Spider Mastermind
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 > untitled 2 - a slaughter map
Pages (2): « 1 [2]  
Author
All times are GMT. The time now is 17:41. Post New Thread    Post A Reply
Ancalagon
Junior Member


Posts: 222
Registered: 08-11


it's boom wad so it's made to have unlimited lost souls :P, do you really care about wallrun?

Old Post 11-29-12 14:53 #
Ancalagon is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Pottus
Forum Regular


Posts: 779
Registered: 07-09



Ancalagon said:
Disabled rj for you in the server :P, now you can't do rj over imps at start and red key, double rj at bfg, more rj at hks and rj to skip barons trap and rj out of castle and actually play the map :D
And it is not bad settings in the server -.-, just more than 1500 imps wake at that part and it's too much for a server



Kind of reminds me of our Sunder testing lol.

Old Post 11-29-12 14:59 #
Pottus is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Okuplok
Green Marine


Posts: 41
Registered: 07-09


thanks for the feedback guys!

remember this is only 1/4 of the map, so 3 more sections like this to come and that exit is just temporary while i finish the next part. ;)

ooo that jump part, a teleport will quickly fix that :P and i promise no more jump ledges later in map ;)

yeah ammos is a bit tight at some parts, will playtest more and add more stashes.

jongo will fix that for you, but wont you be able to just rj back to the part you just came from? :o also i can make those imps deaf if that will make it not lagout for coop.

and baaw gggmork is one of the most entertaining to watch :(

Old Post 11-29-12 15:28 #
Okuplok is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Okuplok
Green Marine


Posts: 41
Registered: 07-09


ok so the grindfest continues with 2/4 now done and ready for testing :P

http://okuplok.webs.com/oku2v21.png

http://okuplok.webs.com/oku2v22.png

http://okuplok.webs.com/oku2v23.png

http://okuplok.webs.com/oku2v24.png

you will need to play from the start otherwise later traps will break because of voodoo stuff.

good luck jongo ;)

http://okuplok.webs.com/oku2v2.wad

Old Post 12-06-12 17:59 #
Okuplok is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2275
Registered: 01-10


Looks cool dude. However, the monster count isn't skyrocketing as fast as I was hoping :P C'mon, 100,000 monsters!

Old Post 12-06-12 18:07 #
General Rainbow Bacon is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
j4rio
Senior Member


Posts: 1807
Registered: 07-10


:|

Old Post 12-06-12 18:48 #
j4rio is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ribbiks
Member


Posts: 627
Registered: 02-11



Okuplok said:
you will need to play from the start otherwise later traps will break because of voodoo stuff.


Doesn't that make playtesting difficult?

Old Post 12-06-12 18:53 #
Ribbiks is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Okuplok
Green Marine


Posts: 41
Registered: 07-09



Ribbiks said:


Doesn't that make playtesting difficult?



yeah it does somewhat, i will probably add multiple voodoo's for each section in future.

Old Post 12-06-12 19:18 #
Okuplok is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
j4rio
Senior Member


Posts: 1807
Registered: 07-10


It doesn't take that much effort to disconnect voodoos you've already made as long as you still remember what they do. It's much more convenient.

Old Post 12-06-12 19:38 #
j4rio is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
qoncept
Member


Posts: 420
Registered: 12-11


Will we be able to play this with multiplayer? Ive never played through HH or no chance because they don't work in multiplayer.

Old Post 12-06-12 19:52 #
qoncept is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
j4rio
Senior Member


Posts: 1807
Registered: 07-10


Got any singleplayer demo from start to somewhere where you presumably died? Or exited? I'm kinda curious how you solve some sections. Can't get past point where I get ssg as I just helplessly run out of ammo each time.

Old Post 12-06-12 20:30 #
j4rio is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Okuplok
Green Marine


Posts: 41
Registered: 07-09


welcome to die, with 3/4 of the map now done

http://okuplok.webs.com/oku2v31.png

http://okuplok.webs.com/oku2v32.png

http://okuplok.webs.com/oku2v33.png

http://okuplok.webs.com/oku2v34.png

-added starting room (mainly to prevent insta lag death in coop)

-voodoo's now split

-teleporting monsters don't all wake at start (did this to prevent fps lag in some sourceports, though defeats the purpose of splitting voodoo's heh)

any bugs/problems let me know lols

come on bloodite krypto, i expect to see a uv-max under 5 hours from you :P

http://okuplok.webs.com/oku2v3.wad

Old Post 01-01-13 23:52 #
Okuplok is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2380
Registered: 06-07


If you do a demo of the final version, maybe youtube it because that last (1/4?) done demo I watched became too laggy to watch on my taquter, Taquito. Not sure if "teleporting monsters don't all wake at start" might fix that lag. I think it was just the demo that lagged, not actually playing it.
I remember not being able to "fast forward" holy hell demos by increasing speed because it pretty much could only play at normal speed.

Old Post 01-02-13 00:04 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
RjY
anARCHy


Posts: 857
Registered: 05-02


Please, build a reject table.

Ignore those who would tell you they never make any difference any more. This is exactly the kind of map — massive population, but broken into separate, mostly disjoint sections — where a reject table does wonders. This is the difference for a timedemo of just standing still in the first room for a few seconds:
code:
% doom2 oku2v3.wad -nosound -timedemo d.lmp | grep FPS FPS: 17.1 (328 tics [0:09] / 670 real [0:19]) % doom2 oku-reject.wad -nosound -timedemo d.lmp | grep FPS FPS: 62.7 (328 tics [0:09] / 183 real [0:05])
For building a reject table I use ZenNode. It's something you'd probably only do once, just before release. However, even on my old computer it took under 10 seconds:
code:
% zennode -n- -b- -rg oku2v3.wad ZenNode Version 1.2.1 (c) 1994-2004 Marc Rousseau Working on: oku2v3.wad *MAP01 : REJECT - Efficiency: 98.0%/ 0.0% Sectors: 3797 9.192 secs Saving to oku-reject.wad... 1 Level processed in 9.192 seconds - 1 Level needed updating.
and after that the map never lagged once, ever.

Old Post 01-02-13 10:37 #
RjY is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Okuplok
Green Marine


Posts: 41
Registered: 07-09


thanks for the advice rjy! :)

i did what you said and it seems way better fps.

here's link: http://okuplok.webs.com/oku2v31.wad

Old Post 01-02-13 12:44 #
Okuplok is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Anima Zero
Forum Regular


Posts: 776
Registered: 09-04


For what I played (Up to the first cacovasion), all I can say is...

..DAMN!

Massive, beautiful, and it is out for blood. I'm pretty sure I said "Where the hell is some actual health?" more than once, that's for sure, heh.

Old Post 01-03-13 18:48 #
Anima Zero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2275
Registered: 01-10


I just got back online yesterday, just wondering if this was still being worked on.

Old Post 04-15-13 01:19 #
General Rainbow Bacon is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
jongo
Member


Posts: 281
Registered: 07-07


Same question. Also i have burned out of doom for a few months and didn't post any feedback and bug reports (there are few minor ones), might be a good idea to do so after refreshing a memory a bit. Hope this gets finished eventually, that was a thrill trying to beat the map for weeks and coming up with strats for each trap :)

Old Post 04-17-13 20:01 #
jongo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Bloodite Krypto
Junior Member


Posts: 124
Registered: 02-09



Okuplok said:
Come on bloodite krypto, i expect to see a uv-max under 5 hours from you :P


I did it! :D

http://i98.photobucket.com/albums/l...zpse0398280.png

It only took me 100 save and load attempts over a 2 day period.

I decided to wait till you release most of the map first then give it a shot.

I think the first battle is too cruel, only because when you get midway up the stairs and those PE's are released it becomes ludicrously difficult to dodge and you can't progress forward owing to the impending AV's in the cage, not sure whether those PE's are a good idea, it's ideal for coop but for SP it's too menacing at least because not everyone has Chuck Norris evasion skills.

I absolutely suck really badly at the RK with the Cybs and cave of Imps with Cavo Invasion, I couldn't really work out a safe tactic? Other than you need to swerve back and forth and rely on infighting but even then you need to dive in and out between Imps while hoping to avoid cross fire until enough have emerged to head into the cave, but it's really tricky with those Cyb rockets.

My favourite tense fight is the huge corner ambush with the Demons, PE's and AV's in the cage, I liked wasting all 100 rockets in the corner while holding my ground hoping not to get over run or a Lost Soul strays in the way then having to wade right through the horde with Plasma, grab some rockets, then try and push your way back through and repeat the process. Took a few tries to work out the right timing but it was very nice.

Problems start to rise in the Grey Canyon with Slime and the huge corridor of 2000 Imps and Revenants, theirs nowhere near enough ammo to take everything out, I could just manage to kill all the Imps and then use all the cell ammo at the end near the doorway to kill the 20 Cybers, but theirs nothing left to kill the Revenants on the platforms or the Demons inside. At that point I had to IDFA.

At this point their is nowhere near enough health to suffice let alone keep you alive with just Medkits, it assumes you know exactly what your doing without affording to make any mistakes, which becomes just tedious as no one can hope to have exceptional dodging skills in such really tight quarters. I'm talking about the inside area with the huge HK slugfest, AV's above and Revenants from behind, the AV's really pin you down and while I saw the strategy and got it going, I didn't like the fact theirs no Mega or Soulsphere in that area apart from after you've killed everything.

Now the brown outside area with lava, Revs in the cage, Mancubie far away and HK's on the platform really needs more ammo, also how can you expect to dodge the AV's rising up from the staircase? You can't run back in time, and going forward is suicidal.

My favourite trap for it's sheer creativity is the crushers with the Barons, it's quite intense at first but then you steadily make your way back, hoping some don't slip through.

Now this is the first real tough monstrosity.

http://i98.photobucket.com/albums/l...zps059ad98e.png

The trap is very neat with the huge HK's pinning you down and having to rely on the Cybs in the cages to wear them down while avoiding rockets and swerving in and out, but afterwards it's really frustrating to kill the Cybs in the cage while avoiding all the incoming fire from across both sides of the room. Can we have a crusher switch please? :>

The most boring and dull fight was the outside red canyon with the 2000 demons, it wasn't inspiring or inventive and while it's satisfying it drags on for quite a bit, but afterwards the Rev horde manages to choke up the engine quite a bit.

http://i98.photobucket.com/albums/l...zpscbabd9a3.png

However you redeem yourself with the final fight, with the interesting onslaught of Demons while having to avoid Revs in the cages and dive in for ammo, and theirs atleast an Invul to take the pressure away.

Also the trademark last switch with AV's is hilarious!

It needs more ammo in some places, and more generous supplies of health pretty much everywhere! Otherwise it was a tremendous massacre, and I'm sure the last 1/4 will make me regret playing it so far D:

Last edited by Bloodite Krypto on 04-21-13 at 22:26

Old Post 04-21-13 22:12 #
Bloodite Krypto is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 17:41. Post New Thread    Post A Reply
Pages (2): « 1 [2]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > untitled 2 - a slaughter map

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.

Message Board Statistics