Astro X Posted April 1 (edited) I'm exhilarated to announce that RC1 is here to add some spice to your April Fools day! doom2.wad; boom-compatible (cl-9); all difficulties implemented; beatable pistol-start; CC4-tex texture pack; a few modified sprites and sounds; lost souls have 45HP; and most important of all, you only get 1% health! Spoiler MAP01: 'The sheol threshold' by @Snowy44 MAP02: 'Health hunt' by @phoo MAP03: 'Chaingunners ball' by @aRottenKomquat MAP04: 'Hospital of endless ailments' by @Azafran MAP05: 'Don't get blood on the marble' by @Pegleg MAP06: 'Disenthrall' by Astro X MAP07: 'How many?!' by @Sneezy McGlassFace MAP08: 'Seriously dead' by @Kuro_mahoh MAP09: 'Fire processing units' by @knifeworld MAP10: 'Antimatter' by @scientifikgenius MAP11: 'Fragile world' by @SuyaSS MAP12: 'Horrendous refinery' by @LuzRoja29 MAP13: 'No health around' by @mr-around MAP14: 'Overgrowth base' by @Axuris MAP15: 'Compound fractury' by @Heretic926 MAP31: 'Cold welcome' by @Heretic926 MAP32: 'Intervention' by @Doomy__Doom MAP16: 'Brains on marble' by @reaction MAP17: 'The arena' by Astro X MAP18: 'Thanks for playing' *Thread image credits go to @Azafran It's been a pleasure to host this silly, little project. I can't believe the quality of the maps you guys came up with in such a short amount of time! I really hope everyone and anyone can play the mapset and have a good time, despite the arduous challenge :) *Additional credits in the txt file. DOWNLOAD What is Health RC2 SCREENSHOTS Spoiler Edited April 22 by Astro X 30 Share this post Link to post
Axuris Posted April 1 Already ran into some issues: TITLEPIC is in PNG format, so the wad can't launch in source-ports that don't support PNGs. MAP14: The sky transfer lines use a different sky texture that isn't in the wad, so the sky is broken, it seems the map also switched midis with MAP13. 3 Share this post Link to post
phoo Posted April 1 Thanks for hosting this project, it was fun to contribute :) 1 Share this post Link to post
Astro X Posted April 1 14 minutes ago, Axuris said: Already ran into some issues: TITLEPIC is in PNG format, so the wad can't launch in source-ports that don't support PNGs. MAP14: The sky transfer lines use a different sky texture that isn't in the wad, so the sky is broken, it seems the map also switched midis with MAP13. Fixed. 1 Share this post Link to post
phoo Posted April 1 Trying out the wad, the title screen looks strange in dsda doom. maybe it an issue with scale because it looks fine gzdoom. 2 Share this post Link to post
Astro X Posted April 1 8 minutes ago, phoo said: Trying out the wad, the title screen looks strange in dsda doom. maybe it an issue with scale because it looks fine gzdoom. Idk why that happens or how to fix it. 2 Share this post Link to post
phoo Posted April 1 10 minutes ago, Astro X said: Idk why that happens or how to fix it. is it the size of the image? 1 Share this post Link to post
SuyaSSS Posted April 1 (edited) MAP01 has a missing texture on the staircase in the first room. Also, is there a way to get back up to the platform after falling in the 1st map. (If not, then this is a softlock since I can't hit the eye switch from the lava floor) (If yes, I would suggest to make it more clearer.) 1 Share this post Link to post
phoo Posted April 1 MAP 32's player start seems to be inside of a scroller 1 Share this post Link to post
General Rainbow Bacon Posted April 1 Map 31 sky doesn't show up. This is happening a lot lately in maps. Make sure you guys are playtesting! 2 Share this post Link to post
Doomy__Doom Posted April 1 @Astro X I think you got the wrong dehacked, you need blue/green armor class 0, not 1 for respective armor pickups to give 0. Or not touch it at all if you want blue armor to still give the 200. 13 minutes ago, phoo said: MAP 32's player start seems to be inside of a scroller Not-a-bug :) 2 Share this post Link to post
EffinghamHuffnagel Posted April 1 (edited) UMAPINFO is screwed up. MAP08 was skipped and everything was mis-numbered after that. MAP34? Edit: there are also two D_READ_M in the wad. Which was intended? Edited April 1 by EffinghamHuffnagel 1 Share this post Link to post
Astro X Posted April 1 (edited) 1 hour ago, SuyaSS said: MAP01 has a missing texture on the staircase in the first room. Also, is there a way to get back up to the platform after falling in the 1st map. (If not, then this is a softlock since I can't hit the eye switch from the lava floor) (If yes, I would suggest to make it more clearer.) Weird about the texture since it never showed me. I'll check that out. There is a way back up from the lava, just hug the wall and climb. 1 hour ago, General Rainbow Bacon said: Map 31 sky doesn't show up. This is happening a lot lately in maps. Make sure you guys are playtesting! I wasn't able to contact the mapper in time. 1 hour ago, Doomy__Doom said: @Astro X I think you got the wrong dehacked, you need blue/green armor class 0, not 1 for respective armor pickups to give 0. Or not touch it at all if you want blue armor to still give the 200. Not-a-bug :) Okay, I manually changed that so my fault, I'll restore it. The scroll is a "puzzle/gimmick", as is a lot of stuff in map 01. 1 hour ago, EffinghamHuffnagel said: UMAPINFO is screwed up. MAP08 was skipped and everything was mis-numbered after that. MAP34? Edit: there are also two D_READ_M in the wad. Which was intended? I don't remember 'misnumbering' maps but I'll check that out. Took me a lot of time to write down all MAPINFO and UMAPINFO stuff, so I may have missed something, especially when I had to 're-number' everything. I thought D_READ_M was an ending song, I guess I forgot what that is? 1 Share this post Link to post
Astro X Posted April 1 (edited) All fixed. But map 01 doesn't have missing textures. 0 Share this post Link to post
Doomy__Doom Posted April 1 More stuff: Map 02 - RSK hom in opengl. Map 12 - still has issue that I mentioned in dev thread - tag 0 on the red floor at the end. Map 13 - RK can be item-bumped without pressing the requisite switch to lower it. Map 31 - seems to not have any tag or actions associated with the door to the exit area (sector 130), so idk if it's completable unless I'm missing something. Also missing sky, UDB doesn't see the texture on transfer lines so it was probably completely forgotten or maybe not in patch table. Map 32 - wrong sky. @Astro X please copy the UMAPINFO skytexture entry from my submission, since we're using it anyway. The texture is also not in the patch/texture table. You didn't ask for a sky transfer version, so I assumed it's not needed (it'd be broken because of patch table either way :). 3 Share this post Link to post
knifeworld Posted April 1 Had fun making a speedmap for this! Apologies for disappearing for a bit, I'm dealing with health issues IRL. One small request though, if you could update my map with the updated version I posted in the dev thread that would be cool, because I've actually added some neat automap art you can see when you grab the computer map. (cause it's totally useless on my map otherwise :P ) 2 Share this post Link to post
phoo Posted April 1 (edited) 24 minutes ago, Doomy__Doom said: More stuff: Map 02 - RSK hom in opengl. there's a self-referencing sector there that lowers, any suggestions on how to resolve this? 0 Share this post Link to post
Doomy__Doom Posted April 1 2 minutes ago, phoo said: there's a self-referencing sector there that lowers, any suggestions on how to resolve this? I suggest to move to boom's special 242 (create fake ceiling and floor), that should always render correctly by design (it applies control sector's heights for rendering but original sector's collision). Common tricks like deep water and invisible walls are typically done through that in Boom. 1 Share this post Link to post
phoo Posted April 1 11 minutes ago, Doomy__Doom said: I suggest to move to boom's special 242 (create fake ceiling and floor), that should always render correctly by design (it applies control sector's heights for rendering but original sector's collision). Common tricks like deep water and invisible walls are typically done through that in Boom. I gave it a try, only issue is the red key isn't visible as a result. I changed it from being self-referencing to using boom special 242. I'm going to keep messing around with it. 0 Share this post Link to post
phoo Posted April 1 (edited) 34 minutes ago, phoo said: I gave it a try, only issue is the red key isn't visible as a result. I changed it from being self-referencing to using boom special 242. I'm going to keep messing around with it. Fixed. I changed up the way the sector worked. No more floating skull; sad to see it go. The alternative looks fine though. :)@Astro X Here's an updated version with OpenGL fix: https://drive.google.com/file/d/15vaamxREV0gQCxte_9Yd6_593eHlxftw/view?usp=share_link 2 Share this post Link to post
reaction Posted April 1 (edited) Woo, rad to see Health hit the deadline! Great work to everyone involved and everyone playing it. I'm sure there'll be more stuff to tweak before idgames so extra thanks to everyone posting issues they find here too. Edit: I've started making changes mentioned in thread and compiling them. I'm using a separate version number to make sure things don't get messy for you @Astro X. I'll try spend as much time today as I can playtesting and making these sorts of misc fixes. When you do post updated versions of the wad Astro can you please increment the version number as it's hard for me to see what changes in this thread have been merged into the RC wad when they are all called RC1. What_is_Health_RC2.zip Changelog for RC2: Spoiler Fixed HOM in MAP01 at stairs in starting area Resized TITLEPIC to correct size (needs to be fixed more as it has black bars since it was wrong aspect ratio) Added phoo's updated MAP02 Moved map lumps to right order in wad (makes no difference to users, just tidier) Made a mugshot for godmode, it's nothing amazing but I think it fits Recorded and replaced the 3 attract demos Moved STBAR *(and other) lump so it shows up on all ports Added knifeworlds updated MAP09 Updated sky for MAP16 (my map) Cleaned up the low res version of TITLEPIC Replaced CREDIT with low res version Added bloody face (Will revert if you say so Astro) Tidied up Nightmare graphic a bit Further tidied titlepic Colorized rest of Menu text Replaced menu skull with health bonus Modified M_DOOM Added Azafran's updated MAP04 (rev 1) Added Hetertic926's fixed version of MAP31 Added SuyaSS's updated MAP11 and hotfixed MAP12 Swapped MAP01 and MAP06 (it might be worth swapping a few of the other maps around too, will investigate) Added Axuris' updated MAP14 Removed intermission text Removed MAP12 'Horrendous refinery' and associated CWIL Removed unused textures and flats (thanks to @MTrop and DoomTools <3) Edited April 6 by reaction 4 Share this post Link to post
Insaneprophet Posted April 1 I am in love with that title screen!! I think that alone is what will make me give this a spin. 1 Share this post Link to post
Astro X Posted April 2 (edited) Thanks, @reaction and everyone pointing out the bugs. The resolution is a thing I forgot about because for a really long time I haven't run into that issue, I'm rusty. @knifeworld I thought I had the latest version. I'm gonna double check that, sorry. @Doomy__Doom I didn't forget about your sky, but maybe trying to include UMAPINFO (I've never done this before) made it not appear properly, sorry. 2 Share this post Link to post
reaction Posted April 2 I just wanna say that after spending a bunch of time playing and testing the wad I'm having a blast, there are a lot of great maps in this set! 1 Share this post Link to post
SuyaSSS Posted April 2 8 hours ago, Astro X said: There is a way back up from the lava, just hug the wall and climb. I know there is a way up to the exit door (probably should've been much more clearer) but, I meant a way back to the platform from where you shoot the first eye switch since during my first playthrough I missed it and jumped in the lava causing me to softlock (since I don't use mouselook). 1 Share this post Link to post
Astro X Posted April 2 1 minute ago, SuyaSS said: I know there is a way up to the exit door (probably should've been much more clearer) but, I meant a way back to the platform from where you shoot the first eye switch since during my first playthrough I missed it and jumped in the lava causing me to softlock (since I don't use mouselook). I know it's very subtle but there's no softlock. There are stairs in each of the 4 walls. 0 Share this post Link to post
SuyaSSS Posted April 2 3 minutes ago, Astro X said: There are stairs in each of the 4 walls. Ok, I found them now. But I think using different texture and making them wider would go a long way. Spoiler Or maybe a lift can also work 2 Share this post Link to post
reaction Posted April 2 (edited) I've played through all the maps now so I'm gonna go through them again and check the feedback then add it here: General feedback: I think the custom graphics like the menu, statusbar, chaingun (incl sounds) is great. The wad isn't standard so having more of a contrast to vanilla with new graphics and sounds totally works. I think the mugshot should be bloody, not look like 100% hp. I think it adds to the tension and novelty of wad to have the face bloody and beaten. It also feels more jarring/unnatural to die in one hit when it looks like you have 100hp. MAP02: 'Health hunt' @phoo Spoiler I loved this map, the non-linearity, sense of exploration and creative detailing make it a joy to play. I didn't spend much time not knowing where to go which is often the main issue I have with more adventurey maps so that's brilliant. The combat was suitably light for it's slot, I'm glad you used revs instead of 3-4 imps because revs are a lot more dynamic and interesting at 1hp imo. When it comes to detailing I loved the duck reeds and trees especially. The use of blue (both in switches and health bonuses) as a progression indicator was a clever move. Great map, no issues imo. MAP03: 'Chaingunners ball' @aRottenKomquat Spoiler After playing through the map the first time I wondered if getting through the climax fight would as pleasant as the first and yeah, it's holding up. I was worried I got lucky the first time but even on my second playthrough most died to infighting and the rest could be picked off with a shotgun. I feel sorry for anyone who lowers invisible wall right after spawning and then gets creamed when teleporting in later. I played through the second time without grabbing the ssg secret and it was no problem to finish the map so that's great. The combat kept the map moving and the layout means that player can largely drive the speed so you can really blast through if you want to which is really fun. Solid gameplay, I really enjoyed playing through both times. Visually, the map looks good, you've got a good techbase style and you stuck to it with some variety in a couple set pieces. Going from the openness of map02 to the slightly cramped (in a good way) techbase is a fun change, it adds the to the lighthearted fun of the wad imo. MAP04: 'Hospital of endless ailments' @Azafran Spoiler Loved the crusher gag at spawn! You've got a consistent current of gentle mockery through the map with the health pickups, powerups and especially the bfg at the end (take THAT revenant!), funny stuff, I can dig it. The triple AV fight isn't actually bad if you don't open the bars. At first I was worried it made the rocket launcher secret necessary but you really don't need it. I just noticed there are also sound blocking lines so if you stand in the bright sector with the switch you can aggro only the AVs with rockets which makes it even more doable, nice. I think the 4 barons fight is a bit of a chore if you don't have any rockets. Maybe HK or rev could keep the momentum up a bit ? I also got a HOM in the 4 baron room when playing with Woof. It doesn't seem to work in software but with hw renders it shows the sky correctly. I tested making a room with that effect (sky ceiling 0 height sectors) and it does work in software and i have used it a bunch so I dont know why these windows don't work, sorry. The red key fight is fantastic every time! I love how dynamic it is, the mix of monsters getting gradually added really changes how you have to act with each one. The arachnatron closet needs it's textures aligned imo The lightamp goggles make the map (and every other map) look terrible :( Could be funny to replace with soulsphere ? Make the sides of the raising imp sector (right at start) monster blocking lines so the imps don't get stuck partially on/off the sector MAP05: 'Don't get blood on the marble' @Pegleg Spoiler The opening barrel explosion is super sweet, so many satisfying gib sounds at the same time. It's definitely more punchy than just placing a chaingun, a shotgun and a box of shells. I think you could make it a bit more consistently juicy with a few blocking lines so monsters can't get in front and block the barrels, just a thought. I had a blast playing through this map, cacos vs rocket launcher is v tasty. It's very tricky trying to use the rocket launcher to take down larger monsters in tight spaces, would have to play very differently when going saveless. The E4M8 ending was especially splash damage heavy in both my runs and was definitely the hardest part of the map but it wasn't over the top. I'm just glad there wasn't a spider mastermind.. I'm a big fan of the marble textures in general and the CC4 recolors work really well. Super solid map, I very much enjoyed all of it. MAP06: 'The sheol threshold' @Snowy44 Spoiler Nicely themed secret at the start, substantial detailing and atmosphere for what could have been a mundane secret. Wonderfully thick atmosphere, supported by the midi. The start of the level is so Aliens, I love it. The map has a smooth flow, I never really got stuck or confused which is a huge feat as I'm pretty retarded so well done. I really like the old school texturing, it definitely feels less refined and more amaturish (can't think of a better word) but it works really well since the flow and progression play so well. Reusing previous arenas and opening up new spaces is brilliant. Maybe move the mid textures slightly so they don't perfectly line up, looks a bit strange imo I love the detailing you did with the floating rock where it looks like scientists would be studying it. The texturing is very 90s, using comp textures as structural is fun, feels surreal. The portal effect with the transition to hell works very well but I don't see any sky, it's just black. It could look even cooler with a rad sky from Mek's or somewhere else. I think the whole Hell section could use a bit of a lighting revamp. It's almost entirely uniformly very bright (full bright?) It might look better with a sky but adding some contrast would go a long way too. The difficulty level is quite unique - the fights are all easy but the ammo is low for the most part. I was scrounging for shells in each playthrough. I think you could add a bunch more monsters to make the map more fun without really making it too much more difficult. Both the red key fight and the ssg fight are light on monsters - ssg in particular, there's lots of empty space that gets opened up. Once you get the ssg you're not low on ammo so I think it'd be worth trying to add more monsters and seeing how that feels. Even just more imps and pinkies, low tier stuff to blast away. The pinkies in the ssg fight can be completely avoided by just going up stairs after grabbing the ssg, you only need to kill a caco and a couple of imps before going downstairs to clean up. Then after you lower the platform and jump down you take out 2 pinkies which is very easy with an ssg, it could be a bit spicier imo. You have traps that show up on the automap before they spring. You can fix this by flagging the linedef as 'Shown as 1-sided' so it looks like a solid wall and not a door. It's a minor thing but adds a lot to the polish when fixed. I loved all the "UAC studying Hell by making excursion through the portal", seeing their machines, seeing the artifacts they bring back - I love that shit, it's something I really really wish franchise like Doom and Half-life would explore more in their games. OpFor was really good for that if you like HL. The monster blocking line at the top of these stairs means the lost soul cant do anything The pinky ambush works well but again is quite easy. I love those tunnels though, that's where the aliens vibe is the strongest. I think because you used the same textures as Aliens TC it really sells it (purposeful reference?) I very much enjoyed this map, great work Snowy! A solid, solid addition to the wad. I do think you could make it even better by upping the excitement a bit and tweaking the lighting. Looking forward to playing any maps you make in the future! MAP07: 'How many?!' @Sneezy McGlassFace Spoiler What midi is this????? Sounds like Sims. First big fight is awesome and is a suitable jump in difficulty. I had a nice piss screen for a good while after grabbing the rockets+backpack, gave me a chuckle. The post-piss fight is primo, esp with the teleporting AV, well done. The rocket stack is still a nice touch, I wonder how many there are..... I think the HK and rev on the pillars is just .. ok. Maybe having an imp on a bunch of diff platforms would be more to rocket? The HK + rev aren't hard to kill at all, just sort uninteresting. nvm, it's pre funny Making the player redo the platforming section so many times is very antagonistic, it suits the map but it could be worth maybe having a super secret to skip it for players who really hate platforming (there are quite a few). Personally, I think after having to do the course 3 times any more is too much. After the third time you could to a fake-out but 6 times (i think) is a lot. If the course was faster in that it didn't necessitate stop and turn platforming but could be done smoothly that'd be a different story. Making the walls that lower for the final rev + caco wave look good being lower unpegged, like the illusory world is slipping away. I think the cell ammo could be a bit more highlighted for visibilty, esp when the caco corpses start piling up. Even just putting it on a small 8u high platform with a diff texture would be very useful. There's no need for the pain elementals, they are just annoying. That's actually the feeling I'm getting with this map, it's got too many "annoying features" - redoing platforming over and over and over, caco bodies blocking everything, PEs infighting with cacos every time. It kind of makes me not want to keep playing after dying. I ended up IDDQDing both times I played the map to kill the caco swarm. I think it should be toned down, I don't think many players at all would end up actually killing the cacos/finishing the map which is a shame. The difficulty spike from map06 to map07 is way to sharp imo. I think the number of cacos needs to be reduced by a solid amount and the PEs removed - they always infight and you can't stop them so it's annoying. The map has really fun bits and fights but the other stuff just drags it way down imo. Dead cacos block all view including the platforms you need to jump on. I couldn't see how to finish the map either time, what do you do after killing all cacos and PEs? MAP08: 'Seriously dead' @Kuro_mahoh Spoiler Great start, nice and punchy with lots of imps to kill. The outdoor area looks high class, pristine usage of midtextures. The 'underwater' sorta bit with the midtextures was interesting, strange effect but cool. Chaingun vs revs is a great setup to use, it's satisfying making em do the chaingun cha-cha. There's way too much ammo in the hub with the ssg. It's a minor thing but you could remove ~50% of the ammo and still have enough to kill what you need to. I do wish I got another weapon, ssging over and over does get tiring after a while. Perfect timing with the rocket launcher secret - it's very slick too, very visible from up high and easy to figure out. The AV in the blue key room gets so spanked when you know it's there, very simple to block door and blast away. The fake blue door is funny every time lol. Good thing automap makes it easy to find the other blue door, monster breadcrumbing couldn't hurt either. I haven't been able to get 100% kills, these two monsters down here can't be reached or killed. I killed one with infinitely tall rocket splash but didn't have enough ammo for second one :( If they're cacos they don't seem to want to fly up in woof on cl9 I had a lot of fun playing through Seriously Dead. Some tasty combat snacks with interesting architecture and texturing. Good map, great job yo. MAP09: 'Fire processing units' @knifeworld Spoiler Woo, I've been looking forward to your map! The midi is jazzing me up. Oh wtf Im getting my cock burnt off all over the place. The AVs really dominate the space as does the manc, rev seems lazy as shit, doesn't shoot much. Berserking on imps is fun, making the player use all his ammo is a nice touch. The blursphere/automap 'secret' is also a funny dick move, I'm just gonna save it for last. I think the AV setup is too difficult, even with perfect rocket usage it was so difficult to get the AV crusher to start without getting bbq'd. I think there should be a switch outside to squash the AVs rather than a w1 line. The AVs also keep getting knocked off the ledge since it's cl9 which also breaks the fight. I think monster blocking lines will fix it. I've actually just added your latest version to the wad in v1.4. I dig the sector art, it's a clever way to use the requisite computer map. MAP10: 'Antimatter' @scientifikgenius Spoiler Kick ass midi suits the kick ass opening! So many people will get tempted by the ssg next to the AV and end up getting boned haha The caves look good, they could maybe stand to be a bit darker in places to contrast with the light but they look good in any case. The marble room looks awesome! Those chunky pillars really make me feel insignificant. The lava ledge switch works well, it forces you to be careful but isn't annoyingly narrow. The drop after the yellow skull is pretty funny you bastard lol The final room could do with some touching up imo. It's not very challenging and is quite bare, maybe adding an AV to the mix and adding a simple border or supports in the corner or something would help. I really liked this map, it's short and to the point. Since you've got the central hub with all the key doors progression is simple. Well done, I had a lot of fun each time I played it, it's a nice palette cleanse after some really tough maps. MAP11: 'Fragile world' @SuyaSS Spoiler Fuck yeah dude, the start is sick. Opening up to get the ssg asap then dodging around revs, cacos, hks and pinkies infight is so tense but definitely doable. The midi is also top tier. The next room looks clean and sharp, the yellow bordered floor works a treat as do the hanging banners. The whole map has a wonderful mix of goth and tech. This corner is very annoying for that fight, so easy to get stuck in there, could maybe do with some raise bits so you can get up the stair? Just thinking out loud after dying there a few times. The monster tele closets show up on automap, can flag them to not. I love the look of the buildings, I can see why you used black walls instead of the sky now. Great use of color and highlights. The black fountain is so gross. I'm always a fan of surreal hellish details like those floating cubes. Holy shit, I just noticed the upside down fountain, that's fucking sick. The red tele works very cleanly. I love the ice area. The combat is so non-offensive when it very much could be - thanks for not putting monsters to the sides. You can have such a crazy heroic run once all the 'star' monsters raise, that arachnatron dodge is grim. Dude, this fight is so good, this is essence of 1hp, running and dodging all sorts of crazy shit. The momentum in this 'star' section is brilliantly fast. This might be my favorite combat encounter in the wad. The final fight and trippy exit are totally inline with the rest of the map, both very good. I really enjoyed this map, a lot. I'll need to replay a couple more maps in the set but this might be my favorite map. The aesthetic, the combat, the midi - everything, it's so dank. If someone wants to test the 1hp wad and see if they like they should play this map because it sells it 100% Great map, Suya!! MAP12: 'Horrendous refinery' @LuzRoja29 Spoiler I don't really know about this one, to be completely honest. There is no combat in the map except for killing a zombie and shotgunner. The AV that sits above the teleports can't do anything since it's hanging over the edge of a sector. You could add a BFG, backpack and cells at the red key door/exit so the player can go back and mop everything up for 100% kills maybe? I get that this is an April Fools CP but there isn't really anything to this map, you run in a circle and then the map finishes (it's extremely easy). I honestly don't see a reason to include it in the wad as it's not really funny either. I hate to shit on a map like this but there's nothing else I can really say. Is Laz Rojas a very common name or are you trying to reference Laz Rojas? Unless the map was to be completely overhauled, at least in terms of gameplay, I think it should be omitted from the final wad. @Astro X what do you reckon? MAP13: 'No health around' @mr-around Spoiler The openness is really fun but stressful, waking up more monsters is worth it to try and find a rocket launcher since you're picking up rockets. The map feels fair given how balanced it is. Smart idea dishing out 4 shells rather than boxes to start, makes a lot of sense given the openness and size of the area the player can explore. Might be worth going around and mass aligning textures This one could be lower unpegged so it's aligned Ha, I like the unreachable medikits. In my second playthrough I got to the end of the map with 97/140 kills and no chaingun or rocket launcher. That's fantastic because I was able to make it to the end without exploring fully so if I want to kill the rest of the monsters I need to explore and find the other guns so I can use all this ammo I'm carrying.That's perfect for an open and exploratory favoring map like this. I didn't find the chaingun either time I played and I just looked in the editor and wow, how did I miss it.. Good visuals throughout, I'm a fan of the marble theme you've used and it works with the bit of tech you've used. I think some of the gothic texturing clashes a bit since it's used so sparsely. I think it would look better as different marble textures but that's a subjective thing. The ceilings feel very flat since it's all the same flat for such large areas. The flat doesn't change even after height changes and is used both in and out of buildings. The combat was solid and shone when there were the most monsters around, shooting from different angles while the player dodges into unknown alleys and crevices. It did get a bit annoying for me because I missed the chaingun and the imps often don't clump enough for ssg. It's a fun map which rewards you for exploring, good stuff. MAP14: 'Overgrowth base' @Axuris Spoiler Clean visuals with a noticeable attention to detailing, reminds of vrack with the texturing. The partially submerged crates are a nice touch. I'm not sure about this blocking linedef, it feels unnatural to be blocked off from jumping when it looks totally clear and easy to jump to. Is there a reason it needs to be blocked off? Could it be done with architecture or something else? OH thats right, the manc ambush! I reckon it'd be worth putting down a midtexture like MIDRAIL* or MIDSPCR1, just a thought. Ha, I like the slow moving river, it is a Boom wad after all. I get a HOM looking here but only from this height, if I drop into the river I don't see it anymore, weird. Given this maps supreme ammo balance it could pay to put 1 rocket next to the PE trap+switch so the player has a rocket to kill the clump of imps at the bottom of the river where he goes next, maybe? The red key ambush is fantastic, it's so more nerve racking having the invuln run out when you only have 1hp. Trying to get the perfect rocket while not taking any splash damage is a fun challenge. I haven't been able to kill all the revs with the ammo in the room, closest was 4 revs left so the balancing is extremely good. This is awesome map. The visuals are distinct and there's been a lot of work put into the detailing. Out of all the maps best features the ammo balance has to be #1. There was the exact right amount of ammo every time I played this map. It's not too strict but you definitely need to be thoughtful, especially with your rockets. Great job, Axuris, it's been a blast playing your map. MAP15: 'Compound fractury' @Heretic926 Spoiler Great start - clean visuals, lots of imps, a chaingun and lots of ammo, hell yeah. Dope midi too. Nice detailing all the way through the map. Im loving the combat, it was such a relief to get the rocket launcher. The caco rocket fight is very nicely done. The combat is great throughout, especially if you've already played the map once. Really good looking visuals across the board. Detailing never gets in the way. This is a primo map. MAP31: 'Cold welcome' @Heretic926 Spoiler Cold welcome, indeed. The line of megaspheres makes me laugh every time, love it. The first manc fight is amazing, dodging syncs well with the midi. The pop up maze in the checkboard room is very cool. It's fun to barrel rockets down the dark corridors of the maze because you know you'll hit something. The cybers on towers infighting with the hell knights in front of the fucked up sky is a very cool sight. I have to admit, normally I only use safe saves but I had to use mid-fight saves for the massive fight. I'd love to see a demo of this map. I wonder if speedrunners will be interested in this wad? The final cybe is prime 2shot bait. This a kick-ass map. I really appreciate that you pretty much took ammo out of the equation, it makes it infinitely more enjoyable to play like that. Both your maps in this wad are very good, amazing job yo Edited April 4 by reaction 10 Share this post Link to post
knifeworld Posted April 2 (edited) 4 hours ago, Astro X said: Thanks, @reaction and everyone pointing out the bugs. The resolution is a thing I forgot about because for a really long time I haven't run into that issue, I'm rusty. @knifeworld I thought I had the latest version. I'm gonna double check that, sorry. @Doomy__Doom I didn't forget about your sky, but maybe trying to include UMAPINFO (I've never done this before) made it not appear properly, sorry. You did, but I didn't recall seeing any rules about computer area maps, so I made an update yesterday where I added one in and made some sector art that gets revealed once you grab it. No need for the apology, s'all good. It's my fault for somehow not seeing the rule. Edited April 2 by knifeworld : mentioned when I made the update 0 Share this post Link to post