A.Gamma Posted July 17, 2018 I think the dock area looks a lot better now, since the lights and posts really liven it up. Thanks to @Gez and @Ichor for the suggestions! (Ignore the ugly gray blob in the background of this screenshot) 26 Share this post Link to post
Dragonfly Posted July 17, 2018 7 hours ago, Agent6 said: Any help? Still need it :( I know it may be an iconic map but you didn't say what map it is, nor did you say what wad it's in. Sometimes you've got to help the helpers help you. 1 Share this post Link to post
seed Posted July 17, 2018 (edited) 20 minutes ago, Dragonfly said: I know it may be an iconic map but you didn't say what map it is, nor did you say what wad it's in. Sometimes you've got to help the helpers help you. Slaughterfest 3 MAP16 (Nibblet). Figured people who played the megawad already know the area, so I didn't feel it was needed to mention where is this from. 0 Share this post Link to post
Bauul Posted July 17, 2018 10 minutes ago, Agent6 said: Slaughterfest 3 MAP16 (Nibblet). Figured people who played the megawad already know the area, so I didn't feel it was needed to mention where is this from. If you didn't make the wad, you should always list where it's from. It's just good etiquette on this thread. But really this isn't even the right place to ask advice. I'd suggest trying over on the Slaughterfest 3 thread itself. 3 Share this post Link to post
seed Posted July 17, 2018 (edited) 18 minutes ago, Bauul said: If you didn't make the wad, you should always list where it's from. It's just good etiquette on this thread. But really this isn't even the right place to ask advice. I'd suggest trying over on the Slaughterfest 3 thread itself. I guess you're right, I just didn't want to ruin that thread with my dumb questions. And yeah my gut's telling me it is indeed a stupid question, almost every single time I get stuck somewhere it's because I do what I do best, miss the obvious. Not proud of it but can't do much to change that fact... Feels pretty bad though, throwing the same question everywhere... first a few people, and now topics -__- . 1 Share this post Link to post
KVELLER Posted July 17, 2018 @Agent6 Haven't you tried taking a look at it in Doom Builder? That's what I usually do when I get stuck in a WAD. If you don't have the program, I encourage you to download it anyway, it can be fun to mess around with even if you don't want to get into serious mapping. 0 Share this post Link to post
Wereknight Posted July 17, 2018 9 minutes ago, Gaia74 said: Someone remember this? I do remember somewhat similar... 0 Share this post Link to post
seed Posted July 17, 2018 (edited) 1 hour ago, KVELLER said: @Agent6 Haven't you tried taking a look at it in Doom Builder? That's what I usually do when I get stuck in a WAD. If you don't have the program, I encourage you to download it anyway, it can be fun to mess around with even if you don't want to get into serious mapping. I have it. Didn't think about that though, ultimately I decided to just -warp to MAP17 and pistol start from there. Still, I'd like to know how you reach the exit in MAP16 legitimately, so if someone could tell me in the SF3 thread or privately I'd appreciate. Opening it in DB won't help, I think, since I don't know how many things work there, or where to look. 0 Share this post Link to post
MrFlibble Posted July 17, 2018 30 minutes ago, Gaia74 said: Someone remember this? I'm guessing it's Doom Wars on the Stratagus engine? But at first I thought about GSC Game World's DoomCraft project but that was never completed IIRC. 0 Share this post Link to post
Gaia74 Posted July 17, 2018 25 minutes ago, MrFlibble said: I'm guessing it's Doom Wars on the Stratagus engine? But at first I thought about GSC Game World's DoomCraft project but that was never completed IIRC. yes is that :"v, never finished project 0 Share this post Link to post
Honey16 Posted July 17, 2018 (edited) 0 Edited July 21, 2018 by Honey16 6 Share this post Link to post
Oxyde Posted July 17, 2018 (edited) From the latest shop v3.5 ! What are these scientists doing?! 6 Share this post Link to post
Aquila Chrysaetos Posted July 17, 2018 Some more shots of Betelgeuse. That mastermind was originally going to be a cyberdemon, but I decided a mastermind would be more threatening, given her powerful hitscan attack. Have an automap view. Only 309 sectors so far. Very simple. Should be very short, too. Simple hit the switches, kill the monsters, exit the map sort of deal here. 8 Share this post Link to post
seed Posted July 17, 2018 2 minutes ago, Aquila Chrysaetos said: but I decided a mastermind would be more threatening :v . In general, not really, but depends on how you use them, just like everything. That boxes do seem rather small, so a Cyb might've been deadlier given the splash damage of his rockets. 0 Share this post Link to post
Aquila Chrysaetos Posted July 17, 2018 Not when he never decides to shoot, he isn't. I threw that mastermind there because, again, of her powerful hitscan attack and she doesn't stop shooting until you hurt her, hide, or one of you dies. And rockets are possible to dodge (which ties into the hitscan attack). The only available weapons at the moment are 'zerk, SSG, and launcher, and I won't be generous with ammo (I'll probably make the previous map more stringent on ammo) here so going toe-to-toe with the mastermind won't exactly be on the figurative table. And testing has suggested so far that this was the right move, that the cyber was too easy to avoid and didn't add any real threat to the level. Change may come in the future, but I'm sticking to it at the moment. 1 Share this post Link to post
seed Posted July 17, 2018 9 minutes ago, Aquila Chrysaetos said: Not when he never decides to shoot, he isn't. I threw that mastermind there because, again, of her powerful hitscan attack and she doesn't stop shooting until you hurt her, hide, or one of you dies. And rockets are possible to dodge (which ties into the hitscan attack). The only available weapons at the moment are 'zerk, SSG, and launcher, and I won't be generous with ammo (I'll probably make the previous map more stringent on ammo) here so going toe-to-toe with the mastermind won't exactly be on the figurative table. And testing has suggested so far that this was the right move, that the cyber was too easy to avoid and didn't add any real threat to the level. Change may come in the future, but I'm sticking to it at the moment. Yeah, but he never shoots only when the enemy is not in his sight :v . Do be careful with how much emphasis you put on resource starvation throughout the levels though. Designed for continuous or pistol starts? That's gonna play a lot in terms of balance. Or, should that be the case, suicide exits could get rid of that problem. 0 Share this post Link to post
Aquila Chrysaetos Posted July 17, 2018 I was apparently under the false impression that the proper feedback came after the map was released for playtesting, not before. These are my decisions, so leave them to me. Wait until I release this to second guess me, and I will consider changing things. 2 Share this post Link to post
bioshockfan90 Posted July 18, 2018 3 hours ago, Aquila Chrysaetos said: Some more shots of Betelgeuse. Teal pillar looks a bit out of place, other than that, cool.. 2 hours ago, Aquila Chrysaetos said: I was apparently under the false impression that the proper feedback came after the map was released for playtesting, not before. These are my decisions, so leave them to me. Wait until I release this to second guess me, and I will consider changing things. He wasn't being aggressive, christ. Masterminds are a tricky beast to handle properly, Agent6's throwin' out some legit concerns. 0 Share this post Link to post
Gez Posted July 18, 2018 A platforming maze with little cover is exactly where a mastermind is dangerous, because you can't rush toward it for point-blank attacks then hide and repeat. On the other hand, a cyberdemon is most threatening in a walled maze, so that there's lot of opportunities for its rockets to splash on a wall next to you. Whereas in a platforming maze, you dodge the rocket and the continue on their merry way, eventually disappearing harmlessly in a sky wall. In short, you need to make a tall, two-level maze, with a cybie patrolling the ground and a spidey ruling the roof. Plus a few caged archviles that are there to knock the player back down to the cybie's den. 2 Share this post Link to post
leodoom85 Posted July 18, 2018 I retextured this area. All of this are from same map that I made a gif... YELLOW!!! It reminds me of some UTNT area...... 18 Share this post Link to post
Pinchy Posted July 18, 2018 On 7/11/2018 at 7:10 PM, GoatLord said: Added some rebar, kept some of the floor unfinished, tried to make it really look like it's an incomplete section. ';,,;' 6 Share this post Link to post
seed Posted July 18, 2018 15 hours ago, Aquila Chrysaetos said: I was apparently under the false impression that the proper feedback came after the map was released for playtesting, not before. These are my decisions, so leave them to me. Wait until I release this to second guess me, and I will consider changing things. Of course, it was just a suggestion, a Cybie worked better in my mind, but I suppose that might not be the case here. Either way, we'll live to see how it turns out :v . 0 Share this post Link to post
Jayextee Posted July 18, 2018 Shortly after completing work on my vanilla episode 2 replacement The Becoming, I'd actually made one map of an episode 1 replacement (again, targeting vanilla). Just the one map. Dug it out today for a quick spin in GZDoom and am pleasantly-surprised that it's really good. Perhaps I should make an e1 after all! 14 Share this post Link to post
Jayextee Posted July 18, 2018 5 minutes ago, Memfis said: Are the ceiling lamps broken? :( Flashing sectors. It's just a pain sometimes to grab screens showing that. 1 Share this post Link to post
Dragonfly Posted July 18, 2018 11 minutes ago, Memfis said: Are the ceiling lamps broken? :( Lights can be turned off. ;) 0 Share this post Link to post
Jayextee Posted July 18, 2018 Also, I'd like to add; when targeting vanilla sometimes it's better not to change light levels so much, as they add visplanes. Although that's not what I'm doing here, it's always a thing I am considering. Lighting is nice, but it'll be one of the first casualties should I need to fix a scene that bombs Chocolate Doom. 2 Share this post Link to post
Xyzzу Posted July 18, 2018 Place your bets, people! Who will get the chance to "remove you from the board"? 23 Share this post Link to post
Ichor Posted July 18, 2018 That needs to have a big disco ball and this song. 5 Share this post Link to post