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Endless

[Vanilla] Technical Issues 1.2 - Large single-level (Player's Guide included!)

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Good to see you around still!

 

Will def give this a spin later this evening, for now just wanted to say - I love the idea of a guide to one's own level and especially its humorous tone, feels very BigMacDavis-ish. Good stuff.

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Random Notes Made While Playing

 

Played with Eternity on Ultra Violence.

 

- Like the largely Doom 1 texture choice and style with subtle hints of Doom 2 that gradually gives way to more detail.

- Love the transition from the tech base to marble area. Like the base was built near an ancient ruin that eventually got uncovered.

- There's a strange column with a rotating texture on it at 708, 303 (x and y co-ordinates on Eternity map) that frankly just looks odd. Not sure what you were going for here?

- Ammo balance not ideal at the beginning. Found myself struggling and I would not consider my playing to be ammo wasteful. Definitely improved as the map went on but still found myself wanting for shells a few times.

- First Archvile spawning in after that other onslaught was MEAN lol

- Placement of the first berserk... thank you! Was getting low on health.

- Texture alignment issue at the window around 1020, 710

- Wood texture used among marble at 4137, 2703 looks a bit weird

- Pipes at look a bit weird at 2227, 1143. Maybe tweak the sizing of this spot so they can tile nicer?

- A lot of texture alignment issues in the general vicinity of 752, 1562

- More alignment issues around 316, 1280 around the lamps

- Love the use of the hexagonal textures around 863, 104

- -822, 93... why I can no grab shells? Why mean author man tease me with shells then block them?

-  One of the cacos around 2050, 3079 somehow got stuck

- Lost soul on the left hand side of the final arena with the two cybers got stuck

 

Final Somewhat More Coherent Thoughts

An extremely well done large map with the multiple themes meshing well with logical transitions. Layout was large but never convoluted; I was never unsure where to go. Detailing was quality Vanilla+ style. Gameplay was decently challenging on UV without being dickish. Some clever traps, but nothing an alert player cannot manage. Some extremely minor technical issues, but that's about it. Great job.

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9 minutes ago, Murdoch said:

Random Notes Made While Playing

 

Played with Eternity on Ultra Violence.

 

- Like the largely Doom 1 texture choice and style with subtle hints of Doom 2 that gradually gives way to more detail.

- Love the transition from the tech base to marble area. Like the base was built near an ancient ruin that eventually got uncovered.

- There's a strange column with a rotating texture on it at 708, 303 (x and y co-ordinates on Eternity map) that frankly just looks odd. Not sure what you were going for here?

- Ammo balance not ideal at the beginning. Found myself struggling and I would not consider my playing to be ammo wasteful. Definitely improved as the map went on but still found myself wanting for shells a few times.

- First Archvile spawning in after that other onslaught was MEAN lol

- Placement of the first berserk... thank you! Was getting low on health.

- Texture alignment issue at the window around 1020, 710

- Wood texture used among marble at 4137, 2703 looks a bit weird

- Pipes at look a bit weird at 2227, 1143. Maybe tweak the sizing of this spot so they can tile nicer?

- A lot of texture alignment issues in the general vicinity of 752, 1562

- More alignment issues around 316, 1280 around the lamps

- Love the use of the hexagonal textures around 863, 104

- -822, 93... why I can no grab shells? Why mean author man tease me with shells then block them?

-  One of the cacos around 2050, 3079 somehow got stuck

- Lost soul on the left hand side of the final arena with the two cybers got stuck

 

Final Somewhat More Coherent Thoughts

An extremely well done large map with the multiple themes meshing well with logical transitions. Layout was large but never convoluted; I was never unsure where to go. Detailing was quality Vanilla+ style. Gameplay was decently challenging on UV without being dickish. Some clever traps, but nothing an alert player cannot manage. Some extremely minor technical issues, but that's about it. Great job.

Thanks a lot for the huge feedback! I'll take a look into those issues and see how I can resolve them. Texture alignment is probably my greatest weakness heh.

 

Quote

- There's a strange column with a rotating texture on it at 708, 303 (x and y co-ordinates on Eternity map) that frankly just looks odd. Not sure what you were going for here?

Was thinking of something like a grinder or blender! :P

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Dude, I love the tongue-in-cheek style of the Player's Guide! Reminds me of the good ol' days of PrimaGames / BradyGames strategy guides, haha!

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11 minutes ago, Fabricator said:

Dude, I love the tongue-in-cheek style of the Player's Guide! Reminds me of the good ol' days of PrimaGames / BradyGames strategy guides, haha!

Glad you liked it! It was a last-minute idea and I thought ''hell, why not?'' and pretty much did it one setting. It was a lot of fun writing it. Of course, inspired in those oldschool strategy guides ;)

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I had a great time with this map, lad. Some of your best work yet! Really fun, spicy map ripe with challenge and intrigue. ;^)

 

 

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Just uploaded mine (took 49 minutes)

 

Spoiler

 

Me and the cybie decided to kill eachother at the end though..  damn you and your BFG trickery! :P

 

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48 minutes ago, Biodegradable said:

I had a great time with this map, lad. Some of your best work yet! Really fun, spicy map ripe with challenge and intrigue. ;^)

 

 

More like ''spooky wallhumper'' ;) thanks for playing mate! I find it funny that the only secret you found is the one I tried to hid the best lol

 

53 minutes ago, Gibbon said:

Just uploaded mine (took 49 minutes)

 

  Hide contents

 

Me and the cybie decided to kill eachother at the end though..  damn you and your BFG trickery! :P

 

That last duel was epic! There's a secret nearby that can help ;) thanks for playing, hope you had fun.

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2 minutes ago, Endless said:

I find it funny that the only secret you found is the one I tried to hid the best lol

 

Hey, I found 3 of 'em, you cheeky cunt. ;^P

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1 minute ago, Biodegradable said:

 

Hey, I found 3 of 'em, you cheeky cunt. ;^P

Oh duh! Mapping/writing for 12 hours straight is bad for your eyes, kids.

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Looks like an awesome map chock-full of vanilla goodness. Well done, bud.

 

And that player's guide is just the cherry on top. That just sells the retro experience. Good stuff.

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Very solid map, I came close to UV-Max, but one enemy was missing. The secrets were decently hidden, but not so hidden that it was impossible to miss, although I did press the wall near the end with the Arch-Vile on a hunch more than anything else.

 

- I liked the use of the Arch-Vile behind the horde of enemies, forcing you to use the new plasma rifle to cut through to it.

- I found the secret plasma rifle, but because I got it before hitting the switch (thinking it might be a timed door), I ended up not being able to return back past the bars since there was no way to open them from that side or the secret door. That's fine, but since you can open it and it stays open if you hit the switch, it seems like going back is intended. Maybe put a duplicate switch on the inside of the bars for people who use the secret to get in.

- There was one box of shells near the Yellow Key I was unable to get because the sector was too short for Doomguy to fit. He needs 56 units.

- Overall there was a high amount of Baron usage. Sometimes a baron is what you need when there's a tight space or other time pressure on the player... but a lot of the times you used them, Hell Knights could do instead.

- A lot of the time around windows and other monster cages, you didn't seem to use the lower/upper unpegged flags to align the textures with the surrounding ones.

- Strong finish to the map.

- Perhaps slightly too generous with rockets and cells, as the amount I got let me blast through lots of weaker enemies with impunity. That may be what you want, though, considering the ending.

- Another thing is that early on, there was a lot of room to room combat. Lots of doors and small rooms which can break the flow of the map. Open door, kill enemies, open next door. But that did change over time.

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This was a pretty damn fun map - surprising it's vanilla!

 

Took me about 32 minutes to beat!

 

I must suck at secret-finding, as I only found one during my playthrough.

 

The addition of a player's guide was a great idea - would be cool to see more people do something like that. :)

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Very fun action-oriented slaughterlite map indeed ! Here is my playthrough. I thought the level got easier as long as you progress because you were extremly generous with ammo ! I love the subway part , it reminds me some levels in Kama Sutra.

 

I almost died while killing the cybers after some failed stupid risky decisions. I can't explain how I managed to survive after 2 rockets in the face. :)

 

I saw some ugly HOMS near the end , maybe you could correct it? Nothing serious though. It looks to run totally fine on vanilla.

 

 

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Hey everyone. Technical Issues has been updated with some slight changes and bugfixes!

 

[REDACTED]

 

 

- Some various textures misalignments fixed

- Some bleed effects have been fixed

- Texture change for the grinder/blender

- No more stuck cacos and lost souls

- Shotgun shell pack near yellow key can now be picked

- Ton of sidedef clean up

- Ammo balance slightly improved for the 1st act

- New skybox

- Removed Herobrine

 

And the Player's Guide has also been updated to fix typos and data.

 

EDIT: Fixed the stuck Imp. Thanks @ScrappyMcDoogerton

Edited by Endless

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4 hours ago, Endless said:

- Some various textures misalignments fixed

- Some bleed effects have been fixed

- Texture change for the grinder/blender

- Ton of sidedef clean up

- New skybox

 

Should have been called Texturing Issues amiriiiiight 😱

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Played on both UV and then UV-fast. Really fun map, doesnt take more than 30 min to knock out, tho I think you should also try to incorporate solo-net too, since I felt UV was a bit too easy lol 

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Bio pointed this map out to me and I had a good time - this is right up my alley - enjoy!

 

 

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I love long tech bases so really enjoyed this map!  I would say for my UV playthrough the difficulty curve was a bit inconsistent, as I felt ammo and traps were a bit more difficulty early on with less shotgun ammo and archviles with meatshields, but then you get sooo much rocket ammo and a pretty easy secret for invincibility which makes the last fight a bit anticlimactic.  Even so I enjoyed it, cool rooms and setups and nice midi - sounded like a song I've heard but couldn't put my finger on it.  Anyway, thanks!

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Update 1.2!

  • Some more texture misalignments fixed
  • Balanced ammo
  • Slightly balanced skill difficulties
  • A bit more enemies
  • Bloodfalls and acidfalls are no longer solid
  • One texture bleed fixed
  • Last secret has a clue now
  • Removed one of the Invulnerability spheres

techissues.zip

 

And Player's Guide updated.

 

Hopefully this is the last one.

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