Doctor Nick Posted November 30, 2015 If you have the mapping chops and some spare time, here are some slots that still need to be filled. Post here if you would like to claim a slot, and can fill it soon-ish. Also, if you notice any other maps in which aren't up to snuff, and need overhauling/replacing, post them here. The current policy is that the maps be compatible with Boom 2.0.2, and Boom extensions are allowed (see the readme). However, chungy has said that he wants to switch over to Vanilla for later versions, so if you're concerned about compatibility, do vanilla. Phase 1: New maps needed: C1M9: finished by CWolfRu C2M6: finished by CWolfRu C2M7: Missing finished by CWolfRu C3M5: Missing Taken by: Angry Saint (12/3) Phase 2: Map17: Needs a replacement. Taken by: Sergeant_Mark_IV (12/13) 0 Share this post Link to post
Doctor Nick Posted December 1, 2015 Also, if you notice any other maps in Phase 1 which aren't up to snuff, post them here. 0 Share this post Link to post
Angry Saint Posted December 2, 2015 After my E3M9 I started working on another E3 map, but development is slow. By the way, are you sure the maps are still to be boom-compatible? Here they are discussing about switching to limit removing maps... 0 Share this post Link to post
Doctor Nick Posted December 2, 2015 Angry Saint said:After my E3M9 I started working on another E3 map, but development is slow. By the way, are you sure the maps are still to be boom-compatible? Here they are discussing about switching to limit removing maps... If you're concerned about a potential switch in the future, than I wouldn't use any Boom extensions. For right now, Boom extensions are allowed (see the readme), and any potential contributors can have them in their maps. 0 Share this post Link to post
chungy Posted December 2, 2015 Aye, presently Boom is fine. If you want to be 100% sure the level won't have to be replaced or massively reworked in the future, go with vanilla. 0 Share this post Link to post
Wereknight Posted December 6, 2015 It's done. Need to admit, map quite short and maximally vanilified. But balance seems alright. Music hasn't changed. 0 Share this post Link to post
Doctor Nick Posted December 6, 2015 CWolfRu said:It's done. Need to admit, map quite short and maximally vanilified. But balance seems alright. Music hasn't changed. Thanks, this looks pretty nice! I liked the teleport to an ambush in the exit. a few things: The exit sign should be a bit more prominent, you can't see it unless you're right against the door. The teleport at the exit breaks if a monster walks over it, I think this needs to be player only. water shouldn't be a pain sector. change it to slime or remove the pain. 0 Share this post Link to post
Wereknight Posted December 6, 2015 Doctor Nick said:Thanks, this looks pretty nice! I liked the teleport to an ambush in the exit. a few things: The exit sign should be a bit more prominent, you can't see it unless you're right against the door. The teleport at the exit breaks if a monster walks over it, I think this needs to be player only. water shouldn't be a pain sector. change it to slime or remove the pain. Hmmm... okay, will fix this. == Done. Link updated. 0 Share this post Link to post
Quasar Posted December 6, 2015 Somebody please add armor and medikits to E1M1. Compare this level's difficulty to any first map on any id Tech 1 game. It's terrible. Shotgun guys blasting you to bits in the second room of the game and no health anywhere. No balance. 0 Share this post Link to post
Doctor Nick Posted December 6, 2015 CWolfRu said:Hmmm... okay, will fix this. == Done. Link updated. great, thanks. This has been committed and will appear in the next autobuild. 0 Share this post Link to post
Wereknight Posted December 6, 2015 Doctor Nick said:great, thanks. This has been committed and will appear in the next autobuild. Nice to hear it. Thanks! 0 Share this post Link to post
Wereknight Posted December 8, 2015 Mmmm... gonna take C2M7 now. *Sorry for double-post* ==== DONE I'll take C1M9 0 Share this post Link to post
RonLivingston Posted December 10, 2015 I think I might take c3m3 this time 0 Share this post Link to post
Doctor Nick Posted December 10, 2015 RonLivingston said:I think I might take c3m3 this time Did you finish c3m7? CWolfRu said:Mmmm... gonna take C2M7 now. *Sorry for double-post* ==== DONE I'll take C1M9 Cool! I'll check this out soon. 0 Share this post Link to post
RonLivingston Posted December 10, 2015 Doctor Nick said:Did you finish c3m7? Cool! I'll check this out soon. I fixed c3m7 by removing some unknown textures that were found. however I heard part of map30 of phase 2 was used for this map on phase 1. 0 Share this post Link to post
Doctor Nick Posted December 10, 2015 RonLivingston said:I fixed c3m7 by removing some unknown textures that were found. however I heard part of map30 of phase 2 was used for this map on phase 1. Yes, that's what I did. Are you going to add any additional tweaks and rebalancing? It still needs rebalancing for Phase 1, as I had to remove a bunch of Phase 2 only monsters. Edit: make sure to use the one from the git repository: https://github.com/freedoom/freedoom/tree/master/levels/hawkwind] 0 Share this post Link to post
andrewj Posted December 12, 2015 CWolfRu said:E1M9 ready. Why does the wad contain a MAP01 and a MAP03 too? Also, the wall next to the lift is missing a texture, causing HOM when the lift goes down. 0 Share this post Link to post
Wereknight Posted December 12, 2015 andrewj said:Why does the wad contain a MAP01 and a MAP03 too? Huh? There's only E(C)1M9 and MAP01. MAP01 is raw material for C1M9. One of my scrapped maps. * C1M9 LINK UPDATED * * C2M7 LINK UPDATED * 0 Share this post Link to post
andrewj Posted December 12, 2015 There is (was?) a UDMF format MAP03 in there too. Plus a 7MB lump called FLOE. 0 Share this post Link to post
Wereknight Posted December 12, 2015 andrewj said:There is (was?) a UDMF format MAP03 in there too. Plus a 7MB lump called FLOE. Was. Now not. 0 Share this post Link to post
Doctor Nick Posted December 12, 2015 CWolfRu said:Huh? There's only E(C)1M9 and MAP01. MAP01 is raw material for C1M9. One of my scrapped maps. * C1M9 LINK UPDATED * * C2M7 LINK UPDATED * I think the extraneous map01 stuff will screw with the build process, I don't think it tolerates more than one map per wad. can you remove it? Thanks for E1M9, I'm on vacation right now, I'll take a look at your maps when I get back tomorrow. 0 Share this post Link to post
Wereknight Posted December 12, 2015 Doctor Nick said:I think the extraneous map01 stuff will screw with the build process, I don't think it tolerates more than one map per wad. can you remove it? Removed already. 0 Share this post Link to post
Doctor Nick Posted December 13, 2015 Finally had a chance to play these. I think C2M7 is good. I particularly like the ending, and I think it flows nicely into the boss level. Some issues: * Biggest issue: I can't figure out how to get on the exit teleport platform. I killed all the barons and hit all three switches, but it didn't lower enough for me to get on it. Can you make it more obvious how to do this? * The lava outlet right here makes it look as if it houses some sort of secret, but its a dead end, essentially luring the player over there for nothing. I would close it up or put something at the end there. * I had no idea what this switch opened until I looked around for a few minutes. I would just change this to a key for the door. * this secret makes you walk all the way back across the map to get back to where you teleported from. I would put some sort of teleport so that it's easier to get back to the boss room. * The textures in the boss room look a bit wonky. I would either change it to all brick or all marble. * This secret houses nothing. It's just an empty room. As for E1M9, this has some bigger issues: * There shouldn't be any lost souls, cacodemons, or plasma in the first chapter. I would take these out. * Why is there a huge cache that essentially maxes the player out with weapons and ammo at the start? * The alternating brown and grey brick textures just look weird. I would stick with one per room. * No texture on the wall of this lift * Overall, this level feels unbalanced and it's not terribly fun. I think it needs some overhauling before it's ready to submit. 0 Share this post Link to post
Sergeant_Mark_IV Posted December 14, 2015 I think Phase 2's Map17 either requires an overhaul, or a remake. I volunteer for it in case it's needed. 0 Share this post Link to post
Wereknight Posted December 14, 2015 Doctor Nick said:Finally had a chance to play these. *POST* Thanks. Will fix all problems as soon as possible. 0 Share this post Link to post