Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Jaws In Space

Switcheroom 2 (Now on IDGAMES!!!!!)

Recommended Posts

5 minutes ago, Super Mighty G said:

So is map 25 still available? Because I'll take a whack at it. Bloodfalls in city style right?

All maps are currently taken.

Share this post


Link to post
1 hour ago, Jaws In Space said:

It's taken me far longer than it should have, but I've finally finished remaking this map just now. Let me know what you think.

 

Pretty good, I was a little worried since neither of the screenshots you posted looked like MAP03 to me, but once I loaded up the level and started running around I could definitely see the inspiration, but with that city twist. Good job adding lots of verticality and spaciousness from the city episode. Balance-wise I think it could use a bit more health, just because there's a couple of spots where you need to take a long, small lift up and it's quite easy to eat some unavoidable damage by monsters crowding the top. The changing around of the keys confused me a bit (removing the blue key, then changing red->blue) but the blue key in the original is so unneeded that I suppose it's fine. Personally I wish it had a couple more secrets, as the two here are both just push-the-different-texture variety, and I always loved the parkour secret in the original, even if that is the only one in it.

Share this post


Link to post

 

sludgeFalls.zip

 

Well, here's mine - Sludge Falls, based off of Blood Falls! It has a city theme, of course, with a warehouse area reminiscent of Containment Area. Pistol start possible, but preferably not the first level in the campaign of course!

 

sludgeFalls.png

Edited by ShadesMaster : Quick fix for missing texture; 'Hell Cracks' added as well!

Share this post


Link to post
19 hours ago, ShadesMaster said:

Well, here's mine - Sludge Falls, based off of Blood Falls! It has a city theme, of course, with a warehouse area reminiscent of Containment Area. Pistol start possible, but preferably not the first level in the campaign of course!

I played this just now & I like it for the most part, though I do have a few suggestions for the map. I started the map by heading in the direction of the plasma rifle, ammo is a bit tight in this direction. What happened for me is that I used all the plasma on the arachnotron & then ran out of shells while facing the PE & it caused all sorts of havoc while I retreated to explore the rest of the map to find more ammo. I would suggest putting a shell box somewhere very close by to the arachnotron.

 

Taking the alternate path is also quite deadly, putting the chaingunners high up where they are hard to kill is really annoying. This area in general needs some more supplies, except for 8 shells all the ammo you receive is from the enemies that you kill.

 

I think that the area past the blue key door needs some work. The first room is just a cluster of enemies & I don't see any real strategy to this area besides camp the door. The rest of the map is pretty uneventful until the the exit room. I think that you could really rework the whole area past the blue key door, make that section more city like, the map is a bit too tech base themed as it is so making that section more city like is a good idea.

 

-Sector 76, 87, & 50 are damaging when they shouldn't be

-Also this map needs at least 1 Radsuit that isn't a secret, I suggest putting it down in the blue key nukage.

Share this post


Link to post

Hello everybody.

 

I Just wanted to let everyone know that I'm going to push the deadline for new maps back to December, shooting for August was a bit ambitious, but I was hopeful that we could do it. Could the mappers @Chaingunner @D1m3 @DukeOfDoom @Noiser & @Pegleg give me a progress update. I've not heard from you guys since April.

Share this post


Link to post

Hi @Jaws In Space!

I finished my map a long time ago, but the playtesting process is going a bit longer than I thought, probably due to the non-linear nature of Tricks & Traps. I never stop working on it though. I will probably release it within a few days!

54545454545.PNG.a92f19f68412add3822bcc0b7507f0f8.PNG

Edited by Noiser

Share this post


Link to post

Well,I have this AWFUL wip version,probably will redoing this

MAP29b (edit area) at 2019.07.11 13-53-57.063 [R2713].jpg

Share this post


Link to post
On 7/4/2019 at 5:23 PM, Jaws In Space said:

Hello everybody.

 

I Just wanted to let everyone know that I'm going to push the deadline for new maps back to December, shooting for August was a bit ambitious, but I was hopeful that we could do it. Could the mappers @Chaingunner @D1m3 @DukeOfDoom @Noiser & @Pegleg give me a progress update. I've not heard from you guys since April.

On the first screenshot, there is the first version of mine - a spiral around a tech column, donut-style, with branches to various retextured and redesigned segments of the original MAP29. But this one may be going too far from the original map, so I decided to make the second version.

On the second screenshot, there is more re-textured MAP29 as whole.

Which one is better? Keep in mind that one screenshot of each may be not enough.

Scr-1.png

SCR-2.png

Share this post


Link to post

I can't get a good felling from the screenshots. The first idea sounds more interesting, there was a previous version of this map that I removed as it was pretty much a retexturing with not much more going for it.

Share this post


Link to post

Hey guys, got a few updated maps to release today. First up in an entirely new Underhalls as a city map. Scifistas map was a combination of Underhalls & The Factory, these combination maps were criticized in the first Switcheroom so I don't want any of them in Switcheroom 2. The second map is an updated version of Tactical Stiffys map, I got in contact with him via PM to get permission to make a few changes to the map to lower the difficulty a bit & improve the visuals.

 

New map 12 & 27 Plays on maps 1 & 2

 

New Map 12 start compared to Underhalls

wTfatZ5.png

W8uGdFV.png

 

Old Map 27

yjfBWMz.png

New Map 27

HS7v613.png

Share this post


Link to post

I've been fiddling around with Walter's Citadel map for the past few days. I've made a bunch of little changes all over the map, mostly with thing balance, but also a few texture changes, & layout adjustments as well. I could really use some feedback on this map to know if the changes I made improved this map enough or if not where I could make some additional updates.

 

WalterMap

Share this post


Link to post

Hey everybody a brand new set of 18 midis was released onto Doomworld a few days ago. If anyone want's to use these midi's excluding Brad News, Deathtapes, Desert Lake Ceremony, or Neon Glitter, just let me know.

 

Share this post


Link to post

Dumb question - will Switcheroom 2 having "The Forgotten Maps"version,I think my map is very bad,and it would be better placed in "The Forgotten Maps"

Share this post


Link to post
1 hour ago, D1m3 said:

Dumb question - will Switcheroom 2 having "The Forgotten Maps"version,I think my map is very bad,and it would be better placed in "The Forgotten Maps"

Sorry to hear that you don't think your map is up to par. Switcheroom 2, will have a forgotten maps, I will compile & release it shortly after the main megawad.

Share this post


Link to post

Thanks for the reminder Jaws, I've been deep in Doomer Boards Project stuff but I should have some time for the map soon. I really want to take advantage of some of the excellent feedback, but I haven't made a lot of progress yet.

Share this post


Link to post

http://www.mediafire.com/file/1f2rd16xinemkv1/Megalyth-Dark__Descent-Map22.wad

 

A second look at my own maps inevitably results in detail porn and endless complications, but this version improves some of the lack-luster elements of the earliest build. I added some lock-in fights because the map is so small.

 

It probably needs further balancing and I am nearly 100 percent sure that something can break somewhere along the line. Also it's still in the map22 slot because I forget things sometimes.

Share this post


Link to post
On 9/30/2019 at 10:18 PM, Jaws In Space said:

Does anyone want to have a go at making The Focus as a Hell map?

Well, I can actually give up my MAP29 slot in exchange for this one. But if that's forbidden, it will be okay.

Share this post


Link to post
2 hours ago, DukeOfDoom said:

Well, I can actually give up my MAP29 slot in exchange for this one. But if that's forbidden, it will be okay.

Sure you can do that if you want to.

 

In that case, does anyone want to make The Living End as a Starport map?

Share this post


Link to post

Hey everybody, The Living End as a base is still open. Anyone want to make the map?

 

On 10/10/2019 at 6:34 PM, Megalyth said:

http://www.mediafire.com/file/1f2rd16xinemkv1/Megalyth-Dark__Descent-Map22.wad

 

A second look at my own maps inevitably results in detail porn and endless complications, but this version improves some of the lack-luster elements of the earliest build. I added some lock-in fights because the map is so small.

 

It probably needs further balancing and I am nearly 100 percent sure that something can break somewhere along the line. Also it's still in the map22 slot because I forget things sometimes.

Sorry for the delayed response, but I finally did manage to play this today. The boring visual elements of this map are looking much better in this version. I didn't notice any serious balance issues, ammo was a little tight at the start, but it wouldn't have been an issue if I had been more aggressive in my playstyle. As for a few nitpicks I kinda miss the Cyberdemon out in the open area, the ambush when opening the red door was kinda cheep, & picking up a single shotgun in the middle of battle down in the blue key pit was annoying. It's still a good map overall & it looks much nicer than the old version, so good job.

Share this post


Link to post
Guest Unregistered account

I'd be down for taking The Living End!

Share this post


Link to post

Here are updates to Map12 in Techbase theme and Map07 in Wolfenstein theme. Thanks to DOTW for feedback :) I've made the platforms in Map12's end room lower only when going to a platform with a switch - hoping it doesn't escalate too quickly now.

 

https://www.dropbox.com/s/hm78cjt75azuciw/map12_as_techbase7.wad?dl=1

 

https://www.dropbox.com/s/kyrowcqwhia5bqj/map07_as_ZZWOLF4.wad?dl=1

 

 

Share this post


Link to post
Guest Unregistered account

Sorry to disappoint, but life's a bit too much right now. I want to give up the Map29 slot.

Share this post


Link to post

Okay once again remaking The Living End as a Starport is open. Judging by the number of failed attempts thus far, it might be better for a more experienced mapper to have a go at this one, but I wont stop anyone from claiming it.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×