Mechadon Posted October 20, 2008 Announcments: - Claustrophobia 1024 has been released! I know, finally! Check below :D ---------------------------------- ---------------------------------- 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: ---------------- ---------------- 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: ---------------- ---------------- 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 0 Share this post Link to post
Joshy Posted October 20, 2008 Aw crap I have to sign up again?!? :p Just kidding. Has the deadline been extended? If so, sign me up! Thanks. 0 Share this post Link to post
Mechadon Posted October 20, 2008 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. 0 Share this post Link to post
Joshy Posted October 20, 2008 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. 0 Share this post Link to post
Kyka Posted October 20, 2008 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. 0 Share this post Link to post
Mechadon Posted October 20, 2008 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. 0 Share this post Link to post
Jodwin Posted October 20, 2008 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. 0 Share this post Link to post
[name_withheld] Posted October 20, 2008 To be honest, I like this idea better than having two similar wads being made at the same time. Hopefully my maps are up to par and such. 0 Share this post Link to post
The Green Herring Posted October 20, 2008 I will sign up again. It will be an Easy map; in fact, I will specifically design it to be a MAP01. Hopefully, it plays well! Its current title is "The Warp Facility." 0 Share this post Link to post
Maes Posted October 20, 2008 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. 0 Share this post Link to post
esselfortium Posted October 20, 2008 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? 0 Share this post Link to post
Mechadon Posted October 20, 2008 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 0 Share this post Link to post
TimeOfDeath Posted October 20, 2008 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. 0 Share this post Link to post
[name_withheld] Posted October 20, 2008 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. 0 Share this post Link to post
[name_withheld] Posted October 20, 2008 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? 0 Share this post Link to post
SaladBadger Posted October 20, 2008 Is it worth even working on my map anymore? 0 Share this post Link to post
Alter Posted October 20, 2008 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 0 Share this post Link to post
Dutch Doomer Posted October 20, 2008 Ok so this thread is about Constriction right, I'm an bit confused now. 0 Share this post Link to post
[name_withheld] Posted October 20, 2008 The maps from Claustrophobia (and any submitted for Constriction, I guess) are being quality tested, and those that pass get into the new megawad. 0 Share this post Link to post
Jodwin Posted October 20, 2008 Finished my map and hopefully it should be bug free and maybe even fun to play, who knows. I might consider making an other map later, but that's still in the maybe-stage. Now, final (uninteresting) screenshots and then to e-mail the map! http://www.akinomori.com/stuff/images/1024_2.jpg http://www.akinomori.com/stuff/images/1024_3.jpg http://www.akinomori.com/stuff/images/1024_4.jpg 0 Share this post Link to post
TMD Posted October 20, 2008 Im gonna clean up the green map a bit to let it back in 0 Share this post Link to post
Craigs Posted October 20, 2008 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. 0 Share this post Link to post
esselfortium Posted October 20, 2008 @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. 0 Share this post Link to post
Use Posted October 20, 2008 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. 0 Share this post Link to post
[name_withheld] Posted October 20, 2008 Any areas specifically where the problem lies? Or should I just around making thing a bit wider? 0 Share this post Link to post
esselfortium Posted October 20, 2008 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 :[ 0 Share this post Link to post
Guest DILDOMASTER666 Posted October 20, 2008 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? 0 Share this post Link to post
[name_withheld] Posted October 20, 2008 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. :| 0 Share this post Link to post