scifista42 Posted September 7, 2014 Sorry for misunderstanding. The stairs already worked correctly in the version you posted today at midnight GMT. You didn't have to change the stairs, but okay, now it works too. I only wanted the exit raising floor to be fixed - and that's not done yet. 0 Share this post Link to post
sincity2100 Posted September 7, 2014 Fixed http://www.mediafire.com/download/xjklcyedyjv01qo/Doom+2+Switchroom+Map+6-29.wad 0 Share this post Link to post
scifista42 Posted September 7, 2014 But - the exit raising floor is not fixed. :/ before the very final fight, the floor-raising linedef can possibly be avoided and the monster pit would stay down. Yes, original MAP29 has it too, but I suggest to fix it. Place the line with action down by 2 steps (one step wouldn't be enough for a foolproof fix), or cover the whole top platform's edge by that linedef action. 0 Share this post Link to post
sincity2100 Posted September 7, 2014 Fixed http://www.mediafire.com/download/xjklcyedyjv01qo/Doom+2+Switchroom+Map+6-29.wad 0 Share this post Link to post
scifista42 Posted September 7, 2014 Thanks! Now I believe everything's alright, or... Wait. Just a couple things: 1. Can you tell me what's the music track's name and where did you take it from, please? 2. When viewing your map and the original MAP29 in editor, I've noticed extreme similarities. I copy-pasted MAP29 onto your layout, and hey - some structures are identical. Namely the north-western (formerly wooden) room full of switches and sergeants, and the platform with switch and lost soul buildings around. This is not entirely right. Switcheroom 1 had problems with /idgames upload because of maps directly based on the originals, even if modified. That's why the project rules were advising you to make a map from scratch. Can you try to... ehm... Hide this by reshaping the said rooms? Just to prevent such problems, please. Your map is really great, I only wish if you changed the two particular places to prevent possible trouble (which already happened once, in the case of Switcheroom 1). 0 Share this post Link to post
Jaws In Space Posted September 8, 2014 scifista42 said:Switcheroom 1 had problems with /idgames upload because of maps directly based on the originals, even if modified. That's why the project rules were advising you to make a map from scratch. I just want it to be clear that not a single map from Switcheroom 1 was copy pasted from the original IWAD. The main problem Ty Halderman had was switcheroom maps looking too similar to IWAD map in the editor. Ty would open a switcheroom map in Slade & compare it to the switcheroom map & based on how similar it looked in the editor would either accept it or reject it. 0 Share this post Link to post
sincity2100 Posted September 8, 2014 I'll give it a shot,It won't be a difficult thing The music I took is from Community Chest 4,and it's name is "Shrouded In Darkness" (based on "In the Dark") 0 Share this post Link to post
sincity2100 Posted September 8, 2014 http://www.mediafire.com/download/xjklcyedyjv01qo/Doom+2+Switchroom+Map+6-29.wad Is that fine? 0 Share this post Link to post
scifista42 Posted September 8, 2014 Yes, it is very fine, I like the newly reworked areas. The first sector's lighting effect stopped working, was it deliberate? Also, once again I came to a conclusion that the map has too much ammo in it, so that the player always has enough bullets and/or shells and doesn't need the higher weapons at all, even though he gets ammo for these weapons too. I advise to cut down on ammo (all types except rockets) throughout the whole map, a little bit at least. Also the high supply of ammo before exit is not necessary at all. 0 Share this post Link to post
sincity2100 Posted September 10, 2014 I actually thing that the ammo looks a little bit fine,I think that the problem is that there is not much rockets in this map. 0 Share this post Link to post
scifista42 Posted September 10, 2014 Yes. Not enough rockets, and a bit too many bullets, shells and cells instead, that's how I meant it. But it can be okay to let as it is, fair enough. Are you going to return the lighting effect to the start area? 0 Share this post Link to post
sincity2100 Posted September 10, 2014 Well,I don't think that the lightning is necessary when you don't have a light source in the sector. 0 Share this post Link to post
sincity2100 Posted September 10, 2014 After some thoughts,I sterted to think about it,I'll reduce some numbers of cells with some rockets. 0 Share this post Link to post
scifista42 Posted September 10, 2014 All okay, I'll consider your last MAP06 version to be final, then. MAP11 still could use some improvement as I told you last time, at least in the critically important points. EDIT: ^OK. 0 Share this post Link to post
sincity2100 Posted September 10, 2014 http://www.mediafire.com/download/xjklcyedyjv01qo/Doom+2+Switchroom+Map+6-29.wad Here's the final version 0 Share this post Link to post
Magnusblitz Posted September 11, 2014 Hey sincity, just wanted to say good job on the MAP29-as-06. Looks great, has that techbase look, but is unmistakenly MAP29 layout. I was expecting a Spider Mastermind at the end, but the large group works well too (makes it harder to run past). Couple of very minor nitpicks: - These window edges are aligned on the inside of the grate, but not the outside. Pretty minor. - This walkway is too narrow for the demon to get past... this might be intentional, the original MAP29 had a walkway that was too thin for a shotgunner (!) to get through and was stuck. Up to you. But yeah, nice job. 0 Share this post Link to post
scifista42 Posted September 11, 2014 sincity2100 said:http://www.mediafire.com/download/xjklcyedyjv01qo/Doom+2+Switchroom+Map+6-29.wad Here's the final version IMO, the ammo situation haven't changed much at all. And at the end, you give out full boxes of various ammo when the player is probably overstocked from before. 1 shell box and maybe 1 rocket box should suffice there, because most of the monsters kill each other anyway, and the player enters the next level too full of resources. I personally try to prevent this in my own maps, encouraging a more careful playstyle on pistol starts and keeping continuous playthrough balance in mind. But well, well, I'm not a successful mapper at all, even. 0 Share this post Link to post
scifista42 Posted September 11, 2014 I've noticed that red key is missing on HNTR difficulty. By the way, the key is kind of redundant, and the red barrier can be easily bypassed even if it stays closed! :) 0 Share this post Link to post
sincity2100 Posted September 12, 2014 I fixed it,it is in the same link :) now I have to go back to work on map 11 and fix the problems in my map. 0 Share this post Link to post
scifista42 Posted September 12, 2014 Sorry, one more error: http://i.imgur.com/WlmfIKW.png The side narrow walkways (on the left and on the right next to all 3 catwalk paths) damage the player if he's standing on them. 0 Share this post Link to post
sincity2100 Posted September 12, 2014 I fixed it,it is in the same link. and I fixed some of things that you asked in map 11 http://www.mediafire.com/download/2bx4sl64t9dhyyg/Doom+2+Switchroom+Map+11-18+%40.wad 0 Share this post Link to post
scifista42 Posted September 12, 2014 sincity2100 said:and I fixed some of things that you asked in map 11 http://www.mediafire.com/download/2bx4sl64t9dhyyg/Doom+2+Switchroom+Map+11-18+%40.wad I like it, but IMO you should move the yellow key as I suggested. Other bugs: The southern monster closet has many texture misalignments. One sector in the maze still has slime ceiling (it's right after the wall that lowers). I also think that most of your secrets (and some of the optional areas) give away too many resources each. 0 Share this post Link to post
sincity2100 Posted September 13, 2014 I did some fixes on it http://www.mediafire.com/download/2bx4sl64t9dhyyg/Doom+2+Switchroom+Map+11-18+%40.wad So what do you think? 0 Share this post Link to post
scifista42 Posted September 14, 2014 It's a shame that nobody else than me comments on the map. Well... I still believe that you give away powerups and big weapons too easily. Pretty much each of them is asking for a much better and more threatening trap. Other than that, though, I think you've balanced the map rather well. I think the archvile closet should open as soon as you climb the stairs, not when approaching the closet. Put the opening action already on the 1 next-to-last step. Also remove the invisibility from that place, please, not in front of a mandatory switch. Tip (follow it or not): On UV, place 2 arachnotrons (or mancubi or PEs) to the exit instead of just 1. It will make the situation slightly more hectic, while not really difficult at all. The slime ceiling in the maze is still there :(. In addition, the entrance to the maze (the switch-activated, fast lowering sector) shouldn't be lower-unpegged. There are still numerous TEKGREN and METAL2 misalignments, on various places - the southern closet, northern courtyard, the big room near the start, the courtyard's central building's inside and outside has misaligned textures too. I'm under an impression that the building is 8 units wider on one side than it was supposed to be. Sincity2100, do you use an editor with 3D preview mode? If you did, identifying and fixing individual misalignments would be a trivial task - just fly around the level to the places I've mentioned. Beware, the "automatic alignment" feature is likely to betray you, and spoil alignment on multiple other places. One more thing: The whole big and tall room near the start looks odd when monotextured by TEKGREN. Perhaps another BASE (non-city) texture would work there. Or lowering the TEKGREN wall and letting a sky texture take place there. Maybe shrink the whole room and lower its ceiling too. 0 Share this post Link to post
sincity2100 Posted September 16, 2014 http://www.mediafire.com/download/2bx4sl64t9dhyyg/Doom+2+Switchroom+Map+11-18+%40.wad ,does it look better? 0 Share this post Link to post
scifista42 Posted September 16, 2014 Yes, it does. Still many METAL2 and TEKGREN misalignments on various places around the map, not that jarring if someone isn't looking for them. Metal switch inside the maze is still high above the player. The maze entrance is correctly unpegged now, but it became misaligned. :( Otherwise, I'd say, everything is alright. 0 Share this post Link to post
sincity2100 Posted September 16, 2014 http://www.mediafire.com/download/2bx4sl64t9dhyyg/Doom+2+Switchroom+Map+11-18+%40.wad ,is that good? 0 Share this post Link to post
scifista42 Posted September 16, 2014 Alright and acceptable. Misalignments are still there, but we'll see if other people find them to be a serious problem. I'm okay with the map as it is. Congratulations, and thanks for contributing to the project! :) Still, feedback from other people could be used here - anyone is willing to comment, please? 0 Share this post Link to post
tourniquet Posted September 16, 2014 Regarding Sincitys map 11, basicly i think it's ok besides 2 things i've noticed during playthrough. - the north and eastern walls in the first room right after the start look very bland, eventually it might look better with a lowered sky like it was done in D2's original map 18. or you try to add something else to break it up like pillars, different textures and whatnot. - whats the point of the PG secret? I mean it's not really a secret since it's just lying at the end of a hallway and why do you get locked in after picking it up? The lock-in is basicly a neat idea but i would try to combine it with some sort of ambush. Of course these are just some suggestions. 0 Share this post Link to post
sincity2100 Posted September 17, 2014 http://www.mediafire.com/download/2bx4sl64t9dhyyg/Doom+2+Switchroom+Map+11-18+%40.wad I did some designs change in the first room,since the room design looked bland. 0 Share this post Link to post