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Lorcav

[CP] [DSDA CL2] Super Doom TV - [RC1]

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17 hours ago, Endless said:

Finally! It is finished.

 

Map Name: Witness Total Carnage
Map Number: MAP27
Mapper: Endless
Prompt: Witness Total Carnage
Music: Catalyst by Psyrus

 

 

And well worth the wait too, this is a really great map.

 

I love the music choice and the visual progression from rusty metal base down into the sewers and through to a mouldy overgrown final arena, with a serious demon infestation, was superbly executed. 

 

Thanks for making such a detailed and fun map.

 

Spoiler

I only have two things to mention.

 

On both my playthroughs the final arena was locked once I entered, and then it's on to the exit. Would you consider putting in a teleport to let players go back to the start, or at least the room with all the backpacks after the bars have lowered so that they can secret hunt or clean up remaining monsters?

 

Also on enemies, two of the closets for the final arena are not linked to the main arena so the monsters never wake up:

 

YdoWAQi.png

 

 

 

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On 7/15/2023 at 7:29 AM, Lorcav said:

 

And well worth the wait too, this is a really great map.

 

I love the music choice and the visual progression from rusty metal base down into the sewers and through to a mouldy overgrown final arena, with a serious demon infestation, was superbly executed. 

 

Thanks for making such a detailed and fun map.

 

  Reveal hidden contents

I only have two things to mention.

 

On both my playthroughs the final arena was locked once I entered, and then it's on to the exit. Would you consider putting in a teleport to let players go back to the start, or at least the room with all the backpacks after the bars have lowered so that they can secret hunt or clean up remaining monsters?

 

Also on enemies, two of the closets for the final arena are not linked to the main arena so the monsters never wake up:

 

YdoWAQi.png

 

 

 

Thanks!

 

Here it is the updated version. Fixed the monster teleport not connected. I still kept the locked door at the final arena, since that way players can't just run away and have to stay and fight. I added a teleporter that sends them back the sewers in case they want to explore the base further. And added a little bit of more detail at the exit.

 

Witness Total Carnage.zip

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Map name: Moment of Truth

Map Number: 29

Mapper: digithead100

Prompt: Arena

Music: Atcoty by Kevin Schilder(from Heretic E1M9)

 

I got a little carried away with the kill count but since its map 29, I figured it would be okay. All feedback is appreciated.

 

Spoiler

doom00.png.ad34cca095949973a7fcb99820a323b3.png

 

mot.zip

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1 hour ago, digithead100 said:

Map name: Moment of Truth

Map Number: 29

Mapper: digithead100

Prompt: Arena

Music: Atcoty by Kevin Schilder(from Heretic E1M9)

 

I got a little carried away with the kill count but since its map 29, I figured it would be okay. All feedback is appreciated.

 

  Reveal hidden contents

doom00.png.ad34cca095949973a7fcb99820a323b3.png

 

mot.zip

That was a fun map! Visuals area great. Monster counts dont matter a ton if the map is fast paced and not too long.  My only complaint is the music feels more medieval than high paced snythwave or scifi etc.  Also going down the stairs in the arena near the end is awkward as you can get stuck easily on the detail. 

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5 hours ago, Treehouseminis said:

That was a fun map! Visuals area great. Monster counts dont matter a ton if the map is fast paced and not too long.  My only complaint is the music feels more medieval than high paced snythwave or scifi etc.  Also going down the stairs in the arena near the end is awkward as you can get stuck easily on the detail. 

Thank you. Yeah, I had some trouble finding a midi for this and just went with some stock Heretic music. If anybody has any suggestions for music, I'm all ears. As for the stairs, I got a little ahead of myself and just drew a lot of stuff. It was only during playtesting that I realized how awkward it was. But at that point, I was too lazy to go back and change it. Let's just say its part of the challenge  :) 

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40 minutes ago, digithead100 said:

Thank you. Yeah, I had some trouble finding a midi for this and just went with some stock Heretic music. If anybody has any suggestions for music, I'm all ears. As for the stairs, I got a little ahead of myself and just drew a lot of stuff. It was only during playtesting that I realized how awkward it was. But at that point, I was too lazy to go back and change it. Let's just say its part of the challenge  :) 

Idk if anyone else has used them in this CP, but midis from Streets of Rage would be pretty cool.  But yeah the stairs are a nit pic, no problem going up them lol.  

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On 7/20/2023 at 2:24 PM, digithead100 said:

Map name: Moment of Truth

Map Number: 29

Mapper: digithead100

Prompt: Arena

Music: Atcoty by Kevin Schilder(from Heretic E1M9)

 

I got a little carried away with the kill count but since its map 29, I figured it would be okay. All feedback is appreciated.

 

  Reveal hidden contents

doom00.png.ad34cca095949973a7fcb99820a323b3.png

 

mot.zip

 

Definitely looking forward to giving this some time this weekend!

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HI im so so sorry i applied for this and then personal life swallowed me for like two months so  yeah . i am currently working on a map and i do think i will finish it before august (i really really hope at least)

 

wip screenshots :

Spoiler

doom86.png.0e89bf7f37ef3d1b62f009a8282587ac.pngdoom85.png.c0c01027d4bd4c0d07e8f1c867fe0be8.png

 

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1 hour ago, signaturereverie said:

HI im so so sorry i applied for this and then personal life swallowed me for like two months so  yeah . i am currently working on a map and i do think i will finish it before august (i really really hope at least)

 

wip screenshots :

  Hide contents

doom86.png.0e89bf7f37ef3d1b62f009a8282587ac.pngdoom85.png.c0c01027d4bd4c0d07e8f1c867fe0be8.png

 

The aesthetics on this looks so cool.  

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Update: Rooms are done and lighting is done as well. I only have to test and tweak the map now. I promise that this map will be released THIS WEEK.

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As a general update I have most of the graphics and maps added in for the first release, I'm behind on some of the non-map music selections, but certainly getting close on those. 

 

My only other main thing to do once the last few maps and map updates are in is to consider slight changes in the order to account for a better difficulty curve, but I'm undecided on that ATM. 

 

Looking forward to getting the alpha out and starting to get feedback from the wider community.

 

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update : the map got uhhhhhh a bit out of hand . the actual making process is around 70-80% finished (layout + decoration + fights) but a lot of testing will be required (at least in my opinion) and also balancing lower difficulties which im not the best at . i am working on it a lot and i really hope to have it done by the end of the week but i really cant promise anything to be completely honest

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On 7/20/2023 at 2:24 PM, digithead100 said:

Map name: Moment of Truth

Map Number: 29

Mapper: digithead100

Prompt: Arena

Music: Atcoty by Kevin Schilder(from Heretic E1M9)

 

I got a little carried away with the kill count but since its map 29, I figured it would be okay. All feedback is appreciated.

 

  Reveal hidden contents

doom00.png.ad34cca095949973a7fcb99820a323b3.png

 

mot.zip

 

Forgot to respond, oh the shame...

 

This is a good map, a straightforward space but enjoyed the combat and eventually exploring beyond the main area through the corridors etc.

 

Good music choice too. 

 

Thanks for the submission!

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On 6/27/2023 at 10:45 PM, MFG38 said:

I did think about that potential softlock more than once, definitely gonna have to rethink the placement of that switch. Anyway, feedback's appreciated!

 

I've moved the switch to the wall it lowers, so it's no longer behind the stairs. Let me know if you prefer a different solution.

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16 hours ago, Lorcav said:

I've moved the switch to the wall it lowers, so it's no longer behind the stairs. Let me know if you prefer a different solution.

 

No problem, I was most likely gonna do that myself anyway. Sorry for the lack of updates on my end.

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MAP20 is up for grabs; if anyone finishes it before I do, they can have it.

 

Basically, I've been slowly spiraling for at least a year, and between that, work, and college, I haven't found much time or motivation to finish the map. Hopefully I'll find both soon...

 

Here's a map of the starting area; I haven't detailed the other parts enough to look presentable.

Screenshot 2023-08-04 234649.png

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6 hours ago, Hydrus said:

MAP20 is up for grabs; if anyone finishes it before I do, they can have it.

 

 

No worries, much more important to get yourself feeling right and good

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OK so nearly there from an alpha release point of view. 

 

I've finished doing the mapinfo so once I have MAP15 from @Ar_e_en then that's the secret exit/levels taken care of and if we have an initial version of @signaturereverie's MAP23 then can do some testing and difficulty adjustments during the alpha phase. Should be good to drop those in and then release.

 

 

 

 

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Very quick update: I was adding some finishing touches and doing a bit of difficulty tweaking when I had a power surge. The good news is that the map is fine and I don't think that any data got corrupted! The bad news is that my small changes weren't saved - so I need a bit more time to finish things up (at least a day or two). 

Here's a screenshot of the maps layout from Slade:

Spoiler

 

A2_map_preview_screenshot.png.f8737db52fac12ada99d16b85369834a.png

 

 

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It is done!

 

Sorry for being incredibly late!
This map was tested in Woof and PrBoom-Plus (complevel 2 for both) as well as Crispy Doom!
Also - the hitscan and autoaim bug somehow disappeared at some point, I don't know what change I made to fix those bugs - but I ain't gonna complain!
Note: This map uses some out of bounds Lost Souls (and a few other enemies) for scripting some of the events in this map. For the sake of making the map beatable: do not enter any cheat codes that kill all monsters in the map! 

 

Map Name: Studio Scramble
Map Number: 15
Mapper: Ar_e_en
Prompt: Secret Rooms Nearby
Music: None (Couldn't find a fitting track myself, if the project lead knows a good midi track for my map - they can pick it for me!)

 

Marked secret areas: 15

Spoiler

The map also has 1 easter egg that can be found by doing a glide in one of the secret areas (you can also find the easter egg unintentionally by inputting "iddt" in the automap screen).

 

Screenshots:

Spoiler

doom04.png.053f09d61aa9fb9a6ba40f353917b967.png

SMAStvPicture2.png.f803d0ef0bdc4fd53dd764b034a8a1fd.png

SMAStvPicture1.png.d335c2af197d46196e6011773e347bd8.png

 

Here's the map: Studio_Scramble_(Ar_e_en)_MAP15(v1).zip

 

I hope you enjoy!

 

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Also, one more thing: I did test this map for difficulty (and made a bunch of tweaks along the way), but I fear that some of the fights might still be a bit too hard. I am willing to tone down some of the fights for a possible "Version 2" of this map (once everybody is done testing the first version in the alpha/beta release of this wad).

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On 8/7/2023 at 8:08 PM, Ar_e_en said:

I fear that some of the fights might still be a bit too hard. I am willing to tone down some of the fights for a possible "Version 2" of this map (once everybody is done testing the first version in the alpha/beta release of this wad).

 

I don't mind hard fights per se, being an average player, but the difficulty here is probably a bit higher than it should be alongside everything else. Happy to put this version out in the alpha and have a reworked version for the beta if you're good with that approach?

 

That said, great looking map, love the vibe, the glimpse backstage feeling of it and certainly can find you a good midi to go along with this ready for the beta version!

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oh my god ?? its here its real ?? i am incredibly sorry for the delay but its finally here i accidentally hyperfocused for like 2 weeks straight and made not just one of the biggest maps in the mapset but also by far the biggest map that ive ever made

map name: death at 632.8 nm
map number: 23
mapper: signaturereverie
prompt: lazer death arena
music: none as of yet (i have not gone looking for it yet and i am open to suggestions)

notes:

  • tested in crispy doom and dsda-doom (complevel 2)
  • only ultraviolence is done right now and i will get to the other difficulties soon
  • the three key wings are relatively balanced but im going to be completely honest i do not really know if the final fight is even playable
  • ive played through some of the other maps and i (personally) think this probably should either be moved further into the maplist or nerfed (which to me personally just feels wrong and doesnt correspond with my envisioned uv difficulty)

screenshots:

Spoiler

doom88.png.e3397a832fabeb39fb8cdb35ca7524b5.pngdoom90.png.cca1754ff77024626924e779aff1e7d2.pngdoom102.png.d7fce7e51c6cfb661715467cfbe9e65e.pngdoom101.png.60876de5d4b0a93f276f4cc72feacb57.png

 

death_at_632_8_nm.zip

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22 hours ago, Lorcav said:

 

I don't mind hard fights per se, being an average player, but the difficulty here is probably a bit higher than it should be alongside everything else. Happy to put this version out in the alpha and have a reworked version for the beta if you're good with that approach?

That sounds good to me!

 

BTW, which specific battles did you consider to be a bit too difficult? I want to start taking things into account for the 2nd version of the map.

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quick update : i think for now im pretty much done with the map

  • found music (rotted roots by jimmy)
  • rebalanced the fights
  • implemented hmp and hntr
  • the point about potentially moving the map in the maplist still stands

open to and very eager to hear feedback !

da6328_v2.zip

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2 hours ago, signaturereverie said:

quick update : i think for now im pretty much done with the map

  • found music (rotted roots by jimmy)
  • rebalanced the fights
  • implemented hmp and hntr
  • the point about potentially moving the map in the maplist still stands

open to and very eager to hear feedback !

da6328_v2.zip

 

I'll put this one into the Alpha then, and I'll try it in slot 30 as the last map and see what feedback it gets.

 

Spoiler

Haven't played this updated version, but one of the notes I had on your previous version was to maybe add a small amount of navigation to help players find each wing. Probably doesn't need to be much, maybe even just a coloured indicator at the start of each path because that'll stand out against the general texturing of the whole area.

 

What do you think?

 

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On 8/10/2023 at 5:57 PM, Ar_e_en said:

That sounds good to me!

 

BTW, which specific battles did you consider to be a bit too difficult? I want to start taking things into account for the 2nd version of the map.

 

Cool, I should have the alpha out today in a new thread, so hopefully some feedback will come in over the next week or two.

 

Playing through the whole megawad again last night, this does kind of high-point the first half difficulty wise and then it drops down again for the second half and ramps up futher towards the end. So I think it can definitely work in that slot.

 

Spoiler

The second half of the rocket launcher fight, once the doors open, I just couldn't get enough space to move around. Which I accept might be a skill thing on my part. But the room with the crate of archviles and the cyber at the other end, I tried everything and just couldn't make it work, it just seemed undoable to me. But, again, that could just be a skill deficiency on my part.

 

 

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