I PMed MionicDonut the level I was working on and he said it would "probably" go in, so I'll place it here if anyone wants to take a whirl and bug test - it's quite possible I missed some textures or problems here and there since I was scrambling to get this map done (despite missing the deadline).
Map01 intended replacement with zombiemen and Arch-Viles (Revenants on HNTR). [/B]
tested with zdoom: is it intended that you can exit the level right away when the map starts?the door only closed when i tried to open the "other" exit door, the one that leads into the level (or from the level back to the beginning). when i picked up the blue key and opened that "other" door, the outer door would stay shut.
just tested eternity's hatred. the map is awesome, some of the effects are really impressive (i don't have much clue about what's possible with boom, so take that as you will, haha).
anyway, i found some bugs (tested with zdoom):
http://i.imgur.com/x8JYy4ds.png i got stuck here (it's the teleporter beneath the column of transparent flesh) after teleporting back to it from the teleporter it teleports to. 4x teleport in one sentence, yay.
That was the longest "couple of hours" that doesnt involve kiefer sutherland...
Yeah, I said this one would take less time to compile and I still managed to take longer...this isnt even the release version (Need CWLIV stuff and maybe some level tweaking [level 6 is an evil lady to Uv-max, for all the wrong reasons]) Nevertheless, I still hold that this iteration is better than the last!
And here is an almost ready for release version. I can still get it on idgames before November. Thank goodness for little miracles.
Ribbiks said: on HNTR and HMP there are enemies in the first outdoor area (btw a mastermind is stuck), but on UV there's nothing?
The initial area wasn't designed for battle but while I was working on skills 2 & 3 I decided to throw some in for fun. I left them out on UV to keep up the suspense (thus the lack of the mastermind until the finale), and so it could be simpler for runners as there's so much cover that the area holds no real challenge once you know the layout.
With your map sandwiched between my two the dropoff rate for people hoping to complete this is going to be catastrophic haha
* MAP02 exterior design is FAR BETTER than it was in the very first version. Great map overall, Scypek!
* Wasn't my map's song (MAP04) too quiet? If yes, is there anyeone who can edit MIDIs and would be able to make this song a bit louder?
* dobugabumaru, your maps are helluva awesome, I think you reinvented the slaughtermaps.
* I didn't really notice that only 2 types of monsters were used, I swear.
* Don't ask why, but before I watched the author list, I thought that MAP11 was Obsidian's entry. :D
* For God's sake, do not even try to separate textures from maps into an additional WAD! I'm a bit rude now, sorry, but I have enough that there isn't enough to select one WAD to play, but I even have to find and choose the belonging textures...brutally unconvenient.
I can do CWILVs if you want, 11 of them isn't difficult to put together. I also caught a visual error in MAP02 so we might need to do a bit more polishing... unless you guys just wanna be done and publish it
MAP01: This is a neat little starter map, beginning our strange journey nicely with a realistic base saturated with zombiemen. No problems here on UV in my experience… it’s not particularly a map suited to my taste but I appreciate the detail and the “puzzle” of the final battle (although looping back around the whole complex to open the door up to get in there again is a tad annoying). A good map.
MAP02: This was a map that felt like it overstayed its welcome. It’s definitely Scypek’s prettiest map with a lot of atmosphere, but a couple of instances stood out as very odd. The lighting in this room, since you can see the light on the ceiling, makes it look peculiar. The light beam here also ends in a point, which doesn’t make sense as it should go until it hits an object. The AV encounters are neat. The one in the boxy computer room with the RL is a blast to survive by the skin of your teeth (did notice a HOM). But the one with the platform that raises suddenly into two perched chaingunners with two AVs needs some health and/or rockets as it’s especially brutal. I’d give the green armor before it, especially since there’s a point where you pick up a green armor just before a blue one.
I honestly couldn’t find the blue key and just clipped to it, since navigating the complex was very clunky. Final battle is nonexistent, and other than when I was lost or aggravated it was a neat map—leagues above the two in MAY2012.
Also, you might wanna add mid textures to these windows as I spent half a minute trying to jump through it.
MAP03: Well, it certainly is a quirky map. A whole host of textures used with a lot of switch pressing to pad out the length. Only recommendation is to lower the yellow key and red key pillars so the player can see them, as I spent a minute or two wondering where the red key was. Difficulty and ammo are fine... I think this should go in MAP02's slot in order to at least give players a breather between AV-centered maps.
dobugabumaru said: I can do CWILVs if you want, 11 of them isn't difficult to put together.
If you're not already, use DoomWord for this as it'll make your life MUCH easier. It'll only be alright if you're using the default font, but you do get a choice of colours. I'm not certain it outputs in the right palette as the background cyan went yellow when I imported it's output directly into a .WAD using SlumpEd, but pasting the output into a paletted image using Paint XP and then importing with SlumpEd worked A-OK.