Roofi Posted September 24, 2019 Hello , thank you for showing interest on my project! Just some informations : map 01 was my second map in my mapping career. I built it in 3hours in 2016. A lot of maps were made last week in 30 minutes so expect a lot of gimmicky level design and poorly aligned textures haha 1 Share this post Link to post
HAK3180 Posted September 24, 2019 Table of Contents @nicolas monti Doomworld forum topic Another little vacation from the visual themes of the wad proper, and to some extent, from the typical layout, as this is much more “standard,” although I like that it’s not quite as simple as two paths to get the two keys. The paths meet at the end; I thought that was a cool touch. It allows several different approaches. Gameplay is a series of light slaughter setpieces with some less dense moments in between. It’s challenging but not brutal, and architecture makes the combat interesting. Bottom line: A nice sequel to Map 31 1 Share this post Link to post
Roofi Posted September 24, 2019 https://cdn.discordapp.com/attachments/457164374717759488/626186457727369246/smfsp2.wad Hi @HAK3180, I made an update on my wad , you should play on this version now. (Replaying map 01 and 02 are not necessary.) 0 Share this post Link to post
HAK3180 Posted September 25, 2019 @damned Doomworld forum topic Pretty simple idea executed well in some areas, not as good in others. It’s got a nice appearance but it basically repeats itself for a bunch of rooms until the end. Bottom line: Some parts work well, others not as much 0 Share this post Link to post
HAK3180 Posted September 25, 2019 @damned Doomworld forum topic There’s really nothing to the appearance. It’s almost entirely red brick and right angles. Progress is quite simple – a series of switches/keys guarded by (quasi-)setpiece fights. I didn’t care for most of them, whether they were easier or harder; they felt too simplistic. Bottom line: A series of fights, most of which I found boring 0 Share this post Link to post
Guardsoul Posted September 25, 2019 Quick question: Do you accept newschool maps? I´m asking beforehand because it doesn´t meet some of your criteria (jumping and crouching are encouraged in my maps) and requires some GZDoom features to be enabled. 0 Share this post Link to post
Gustavo Posted September 25, 2019 Let me know if you have time to check out my 2-map WAD: 0 Share this post Link to post
HAK3180 Posted September 25, 2019 1 hour ago, Guardsoul said: Quick question: Do you accept newschool maps? I´m asking beforehand because it doesn´t meet some of your criteria (jumping and crouching are encouraged in my maps) and requires some GZDoom features to be enabled. What does "jumping and crouching are encouraged" really mean? To me there are multiple tiers: required to complete the map and integral to the gameplay (e.g. platforming or practically necessary for certain encounters) not technically required to complete the map but integral to the gameplay not required to complete the map but some optional areas (perhaps secrets) are only accessible via jump/crouch required to complete the map but only in obvious situations and not integral to the gameplay (e.g. there are no monsters around and you have to jump onto a 32-high ledge not required to complete the map, not integral to survival, does not allow for alternative progressions 1-2 are no. 3 is usually no. I can maybe live with 4. 5 is okay. I guess the key question is this: have these maps actually been properly tested without crouch and jump? I'll enable some GZDoom features; I just can't guarantee the quality of the recorded video. 0 Share this post Link to post
nicolas monti Posted September 25, 2019 15 hours ago, HAK3180 said: Table of Contents @nicolas monti Doomworld forum topic Another little vacation from the visual themes of the wad proper, and to some extent, from the typical layout, as this is much more “standard,” although I like that it’s not quite as simple as two paths to get the two keys. The paths meet at the end; I thought that was a cool touch. It allows several different approaches. Gameplay is a series of light slaughter setpieces with some less dense moments in between. It’s challenging but not brutal, and architecture makes the combat interesting. Bottom line: A nice sequel to Map 31 Thanks for playing through all the maps, not the last ones I'm going to release for sure, but I'll take a break from megawads for now. When I have something new I'll let you know, I've learned a lot these last months! 1 Share this post Link to post
Guardsoul Posted September 25, 2019 (edited) In this case it will fall under the 3rd case (the map does not require jumping/crouching but a couple of secrets do). Since the map demands a certain amount of power from your computer I´m certain there will be some issues recording it according to what you told me and I´m not going to ask you to play something you are not comfortable with, so I´ll leave my spot for someone else. Thank you for answering! 1 Share this post Link to post
HAK3180 Posted September 25, 2019 @Guardsoul, perhaps @Austinado could be of service to you. One day I'll get a fancier PC. 1 Share this post Link to post
HAK3180 Posted September 25, 2019 @Octillion Doomworld forum topic So you’re not really supposed to pistol start. That was responsible for a lot of my troubles. The map is not good looking at all, but I actually kinda like the layout and progression through and up and around the buildings. I think it could be a little more clear what some of the switches do, but I think these will start to become much more sufferable when I start going continuous. Bottom line: I think this general layout could be repurposed into something fun 0 Share this post Link to post
HAK3180 Posted September 25, 2019 @Octillion Doomworld forum topic This map had lots of rocket launcher situations, so it was a shame I didn’t have one because I pistol started until this map. So for me I basically just wanted to exit, rather than kill everything via infighting or shells and the few cells I had. Bottom line: Pistol starting and missing the rocket launcher has caught up to me 0 Share this post Link to post
Octillion Posted September 25, 2019 @Hak3180 Oh boy, that teleporter in the water was not supposed to be accessible and for some reason the linedef that raises a platform didn't work as intended (The part where you get stuck in the water.) I'll work on that and clarify the switches. As for map 5, the wooden platforms were raised to get you to a switch @16:00 that would raise the bridge. I was always under the impression that pistol start is a challenge rather than a default. Guess I should put more weapons then. 1 Share this post Link to post
HAK3180 Posted September 26, 2019 @Roofi Doomworld forum topic Neat little concept of survival. It’s not quite mindless as you have to refuel a few times. I like that the rockets are limited and scattered. There’s definitely sufficient ammo here, but not all of the variety you would like, which adds some interest. Bottom line: High gimmickry but it doesn’t really wear out its welcome this time, unless perhaps you're desperate to max it. 1 Share this post Link to post
Roofi Posted September 26, 2019 Hello , thanks for playing my maps again ! But you are playing the old version of the wad. I added cyberdemons , a bfg and cell packs in the last version. I think you missed my post , so I will repost the link here : https://cdn.discordapp.com/attachments/457164374717759488/626186457727369246/smfsp2.wad @HAK3180 I mention you so that you should not miss the post. 0 Share this post Link to post
HAK3180 Posted September 26, 2019 @Roofi, I saw the post and immediately downloaded the new version. However, the time between me playing maps and the video appearing here is usually at least several hours, sometimes as much as a few days. I had already played the old version at the time of your posted update. 0 Share this post Link to post
HAK3180 Posted September 27, 2019 @Gustavo Doomworld forum topic These maps boast a simple elegance in their appearance and solid layouts. They’re not genius and they’re not gorgeous, but there’s not really anything you question. Gameplay itself is okay, but it’s a little too easy and simple. It felt more like what Hey, Not Too Rough should have been than Ultra-Violence. That being said, it manages to have a scary moment or two and isn’t usually grindy, containing mostly imps and humans, until a wave of demons with too much space and no backing threat Bottom line: They seem like very early maps in a megawad 0 Share this post Link to post
HAK3180 Posted September 27, 2019 @damned Doomworld forum topic This map starts very similar to Close Quarters in style and concept, but it does soon gain an identity of its own. It’s pretty nice to look at; I didn’t notice any visual issues. Gameplay is on the easy side and doesn’t really even try to surprise you or trap you beyond the beginning, but it’s also not insulting or boring. Bottom line: The map is pretty easy and it has a few moments that seem to reveal some inexperience, but it comes together nicely 1 Share this post Link to post
damned Posted September 27, 2019 4 hours ago, HAK3180 said: Bottom line: The map is pretty easy and it has a few moments that seem to reveal some inexperience, but it comes together nicely Glad you like it. For me this is probably the best Jaedens map in this wad. BTW I don't consider myself as a project lead, but I am just pushing it to final release and as more experienced than others I've managed the resource pack, done some bug tracking and fixing, few corrections and balancing of the gameplay here and there. In fact we haven't rejected any map, since we wanted to encourage all to contribute so I wouldn't dare to speak about real quality assurance. :) 1 Share this post Link to post
Gustavo Posted September 27, 2019 10 hours ago, HAK3180 said: @Gustavo Doomworld forum topic These maps boast a simple elegance in their appearance and solid layouts. They’re not genius and they’re not gorgeous, but there’s not really anything you question. Gameplay itself is okay, but it’s a little too easy and simple. It felt more like what Hey, Not Too Rough should have been than Ultra-Violence. That being said, it manages to have a scary moment or two and isn’t usually grindy, containing mostly imps and humans, until a wave of demons with too much space and no backing threat Bottom line: They seem like very early maps in a megawad Thanks for playing! 0 Share this post Link to post
HAK3180 Posted September 29, 2019 @Roofi Doomworld forum topic Bottom line: grind your way through right angles corners 0 Share this post Link to post
HAK3180 Posted September 29, 2019 @Roofi Doomworld forum topic Bottom line: cute little sports gimmick 0 Share this post Link to post
HAK3180 Posted October 1, 2019 @Octillion Doomworld forum topic Again, you can tell it was done in some haste because it’s pretty crude in appearance, but this one does seem somewhat well crafted in its sense of progression and atmosphere. It also had a number of fun, challenging encounters. Bottom line: You would expect a project like this to be a mixed bag. This is one of the better ones for gameplay 1 Share this post Link to post
HAK3180 Posted October 1, 2019 @damned Doomworld forum topic I like it a lot. Great architecture, fun progression, solid combat. I think it’s a little stingy on supplies, especially as compared to other maps in the wad. Bottom line: Solid stuff with some Plutonia vibing 0 Share this post Link to post
Magicana Posted October 1, 2019 Usual drill - Very short map this time, hopefully not too short. 0 Share this post Link to post
damned Posted October 1, 2019 (edited) 5 hours ago, HAK3180 said: Bottom line: Solid stuff with some Plutonia vibing I suppose you wasted lot of shell and ammo boxes in the start, so you have shortage later on. The megasphere secret is kind of tricky and the bad guy picture is involved in solution. Maybe you should not waste all your rockets on cute cacos. ;) But overall my maps are little stingy on supplies, especially on UV, where I expect people will find some secrets (berserk, plasma, megasphere, backpacks available in this map). 1 Share this post Link to post
nicolas monti Posted October 1, 2019 (edited) Try this one: 60secret01.zip Intended to be part of a 6-map pack, the goals are: -Small maps -somewhat cramped combat -high secret count -doom1 and doom2 texture blend EDIT: project name: 60 secrets Map name: depopulate! 0 Share this post Link to post
Octillion Posted October 1, 2019 @HAK3180 Ah, I probably made the light strobe hurt and not strobe fast. My bad, will change that. Yeah, now the maps should start to be a little more interesting. (Hopefully) The appearance unfortunately, doesn't get that much better. (Maybe only maps 13 and 14 from the new update.) 1 Share this post Link to post
HAK3180 Posted October 1, 2019 @Magicana Doomworld forum topic Seems like a solid use of OTEX. I like how Entryway is noticeable but not carbon copied. I like how you have space at the beginning but almost no choice other than to trigger both waves of monsters because you can’t take that many imps with pistol. All the other encounters definitely have thought behind them, but although it is by design, I just prefer maps to have some “incidental” combat. Bottom line: a short and simple map with attitude 1 Share this post Link to post