Obsidian Posted August 10, 2014 I, uhh, kind of already implemented difficulties. :/ I'll take the Soulsphere idea into account though. 0 Share this post Link to post
Fellowzdoomer Posted August 10, 2014 Obsidian, I suggest making the teleporter a bit higher. In GZDoom I was able to strafejump from the start to the pad without the arch vile. Devilish map man 0 Share this post Link to post
Surreily Posted August 10, 2014 40oz said:Nice work! I think I'm going to give the map a red sunset sky though, as I have trouble shaking the feeling that the SFALL sky is some kind of a HOM or some other glaring error while playing instead of an actual sky. You guys should decide on some music for the map too! Would D_SHAWN be too cliche? D_E2M8 could be cool too. I'm fine with the sky being changed, I agree it does look a bit strange for a Doom map. I also agree that D_E2M8 is a fine piece of music for this map! I was only using the default one because that's what it was when I got the map - I never thought to change it. 0 Share this post Link to post
Fellowzdoomer Posted August 10, 2014 Ya know what? I'm gonna finish my POS Map. Consider me back on! 0 Share this post Link to post
Obsidian Posted August 10, 2014 One more update: replaced the BFG with a Soulsphere on Easy, fixed some misalignment, made the first Arch-Vile more obvious, put a matching GATE ceiling flat above the teleporter and raised it slightly to avoid straferunning into it. 0 Share this post Link to post
Breezeep Posted August 10, 2014 40oz said:Breezeep & Marcaek[/b] Nice work! I like this a lot! The scale is really impressive for a 1024 map, and found myself using and reusing a lot of the general area for each trap. Great usage of space and fun gameplay. On my first completion I finished with no thing but 6 rockets. I think it might be fair to include an extra shellbox or something somewhere. Other than that, great job, you two! That's about it to get an OK from me! Ok, I've been working on V2 of this map before the reviews came in. Here it is (V2 Download) These are the changes: *Replaced the Berserk powerup with the super armor. *Made the map a little bit difficult. *Added some more eyecandy beyond the 1024 area. *Added a little more ammo and health. Have at it. 0 Share this post Link to post
Obsidian Posted August 10, 2014 Fellowzdoomer said:Obsidian, uh... Never mind. Can you still straferun to the teleporter? :/ 0 Share this post Link to post
SleepyVelvet Posted August 10, 2014 Obsidian said:Can you still straferun to the teleporter? :/ I think he meant by using diagonal-running in conjunction to zdoom's jump ability, which you can still do. Personally, I think the lower the platform might end up being better. I personally like the vile jump a lot because the direction the vile always pushes your is always towards the teleporter. Unless you are resisting the jump by moving against the force pre-jump, or you are at the very ends of the "hotdog" shaped start sector, the vile jump will always throw you into the teleporter, startling the player and introducing the rest of the map in a cool way. Also, if the player enters this map with rockets or plasma guns from a previous level, it is possible to kill the beginning arch vile. 0 Share this post Link to post
Fellowzdoomer Posted August 10, 2014 Right! Now tell me what was wrong with my map again please? 0 Share this post Link to post
Count651 Posted August 10, 2014 You can just knock off pitfall from the map list, since you already ok'ed The Den. Can't say I have enough passion for pitfall to finish it. 0 Share this post Link to post
joe-ilya Posted August 10, 2014 Followed 40oz's feedback: https://www.mediafire.com/?j3gzjj9c0g7796j 0 Share this post Link to post
EffinghamHuffnagel Posted August 10, 2014 -------------------- Breezeep & Marcaek -------------------- I like this. Feels a lot bigger than the usable area actually is. This map can't be MAP01, or after a death exit, because if you head in the direction of the teleporting Arch-Vile instead of flipping the lift switch, you're screwed. The yellow bars close behind you and all you have is a Pistol against Mancubi and a Revenant until after you grab the Yellow Key. You can snag a dropped Chaingun, but it's a tough go. --- Missing texture issue at the top of the lifts. Can't tell which linedef it is. http://i.imgur.com/rrSXuh5.png --- There's a teleporting monster problem. Played this three times. Every time a lot of monsters never showed up. In each of the pictures I'm about to step on the level exit. (BTW, the Start becomes the Exit? Elegant.) http://i.imgur.com/O7GaBnx.png http://i.imgur.com/HR4TBt2.png http://i.imgur.com/vs55OYF.png Obviously teleport landing spots were blocked. I think the second teleport linedefs in the closets that go back to the start of the moving floors are not working correctly. Don't understand why some monsters are getting stuck on the teleport destination linedefs with scrolling floors on both sides. ------------ Obsidian 3 ------------ One question: 1. Assuming your map is not MAP01 and you have weapons and ammo from previous maps - Now that you can see him, what happens if you kill the first Arch-Vile? http://i.imgur.com/JWn1u6u.png The teleport would have to lower to your level so you could use it (I suppose you could rocket jump). Suggest either a G1 switch behind the AV, make the front of the angled cube an S1 switch to lower it, or make the front of the teleport a hidden switch to lower it. --- The river changing to blood under your feet. I like it. And the waterfall too. Very nice. --- So one Berserk is the only health, and 1/3rd of that goes away with the AV jump. So I can only take one shot from an AV and still live. I have yet to finish the map legally on UV. I can avoid the AV in the tower and the one later on top of the column, but the second one, on the ground, always gets me. The best I did was finish with 12% health, and only because I made myself invisible in the "Speak and Die" room. That kept the second AV quiet until after I hit the Red Key switch. Even though it's frustrating the hell out of me, I really do like this; a pacifist Doom map. "The only winning move is not to play." 0 Share this post Link to post
Breezeep Posted August 10, 2014 Quick fix for my map here: http://www.mediafire.com/download/kr8l7ib0q4n4fc5/PL1024-Breezeep_marcaek_v2_quickfix.wad Fixed the texture bug at the top of the lifts. damn software mode lovers... 0 Share this post Link to post
Gothic Posted August 10, 2014 Update to Cybercage: -Fixed everything 40oz said Link is the same as in the first post. 0 Share this post Link to post
Marcaek Posted August 10, 2014 Hey Breezeep, I made some minor changes to your last version there. The exit teleport effect was triggering late for some reason and I forgot to make some of the blood damaging so instead turned it into a ledge and swapped the rocketboxes out for individual rockets. Feel free to make any changes as usual. http://speedy.sh/4dS9m/PL1024-Breezeep-marcaek-v3.wad 0 Share this post Link to post
Breezeep Posted August 10, 2014 Thanks Marcaek, but one problem is that most of the monsters aren't teleporting when they are supposed to. you plan on fixing this? because I'm not an expert at the types of boom stuff you did. 0 Share this post Link to post
Fellowzdoomer Posted August 11, 2014 Obsidian by the exit use a Transfer Floor Light. 0 Share this post Link to post
Marcaek Posted August 11, 2014 Breezeep: I'll give it another look. In the meantime, I made some updates to my own map: http://speedy.sh/dgsQw/pl1024-marcaek-v2.wad Effingham what port\settings are you using? I can't replicate any problems with PrBoom+ -complevel 9 which would be the appropriate compatibility settings for a Boom map. EDIT: Ok, so ZDoom breaks it and using Boom (strict) compatibility doesn't help. The monsters get stuck on the line in ZDoom but I haven't once had the same problem in Prboom+ cl9. I guess I'll have to use some kind of hack. EDIT2: Yeah, I'm not struggling to make a setup that's broken in either zdoom or boom work. I don't have the time to devote to it anyway, so if Breezeep is ok with it maybe someone else can try to make the setup work. 0 Share this post Link to post
EffinghamHuffnagel Posted August 11, 2014 I was using ZDoom. To make sure it wasn't an 'older version' issue, I just downloaded the current version, 2.8-pre-585 and played it again. Same problem. EDIT: I just saw you updated your post. 0 Share this post Link to post
Obsidian Posted August 11, 2014 Hopefully the last update. Set light transfers near the exit and replaced the perpetual skull lift with one that you can activate yourself: should make things easier. 0 Share this post Link to post
Marcaek Posted August 11, 2014 http://speedy.sh/aezUb/PL1024-Breezeep-marcaek-v4tux.wad Tuxlar saves the day, thanks dood. Everything seems to work now and I swapped the rocket launcher with the red key to see if it feels more appropriate. I kinda liked the key sitting up on that tiny ledge but this way there's risk of the cacos guarding it if you aren't speedy. And yes, I've noticed skill 2 on my map went horribly wrong. Will upload a fix probably tomorrow. 0 Share this post Link to post
EffinghamHuffnagel Posted August 11, 2014 Marcaek said:And yes, I've noticed skill 2 on my map went horribly wrong. Will upload a fix probably tomorrow. A couple of things I noticed before you upload fixes. The Hell Knight next to the secret teleport (lindef tag 7) can't move very much so he can only attack you if you're standing at certain angles. You can peekaboo shoot him from behind the wall to the west or move to the other side of him to the north so the wall is in his way and kill him without any risk. I don't know if you can increase the size of his area without going beyond the 1024 limit. When you get in the Yellow Key Room, the Cacos can only hit you through the windows from a distance. Once they get close they don't move any lower so their shots always hit the top of the window. Making the windows taller would make them more dangerous. I don't know if they should be tall enough to let the Cacos come in or not. The platform with the Revenants - On Easy, there's one. On Medium, there's one. On Hard, there's four. Two of the four are stuck to each other and none of them can move or attack. Not enough room. 0 Share this post Link to post
Fellowzdoomer Posted August 11, 2014 joe-ilya said:I'm designing ENDOOM. This really isn't needed, is it? 0 Share this post Link to post
joe-ilya Posted August 11, 2014 Fellowzdoomer said:This really isn't needed, is it? It's not like it's gonna overflow the file size, it's just 4KB (2x times better then WOW.wad) Anyways, here it is, quit the game when you're playing with Eternity or Boom or just about any source port that shows the ENDOOM screen, while the graphic is simple, it gives the idea. https://www.mediafire.com/?mibxtw5gemg8rdv 0 Share this post Link to post
Ed Posted August 12, 2014 How's this? - I think I'd like to use d_ultima as the BG music. A little change of mood, but it's ominous enough where I think it would work. 0 Share this post Link to post
Marcaek Posted August 12, 2014 http://speedy.sh/RTyeH/pl1024-marcaek-v3.wad Final version I can post. If this still has issues someone else will have to take care of them. Ran out of free time to work on it :/ 0 Share this post Link to post
Fellowzdoomer Posted August 12, 2014 I've lost all motivation to finish my map. :-( 0 Share this post Link to post