rehelekretep Posted May 29, 2018 just reiterating my offer of playtesting/fdas from the other thread :) 0 Share this post Link to post
Forli Posted May 29, 2018 It would be nice if somebody playtested my map, I'm a bit restless because nobody's said anything in over a week :S. 0 Share this post Link to post
baja blast rd. Posted May 29, 2018 5 minutes ago, Forli said: It would be nice if somebody playtested my map, I'm a bit restless because nobody's said anything in over a week :S. Heh, I played it and meant to get around to commentary. It has many fun encounters by I ended up using the SG/CG on lots of mid-tiers to preserve cell ammo for the necessary encounters, and that was boring. SSG should not be a secret imo. I'd make the SSG freely available relatively early and then add a secret RL with maybe 15-20 total rockets available in the map. Exit fight was pretty cool. 1 Share this post Link to post
Aquila Chrysaetos Posted May 29, 2018 If I'm operational again before the final product is released, I'd like to give playtesting a whirl. I doubt that'll happen, though. 0 Share this post Link to post
an_mutt Posted May 29, 2018 heliotrope version 1 Still requires settings, multi, automap, and detailing, but here's a map. 2 Share this post Link to post
Forli Posted May 29, 2018 (edited) Since rdwpa suggested something I was already considering, I made a version of the map that has the ssg on the starting room, to balance the ssg being a bit more ammo efficient I removed some shells from the map. http://www.mediafire.com/file/cvd4plpn1jdp85n/ThunderStone.zip/file Let's see if it plays better this way. 1 Share this post Link to post
Swalzi Posted May 29, 2018 (edited) I updated my map. This update mostly focuses on visual details. Gameplay remains largely the same except there are more enemies behind the exit shutter and less energy cells on UV difficulty. Link: https://www.dropbox.com/s/08aplfckqjrff1a/MH18P_Nailbiter_Swalzi_v2.wad?dl=1 ----- v2 details: Spoiler ♦ Details: • Replaced sky window above tower with a giant sewer pipe. Lowered brightness levels in those sectors. • Added a bit more flat details in main arena. • Changed large window textures. • Slightly altered geography in the outside area near the entry. • Realigned textures and fixed incorrect flats. ♦ UV difficulty: • Energy cell count for entire map reduced from 1560 to 1260. Not including backpack and plasma rifles. • Reduced box of bullets and shellboxes in red key area. • Added several more enemies behind exit shutter. ♦ Multiplayer: • Added teleport multiplayer-only cell packs for the final encounter on UV to replace the small energy cells. • Replaced two mancubi at front entrance with hell knights. • Added a few enemy placements. Edited May 29, 2018 by Swalzi 0 Share this post Link to post
Scotty Posted May 31, 2018 (edited) Murasaki by rdwpa and myself Midi is "Compulsion" by Jimmy (huge thanks to him for this!) No automap cleanup or difficulty settings yet (beware!). Edited May 31, 2018 by Scotty 13 Share this post Link to post
AD_79 Posted May 31, 2018 I'm almost done constructing mine (haven't started working on the gameplay though). I haven't had much time today, and I might end up needing an extra day or something, dunno if Obsidian would allow that. Screenshots: Spoiler 5 Share this post Link to post
leodoom85 Posted May 31, 2018 19 minutes ago, AD_79 said: I might end up needing an extra day or something, dunno if Obsidian would allow that. I think I might also need that :( 1 Share this post Link to post
Obsidian Posted May 31, 2018 Alright, not long now till the deadline hits! I'm gonna be nice about it though: for now, you only need to submit something playable. I'll allow difficulty settings and (some) detailing to be added over June while the compiling and playtesting takes place. 1 Share this post Link to post
Nirvana Posted May 31, 2018 (edited) Managed to finish my map off. It's a pretty difficult slaughter map, so maybe it can occupy a secret map slot if it's too out of tune with the rest of the set. There is a secret BFG that people might want to look for, although the map has been built to be doable without it. Might still be issues as I haven't done super thorough testing. HMP and HNTR are technically implemented but they are untested as of yet. Lilac Anomaly V3 Midi is Chozo Ruins from Metroid Prime 2 Edited June 2, 2018 by Nirvana 15 Share this post Link to post
leodoom85 Posted May 31, 2018 This is what I have now. I'm filling the whole cave area with monsters and details all over at the moment. 7 Share this post Link to post
Obsidian Posted May 31, 2018 The deadline looms! I'll likely get my purple map in tomorrow, so it's a damn good thing it'll be the 31st somewhere else. :P Cheers heaps to all the people making contributions, whether it be maps, playtesting or otherwise: I couldn't have wished for a better turnout this May. :) 5 Share this post Link to post
Pinchy Posted May 31, 2018 Sugar, Water, Purple Music: James Paddock - 30in30-4 - Oxygenesis.mid Notes: Difficulty levels, coop monsters, circular rising floor timing differs in Zdoom and GZdoom, use PrBoom as intended Media Spoiler 2 Share this post Link to post
Bdubzzz Posted May 31, 2018 (edited) Map: Omega Anger (random name generator) Midi: Bjorn Lynne - lets go Information: Difficulty options implemented but they probably could be better...same goes with the detailing/visuals The map is "lite" slaughter arenas and has 1 secret encounter that I was told is insane :p ( so don't let the monster count scare you because most monsters are in the secret encounter and die very quickly) UV is a fun difficulty for me but Im sure for other it might be considered way to hard so maybe play on HMP. DubzMayhem.zip Spoiler Spoiler How do you delete this spoiler tag :rage: 4 Share this post Link to post
Rene Mori Posted May 31, 2018 I will upload map in 6/8 hours, I presume that's fine in terms of deadline? 0 Share this post Link to post
PepsiBepsi Posted May 31, 2018 (edited) Finished. I've been kind of procrastinating on thing placement, but I finally got around to it. The layout of the map made monster placement a bit of a challenge being that the player can pick one of 2 starting paths. Any suggestions or tips to improve gameplay would be appreciated. I only tested hurt me plenty and uv. Name: Failed mining operation Download: http://www.mediafire.com/file/d358wv1mmynmum5/PepsiMayhemPurple.wad/file Edited May 31, 2018 by PepsiBepsi 4 Share this post Link to post
Aquila Chrysaetos Posted May 31, 2018 10 minutes ago, BioRenegat said: I will upload map in 6/8 hours, I presume that's fine in terms of deadline? Should be. In eight hours it'll still be the 31st here in America. Most of it. 1 Share this post Link to post
leodoom85 Posted May 31, 2018 I really hope that I can submit the collab map with Myst. Haruko but, since I have a job (right now, I'm still outside and I have only 4 hours left), it drains me a lot. I can only map at the morning before going outside and after work. I'll try to finish the map and make it playable. 0 Share this post Link to post
jmickle66666666 Posted May 31, 2018 I Can Smell Your Fingerprints All Over My Computer by dragonfly and jmickle66666666 music: Clubchip by jmickle66666666 notes: new textures by jmickle66666666 added. difficulties not implemented yet 9 Share this post Link to post
Forli Posted May 31, 2018 Heh, seems like I didn't notice the changes to the immolator because I was too lazy to download the update resources (I thought they were just new textures), so now in my map the red key fight in particular is more difficult than expected... , still seems to be doable enough so if nobody complains I guess there's no need to change anything. Things are really speeding up now that the deadline draws near, good luck to everyone trying to finish their maps in time. 1 Share this post Link to post
Roofi Posted May 31, 2018 (edited) Yep , I know today is the 1st june. However , is it okay to make a little speedmap or not? I spent the whole month on my orange map. xD 0 Share this post Link to post
Aquila Chrysaetos Posted May 31, 2018 It's still the 31st in America, and it will be for about six or seven more hours (going by central and mountain time, not eastern, where I am), so I'd wager it couldn't hurt to try. 0 Share this post Link to post
Swalzi Posted May 31, 2018 I had to make another update as I missed a few textures to realign and fix. Also more bad demons on hard mode. Link: https://www.dropbox.com/s/o0brepwfbjstili/MH18P_Nailbiter_Swalzi_v3.wad?dl=1 ----- v3 Change Notes: Spoiler ♦ Details: • Fixed multiplayer teleporter at start so graphics don't glitch out in OpenGL. • Made the exit teleporter more recognizable. • Realigned more textures. I'm aware of three texture locations that are unaligned. Those are done on purpose. I'm willing to align them if they are a problem. • Purple bridge switch near player starting location - It's easier for me to notice that there is a switch here in software rendering. • Steps leading to red door - I think it looks cool. • Walls around exit teleporter - I wanted the cement textures here to look more haphazard than calculated. ♦ UV Difficulty: • Added one more chaingun spider to final encounter. • Added even more enemies behind exit shutter. 0 Share this post Link to post
Benjogami Posted June 1, 2018 Just a heads up for Obsidian for compile time: I've been updating my original post with new versions of my map (the map linked in the 2nd post of the thread is an old version). 0 Share this post Link to post
Obsidian Posted June 1, 2018 Annnnnnd BOOM! Map name: Everwhere Music: "Vesuvius" by Jimmy Difficulty settings: Not yet Tested in: PrBoom+, ZDoom Not quite as substantial as my Orange map, but I'm still reasonably happy with it. I'll be balancing the gameplay over June. Phew! Now that I've finished my maps off (thank goodness it's still May in Chicago), I'll have more time to check the maps. I'll see about getting a compilation to anyone who wants to playtest in a timely fashion. 8 Share this post Link to post
Killer5 Posted June 1, 2018 (edited) Tesseract: a map MegaBlast and I made over the past week on and off. I started over the weekend and Mega finished off his sections over the past few days. A very quirky slaughter/hard map. Download latest: https://www.dropbox.com/s/osgkn62y3aj3bw6/tesseract_v05.zip?dl=0 Download older versions: https://www.dropbox.com/s/dakbm601bcv7y8i/tesseract_v1.zip?dl=0 https://www.dropbox.com/s/c2hktqwjf4bcd8y/tesseract_v03.zip?dl=0 https://www.dropbox.com/s/x3kplisjhd25bn2/tesseract_v04.zip?dl=0 Proof of concept demo. I must state that I pressed escape once after eating a cyb rocket (thought I was dead 100%) when I created this demo for someone in the jom discord a while ago so I personally don't consider this a valid max demo (but I didn't make this for that reason anyways). I would feel guilty posting this without this disclaimer. Be sure to use v3 of the wad if you are going to watch. Link: https://www.dropbox.com/s/l95nxwc0coczqvi/tesseract_v03-cl9.lmp?dl=0 Edited July 25, 2018 by Killer5 5 Share this post Link to post
Rene Mori Posted June 1, 2018 (edited) Map: Permanganic shores (sounds kinda weird, I might come up with something better in the future) Welp, here is my map (and first one at that), difficulties are implemented, but only UV was tested by other people (My huge graditude goes to @rdwpa @Kyle2959 and Mysterious Haruko for their pretty positive response and thanks to their feedback I fixed bunch of stuff) and it was previous build of it, so some more testing is definitely needed. Co-op is not there, since I have pretty much 0 experience with it. Music: "Upstate Devil" by Alfonzo (I can't thank him enough for allowing to use one of his great midi's) Here are some pics: Also, There are some things which I would like to improve upon, since this map is far from perfect for sure, but due time constriction I couldn't really do it, I hope it's still going to be possible to do this during June. Also, damn that was really close until deadline. Had to pull out couple sleepless nights to somewhat finish it. Welp, peace. Edit_1: Noticed some couple small misalignments and one wrong switch texture, fixed. Edit_2: Cleared auto-map, looks much better now. Edit_withabigfat3: Changed bunch of stuff, including making this map even more fair by adding some more health/ammo, changing some secrets, making 02 facility slightly more challenging, several textures reworks and e.t.c. Edited June 17, 2018 by BioRenegat 6 Share this post Link to post