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hardcore_gamer

From a Hideous Road of Corpses and Misery to Satan's Secret Oddities! (ITS FINISHED!)

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Subatomic said:

If you're still looking for playtesters, I'd like to try this.


I would also like to playtest as well, if you need anything else, I'll see what I can do.

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Okay, here's my feedback thus far...

The Good:

1. I like the architectural styling, both inside and outside. There's a decent amount of variation without being too much or too little. It does a good job of not feeling too repetitive.

2. The texture choices compliment each other nicely. I did spot a misaligned texture outside but that can be easily corrected. [* See my note below with screenshot 2.] The indoor area I especially liked for the texture uses. Combined with the colored lighting, it looks quite cool.

The Bad:

1. Not a big fan of the outdoor skybox. This one just looks like blurry yellow dots. That's mostly just a personal preference though, as I like the standard skyboxes more.

2. The two Mancubuses outside can be easily killed and pose no danger to the player at all. Just stand below them, aim up and shoot--they can't hit you.

Screenshots:
http://i39.tinypic.com/709zl0.jpg
http://i42.tinypic.com/2me71gn.jpg (* Note the misaligned texture on the far right of this screenshot.)

His fireballs will always hit the platform he's standing on if you shoot at him from that position.

3. Same problem with the Chaingunners on the far left and the far right sides of the outdoor area. The Chaingunners closest to you can't hit you--however, the Chaingunners on the opposite side from you can.

Screenshot:
http://i44.tinypic.com/2d1vl8x.jpg

Conclusion:

I like what you have so far. You seem to have a good sense of balance when it comes to enemies, ammo and health. Their placement throughout the map (aside from the two enemies I noted above) have a nice flow and logic to them. The outdoor area was challenging on UV without being overwhelming or frustrating. I hit all 4 switches at the same time and had a real "ut oh..." moment when I saw what was coming.

Overall, I can see this shaping up to be an excellent map as you continue to build upon it. I look forward to testing it further.

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Subatomic said:

Okay, here's my feedback thus far...

The Good:

1. I like the architectural styling, both inside and outside. There's a decent amount of variation without being too much or too little. It does a good job of not feeling too repetitive.

2. The texture choices compliment each other nicely. I did spot a misaligned texture outside but that can be easily corrected. [* See my note below with screenshot 2.] The indoor area I especially liked for the texture uses. Combined with the colored lighting, it looks quite cool.

The Bad:

1. Not a big fan of the outdoor skybox. This one just looks like blurry yellow dots. That's mostly just a personal preference though, as I like the standard skyboxes more.

2. The two Mancubuses outside can be easily killed and pose no danger to the player at all. Just stand below them, aim up and shoot--they can't hit you.

Screenshots:
http://i39.tinypic.com/709zl0.jpg
http://i42.tinypic.com/2me71gn.jpg (* Note the misaligned texture on the far right of this screenshot.)

His fireballs will always hit the platform he's standing on if you shoot at him from that position.

3. Same problem with the Chaingunners on the far left and the far right sides of the outdoor area. The Chaingunners closest to you can't hit you--however, the Chaingunners on the opposite side from you can.

Screenshot:
http://i44.tinypic.com/2d1vl8x.jpg

Conclusion:

I like what you have so far. You seem to have a good sense of balance when it comes to enemies, ammo and health. Their placement throughout the map (aside from the two enemies I noted above) have a nice flow and logic to them. The outdoor area was challenging on UV without being overwhelming or frustrating. I hit all 4 switches at the same time and had a real "ut oh..." moment when I saw what was coming.

Overall, I can see this shaping up to be an excellent map as you continue to build upon it. I look forward to testing it further.


Subatomic, after looking at your screenshots and downloading the wad from the download link I sent you it appears I have made a huge mistake.

Instead of sending you the latest version of the map I sent you a extremely old version that doesn't even contain a quarter of what I made made so far (I just playtested what I have made a few moments ago and it took me over 40 min to do so). If you don't mind, I would like to send you another download link that contains everything I have made so far.

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hardcore_gamer said:

Subatomic, after looking at your screenshots and downloading the wad from the download link I sent you it appears I have made a huge mistake.

Instead of sending you the latest version of the map I send you a extremely old version that doesn't even contain a quarter of what I made made so far. If you don't mind, I would like to send you another download link that contains everything I have made so far.


Ya know, I thought it seemed kind of short--haha. I guess that explains it. Sure, send along the updated version. :)

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Aldaraia said:

I would also like to playtest as well, if you need anything else, I'll see what I can do.


Sure thing! Subatomic and you will sent a PM with a download link. I look forward to your feedback.

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Started playing the new version you sent me. First impression: This is infinitely better than what I tested before. Which isn't to say the old version was bad, you've just obviously come a long, long way since then. This is very good so far, with only a couple minor issues I've noticed.

One being misaligned textures (Same as noted before) and there is a door (possibly more than one?) that have blue light textures beside them, implying they require a blue key, but they don't need any key at all. Should probably change it/them to white lights. I also noticed that the top of some switches have moving 'floors' on them--any reason for that? There's a floor in the same area that has some moving spots on it that don't seem to make any sense to me.

Screenshots:
Blue Door 1A: http://i41.tinypic.com/m8p8nk.jpg
Blue Door 1B: http://i39.tinypic.com/5yxfet.jpg [Showing where this particular door is located]
Blue Door 2: http://i42.tinypic.com/dzdnyv.jpg [Blue light, but it's opened with a switch]
Moving Switch "Floors": http://i42.tinypic.com/otqcyq.jpg
Moving Floor: http://i43.tinypic.com/i28zyr.jpg [Marked by the crosshair]

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Subatomic said:

Started playing the new version you sent me. First impression: This is infinitely better than what I tested before. Which isn't to say the old version was bad, you've just obviously come a long, long way since then. This is very good so far, with only a couple minor issues I've noticed.

One being misaligned textures (Same as noted before) and there is a door (possibly more than one?) that have blue light textures beside them, implying they require a blue key, but they don't need any key at all. Should probably change it/them to white lights. I also noticed that the top of some switches have moving 'floors' on them--any reason for that? There's a floor in the same area that has some moving spots on it that don't seem to make any sense to me.

Screenshots:
Blue Door 1A: http://i41.tinypic.com/m8p8nk.jpg
Blue Door 1B: http://i39.tinypic.com/5yxfet.jpg [Showing where this particular door is located]
Blue Door 2: http://i42.tinypic.com/dzdnyv.jpg [Blue light, but it's opened with a switch]
Moving Switch "Floors": http://i42.tinypic.com/otqcyq.jpg
Moving Floor: http://i43.tinypic.com/i28zyr.jpg [Marked by the crosshair]


Hmmmmm, I will look into those issues.

Also, you said "first impression". Does that mean you haven't finished it yet?

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hardcore_gamer said:

Hmmmmm, I will look into those issues.

Also, you said "first impression". Does that mean you haven't finished it yet?


Correct, I've only played a few minutes worth so far. I'll leave more feedback as I get further into the level, just didn't have much time to play.

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Subatomic said:

and there is a door (possibly more than one?) that have blue light textures beside them, implying they require a blue key, but they don't need any key at all.

The lights used in that screenshot are generic blue lamps, not DOORBLU according to UAC's standard. I don't assume they are lock markers.

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printz said:

The lights used in that screenshot are generic blue lamps, not DOORBLU according to UAC's standard. I don't assume they are lock markers.


The point is that the other doors have white lights and they don't require keys. The 2 doors in question, however, use a blue texture (doesn't matter which texture), but still don't require a key. Pretty much anytime there's a color next to a door, even in the original game levels, it's because that door requires a key of that color.

All I'm saying is that it would make more sense to have white lights that match the other doors. A common theme.

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Subatomic said:

How's the progress on this map coming along? Still working on it?


Yes, this project is still very much alive and is actually fairly close to being finished. I only have to add a few more areas and then fine polish the map and then its done :)

As always, playtesters are both welcome and very useful :)

Also, here is a new screenshot from the editor:



Uploaded with ImageShack.us

:)

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Subatomic said:

Pretty much anytime there's a color next to a door, even in the original game levels, it's because that door requires a key of that color.

Too bad I can't give you counter-examples. But otherwise, in Doom and Doom 2, if locked doors have markers, it's only from DOOR***, DOOR***2 or those heraldic banners.

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printz said:

Too bad I can't give you counter-examples. But otherwise, in Doom and Doom 2, if locked doors have markers, it's only from DOOR***, DOOR***2 or those heraldic banners.


Yeah, okay. I'm just saying there should be a consistent theme. Sorry if that offends you so deeply.

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kristus said:

Yeah, blue lights on door frames tend to indicate it's a locked door.

Those aren't even lights, they're merely color-coded plastic panels.

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I know its been ages since I last made an update on this thread, but I believe it to be justified for this reason: THE PROJECT IS FINALLY FINISHED!!!!!!

So you thought this was dead huh? Of course not! The only thing I need right now before I upload the finished WAD to the /idgames is someone willing to do a one final playtest for me so that I can make sure that everything is working as intended.

Any volunteers?

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dutch devil said:

Post a link here in this thread so that people can playtest it.


No, releasing the link here is the same as releasing the WAD. Once I have gotten feedback from the 2 playtesters that are playtesting the WAD for me I will upload it to the /idgames. Then I will post the link here.

I never upload the WADS I work on on the forums because I don't want people to base their opinions on unfinished work (though this one is technically finished as I already mentioned).

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Nice, it has the sound effects for the psx doom and the music from psx doom. Plus it also has nice lighting effects for the attacks. I look forward to your release.

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doomer91 said:

hi would like to play your level could you send me download link please thanks !!!


To late, the WAD has been finished and has been uploaded to /Idgames.

Once it is there I will post a link here for people who haven't just downloaded the WAD from the /idgames.

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hi is there any news on when your level will be uploaded to idgames i have checked the database and cant find it do you have a link you can send me cheers

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