Unholypimpin Posted October 29, 2014 Hello everyone, it is October which means HALLOWEEN WADS!!! http://www.doomworld.com/idgames/?file=levels/doom2/Ports/a-c/bloodygr.zip <=========DOWNLOAD LINK ENJOY!! Anyways for this Halloween I am making a single map which will have a graveyard theme, but as an added bonus it is going to be a bloody graveyard. Here are some screenshots. http://i.imgur.com/Rx7VF4P.png?1 http://i.imgur.com/q2Sl9lb.png?1 http://i.imgur.com/9S2RjCi.png?1 Gasp its almost thanksgiving so I guess this is a Thanksoween map =P 1 Share this post Link to post
Xegethra Posted October 29, 2014 Cool, I'll check this out when done....looks quite nice. 0 Share this post Link to post
Doomkid Posted October 29, 2014 Good gloomy visuals for a WEEN themed map, I dig it! 0 Share this post Link to post
scifista42 Posted October 29, 2014 Design looks good, my biggest concern is the custom palette (?), hopefully it won't cause colours to fade into darkness in an odd way. 0 Share this post Link to post
Unholypimpin Posted October 29, 2014 @ scifista42 I believe the custom palette only adds light blue colors, but i'm not entirely sure. Ill see what happens if I remove the custom palette. 0 Share this post Link to post
Unholypimpin Posted November 20, 2014 Okay so its not exactly Halloween anymore...HOWEVER!! The map is finally complete and now I shall release it MUAHAHAHAHAHA!... https://www.dropbox.com/s/g7r42wti1ioblk1/BloodyGraveyard.wad?dl=0 <=========DOWNLOAD LINK ENJOY!! Uses the Halloween Texturepack, idk who made it so...ill credit the owner as soon as I figure out who that is. I got the texturepack from an abyssal speed mapping session =P 0 Share this post Link to post
scifista42 Posted November 20, 2014 Pretty good. I haven't yet beaten the map, but I'm liking it so far. Lots of open space to freely move around and "casually" killing monsters, moderate (not big) challenge, nice visuals and atmosphere = quite enjoyable. :) I like the idea of death messages. 0 Share this post Link to post
Vermil Posted November 20, 2014 Good map. About the only bad thing about it was the end boss, which was a 'throw projectiles everywhere over a thought out battle' boss. 0 Share this post Link to post
Unholypimpin Posted November 20, 2014 Vermil said:Good map. About the only bad thing about it was the end boss, which was a 'throw projectiles everywhere over a thought out battle' boss. It was kind of a joke from a boss I made in my invasion wad, He wants revenge on the doom marine for killing him so many times. The boss is pretty much the same except I added 1 additional attack. 0 Share this post Link to post
scifista42 Posted November 22, 2014 I've almost forgotten to post that I had played through the whole map yesterday. Good experience, as I said before. Half of the battles were skippable and/or solvable by infighting, or just camp-able, still I felt a satisfaction from advancing through the map. Pacing and atmosphere were well done. The final boss thing was awfully unfair and gameplay-breaking, IMO, as he spawned too many minions and leaped towards me himself. I've just used mdk on him. 0 Share this post Link to post
joe-ilya Posted November 22, 2014 This wasn't as good as I excpected, I just had to run around to find a blue key and there it was, the end... oh and there's a boss for no reason. 0 Share this post Link to post
Unholypimpin Posted November 22, 2014 joe-ilya said:This wasn't as good as I excpected, I just had to run around to find a blue key and there it was, the end... oh and there's a boss for no reason. Well I'm sorry that trying finding a key to progress through the level is not your thing. A boss for no reason? Oh thats right, there should never be a boss at the end of a wad...ever. Now on a more serious note, how was the difficulty or detail of the map? Did you find any bugs? @scifista42 Ya before I released this I got the boss down to 50% and couldnt get him down further because I died so I nerfed his damage values and thought everything was good, but I guess I need to nerf him some more. Thanks for the feedback. 0 Share this post Link to post
Unholypimpin Posted November 23, 2014 Okay I nerfed the bosses damage values by half and tested the entire map and found out the boss is definitely beatable now with extra ammo and 1 unused megasphere still available. Here is the link to the new download, The OP link has been updated as well. https://www.dropbox.com/s/5ewxe6aj3jkch30/BloodyGraveyardV1.1.wad?dl=0 0 Share this post Link to post
scifista42 Posted November 23, 2014 The boss has improved, although only slightly so. You see, my main problems with him wasn't really his damage or health, but the fact that he spawned numerous minions and leaped (and used a damaging attack from close range after leaping). In my first playthrough, I couldn't find the boss at first, but he could see me somehow and he created a whole army of those minions. EDIT: You would, for example, change the leaping to simple strafing (but not too far), and make him spawn minions only after he got some damage from the player. 0 Share this post Link to post
Doomkid Posted November 23, 2014 Just spent over half an hour playing this map.. The music fits the gloomy environment perfectly. I love both the aesthetics and layout of this map. It feels very open, like I can take a deep breath, and yet there's a very coherent floor plan underneath that natural look. Great challenge, really - I had a blast playing it. I died at the blue key, and then couldn't take down Skelly after everything else (stupidly used all my plasma on the blue key archies). I'll try it again soon, Overall I really enjoyed this and would reccommend it to others. Get it on /idgames, I'll give it 5! EDIT: I'll echo what scifista said about Skelly taking damage before releasing minions - That was what screwed me in the end. I personally wouldn't change his behavior beyond that, though. He makes for a very imposing final boss, a fitting end for such a map. 0 Share this post Link to post
Unholypimpin Posted November 23, 2014 Ill change it so he only spawns minions at half health, does that seem fine? 0 Share this post Link to post
scifista42 Posted November 23, 2014 It seems fine. I've meant that he'd be allowed to spawn minions right after taking the first damage from the player, being at HP about 98% - but okay. You might consider making him infighting-proof, too. 0 Share this post Link to post
joe-ilya Posted November 23, 2014 The progression reminds me of doom2's MAP18. 0 Share this post Link to post
Unholypimpin Posted November 23, 2014 scifista42 said:It seems fine. I've meant that he'd be allowed to spawn minions right after taking the first damage from the player, being at HP about 98% - but okay. You might consider making him infighting-proof, too. you're talking about with other monsters other than his minions right? Also ya I guess 98% is good too. Thanks for the feedback guys It helps out a lot. 0 Share this post Link to post
Caleb13 Posted November 26, 2014 I noticed one thing about the death messages... the message is chosen when the player starts a new game and then remains the same, no matter how many times he dies. You can test it youself - start a new game, save, and kill yourself. If you then load the game and kill yourself again, the same message will display. I vaguely remember there is some ACS trick to re-seed the Random function during the gameplay... Oh, and one of the messages reads "bigfont". This happens because arrays are indexed from 0 in ACS. Therefore, you need to change the random message line tohudmessage(s:Deathy[Random(0,9)]; 0 Share this post Link to post
Unholypimpin Posted November 27, 2014 Caleb13 said:I noticed one thing about the death messages... the message is chosen when the player starts a new game and then remains the same, no matter how many times he dies. You can test it youself - start a new game, save, and kill yourself. If you then load the game and kill yourself again, the same message will display. I vaguely remember there is some ACS trick to re-seed the Random function during the gameplay... Oh, and one of the messages reads "bigfont". This happens because arrays are indexed from 0 in ACS. Therefore, you need to change the random message line tohudmessage(s:Deathy[Random(0,9)]; Ya I knew about the save death message glitch but I never got the big font, thanks for catching that. 0 Share this post Link to post
Unholypimpin Posted November 27, 2014 Now on Idgames, Enjoy everyone =D http://www.doomworld.com/idgames/?file=levels/doom2/Ports/a-c/bloodygr.zip 0 Share this post Link to post