2880
Registered: 10-06


You got an epic map out on your own which got a positive /newstuff review (says the author of said review) so that's got to be worth something :P
Also, go Katamori, go!

Old Post 11-27-12 09:52 #
Phobus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09


Still Phobus I built it for CC4 not to be released on it's own =) But I do appreciate the review.

Old Post 11-27-12 10:32 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


Processingcontrol: with the today's aspect, that map seems cramped. I didn't plan the place of monsters.

Pottus: I think you should have mentioned at least that you won't continue that map. Anyway, I don't mind already.

Old Post 11-27-12 16:25 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Sergeant_Mark_IV
Member


Posts: 400
Registered: 12-09


That city screenshot really impressed me, and I am wanting to play it!

Old Post 11-27-12 17:02 #
Sergeant_Mark_IV is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


Wow, even the creator of Brutal Doom likes my project, wow... :D

Thanks! Sadly, that map won't be Vanilla-compatible because of the massive overflow but PrBoom will be able to run it =)

PS for everyone: because Memfis was interested in that, I sent a beta version to volunteers. Have fun! =)

Old Post 11-27-12 17:10 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
grouchbag
Member


Posts: 337
Registered: 05-12


Okay,I got it.Will playtest later tonight.Thank you!

Old Post 11-27-12 23:06 #
grouchbag is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


Memfis already helped a lot, but I'm still waiting for tips =)

Old Post 11-28-12 00:18 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
grouchbag
Member


Posts: 337
Registered: 05-12


Liked very much.Just the right amount of monsters,nice old school flavor.Good luck with the rest!

Old Post 11-28-12 22:24 #
grouchbag is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Glaice
formerly Mr. Chris


Posts: 4872
Registered: 07-02


I'll do some videos when it becomes completed.

__________________
Chris's uploads - Link
Brutal Video Vault
Brutal Tumblr

Old Post 11-29-12 07:18 #
Glaice is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 801
Registered: 07-09



grouchbag said:
Okay,I got it.Will playtest later tonight.Thank you!


That is what I was finding there isn't much wrong with the game play but I kinda thought the progression seemed to not change enough each MAP was about as difficult as the last.

Old Post 11-29-12 08:07 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Vdaxzter
Mini-Member


Posts: 60
Registered: 02-12


How is progress on this WAD?

Old Post 12-17-12 00:08 #
Vdaxzter is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10



Vdaxzter said:
How is progress on this WAD?


I took a lot of break because I was busy, but recently I made some small builds. The most important changes are on MAP06 (which is close to finish - I'm gonna try to finish it during this week), MAP09, MAP18, MAP25 and MAP26.

There are 7 finished level, and 5 that are relatively close to the finish. I think if I could finish those, I'll release a public demo - 12 level is much enough =)

Old Post 12-17-12 11:46 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


Don't worry, the project still lives!

...even though I didn't have much time to finish any maps. I'll try to do it today. Until then, I release a public pack of the finished levels!

The sky doesn't fit to level 5, 6 and 7 because those maps are in episode 3 originally. Anyway, the gameplay is the same.

Almost every changed were made that was recommended by the playtesters, and some more smaller ones too. Hope you enjoy!

http://rghost.net/42842458

Last edited by Katamori on 01-08-13 at 20:50

Old Post 01-08-13 18:55 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
dannebubinga
Forum Regular


Posts: 894
Registered: 04-10


Here's an FDA for all the maps. Died once because of berserk vs chaingun and suicided once. I guess my FDA speaks for itself. There are some mapping mistakes here and there that you will notice.

The hanging corpses in map03 that was blocking the player needs to be removed. It's also very easy, even on UV.

I used prboom+ complevel 2

The demo: http://www.mediafire.com/?ox0utcajwdpubuq

Old Post 01-08-13 20:40 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


Thank you, dannebubinga! It was helpful, I made some little changes.

LOL I laughed hard when you was able to get the yellow key on MAP04 without going through the crates! What do you think, should I change that or would it be a good trick for speedrun? Same question to the locker chamber, where you could open the red one without passing through the door.

Last edited by Katamori on 01-08-13 at 21:42

Old Post 01-08-13 21:30 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
dannebubinga
Forum Regular


Posts: 894
Registered: 04-10


NP

Ye, you could get the key by SR50. You could keep it that way since the map is so short anyway. But I didn't like how the switches behing the locked doors was so easy to exploit. If you just get the red key, you could easily skip more than half of the map. It just screamed poor design if you know what I mean.

Old Post 01-12-13 00:13 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


Of course, I know. I just asked because there's not always easy to feel the difference between shortcuts and mistaken plannings. =)

Old Post 01-12-13 01:38 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
mrthejoshmon
Senior Member


Posts: 1413
Registered: 12-12


man, you should upload beta stages or alpha gameplay onto your youtube near the completion just for comparisons

Old Post 01-15-13 20:21 #
mrthejoshmon is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10


I don't really want to show much from the maps and the gameplay, until the finish, because plans can be changed quite easily.

Old Post 01-15-13 21:36 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Urban Space Cowboy
Junior Member


Posts: 178
Registered: 05-09



Katamori said:
Also, vanilla Doom WADs work on all the source ports so everyone may try them. I think it may be another reason, why Scythe became so popular. =)
Speaking of working on all source ports, have you actually done any testing in vanilla Doom II or in source ports other than ZDoom? At a glance, map 2 has a MIDSPACE fence lowered into the floor, which looks ugly (if you want shorter fences, use shorter textures!), and map 3 has a secret area which is unopenable because sides 1 and 2 of the linedefs are backward. If you only test in ZDoom then it's going to be a de facto ZDoom PWAD whether you intend it to be or not. Please don't let this become another Hellcore. :)

Old Post 01-15-13 23:16 #
Urban Space Cowboy is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Ribbiks
Senior Member


Posts: 1307
Registered: 02-11



Urban Space Cowboy said:
map 2 has a MIDSPACE fence lowered into the floor, which looks ugly (if you want shorter fences, use shorter textures!)


or, iirc, simply change the brightness on one side of the fence?


edit: I'm assuming you meant it was bleeding through the floor, if you were simply saying you dislike fences that use that texture then ignore this post -.-)

Old Post 01-15-13 23:21 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Katamori
Forum Staple


Posts: 2619
Registered: 08-10



Urban Space Cowboy said:
Speaking of working on all source ports, have you actually done any testing in vanilla Doom II or in source ports other than ZDoom? At a glance, map 2 has a MIDSPACE fence lowered into the floor, which looks ugly (if you want shorter fences, use shorter textures!), and map 3 has a secret area which is unopenable because sides 1 and 2 of the linedefs are backward. If you only test in ZDoom then it's going to be a de facto ZDoom PWAD whether you intend it to be or not.


I test everything on Chocolate Doom. The WAD will be fully compatible with it.

The things you've mentioned are bugs; only mistakes from me. Don't worry, I've already noticed and fixed them. =)


Urban Space Cowboy said:
Please don't let this become another Hellcore. :)


What do you mean?

Old Post 01-15-13 23:38 #
Katamori is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 13:02. Post New Thread    Post A Reply
Pages (4): « 1 [2] 3 4 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > "Somewhere in Time": vanilla megaWAD [WIP]

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.