Borax Man Posted June 10, 2019 (edited) Hi all, I have returned to mapping after what is a > 20 year hiatus! I've spruced up an old 1990's release, DK Shrine to produce DK Shrine Remastered. This is a 10 level wad which should work with any limit removing sourceport, though I'm still trying to get it working with chocolate doom (it bombs out with a segmentation fault, possible due to the level size). It works with gzdoom, prboom, prboom+, crispy doom and doomsday. I developed this using prboom+ to test it. It is a "classic style" WAD, meant to be played without any mods using the Doom2 IWAD. I also strongly recommend not using any movements which aren't permitted in vanilla doom, particularly jumping, as jumping will result in being able to short circuit the intended flow. The emphasis is on fun, and some interesting scenarios and puzzles. Take note of clues near switches, which reveal what the switch does. Deathmatch was not intended to be supported, and I've yet to tune it for a pistol start. It is pretty much close to finished, and I'm looking for a few people who can beta test this before I release it. I want to be sure the difficulty is right. Ammo is supposed to be tight, but never absent, and having to explore to find ammo/health is deliberate. Lastly, I ask people not to play this version unless they are going to beta test and provide feedback. If you simply want to play the WAD, please wait until the final release. My intention is to release the final WAD before the end of June 2019. The file can be downloaded here. Spoiler Spoiler Spoiler Spoiler Spoiler Edited June 15, 2019 by Borax Man : Add link to file. 8 Share this post Link to post
Count651 Posted June 20, 2019 Saw you had posted this in another thread and was interested. I especially like those first 2 screenshots. Gonna give it a go and report back later with any bugs I find as well as my opinion on the maps. 0 Share this post Link to post
Count651 Posted June 20, 2019 (edited) Finished the first level on UV. Pretty decent map, overall. Didn't run into any bugs at all. There are a few criticisms I have though. Spoiler Starting with this switch. I had no idea what it did. Maybe it was a secret I had missed, as I don't think it affected anything important in the map. I'd recommend moving it a bit closer to whatever it activates, so the player can see or hear whatever sector is being lowered or raised. Next is this waterfall secret. There are 4 or 5 sectors behind it that are all marked as secret which is pretty unnecessary. Easy fix. This room and all the RROCK05 sectors connected to it were a bit of an issue for me. When I first entered this room I wasn't expecting the RROCK05 to be damaging as this texture isn't used as a damaging texture very often in wads, at least in the wads I've played. I ran in here and was shocked to see that I was taking 20 damage a tick while fighting the shotgunners. I'd suggest lowering the damage sector to 10 per second to make this a little less punishing. These next two locations were completely devoid of enemies and felt like wasted space in the map. It seemed as if there was meant to be monsters here but you simply overlooked them and forgot to set up a monster encounter of some sort. Finally I'd suggest reworking where this teleport places the player since when I entered it I found myself completely surrounded by shotgunners and died instantly before I had a chance to retaliate. This happened about 3 or 4 times before I managed to get lucky and survive the ambush with a shred of health remaining. 0 Share this post Link to post
Tango Posted June 21, 2019 this looks awesome. would you consider adding a custom sky in place of the default doom 2 one? 0 Share this post Link to post
grrfield Posted June 21, 2019 I don't understand the contents of the .txt file that is included with the download... "Do not distribute"..... But isn't this exactly what you are doing yourself? 0 Share this post Link to post
Borax Man Posted June 23, 2019 On 6/21/2019 at 9:48 AM, Count651 said: Finished the first level on UV. Pretty decent map, overall. Didn't run into any bugs at all. There are a few criticisms I have though. Hide contents Starting with this switch. I had no idea what it did. Maybe it was a secret I had missed, as I don't think it affected anything important in the map. I'd recommend moving it a bit closer to whatever it activates, so the player can see or hear whatever sector is being lowered or raised. Next is this waterfall secret. There are 4 or 5 sectors behind it that are all marked as secret which is pretty unnecessary. Easy fix. This room and all the RROCK05 sectors connected to it were a bit of an issue for me. When I first entered this room I wasn't expecting the RROCK05 to be damaging as this texture isn't used as a damaging texture very often in wads, at least in the wads I've played. I ran in here and was shocked to see that I was taking 20 damage a tick while fighting the shotgunners. I'd suggest lowering the damage sector to 10 per second to make this a little less punishing. These next two locations were completely devoid of enemies and felt like wasted space in the map. It seemed as if there was meant to be monsters here but you simply overlooked them and forgot to set up a monster encounter of some sort. Finally I'd suggest reworking where this teleport places the player since when I entered it I found myself completely surrounded by shotgunners and died instantly before I had a chance to retaliate. This happened about 3 or 4 times before I managed to get lucky and survive the ambush with a shred of health remaining. Thanks for the feedback, and they are valid points. I'll work on the changes necessary. As for the switch, that is a kind of secret. Actually, its not really necessary for it to be there at all. I might remove it. (it lowers a barrier in that long damaging cave devoid of enemies, but it may as well not have the barrier at all). 0 Share this post Link to post
Borax Man Posted June 23, 2019 On 6/21/2019 at 9:13 PM, grrfield said: I don't understand the contents of the .txt file that is included with the download... "Do not distribute"..... But isn't this exactly what you are doing yourself? Yes, I just don't OTHERS distributing it, as its a beta version. That way, when the WAD is done, I can pull the beta version off my site and know its gone. 0 Share this post Link to post
Borax Man Posted June 23, 2019 On 6/21/2019 at 4:24 PM, Tango said: this looks awesome. would you consider adding a custom sky in place of the default doom 2 one? I've thought about a custom sky, and tried a few out. But I didn't find any that I thought matched the levels as well as the original. I'm open to suggestions. 1 Share this post Link to post
Reisal Posted June 23, 2019 Consider uploading the finalized version to the /idgames/ archive for everyone to download. 1 Share this post Link to post
Borax Man Posted June 26, 2019 On 6/21/2019 at 9:48 AM, Count651 said: Finished the first level on UV. Pretty decent map, overall. Didn't run into any bugs at all. There are a few criticisms I have though. Reveal hidden contents Starting with this switch. I had no idea what it did. Maybe it was a secret I had missed, as I don't think it affected anything important in the map. I'd recommend moving it a bit closer to whatever it activates, so the player can see or hear whatever sector is being lowered or raised. Next is this waterfall secret. There are 4 or 5 sectors behind it that are all marked as secret which is pretty unnecessary. Easy fix. This room and all the RROCK05 sectors connected to it were a bit of an issue for me. When I first entered this room I wasn't expecting the RROCK05 to be damaging as this texture isn't used as a damaging texture very often in wads, at least in the wads I've played. I ran in here and was shocked to see that I was taking 20 damage a tick while fighting the shotgunners. I'd suggest lowering the damage sector to 10 per second to make this a little less punishing. These next two locations were completely devoid of enemies and felt like wasted space in the map. It seemed as if there was meant to be monsters here but you simply overlooked them and forgot to set up a monster encounter of some sort. Finally I'd suggest reworking where this teleport places the player since when I entered it I found myself completely surrounded by shotgunners and died instantly before I had a chance to retaliate. This happened about 3 or 4 times before I managed to get lucky and survive the ambush with a shred of health remaining. Do you mind if I credit you as a tester? 0 Share this post Link to post
Count651 Posted June 26, 2019 (edited) 7 minutes ago, Borax Man said: Do you mind if I credit you as a tester? Sure, that's fine. I'll get around to playing the rest of your maps soon, just a bit busy lately. 0 Share this post Link to post
Suitepee Posted July 2, 2019 https://www.twitch.tv/videos/447434614 I play this at 2:06:46 into the livestream. I played 2 maps and then got bored; this style of mapping is not my favourite, although I hope to have pointed out some minor flaws with map 1 that could be fixed. Seems like a fun mapset for people that will appreciate this style of mapping though. 0 Share this post Link to post
Borax Man Posted July 4, 2019 On 7/3/2019 at 8:41 AM, Suitepee said: https://www.twitch.tv/videos/447434614 I play this at 2:06:46 into the livestream. I played 2 maps and then got bored; this style of mapping is not my favourite, although I hope to have pointed out some minor flaws with map 1 that could be fixed. Seems like a fun mapset for people that will appreciate this style of mapping though. The gameplay does get more varied in later levels, and I was considering mixing things up in the first two maps. Is is simply because its too straight forward? 0 Share this post Link to post
Borax Man Posted July 4, 2019 Oh, and the cyberdemon is not supposed to be there! On one my kids snuck that in! ;) 0 Share this post Link to post
Suitepee Posted July 4, 2019 2 hours ago, Borax Man said: Oh, and the cyberdemon is not supposed to be there! On one my kids snuck that in! ;) I'd keep that in to be honest. 0 Share this post Link to post