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Mechadon

Claustrophobia 1024 -- Fixed version released!

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Announcments:
- Claustrophobia 1024 has been released! I know, finally! Check below :D

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Releases:
Download Claustrophobia 1024!
Speedyshare Mirror
readme

You can view screenshots of each map here.

Contributors:
Project Manager:
Mechadon

Graphics:
Mechadon
esselfortium
Jodwin

Music:
Earthquake
Jimmy91
Stewboy
David Shaw (Tolwyn)
Bobby Prince
The Green Herring
pcorf
Mark Klem
Lee Jackson
Churute
Dan Wentz
Jeremy Doyle
Jerryteacup
Iceplug
Teck
Brian Fountain
solis
CarboHydroM
(anyone else?)

Textures:
See the readme in the resource .zip

Testers: (no more slots are available)
Mechadon
The Green Herring
TheMionicDonut
Jimmy91
Kyka
hawkwind
Akimbo_Commando44
Mik57
esselfortium
kimo_xvirus
Joshy

Mappers:
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alterworldruler
Butts
brinks
Dreadopp
Dutch-Devil
esselfortium
Fiend
Fisk
gggmork
Impboy
InsanityBringer
Jimmy91
Jodwin
Joshy
KingKill33
Kyka
Lord_Z
Mechadon
Mik57
pcorf
POTGIESSER
Spertz
Shotgunmasacre2
Solarn
Stewboy
StupidBunny
The Green Herring
TheMionicDonut


Map List:
Finished Maps:
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Map01: "The Warp Facility" by The Green Herring
Map02: "Return to the Darkening" by Impboy/Diamon & Jodwin
Map03: "Break the Chain" by Jodwin
Map04: "Pit of Sludge" by Stewboy & Kyka
Map05: "Subterfuge 1024" by Mechadon
Map06: "Four Square" by The Green Herring
*Map07: "Dead in, Dead Out" by Mechadon
Map08: "Hex of Depression" by pcorf
Map09: "Bitter Sanctuary" by Kyka
Map10: "Mudbath" by Stewboy/Jodwin
Map11: "Technicfear" by pcorf
Map12: "Spitshine" by Fiend
Map13: "Assault" by Joshy
Map14: "Deception" by Dreadopp
*Map15: "The Inmost Con'dens'ed" by Jimmy91
Map16: "Nocturnal Abyss" by Brinks
Map17: "Transfer Base" by Solarn & Kyka/Jodwin
Map18: "Weather Station" by InsanityBringer & Kyka/Jodwin
Map19: "Nova Scotia Robots" by esselfortium
Map20: "Refinery" by Dutch-Devil
Map21: "Padma" by KingKill33 & Dreadopp
Map22: "Diminished Apparatus" by Mechadon
Map23: "Fear No Evil" by Dutch-Devil
Map24: "Second Assault" by Spertz
Map25: "Carbacan 1024" by Mechadon
Map26: "Aura of Evil" by Butts/Joshy & Jodwin
Map27: "Hell Sewage" by Jodwin
Map28: "Poison Ivy" by Joshy
Map29: "Magnum Opus" by POTGIESSER
*Map30: "Thanatophobia" by Jodwin
*Map31: "Skyscrape IV" by Jodwin
Map32: "Oil Rig" by Mik57
Map33: "Nil" by Mechadon

All other submitted maps: See here

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Aw crap I have to sign up again?!? :p Just kidding.

Has the deadline been extended? If so, sign me up! Thanks.

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Yea sorry, I couldn't bring myself to sort out all of the names from the Constriction thread :P. Anyways, there is no deadline until things start to really slow down. I'll add ye up! Also if you have a name for your map already, I can put it in the IN PROGRESS section that I'm about to make.

However, there will be a progress check date. Check the first post.

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Well it is currently in the conceptualising stage, will draw it all on paper, the layouts and everything. Actual mapping will commence by the 8th of November, should be quick as the plan should be easy to follow.

It will be foresty and stoney, so the name should be something like:
Poison Ivy.

As for the difficulty, I intend on putting in a cyberdemon, so it should be relatively hard.

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So I am confused here.

So basically all the maps that have been submitted for Claus 1024, and all the maps that are being worked on right now for Constriction 1024 are all going into some huge map "pool" from which 32 maps will be selected to make the "new" Claustrophobia?

And the way it is worded, it sounds like maps that are playtested and found to be good enough, may be replaced by better ones that may crop up in the future as more maps are submitted.

So we are scrapping constriction 1024 for now, and just working on finishing Claus 1024?

The people on this present list are those who signed up to map for Constriction. So we are now making Claustrophobia "A" and the other leftover maps will go into a sort of Claustrophobia "B" yeah?

Sorry Mech, I have probably read it all wrong.

Regardless, I will keep working on my new 1024 map, which I will submit when its done. :)

[edit]So, if thats not already implied, sign me up.

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Let my try to condense/clarify here: The current state of the original Clasutrophobia 1024 can probably be summarized by giving it the grade D-. There are some really good maps, some pretty good maps, and the rest are either mind-numbingly awful or worse (no offense to those mappers). Only a small chunk of the maps meet the standard for gameplay :/

So the plan is to finish going over all of the Claus1024 maps and then decide which of them is fit to keep (they will be added to the list soon). The rest will be dropped; however, every dropped map still has a fair chance to get into the main wad if it can be fixed/tweaked to meet the standards set. This process will be determined by a handful of experienced mappers/doomer, who shall remain nameless for the time being. What's left can be filled in by new maps, which will undergo the same cycle of testing.

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wtf this sux

Yeah, that pretty much sums up my reaction to this thread. You're basically saying that a lot of people's work isn't worthy of being released, what the fucking kind of an elitist attitude is that? Who cares if the wad is going to be better than Congestion, isn't the point here to have fun and work together to release a community wad?


Still, since my map's nearing completion sign me up, it would be a waste to simply throw it away now.

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Jodwin said:

Still, since my map's nearing completion sign me up, it would be a waste to simply throw it away now.


Hey yo, lis'n to what this cat throws at ya. He made the map, I played it. It's like HR in 1024 plus Jodwin's personal Doom touch, that's so frustrating. Ya don't know shit about this nigger.

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Jodwin said:

wtf this sux

Yeah, that pretty much sums up my reaction to this thread. You're basically saying that a lot of people's work isn't worthy of being released, what the fucking kind of an elitist attitude is that? Who cares if the wad is going to be better than Congestion, isn't the point here to have fun and work together to release a community wad?


Still, since my map's nearing completion sign me up, it would be a waste to simply throw it away now.

Many of the maps in the 1024-2 alpha I've been playing tonight are absolutely unplayable. Literally impossible to play. A community project with no quality control is worthless. The Community Chest series has quality control and extensive playtesting to make sure it's actually playable and fun, why shouldn't this?

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essel pretty much summed up my thoughts on the matter. If you don't like it, then I'm sorry. I don't drop maps because I think I'm an elitest, I do it for the good of the project.

@KingKill33: I agree, two wads full of sub-par maps doens't make for a fun set of maps.

@TGH: Thanks, I've added you up :D

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Not that I have anything to do with this, but I liked the idea of one map per person in the original thread. As long as a map is at least somewhat playable, I can like it.

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I'm already making a new 1024 map. I can't seem to get enough...lol. At any rate, I have a map7 replacement that I made that I could contribute if there aren't any already.

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Here's a preview of the new map I'm working on. I'm considering it a sequel to the map I entered for Constriction.

Map Progress Shot:
http://img.photobucket.com/albums/v716/dabloodbath/17258499.png

Starting Area:
http://img.photobucket.com/albums/v716/dabloodbath/17293849.png
http://img.photobucket.com/albums/v716/dabloodbath/17302663.png

The Hallway:
http://img.photobucket.com/albums/v716/dabloodbath/17330775.png
http://img.photobucket.com/albums/v716/dabloodbath/17348293.png

Looking Into and Out of Somekind of Lobby:
http://img.photobucket.com/albums/v716/dabloodbath/17356952.png
http://img.photobucket.com/albums/v716/dabloodbath/17364330.png

The Lobby + A Look Into the Control Room (Translucent Forcefield!):
http://img.photobucket.com/albums/v716/dabloodbath/17373644.png
http://img.photobucket.com/albums/v716/dabloodbath/17395796.png

Outside:
http://img.photobucket.com/albums/v716/dabloodbath/17418104.png
http://img.photobucket.com/albums/v716/dabloodbath/17431411.png
http://img.photobucket.com/albums/v716/dabloodbath/17440318.png
http://img.photobucket.com/albums/v716/dabloodbath/17447011.png

Looking Back Into the Lobby (Checking Out the Translucency):
http://img.photobucket.com/albums/v716/dabloodbath/17469990.png

The Control Room + Looking Outside:
http://img.photobucket.com/albums/v716/dabloodbath/17476636.png
http://img.photobucket.com/albums/v716/dabloodbath/17486838.png

I'm currently a bit stumped on where to go with it now. I really like what I've done so far, and it'd be a waste to just quit. Any ideas?

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Way to go mechadon, good decision with DD! I don't worry much about this project since there will be always people who will like it ;) and people who will hate it :V

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Is it alright if I have my map slot back? I've already got a good start on the map and I'd hate to see it go to waste.

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@KingKill33: Two major gameplay issues with your first map are its extreme crampedness (even for a 1024 map, it's packed really tightly) and the wall detail without impassible lines, so that when you're in a tiny 64-wide hallway you accidentally bump into a wall computer and get stuck inside it. The latter is easily fixable; the former can't really have a lot done about it without completely rearranging parts of the map, unfortunately. While I can't speak for Mechadon, I think the map could probably get a slot if you fixed the sticky wall detail, but anything else you could possibly do to give the player more room to move around would make a big positive difference to how the map plays.

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Jodwin said:

You're basically saying that a lot of people's work isn't worthy of being released, what the fucking kind of an elitist attitude is that?


Sure, it's not elitist, it's the truth. Sometimes the truth hurts. If they were to keep the bad maps and throw everything together then even more hard work is wasted, cause no one would play that shit.

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KingKill33 said:

Any areas specifically where the problem lies? Or should I just around making thing a bit wider?

Pretty much anywhere you could possibly widen it and/or remove some movement-obstructing detail would help.



Also, @Butts, your levels look great but I honestly have no idea how to beat them without cheating. The difficulty level seems rather insane :[

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Guest DILDOMASTER666

Is there anything in particular I should be doing for my map (Severed Survival) ? I'm currently working on totally wiping out all the current thing placement and going about it this time much more carefully, and maybe adding details, etc... But is there anything further I can do?

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Well, I cut the generator to the immediate right of the first door back a little so that it's not as easy to get caught on, and I moved the smaller box by the demon closer to the stairs so he (and the player) don't get stuck on it. All the terminals in the walls have had their front lines made impassible so that no hang-ups occur. The giant console in the center of the blue switch room has been rounded slightly. And that annoying pillar in the middle of the room with the switch that opens the exit bar has been shrunk a bit. I always found it a bit annoying, but liked it as far as detail went. Hopefully it's less obstructive now.

I actually wanted it to be a bit cramped, as a part of gameplay. That way attacks are almost impossible to dodge, forcing the player to play as perfectly as possible. It seems it may be more of a problem, though. :|

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