Alfonzo Posted June 30, 2016 Version 2. Removed the invul (too easy; rad suits redundant), shifted the bfg, and reworked the imp rush after the arena is left: the geometry allows them to more smoothly follow the player up north. The viles now spawn in after the fact, so as to actually resurrect stuff instead of just blazing in. A bit better! More fisticuffs. 0 Share this post Link to post
Dragonfly Posted June 30, 2016 I am still on holiday at the moment but thought I would drop a message to say I am happy to work on a titlepic and M_Doom lumps etc if nobody else has opted in yet. :) 0 Share this post Link to post
joe-ilya Posted June 30, 2016 The darkening logo and the quake 1 logo fushioned into one logo? 0 Share this post Link to post
Marcaek Posted June 30, 2016 what an original idea w o w @Dragonfly: If you want to take a crack at it feel free! 0 Share this post Link to post
joe-ilya Posted June 30, 2016 Added some detail and fixed some gameplay mechanics. https://www.mediafire.com/?p8g392p76h589zm 0 Share this post Link to post
Urthar Posted June 30, 2016 A few minor changes: http://www.mediafire.com/download/2umaom3nuap0q64/MAY16M09.wad I'm going to force myself to stop fiddling around with it for now. 0 Share this post Link to post
Pinchy Posted June 30, 2016 Map Darkvault Music Quake - Parallel Dimensions [MIDI Cover] by silentzorah Notes 160 Things Media 0 Share this post Link to post
Tarnsman Posted July 1, 2016 Map. 160 things. https://www.dropbox.com/s/0vaghvliv0uztop/TARNS-JUNEHIEM2.wad?dl=0 Name: Lodi Eno Rebmun Si Ocin Midi: Alfonzo will figure it out. Needs new resource whenever Marcaek does that. 0 Share this post Link to post
Urthar Posted July 1, 2016 (FDAs in GLBoom+ complevel 9 skill 3 using Resource Version 5d) In reverse order as I trawl backwards through the thread: http://www.mediafire.com/download/w86uh3o886aoody/MAY16FDA01.zip Pinchy - Darkvault - (Darkvault.wad) It's got quite the Quake vibe going on, with the wizard blue textures and surprisingly impressive midi. I killed a lot of monsters but ended up at a loss as to how to proceed any further, so some problems there, but otherwise pretty cool. --- Joe Ilya - MAP15 - Melancholy Premises - (killer.wad) This is a happy map, that just wants to have a good time. It made me recall lazy summer days in downtown Ryleh, only without all the screaming. It's very loose and open, and more or less what you expect of a Joe Ilya map, and towards the end I was getting a bit bored looking for the blue key, but it's got a neat puzzle in that regard and casually strolling through it's strange angles in search of a bigger gun was quite enjoyable until I ran out of monsters to kill. --- Alfonzo - The Performance - (Fonz-M16_02.2.wad) Having played a few Alfonzo maps previously, I was naturally expecting a merciless beating, and it didn't disappoint. I gave it second shot on skill 2, but the arena didn't seem to get any easier. There's a good idea at the heart of this, but for someone of my skill level, the margin for error is too slim for this to ever be fun, and as Sandy Peterson once remarked, it's not always the good ideas that work. The level construction and music however are solid, and new ideas are always welcome to see, even if they happen to turn out flawed. 0 Share this post Link to post
Alfonzo Posted July 1, 2016 Cheers, Urthar. I certainly had problems implementing the skill levels in a way that reliably widens the margin for error, as you say - it's a tough one! Success is almost entirely dependent on the player's awareness and movement skills, and those things can't really be balanced for, unless I can think of a way to alter the playing field on lower levels. I'll tinker around some more; it's a concept that I'm happy to have realised even if it doesn't quite work, in any case. 0 Share this post Link to post
Breezeep Posted July 1, 2016 Quaker Plumbing INC. Music track is 'Headquarters' from Ninja Warriors Again. Map 16, plays in map01 slot. I was kinda scrambling to get this thing done and I haven't really tested this fully, so this map might be a bit rough. Feedback is much appreciated. EDIT: It appears that I forgot to read the updated mapslot spreadsheet, mapslot is actually map17 Will ad 10 more monsters tomorrow. 0 Share this post Link to post
Egregor Posted July 1, 2016 I attempted a map, but did not come close enough to finishing it to submit for Juneheim. I made the layout too big for only having a month. Build time: about 15-20 hours. I just haven't had much time to put toward mapping these days. Anyways here's some pics: 0 Share this post Link to post
Alfonzo Posted July 1, 2016 I believe Marcaek is allowing for exceptional forays into July if you're scrubbing up on a map that has been shown to be near completion... but don't quote me on that! Or do; I'm sure he reads all of this stuff, anyway. It's the playtesting month, and a map not being finished can be considered a bug of sorts, I think? :) In an case, I'm still working on finishing up that map I offered screenshots of earlier. 0 Share this post Link to post
Ribbiks Posted July 1, 2016 Alfonzo said:This map will accrue hate points. that's my cue. here's an fda for v02: https://www.mediafire.com/?e10c3hu8p5l6eaq brilliant little thing, love how harsh it feels without veering into sarcastic levels of difficulty. I didn't quite get the cybs at first, I thought somehow their activation was tethered to the lowering floors. The strat I ended up using in that area maybe feels a tad less action-packed than anticipated, it might even be possible to not use the cybs at all? the invis sphere seems inconsequential btw, it wears off well before enough imps have accrued to be threatening, and it's not like the player's going to get hit much during the intial phases. also hurray ludicrously tight ammo balance, about time we see some non-ToD maps with mandatory cyb 2-shotting :) 0 Share this post Link to post
Marcaek Posted July 1, 2016 I have to go out very very soon but yes: You can dip into July to finish maps. I'm trying to be as flexible as possible with timelimits without venturing into full-on 1500 territory this year. 0 Share this post Link to post
Jimmy Posted July 1, 2016 Update to my 160 things map, Affinity. I need to enact actual version control on these things because I've just been re-uploading to Dropbox willy-nilly as I fix things - but here's what I've changed since my original post, for the curious. - Fixed an errant flat in the sky. - Fixed the forcefields so they don't appear as solid walls from behind. - Small texture touchups and thing placement corrections. - Probably addressed some difficulty issues. - uhhhhhhhh 0 Share this post Link to post
baja blast rd. Posted July 1, 2016 Breezeep said:http://i.imgur.com/iXT6FlG.png http://i.imgur.com/i0bsZFb.png Quaker Plumbing INC. Music track is 'Headquarters' from Ninja Warriors Again. Map 16, plays in map01 slot. I was kinda scrambling to get this thing done and I haven't really tested this fully, so this map might be a bit rough. Feedback is much appreciated. EDIT: It appears that I forgot to read the updated mapslot spreadsheet, mapslot is actually map17 Will ad 10 more monsters tomorrow. I was in the mood for something light and short and misread this through no fault of yours as 160 things. Here's an FDA though: http://www.mediafire.com/download/2nwe8mk1ze00do9/bremay_rdwpa_fda.lmp Early on I totally forgot I had picked up the RL, so there's a bit of time-wasting looking for it. Seems like a very competent post-BTSX/skillsaw/etc. map. :) The YK trap seems easy to escape from, by either slipping around or firing rockets at the somewhat easy-to-anticipate mancubus door that warps in. Would add a few beefy monsters around there and a few in the last encounter with the single archvile, which kind of confused me. Would put the medkit in the SS secret in front of the soulsphere, so it can be useful if the player has >90% health. 0 Share this post Link to post
AD_79 Posted July 1, 2016 Hi guys, I posted this in Blogs but I figured I should do it here as well. Here's an unfinished 160 things map if anyone would be interested in finishing it off. Was using v5c for the resources. https://dl.dropboxusercontent.com/u/106557511/ad-m160a.wad edit: link actually works now :I 0 Share this post Link to post
baja blast rd. Posted July 1, 2016 I'd be interested, if people who didn't sign up are allowed. 0 Share this post Link to post
AD_79 Posted July 1, 2016 ^^ Sure! I'd love to see what you do with it :) 0 Share this post Link to post
Tarnsman Posted July 1, 2016 rdwpa said:I'd be interested, if people who didn't sign up are allowed. I didn't sign up for either of my maps 0 Share this post Link to post
Alter Posted July 1, 2016 https://www.dropbox.com/s/slgt6uaz8izm986/CybercrusherV5.wad?dl=0 Cybercrusher V5 - Made monster placement in earlier sections of the map more challenging - Removed the backpack - Modified the Red Key Area. 0 Share this post Link to post
Breezeep Posted July 2, 2016 Quaker Plumbing INC. Version a. The map now has 170 monsters, so It should be suitable for the map17 slot. (map still plays on map01). I've also cleaned up the automap a bit and fixed an issue where the player can get stuck behind the blockade when they circle back to it after they finished the blue key encounter. Let me know if there is anything else that needs changing. 0 Share this post Link to post
Marcaek Posted July 2, 2016 Map beta will be here soon, I have a few important points before I write proper feedback posts. Remmirath: your map has carbon copy arenas for each key and a really bad cave area at the exit IMO. I would suggest you ditch the exit cave as it is now, and also design each key area completely different and use different monster combinations in each to mix up the gameplay\visuals. As it stands I just circlestrafe with plasma and beg the the exit teleporter to lower so I can get back to the interesting part of the map. Would also suggest using Boom's height transfer on the pits near the Red key so it's less uncomfortable to move over. Walter and chaingunnerx: I'm fairly disappointed with your maps this time around considering how interesting your stuff for 2048 was. Pretty much just generic box techbases :/ If you want to take the time to redesign them a bit it would be appreciated, but as it stands I'm unsure whether or not I want to keep them. 0 Share this post Link to post
Walter confetti Posted July 2, 2016 Marcaek said:Walter and chaingunnerx: I'm fairly disappointed with your maps this time around considering how interesting your stuff for 2048 was. Pretty much just generic box techbases :/ If you want to take the time to redesign them a bit it would be appreciated, but as it stands I'm unsure whether or not I want to keep them. Really? Actually the map is good in this way for me, also that design choice is intentional... but i'll see how to change this... 0 Share this post Link to post
Rayziik Posted July 2, 2016 Very Very Very small update, actually it might be just adding a MIDI iirc... Might have rebuilt the nodes or something though. Get V1.1 HERE. EDIT: also, this map seems to require -complevel 09 to work properly, is that okay for this project? 0 Share this post Link to post
Jimmy Posted July 2, 2016 I'm doing level name graphics for this, thusly: Please name your maps if you haven't already! also I'm not doing map01's string of obscene sibilances, get super-phukt tarns 0 Share this post Link to post
Benjogami Posted July 2, 2016 Jimmy said:Please name your maps if you haven't already! I'll name my map Blood from a Stone. 0 Share this post Link to post