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cq75
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3 maps, MAP01-MAP03... MAP03 still needs some tweaking.

Download link: http://www.ifocserv.net/ftp/Random/HardWeps_r3.wad (817K)

MAP01/MAP02 screenshots:

http://imageshack.us/scaled/thumb/703/i3x.pnghttp://imageshack.us/scaled/thumb/607/kyn.png

I highly recommend using this dehacked patch I made with this wad. It makes the revenant tracer sprites look like a late stage imp fireball, which not only looks better but allows you to see which fireballs are tracking you from the front

http://www.ifocserv.net/ftp/Random/rfirebll.deh

Dehacked Patch Screenshots
http://i.imgur.com/uCEnZt0s.pnghttp://i.imgur.com/pisoHO0s.png

Note that it is ONLY necessary to load this file separately if you are playing in vanilla doom, it is included in hardweps_r3.wad, so Boom and above will have it applied automatically.

NOTE: there are no weapon changes in this wad. I'm not great with naming, I called it "Hardweps" because I was thinking "the weapon selection makes it hard [in MAP01]"






I'd really like to hear your feedback on this and see your demos of this if you decide to play it.

UV is intended to be barely possible.
The other skills are implemented too, HMP and HNTR are decent difficulties for just getting through the maps.


Credits to freedoom for Ultimate Doom only textures.

Last edited by cq75 on 10-23-14 at 06:20

Old Post 06-19-13 01:27 #
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Ribbiks
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Posts: 1316
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fdas: http://www.mediafire.com/?a7xbvli3zvsgz9t http://www.mediafire.com/?rq1kv48auy0ujr6

a bit of a cramped rng-fest, I kinda liked it though, nice and mean :) . I'd be a bit more encouraged to play these sorts of things if they were less linear, I have too little patience for redoing early parts so I usually just quit if I die far enough along :p

Old Post 06-19-13 02:07 #
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cq75
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Repeating the same sections over and over again is a problem, I agree.

Probably since I'm new to single player mapping, I'm not really sure how to keep up the same level of difficulty without requiring that sort of repetition, or exactly what I did to require that.
Whatever it is, I really want to get away from maps that take a thousand replays to beat.

Maybe I can keep the close quarters, high pressure combat while still having it be doable without memorizing the whole map. The first room of MAP02 is a particularly nasty example of something you have to memorize (it's great when you manage to get out, but it's all luck and playing it a thousand times), but I'm concerned that MAP01 may have some of that too.

I like the idea of adding more alternate paths, so you don't get bored trying to master the same thing, and you can pick whichever (equally hard) path you want.

I sort of did that with the red and white teleporters in MAP02, you can do either one first, but you have to do both of them.

Thanks for giving it a try, if you have any other suggestions, don't hesitate to reply.

Last edited by cq75 on 06-19-13 at 02:43

Old Post 06-19-13 02:37 #
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gggmork
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I like these.
5:07 uvmax on 1:
http://filesmelt.com/dl/hardweps-01-cl9-507-uvmax.lmp

Old Post 06-20-13 19:55 #
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cq75
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That's a nice run there!

I've never seen anyone do what you did in that lift room before (killing the fatso and riding the lift up); quite creative, nice work.

That's also the first time I've seen anybody but me make use of the option to leave one of the doors shut; it does help against that arch vile, heh.

I'm glad you like them; do you have any suggestions on how I could make them better?

Also, how are you doing with MAP02?

Old Post 06-20-13 23:50 #
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gggmork
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This is my route for 2, died on the last enemy I think, but close enough:
http://filesmelt.com/dl/hardweps-02-fail-uvmax.lmp

On 1 I rode the lift up because the stairs take awhile to build so probably faster to build them while fighting. It also helps to know to walk into the building stairs because that apparently triggers another thing that takes awhile to build (lift).

I don't really have any specific suggestions.
Oh yeah, one of the revs near the crusher is stuck behind a wall/ can't kill I think.

Last edited by gggmork on 06-21-13 at 03:16

Old Post 06-21-13 03:09 #
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cq75
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I've been working on MAP03, it's rather nice so far -- I've been trying to make it just as difficult without requiring as much memorization, right now it might be too easy. I'll fix that, though.

I'm thinking of making this map pack boom compatible instead of vanilla, though it's really only because of some cosmetic ceiling lights in this map causing visplane overflows, and a strange switch bug that I can't identify, so it wouldn't be hard to make it vanilla compatible.

If you prefer vanilla over Boom, let me know. I think the ceiling lights add to the map, but then again, I can probably work around the limitation if people want something vanilla compatible.

Old Post 06-23-13 16:28 #
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gggmork
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I prefer mapping (more line trigger options) and playing (no all ghosts bug) in boom, but that's just me.
What's the switch bug? My guess is any switch line won't trigger if there's an action line right in front of it (spacebar will trigger the closest action line only which isn't the switch if its further away with another action line in front, even a scrolling line).

Old Post 06-23-13 17:24 #
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cq75
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"My guess is any switch line won't trigger if there's an action line right in front of it"

That's not it, I know about that one

http://imageshack.us/a/img547/2623/25t4.png

I have a floor lower action on a switch, that lowers tag 1 to lowest, I hit use on it and nothing happens (DSNOWAY does not play). If I hit the switch in Boom, it works perfectly.

The only thing I can think of that would be causing it is that tag 1 has been given to four sectors, three of which are different heights and all four have different floor textures.

[not sure how to refer to merged map geometry]

the first merged sector has seven "squares" in it, the second merged sector has four rectangles in it, the third merged sector has six squares in it, and the fourth merged sector has just one rectangle in it.

Does vanilla doom have a problem with moving sectors of different heights with the same tag? What about moving multiple sets of merged sectors?

Old Post 06-23-13 18:16 #
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gggmork
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I don't know what's causing that, and might still not know if I had the actual wad to study. Maybe do an experiment without saving and delete all tag 1 stuff except one sector, and see if it still does it.

Old Post 06-23-13 19:12 #
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cq75
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Actually the sector bug was my dumb mistake, when I started this map I accidentally started it in Boom format instead of Doom 2. I was using a Boom only linedef action.

So now the only issue is what's more important, some extra detailing or vanilla compatibility.

Old Post 06-23-13 20:55 #
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Doomkid
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So far, these are fun and very challenging. The texturing is nice too, reminding me of NERVE.wad at some points.

Vanilla Demos: http://www.mediafire.com/download/d...rdwep_demos.zip

Map01 required you to be very tactical - every rocket counts. When you get the calculation right though, this map is very rewarding. An extra stimpack or 2 couldn't hurt, but that's down to player error really.

Map02, I have a HELL of a time even getting past the first room. Gotta take down that Archie quick, or he'll ruin your day!

Map03 is coming along nicely. There's an archie here, and you'll see in the demos - He must be a fucking beast, 3 rockets AND and ssg shot right to the face, and he still lived to blow me the hell up. What a dick. I wasn't able to get past the 2 changunnners and 2 archies, I just didn't enough ammo.

Overall I'm really liking these, keep up the nice work - Very tough, but not to the point of being unfair!

Old Post 10-23-14 04:20 #
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cq75
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Glad to hear you're liking it so far!

Note: the wad he's referring to is r3; MAP03 is a little unpolished (if you play this on Vanilla Doom, note that you MAY experience rare visplane overflows!)

The other significant change from r2 is that the start room of MAP02 has been tweaked to make it a little easier.

http://www.ifocserv.net/ftp/Random/HardWeps_r3.wad

EDIT: I highly recommend using this dehacked patch I made with this wad. It makes the revenant tracer sprites look like a late stage imp fireball, which not only looks better but allows you to see which fireballs are tracking you from the front

http://www.ifocserv.net/ftp/Random/rfirebll.deh

Screenshots
http://i.imgur.com/uCEnZt0s.pnghttp://i.imgur.com/pisoHO0s.png

Note that it is ONLY necessary to load this file separately if you are playing in vanilla doom, it is included in the wad, so Boom and above will have it applied automatically.

EDIT2:
just got a chance to watch the demos

MAP02: I think the white teleporter might be harder than the red teleporter, I think I should add at least a shell in addition to the chaingun, or possibly a couple of clips? you're at a disadvantage now because I took out a few zombies since r2, I'll adjust that for r4

MAP03: You did really well against the initial arch-vile, I would highly recommend NOT triggering the second one until you have full health (that medkit outside of the switch is usually pretty necessary before hitting that switch). Maybe I should add another medkit near the switch?

I added 2 extra rockets and a medikit to the double revenant room near the yellow key, I was thinking that it would be good for the player to be forced to storm in (I was trying to discourage the player from doing what you were doing, hitting the switch and running back, that's why I had the arch vile / chaingunner combo there), hopefully the additional health and ammo will make players more willing to take that risk.

Last edited by cq75 on 10-23-14 at 06:18

Old Post 10-23-14 04:49 #
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