Austinado Posted August 7, 2020 Hello @HAK3180 how are you buddy? So i have done a map for The Modest Mapping Challenge2 , and if you could playtest it and video record it i would much apreciate it. - Doom2 IWAD - Tested only with GZDOOM but will surelly work whatever port you use since its Doom Format; - MAP09 slot (Lux Duritiam) - You need the textures WAD to play along (its included in the file i have sent) For this first episode (where my map is included) the rules are: - Maps must be made under/equal to 40 Sectors (Can Join sectors) - A maximum of 5 Monster types can be used (Can be different for each Difficulty) - Maps must contain Co-op starts and be functional in Co-op (Albeit not the sole focus) - Difficulty settings must be implemented (i would like you to play this UV but its balanced for HMP as well) - Maps must be Pistol Startable - No SSG, Plasma Rifle or BFG Thanks in advance ;) https://www.dropbox.com/s/e2gohcwva2mlu6u/LD09TMM2.rar?dl=0 2 Share this post Link to post
HAK3180 Posted August 7, 2020 Table of Contents 1 hour ago, Austinado said: Lux Duritiam How's your Latin? I think you may want Lux Duritiae or even just Lux Dura. But it's been a while since I could be called an expert. 2 Share this post Link to post
Austinado Posted August 7, 2020 LoL...i just used google...my bad @HAK3180 you can call it Lux Duritiae...good enough for me...a non expert:D 1 Share this post Link to post
HAK3180 Posted August 7, 2020 I was almost caught up!! Well, unfortunately, I will not be recording for almost two weeks. The good news is I have a video uploading for everyone who's requested one to this point. When I return, I will prioritize finishing Unfamiliar and Going to Hell. Anyone else can continue making requests, but it will be getting toward the end of the month before I get to anything else. 1 Share this post Link to post
LVENdead Posted August 7, 2020 Well I just took this one out of the oven but it looks like it's gonna have time to set before you get back to recording :P Your video and commentary offered so much useful insight I hope to get your opinion of my newest map. GZDoom Compatibility 1 Share this post Link to post
HAK3180 Posted August 8, 2020 @Chief Smokey Doomworld forum topic Continuous makes a big difference. Instead of wondering where the ammo is, now I’m wondering if there’s too much. Of the first three, M2 is my favorite, but these all feel rather empty. It’s still very tight, but the combat is now less suited to that, featuring meatier monsters, noticeably adding lost souls, hell knights, and revenants. Visually, very nice, and a good balance between recreating the original levels and doing something quite different. Bottom line: I’m not really into the gameplay, but the appearance is good 0 Share this post Link to post
HAK3180 Posted August 8, 2020 @Walkerrr Doomworld forum topic There are some little progression improvements here, including the new switch textures and the exit being visible so early. Other than that, this map is just like the first three, and that’s not necessarily a bad thing, but I do think this episode might start to blend together if we don’t see some significant visual changes or gameplay changes. The latter especially has become fairly predictable. The good thing is that it’s still fun, but variety is essential, especially if this is going to be a full megawad. Bottom line: mostly more of the same, which is mostly good 1 Share this post Link to post
HAK3180 Posted August 8, 2020 @Clownslay Doomworld forum topic It’s a very simple hub + 3. The catch is there are scattered instant death traps in the hub and in two of the three rooms. As a result, it easily goes for me revenant > chasm > crusher maze. Some maps are meant to be practiced / routed before a "real" attempt, but I still expect it to be theoretically possible for the best of players to FDA a map. The armor trap is trash and the super shotgun doesn't even have a way out if one were to IDDQD. The map's brevity makes these less annoying in the grand scheme, but make no mistake: I absolutely hate these parts. Bottom line: some parts cool, some parts crap 0 Share this post Link to post
HAK3180 Posted August 8, 2020 @CBM (Again, you cannot just edit your post and expect me to see it.) download the .pk3 I honestly don’t know if this thing worked properly, but what I played was boring. I went back to play it again. Same thing. Then I saw the wad author's edit. This is a cool concept. You have to kill 30 monsters to exit, but every kill brings the blood level up, and Doomguy can’t swim. But there’s no ammo. I chainsawed arachnotrons and pistoled imps and humans, when I could even find them, up to 30 kills. Most of the time was spent searching for the monsters to kill. There’s no guidance at all. The entire map looks exactly the same. Bottom line: What a good idea. There’s got to be a way to make it more fun than that. 0 Share this post Link to post
HAK3180 Posted August 8, 2020 @Austinado Doomworld forum topic (project) Austinado doesn’t usually give you mind-blowing setups or architecture of visuals in general. I think improving in that regard would do a lot for gameplay, but within these simple setups, you get some decent stuff. He’ll surprise you nicely and do some fairly clever fights. I think some might find parts of this grindy, but I am typically a fan of shotgunning revenants. It was nice to have a serviceable weapon throughout, but the opposition drove you toward getting better equipment… or drove you away from it. Bottom line: very Austinado and somewhat unorthodox 1 Share this post Link to post
DragonsForLunch Posted August 8, 2020 Hey HAK3180 I updated TTTS: The Thing That Slithers with 4 new maps. I also took a stab at implementing the feedback you and others gave to the first three levels. Would love to see your play-through of the 4 new levels of TTTS (Map04-Map08). Feel free to skip the first three levels if you don't want to play them again. 1 Share this post Link to post
Clownslay Posted August 8, 2020 5 hours ago, HAK3180 said: @Clownslay Doomworld forum topic It’s a very simple hub + 3. The catch is there are scattered instant death traps in the hub and in two of the three rooms. As a result, it easily goes for me revenant > chasm > crusher maze. Some maps are meant to be practiced / routed before a "real" attempt, but I still expect it to be theoretically possible for the best of players to FDA a map. The armor trap is trash and the super shotgun doesn't even have a way out if one were to IDDQD. The map's brevity makes these less annoying in the grand scheme, but make no mistake: I absolutely hate these parts. Bottom line: some parts cool, some parts crap Thanks for playing my map, Henry. The reason why I had those traps for the items was because they existed in Hectic which is what this map was inspired by. There were several useful pickups in the main room that would kill you if you tried to get them. In this map, I wanted to switch up the types of items and where they were placed to try to fool people if they were familiar with Hectic and those types of traps. 2 Share this post Link to post
HAK3180 Posted August 8, 2020 @Clownslay, understandable. Precedent tends to mean a lot, as well as context. Understand that the context here is my opinion of the map - nothing more, nothing less. I'm never going to like that kind of thing unless there's some sort of meaningful hint that it's a death trap other than "some items are just death traps." Keycard instead of skull, for example, I'm willing to accept. Even the cyberdemon drop has a remote chance of survival (I think). But the armor and super shotgun = death. Whether another (renowned) map did that or not, I don't like it. I think it's poor design. You and others are free to disagree, and that's fine. 0 Share this post Link to post
CBM Posted August 8, 2020 (edited) 10 hours ago, HAK3180 said: @CBM (Again, you cannot just edit your post and expect me to see it.) download the .pk3 I honestly don’t know if this thing worked properly, but what I played was boring. I went back to play it again. Same thing. Then I saw the wad author's edit. This is a cool concept. You have to kill 30 monsters to exit, but every kill brings the blood level up, and Doomguy can’t swim. But there’s no ammo. I chainsawed arachnotrons and pistoled imps and humans, when I could even find them, up to 30 kills. Most of the time was spent searching for the monsters to kill. There’s no guidance at all. The entire map looks exactly the same. Bottom line: What a good idea. There’s got to be a way to make it more fun than that. Loved the feedback, the map needs work but I needed Some pointers to figure out how to proceed :-) My plan so far based on the feedback: A) Many more monsters B) Much more ammo+health C) More Stuff to look at in the castle D) better staircases E) fixing the counter F) making all monsters spawn from the start G) finding a way to Better guide the player H) finding Some excuse erh story to explain the killing Edited August 9, 2020 by CBM 1 Share this post Link to post
HAK3180 Posted August 9, 2020 And this is my goodbye post. As stated above, I will not be recording until 20 or 21 August. I probably won't even log in much. Happy Dooming as always. Below is a video I recorded several months ago when things were slow. Then things picked up again so I never showed the video. It is me playing one of my own maps as if I'm recording it for this thread, as if it is someone else's (as if that were possible). Take a look if you get bored. 3 Share this post Link to post
BluePineapple72 Posted August 9, 2020 @HAK3180 Ooh! I actually thought about playing some of your maps as a kind of tribute to your WAD playing charity. Considering how insightful you are when reviewing maps, I'm curious as to see these insights work their way into your mapping. Where would I go to find some of your work? 1 Share this post Link to post
Clippy Posted August 9, 2020 (edited) I didn't mean to post and don't know how to use my phone sorry 1 hour ago, BluePineapple72 said: @HAK3180 x I Edited August 9, 2020 by Clippy 1 Share this post Link to post
nicolas monti Posted August 9, 2020 I just read you're taking some rest from recording, I'll post my second map from Enceladus, play /recod it whenever you want, my project is still in the beginnings so I don't want to make a thread about it, just leaving the map in case someone wants to give it a look! E4M2, any limit removing port https://www.mediafire.com/file/ovsz2m0oxk28r7p/ENCELA42.wad/file 1 Share this post Link to post
HAK3180 Posted August 10, 2020 On 8/8/2020 at 8:48 PM, BluePineapple72 said: Where would I go to find some of your work? My extant work includes Map 21 of Oops! All Techbase and 17 maps of considerably varying quality in Crossbearer 1 Share this post Link to post
Mr Masker Posted August 12, 2020 (edited) My first map in the world of Doom Builder! It's quite short but it took a while so I hope its at least alright. :) Compat - I mean i tested it with GZDoom but im not completly sure so i'd use GZDoom Map Amount - 1 Length - not very long Difficulty - I mean HMP is fine but i mainly tested it on UV so I'd reccomend UV IWAD - Doom 2 MAP01 - Copy.zip Edited August 12, 2020 by Mr Masker 1 Share this post Link to post
smeghammer Posted August 12, 2020 What's it called? Just played this - yes it is very short... No problem though - monster progression is nice. I'd look at basic stuff like doortrak pegging and making sure the switch for the secret platform lift is only activated from the switch at the back. The front linedef also triggers the platform so it is not much of a secret... Keep it up - it's worth it as you get better. 0 Share this post Link to post
Mr Masker Posted August 12, 2020 (edited) 3 hours ago, smeghammer said: What's it called? Just played this - yes it is very short... No problem though - monster progression is nice. I'd look at basic stuff like doortrak pegging and making sure the switch for the secret platform lift is only activated from the switch at the back. The front linedef also triggers the platform so it is not much of a secret... Keep it up - it's worth it as you get better. Getting used to the features of DB is something im still trying to work out but thanks for the advice! EDIT: I fixed all the stuff you mentioned as well as some doors that werent activated on both sides. Sometimes DB would do something to a wall that was highlighted without me noticing so that was probably what caused the lift thing. So yeah cheers for the compliments Edited August 12, 2020 by Mr Masker 1 Share this post Link to post
smeghammer Posted August 13, 2020 (edited) 15 hours ago, Mr Masker said: Sometimes DB would do something to a wall that was highlighted without me noticing Yeah I find that sometimes too - the visual mode takes a bit of getting used to. I'll have another playthrough in a bit as well. *EDIT* Yep much better - one door is still missing unpegged flag for the doortraks (by the chaingunner platform switch), but yeah, changes have made it much more consistent to play - you can back out of the last baron room for example. I like these type of short old-school maps. Above all else, enjoy doing it. What matters is that you make stuff that pleases you, not anyone else. Edited August 13, 2020 by smeghammer 0 Share this post Link to post
Mr Masker Posted August 13, 2020 35 minutes ago, smeghammer said: Yeah I find that sometimes too - the visual mode takes a bit of getting used to. I'll have another playthrough in a bit as well. *EDIT* Yep much better - one door is still missing unpegged flag for the doortraks (by the chaingunner platform switch), but yeah, changes have made it much more consistent to play - you can back out of the last baron room for example. I like these type of short old-school maps. Above all else, enjoy doing it. What matters is that you make stuff that pleases you, not anyone else. thanks for the kind words! I hope I continue to enjoy making these maps and I might have a second more improved map eventually idk 1 Share this post Link to post
MarketAnarchy Posted August 16, 2020 Just so you know, this is an amazing thing to see. I only wish it were streamed. 1 Share this post Link to post
nicolas monti Posted August 19, 2020 HAK this is the last version I have of Enceladus. 3 maps, map 2 updated just in case! http://www.mediafire.com/file/cfz9cm4e9eh602e/ENCELA43.wad/file 1 Share this post Link to post
HAK3180 Posted August 20, 2020 @Chief Smokey Doomorld forum topic Pistol starting E1 was something of a struggle, but I don’t think the maps are balanced all that well around continuous either. As soon as I got the plasma gun, I have only gone below 300 cells once, and rockets have also been steady. These maps are way too tight on space to have any encounters that will call for as much firepower as there is. I actually ragequit E2M5, even though it had been very enjoyable. But after two extremely cheeky death traps, I was done. Bottom line: Properly balance the supplies, give Doomguy more space, and these are maps I’d quite enjoy. 1 Share this post Link to post
HAK3180 Posted August 20, 2020 @Walkerrr Doomworld forum topic These are very good layouts that could perhaps benefit from a little clearer direction, but for the most part, you know where you’re going or at least what you’re looking for. Visually, these maps are coherent to a fault within the episode. They are practically indistinguishable. They look great, but they all use almost the exact same theme and not a lot of big standout landmarking. The same goes for the gameplay too, unfortunately. The first half dozen maps all play exactly the same way, so they become very predictable. What started out as a pretty good thing has by now entirely worn out its welcome. Bottom line: This wad so far feels like the same map over and over 3 Share this post Link to post
HAK3180 Posted August 21, 2020 @Chief Smokey Doomworld forum topic E2M7 is a bit of a letdown in terms of penultimate map expectations. It’s much more of an And Hell Followed than a Spawning Vats. E2M8 is an extremely disappointing finale. The first part seems to drag on too long, and then it’s over way, way, way, way too quickly and too easily. E2M9 is a very simple hub, but hey, it’s better than Fortress of Mystery. As usual, these maps feature very detailed appearances and a lot of tightness. Bottom line: not a very good showing to end the episode. And what am I supposed to do with all this plasma? 0 Share this post Link to post
HAK3180 Posted August 21, 2020 @Walkerrr Doomworld forum topic Walkerr definitely knows how to make at least one type of map. The question is about other types of maps. Actually, one complaint I have is how some of the remote switches are still a little confusing. You really have to remember the level well sometimes, because a switch simply isn’t going to be near its effect. That’s harder than it sounds when every map looks exactly the same and when sometimes the same symbol is activated by different switches with the corresponding symbol. Combat is the same as always: lots of mid-tiers, perched snipers and fodder around corners, and arch-vile reveals. Bottom line: more of the same, but 08 might be my favorite 1 Share this post Link to post