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MtPain27

Drake O’Brien Ovational Megawad

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20 hours ago, Michael63 said:

I completed this level (on UV) and this was very good. I like both "inner" and "outer" parts. In particular, I like how the player can see a lot of snow without seeing the absence of vertical tiling of the sky. The trap with teleportation is also rather good than bad, especially in light that Drake used such things. It may be just a little confusing when the player explores the area after battle and teleports again. Perhaps it is better not to make the teleport action repeatable. Make W1 action instead of WR.

Thanks for playing and reviewing. I have updated the map with the suggested edits. Note that the teleport line near the red key has been relocated in the hallway, and made W1.

 

On another note, the reason I made it a WR in the first place was because I kept accidentally skipping the trigger, making it so I could not teleport at all. I think maybe enemy fire behind me would push me over the linedef, causing it to malfunction, but I'm not sure. By moving it indoors where no enemies are, the problem should be fixed.

 

Thanks again!

drakeobake2.zip

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Not really put that much extra work on my D.O.O.M map since last post, it's been sidetracked due to other mapping projects, but looking at the stuff people have already done it looks like it's gonna be a fun play. Aiming to get some work done on it possibly end of October since in theory I'll have done all my Lunchbreak maps by then... 

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Here is the first draft of my potential entry;

 

https://www.dropbox.com/scl/fi/gjnvoiv17x06nt9mijher/LastRitesv.1.wad?rlkey=uqzvoeqegevyaj3jaucoip8fx&st=v5f7nshk&dl=0

 

Name - Last Rites

Plays in the Map12 slot for the sky

UV difficulty only at the moment

Midi - Lone Wanderer by AD_79

Tested in Crispy Doom

Inspiration - I would say this potentially takes a little too much Casali DNA (Notwithstanding the use of the Egypt textures alongside Drake's own and of course the stock textures). As such I may need to give a bit more slack in some spots in terms of combat. Still I hope this will be an enjoyable experience and I hope to be able to tweak this into something that will be remembered fondly.

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@cannonball, I completed your map on UV (with saves). Congratulations, I feel this to be good enough. The music is also good and fits the map.

I think I found a few small bugs.

Screenshots 1 and 2: a visual glitch (possibly missing texture) and this place on the map.

3: possibly missing "lower unpegged" on the wooden walls below crushers.

4: possibly wrong offset on MURAL1 texture in front of the player (in several places around that secret hall)

 

 

 

Screenshot_Doom_20241026_191917.png

Screenshot_Doom_20241026_191928.png

Screenshot_Doom_20241026_192536.png

Screenshot_Doom_20241026_184950.png

Edited by Michael63 : Not sure about my map.

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Addition to the previous post: I opened the map in the editor and find that sector 171 has the same tag 14 as "transparent door" sector 223. Highly likely this causes the glitch shown in the first screenshot.

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@Rose Holmes, I played your map (not fixed version) on UV, but not finished yet. Stopped after some fighting in big open location. A couple of general words:

Visually it is pretty nice, I like it very much. As for gameplay, it is specific because of acid and because of dark locations in the first part. I think that if at least 8 of 32 maps will have difficulty as yours or @cannonball's maps, then most of players will be tired trying to complete the entire megawad. Perhaps it is worth to add some health and a couple of extra radiation suits and/or reduce the number of monsters. Maybe it's not my day today: the map has 13 secrets, but I didn't find any. Without finding secrets is seems to be quire hard.

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I played through the updated version of the map by @Rose Holmes, and this time I found it excellent both in visuals and gameplay. The gameplay in the first part of the level may not have changed, but I understand why I found that part difficult the first time. I missed one simple secret with a soulsphere and a good firing position from which to kill some of the monsters below. So further simplifications are probably not necessary.

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Here is an update to my map;

 

https://www.dropbox.com/scl/fi/01mifaxb7ved5gj0av48r/LastRitesv.2.wad?rlkey=dmppti80nsnc7qm5uq9anv7ku&st=by0jiwb1&dl=0

 

Changes;

 

The rising stairs to the upper section at the start (Red key platform) should be fixed (Multiple visual issues occurred due to how the sectors were set up?).

The backpack secret has the linedefs around the crushers marked as lower unpegged now

A few texture alignment issues fixed.

In the outdoor section there was a way to get out of bounds and get stuck. This was an oversight on my behalf. However, I have left the exploit in, but have made sure that the player cannot get stuck anywhere and can rejoin the main path either via a teleporter or simply dropping into the area where the Mastermind resides. Lucky people might also find something completely useless when exploring.

 

Gameplay edits will happen eventually if needed, along with doing the difficulty settings and co-op stuff.

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Green slime is the main trend in this project so far. Looking at the screenshots and the maps that have already been made, I can't say that it's bad. It's done at the highest level. But I wonder: will there be more maps with winter mountains, which are also by Drake O'Brien? My eye would be pleased to see more of these maps.

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By the way: I don't know if I'll be able to make a full map for this project, but I found a way to make simple winter landscapes using only textures from TNT.wad. The main idea is shown in the screenshots. The snow cover on the rocks, where the player can't get, is made using the GRAYPOIS texture (as middle texture). Of course, it can also be used to create relief as a lower texture (as in the last two screenshots). Feel free to use it if you like. I also recommend avoiding lines parallel to the grid lines (when making rocks or trees), since my experience says that fake contrast doesn't look good in such locations.

 

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