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Obsidian

MAYhem 2018 - Purple Version!

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Thanks rd, I kinda agree that the yellow key feels a little superfluous, but at the same time I want to leave it and make the final warp-in fight more interesting to compensate. If that doesn't work, if the map really doesn't need it in the main progression, then I can cut it off at the purple key and perhaps turn the YK section into some sort of optional thing (accessed with the red key maybe?). I had the same thoughts regarding those pillars as well, though I don't want the fight just being a big flat room. I may still leave the center one up initially and have the two on the sides raise up via the switch. As for secrets... if I can find a good place for them, I'll add them. It was definitely an afterthought considering the overbearing time limit I ended up with to build the map.

Edited by AD_79

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@AD_79, I played through your map and want to apologise for not giving detailed feedback. The map looks really nice and I found it generally pretty clear how and where to progress. Parts of it were fun, but overall that kind of intense and sustained combat is just not my cup of tea. Seeing that the parts I enjoyed the least are the exact moments others point out as the highlights of the map, I'm obviously not the map's target audience, so it wouldn't make sense for me to say anything more about it.

 

I noticed some sort of visual glitch, though: there's a white seam that appears in the sky near the exit. It sort of flashes in and out of existence as you move past that part of the map. It's not particularly noticeable or distracting, but I thought you might want to know in case it is something that slipped past you and that's trivial to fix:

Spoiler

doom03.png.db9cb5ae0552e18d90fbecec40913198.png

 

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Bah, I could have sworn I took care of all the slime trails in that area. At least, I dealt with the ones I noticed, haha. Thanks for pointing that one out!

 

EDIT: Hopefully when I add in difficulty settings, you'll be able to enjoy the map more that way!

Edited by AD_79

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Permanganic.zip

Oh, well, here we go. After taking 2 weeks of rest I returned back to my map, only to realise it needs some serious cleaning/fixes/changes. This update includes:

Spoiler

-fully implemented hmp and hntr 

-new visual changes 

-bunch of texture fixes 

-purification from homs and slime trails 

-additional small encounters, since some areas felt a little bit empty, also fixed couple old ones, since they didn't fully behave as intended.

-bunch of serious mechanical changes. Also, since a lot of encounters rely on somewhat complicated physics, I had to assure that they work 100% of the time, however as a precaution I made alternative ways to progress game, in case mechanism somehow bugs out, to prevent from soft locking/not working properly. Though I must admit, I tested this map in gzdoom in prboom+ like 50 times and this never happened.

Welp, at this point I can't do really much more with it, other than adding more visuals. It definitely needs some more testing, since I find this map not being exactly perfect.  Regardless, if somebody actually wants to test it out, I advise for you to use saves, especially on UV difficulty for the sake of your sanity, since not only this map is quite challenging, but it also lasts on average for ~45 minutes. Now, about difficulties, I honestly can't tell if HMP was done well or not, because I personally always play wads on UV, so I had to kinda "presume" as what to make more easier, without stripping away "fun", and actually not making this map boring. So it would be really great if somebody played it on hmp, that would be really helpful.

 

P.S. Since now I have some free time, I will be giving feedback to other maps as well, I was really busy this week, so unfortunately I couldn't really do that, sorry everybody for that, especially those who personally asked me to do so.

Edited by BioRenegat

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@Swalzi Checked out Nailbiter a bit on UV pistol start, details:

Spoiler

QXWC0RQ.png

This opening is needlessly grindy. Its not really satisfying to just use a shotgun and taking forever to shoot down an imp/rev horde. I think toning down the monster density helps.

YnNoNO7.png

Texture alignment?

Tbh, i find the battles before the Rapid-fire rocket launcher pointless and ...boring. Its not really fun or challenging, feels like a chore to shoot through hordes in what is basically one straight path. The slaughter-lite encounters (from the Rapid-fire rocket launcher area onward) is some fun stuff tho, truly lives up to its name in some parts, but ultimately the strategy for me is to camp in the red key switch area, occasionally running out for some supplies was a hair-raiser though. Not sure how fun attempting to kill everything will be, as i got enough ammo to blast comfortably to the exit with some monsters left alive . The slaughter part is the only part in the map i feel there's potential for fun stuff :P

AskREP3.png
rqpPRHy.png

Visually decent, metal area looks functional. Outside (pictured above) could be spruced up a bit imo.

This map just doesn't feel quite there for me. The positives are in the slaughter area, but then that's it, as the boring no rapid-fire rocket launcher part ruined the experience a bit. Should have been focused on slaughter? Hope this review helps!

@PepsiBepsi Haven't checked out v2 too much for so long sorry :P Liked the new final fight tho! 

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@Worm318 Checked your map on UV pistol start. This post will be edited later (Check a few hours later) with a more detailed review, but for now some bug reports (when this gets edited this line will be strikedthrough)  Here it is!

Spoiler

xZPrhrT.png

Different texture?

RaG7OoD.png
SXkQOiW.png

Switch misaligned

 

This map feels like its straight out of a 2000s community project. Not a bad thing, mind you. Good visuals all around, though this map didn't messed around with the new resources too much, and it would probably have felt like the same thing with stock stuff. Layout was well done too. Gameplay was a bit too... easy perhaps? I'm not against having relaxing maps, but with the relatively long length of this map, it might get a little boring after a while on UV (there were plenty of deadly traps that i would like to see a bit more frequently, but really its up to you, i won't be bugged much if you still keep most of the map's gameplay this way in its final form). Probably the only place i would actually ask you to reconsider is the exit fight, because its way too skippable, wouldn't made a darn difference if the exit area didn't have monsters.

Overall solid work though!

 

Edited by Catpho : Review

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My turn to post updated maps.

 

Ultraviolet.

Never heard on this except from Scotty, so I repaired some of the issues he found, though it is still extremely linear like before. I've added some fights for the backtracking and reduced the difficulty at the yellow skull fight, though the door camping ultimately remains for the other areas.

I also fixed the texture misalignments in the marble temple that kept irritating me.

Still a weak one, but a little bit better than before.

 

Vasiliki Thalassa.

I added some small encounters to the little "hub" rooms and brightened the map up to 128. A few areas are still at 96, but it should be much easier to see now (this also applies to Ultraviolet). I also made the doors open in pairs if they led to the same room, and they all open much faster now (save the purple skull doors) and stay open. I also added some detail to make it look a little better, and placed some lifts in that large room where Bio noted he got stuck. I also made the platforming much easier this time, which makes me feel a bit like a condescending asshole, but whatever.

Maybe it's not terrible now.

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@Catpho Thanks for giving a run through and reviewing my map! I made a saveless UV-max demo to see what it's like to kill all monsters ;). It's only compatible with the RC1 beta. I hope it's fun to watch, I got a bit nervous at times! It's the first time I did a saveless run since adding more enemies behind the exit shutter in v3. Includes a couple deaths at the beginning. Demo Link: https://www.dropbox.com/s/k7ceep55u82knx9/map17RC1-win.rar?dl=1

 

Answering thoughts / questions:
 

Spoiler
Quote

This opening is needlessly grindy. Its not really satisfying to just use a shotgun and taking forever to shoot down an imp/rev horde. I think toning down the monster density helps.

 

I designed it that way. It rewards the patient with safe passage but a huge ammo sink. The impatient is rewarded a bit more with decent map progress and saved ammo but death is rather likely. The player doesn't lose much progress if they die here. I think replacing the box of shells with 4 shotgun shells conveys the idea to be aggressive but I want to give the player the choice.

 

Quote

Texture alignment?

 

I don't see any texture alignment issues here. If you're pointing at the bright purple texture between the beams, that is another sign of a multiplayer teleporter. I guess that texture really isn't needed, but I plan on keeping it there.
 

Quote

Map flow


Yeah, I can somewhat agree with the first half of the map being boring. I guess it can also be "door campy," opening, closing, hiding near doorways then plink at them. I find that boring but the player's choice is theirs. In the demo I posted, I am mostly fighting out in the open in the major encounters. The part where the player gets the rapid-launcher and the encounters that follow are my favorite parts of the map too. The final fight is bull crap though but I find it fun, haha.

 

Quote

Outside (pictured above) could be spruced up a bit imo.


I remember spending a lot of time on the unplayable area and just being unsatisfied with all of them. I have a version of the map where huge, crumbling purple stone pillars were protruding from the lemonade water, and I hated it. I don't plan on adding any new architectural designs or even trees. I basically stuck with the one design I liked the most.

Thank you! Your review is helpful!


I'll be uploading an update to my map soon as I noticed a couple of bugs that need to be fixed.

Edited by Swalzi : Fixed link again and replaced it with a RAR archive. LMP files don't seem to work properly in Dropbox?

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Alright, time to give some more feedback to maps, this time it's 4 maps, oh boy, here we go:

map "Thunderstorm" by @Forli

I will be brief with this one, because it's in overall quite solid map. I immensely enjoyed gameplay, especially this last encounter with some multitasking. Visually it's also pleasing, didn't find any misalignments, or homs, well, except this one, but you can't even really notice it without hom detection, so maybe it's not that much big of a deal:

Spoiler

hom1.png.e6738be1a148518d72c7d97abf1335f2.png

The only problem I have with it is suicide bomber encounter, this is something what author should clarify, but I feel like it was created before AI fix, because I honetsly couldn't clear it without using plasma rifle (and since there are bunch of ammo boxes, I presume the intended way to beat it is by using chaingun) but maybe I just wasn't using right strategy or something.

Spoiler

Screenshot_Doom_20180618_133056.png.db4272d9ee5d3d7d83b767ea3e072c99.png

In overall, really great and fun map

 

Next map: "Pluto: by @AD_79

What can I say, you delivered quite well with that one, it was quite a treat for sure. Especially this music, it was healing for my ears. Now, I didn't find any misalignments, but I must say I found bunch of really small homs (and one big one, but, hedgehog already mentioned it). This kind of homs is the worst, since you can only see them under certain position:

Spoiler

hom4.png.7cb3f4df422426e909a69349bad2e95f.pnghom5.png.5e8907eb342ef3d61968ae052898ad2f.pnghom6.png.f76a558522feb592ed98fd0279f45310.pnghom7.png.04b52b25f7d1e90beac12f77d53a09a7.png

Gameplay wise I don't have any problems with it, but I must say encounter after cyberdemon was kinda strange (anticlimatic I think would be better word for this?), not only it was extremely easy (I cleared it with only 9 hp), but also you can just snipe everybody with RL, since walls are not closing, allowing you to retreat to cyberdemon area. I feel like something must be changed with it, like I said, maybe close off previous area, while adding some medikits to recover from previous fight? Other than that everything else was quite great.

Here is recording of my first attempt (FDA), it was done 3 days ago. One thing to clarify, the reason I had so much trouble with navigation was because I didn't have any sleep for 2 days, so I was kinda on auto-pilot during this whole time, it has nothing to do with design or anything of that sort. I guess you can analyse this footage, I hope that helps.

Edit: by watching this video I remembered, that I had huge problem realising, that red floors are actually damaging you. They kinda blend in the environment too well, maybe that's because I'm just too dense, but I feel like there should be much clearer indication of that, perhaps floors should be glowing or something? But it's not that much of a deal, it's just me nitpicking small details.

 

3rd map: updated "Vasiliki Thalassa" by @Aquila Chrysaetos

Wow, what an improvement, the difference is night and day (literally, since now you can actually see stuff, since it isn't dark anymore), all additional encounters are definitely making areas feel less empty, and new visuals are huge big fat plus in overall. Didn't find any homs or misalignments, but I think you should change brightness of these doors, they look kinda strange honestly

Spoiler

Screenshot_Doom_20180618_134257.png.d43ebc3c04525987e6519169d5352ee9.png

So, yeah, good job on that.

 

4th map: updated "Ultraviolet" by @Aquila Chrysaetos (again, huh)

I actually played original one, and once again ligthtning change was quite a great improvement. I will say, I really like this "abstract" theme of this map, I'm quite a huge sucker for this kind of stuff. But holy smokes, these homs though:

Spoiler

hom2.png.601d26205ec0e62acfc855daa34abd4a.pnghom3.png.54491ae039b55b2989cd86f6f46d4b0e.png

Something definitely must be done about that. Also, I think that floors should damage you, because without it you can absolutely cheese majority of these encounters. I can't say much more about this map honestly, it's quite alright in my opinion. Here is vid of me playing this updated one for the first time.

 

 

Alright, I'm done for today. I actually severely burned my hand in boiling oil yesterday, while I was frying cheese (the cheese was god like, so I guess it was worth it in the end though), so it's kinda difficult for me to record videos and play maps, so I will probably tone down my feedback frequency, I hope you understand folks.

Edited by BioRenegat

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Posting reviews, now.

 

MAP01, @Pinchy

Solid map. Played pistol start on UV and the beginning fight with the zombiemen and chaingunners was remarkably fun. The grells gave me a little trouble just before the red card, but overall, I didn't stumble too much to difficulty. The ending fights were really good, liked them.

Spoiler

Only thing I noticed that didn't seem quite right was the switch to lower the secret berserk was just accessible from the rock platform, which made it really easy to get.

It's not much of a proper review, but I look more for bugs and problems than anything else. It was a good run, though, and I think this would work really well as an opener.

 

MAP02 @valkiriforce

Pistol start, UV

First thing I noticed, great opener. I liked being able to move about the beginning area, especially when the grells started showing up.

The purple skull room, though, wasn't quite as strong. Revealing the monsters would've been more interesting, I think, if the panels on your side lowered, so the monsters surprised the player coming down the stairs. Also, the plasma zombies after picking up the purple skull forced me into one of those alcoves and I camped there with the single shotgun.

The yellow skull was a good trap, but I was mildly disappointed by the immolators, though that's probably because they look stronger than they actually are.

I liked the use of the plasma zombies a little better at the red skull area, I think because there were fewer there.

Overall, a good map, just the purple skull seemed a bit like a hiccup.

 

MAP03 @MegaBlast and @Killer5

Pistol start, UV

I found myself dying a lot, so I knew I was in for something I had no real chance of beating, but I decided to press on, then I got confused at the yellow card area, not knowing how to get up to it. I looked around for a switch or something I missed, but I didn't find anything, so I saved there and moved on.

 

MAP04 @Forli

Pistol start, UV

I saw the monster count and immediately dreaded what was to come, but I was pleasantly surprised to find that the bulk of the monsters are in several traps scattered about the map.

The purple card trap was well executed, enough to put on the pressure, but not overly difficult, though the available cells did hint at a coming trap.

Yellow card: good trap, too many plasma zombies for me, though. That's probably because there's almost no delay between pointing the weapon at you and firing, though.

About that suicider encounter: I managed to squeeze through using the plasma rifle, but I think there might be a few too many there.

I liked the backpack trap. I had the allmap, so I knew it was there, but I'm pretty sure I got to watch two plasma gunners infight and that was cool.

The end was good, not exactly my thing, but it was cool.

 

About Ultraviolet, I'm not sure what's causing those HOM's, but I think I might have an idea. There's a sky transfer box outside the map (same in Vasiliki Thalassa) transferring my sky to the sky sectors, and PRBoom might be applying the "default" sky when you fall below that level, not sure. Need a Boom guru (so, not me) to figure that one out.

 

Also, minor tweaks to Ultraviolet and Vasiliki Thalassa. In Ultraviolet, the sky now does 10 health damage (considered 5, but I thought that wouldn't be punishing enough, considered 20, but thought that would be too harsh) if you fall in it. In Vasiliki Thalassa, the locked doors and a couple other areas that I missed are brightened up a little.

As always, let me know if the link's wrong or the file's the same as before or whatever.

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On 6/17/2018 at 4:14 PM, Catpho said:

This map feels like its straight out of a 2000s community project. Not a bad thing, mind you. Good visuals all around, though this map didn't messed around with the new resources too much, and it would probably have felt like the same thing with stock stuff. Layout was well done too. Gameplay was a bit too... easy perhaps? I'm not against having relaxing maps, but with the relatively long length of this map, it might get a little boring after a while on UV (there were plenty of deadly traps that i would like to see a bit more frequently, but really its up to you, i won't be bugged much if you still keep most of the map's gameplay this way in its final form). Probably the only place i would actually ask you to reconsider is the exit fight, because its way too skippable, wouldn't made a darn difference if the exit area didn't have monsters.

 Overall solid work though!

 

Thanks for the review @Catpho. Glad that you liked it. I had the feeling that the map was too easy, had trouble balancing the non-linear/two-pathways layout as I didn't want it to feel too grindy if the player reached certain areas with SG and CG only. I think I will buff UV difficulty in areas that I'm dissatisfied with. I have an idea to avoid (or at least mitigate) the last fight skip, but I was waiting for some feedback just to be sure it was a major flaw.

About bug reports:

Spoiler
On 6/17/2018 at 4:14 PM, Catpho said:

xZPrhrT.png

Different texture?

 

Yes, it's a secret... should I use another mark?

 

On 6/17/2018 at 4:14 PM, Catpho said:

RaG7OoD.png
SXkQOiW.png

Switch misaligned

 

Ah, forgot about that. I think it's a prboom+ problem with the 24x24 textures as it doesn't happens in GZDoom nor GZDB 3D Mode. Not sure if I'm doing something wrong, but I will avoid those textures as there are similar ones that work just fine

 

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The post above reminded me, actually, that for some reason some textures are not properly animated in prboom+ (they are still textures, instead of being animated), but they do work in gzdoom. This includes:

-Blood1 (bright one)

-SLSW switches

-ZFGROK

Not sure if it does happen with other textures, and not exactly sure as why is this exactly happening. But I figured I should at least  share this, since I was wondering it it only happens to me or not.

Welp, that got resolved, thanks to AD_79.

Edited by BioRenegat

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That's weird, as those animate fine for me in PR+. What version are you using, if that matters at all?

 

Also this reminds me, the SLSW switches don't have dimensions of a power of two, and as a result don't tile properly in PR+ (and presumably similar ports as well). I'm entirely to blame; I knew about this but forgot to fix them before.

Edited by AD_79

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