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obake

The Omega Project 2019 near final release

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@RonnieJamesDiner

 

Ronnie, Thanks for the feedback on the level, I am going to give yours a shot today when I get some time :)

I've fixed the bug you mentioned. Should be good to go now.

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@RonnieJamesDiner Holy Heck was that hard on UV, Especially the Blue Key area with a million AV constantly resurrecting a BOH meat shield... combine that with all the cyber demons and effing caco's sneaking up on my ass. The orange and Red keys were not as rough but still a tough challenge. The switch puzzle took me awhile to get the timing on.

 

The map was beautiful as a hell infested slime Colosseum can be XD. I particularly liked the scale of everything, made me feel quite insignificant. I am going to have to steal a few of your design tricks, i really like the use of the mid texture marble with marble posts and green flames on the tops in the background of the map. High quality stuff.

 

Overall great map, though after playing through that I am going to need a drink or seven...

 

 

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59 minutes ago, Steve88 said:

Overall great map, though after playing through that I am going to need a drink or seven...

 

Lol, tis the season! Sorry though, I probably should've mentioned the difficulty. I have a tendency towards "challenge" maps, and HMP would've likely been a more enjoyable experience for you. UV is really designed to be a tough-as-nails journey (at least, the blue key arena for sure), with a few slower moments for pacing. Glad to hear you were able to persevere and complete it, though! Thank you so much for the kind words :)

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I've updated my map to v1.2, with some of the feedback I received from @Fonze. Huge thanks for the FDA! The secrets have been altered slightly (don't want to give away the details, though). And, the final arena has been adjusted so that the initial Cyberdemon gets involved at the same time as the AV/Baron swarm. 

 

New download can be found here (v1.3). I'll update the link in the earlier post, and in the Discord, as well.

Edited by RonnieJamesDiner

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@RonnieJamesDiner

Yo. I really dig the look of the map.

 

I just wanted to let you know that I cannot open the rsk door at the start in prboom+ 2.5.1.5 cl9 using version 1.2 posted just above. Will check it out in gzdoom though.

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On 1/10/2020 at 6:49 PM, Killer5 said:

I just wanted to let you know that I cannot open the rsk door at the start in prboom+ 2.5.1.5 cl9

 

Ohh crap, whoops. So, I was testing with prboom+ 2.5.1.4 and for whatever reason it wasn't giving me that issue. I tested the map on a newer version of prboom+ and I see what you mean. Turns out it was a simple fix -- I had a teleport line too close to the red key switch, and it wasn't letting the use action pass. I've updated the map to fix this. Thank you for the bug report!

 

I wonder why that changed between versions 1.4 and 1.5 of prboom+.  

Edited by RonnieJamesDiner

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I submitted the initial version of this map on the speed mapping Discord on December 31, 2019, but I forgot to post it here. Since then, I've gotten some feedback and made some changes.

 

astspast_v2.zip

 

Title: Space Transport Station Alpha

Format: Vanilla

Music: Music by Erik Alm from "Scythe" Map 19

Tested with: Chocolate Doom v. 3.0.0, GZDoom v. 4.1.3

Editor used: Eureka v. 1.24, Slade v. 3.1.1.5

 

New textures: OLA_V7_3 by Ola "Ukiro" Bjorling from the Gothic DM II texture pack (GOTHICTX).

 

@obake I also included DNESKY11.png, by Mechadon from Box o' Skies v3. If you could set this as the sky for this map when you compile the set, that would be appreciated.

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7 hours ago, Pegleg said:

I also included DNESKY11.png, by Mechadon from Box o' Skies v3. If you could set this as the sky for this map when you compile the set, that would be appreciated.

Will do.

 

Thanks to everyone who participated! The maps will be compiled within the next few weeks or so. :)

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Here's version 2 of my submission taking into account the feedback I've received. I fixed the potential softlock at the end of the map and added in a player teleport landing I had forgotten to put in. The 'back hallway' to the first stairwell switch was extended so the hell nobles in the alcove there won't aggro while the player is still in the main cathedral area. I also added a rock the player can use for cover from Mancubus/Arachnotron in the southern approach.

 

Slight changes in some detail and a few trigger lines were updated to smooth out gameplay, hopefully. I decided not to lock the player in the central arena, doing this would make the fight more challenging but I think I would rather leave the option open for the player to decide how to tackle the situation. This is the final version of the map unless any major problems are found in the future.

 

Azoth of the Minotaur v2

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Thanks to everyone for their contributions to the project. The initial post has been updated with the full project ready for play!

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Good to see this released. Wondering if perhaps it deserved a new thread (Release Candidate 1 sort-of-thing?), but alas, it's just great to know it's out there! Huge thanks to you Obake for organizing the project, Voltcom for the tremendous help in putting it together, the mappers, and Pegleg and Horus for the playtesting feedback.

 

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Nice! It was awesome to be a part of this project, thanks a lot to Obake for leading, RJD and Chester for finalizing and the rest of the team, it was great to get the chance to work with y'all, would do again no problem hehe.

 

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This was good fun to playtest, adding the youtube links here in case any of the mappers aren't on the hellforge discord:

L1 & L2: https://youtu.be/YHInJc6hY94
L3 & L4: https://youtu.be/8XkF2aHldPE

L5 & L6: https://youtu.be/c6oKz51CoSc

L7: https://youtu.be/V-Mxo_v99AY

L8: https://youtu.be/to8w5LjhZDw

L9: https://youtu.be/RR018bWtLS4

L10 Pt 1: https://youtu.be/WdmApjRzpic

L10 Pt 2: https://youtu.be/Ubqyw7ybWDA

 

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2 hours ago, Walter confetti said:

@BluePineapple72 for reaching the secret area:

  Reveal hidden contents

You need to use jump and crouch at the window where the little storage room after the starting lift is.

 

Ah. I wasn’t sure if I needed to have jump/crouch bound for this wad. I guess I should. Are there any maps that require it for progression?

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