Phml Posted January 24, 2012 I made demos for my maps, but would rather not have them included. 0 Share this post Link to post
dannebubinga Posted January 24, 2012 ToD: You can delete the skybox if you want. It looks weird anyway :) 0 Share this post Link to post
TimeOfDeath Posted January 24, 2012 Phml - aw why not? ;P are they maxes? danne - I don't mind it myself, I just noticed the sky was different. It's up to you, if you don't mind it either, then I'll just leave it the way it is. :) 0 Share this post Link to post
Phml Posted January 24, 2012 I'd rather let people figure their own routes. Having a demo from me on my own map might also lead to believe the way I play is the intended way to play, and it isn't. Besides, it bums me a little when I see a wad released and there's already a bunch of demos for it. It feels like picking up a paper on the subway and finding out the game of the day has been done. While there's nothing stopping me from ignoring the answer and starting from scratch, that notion of uncharted territory is just gone. ... So I'm a little weird like that, and I'm certainly not saying anyone else should do like me, but I prefer not "officially" sharing my demos before other people even get a chance to play the corresponding map. 0 Share this post Link to post
j4rio Posted January 24, 2012 map 30 desyncs and don't add 17-19 as that was more or less just showing changes rather than max, although feel free to add my chocpain max 0 Share this post Link to post
TimeOfDeath Posted January 25, 2012 SLAUGHTERFEST 2011 v5 - SF2011v5.zip No demos added yet, still waiting for some PMs of author info as well. 0 Share this post Link to post
General Rainbow Bacon Posted January 25, 2012 What kind of demos do we need? Just random gaemplay demos? 0 Share this post Link to post
TimeOfDeath Posted January 25, 2012 We don't *need* any, but there are a few maxes and a couple speeds that people have already made, so I figured I'd include them in the zip. Unless you guys are bothered when the game of the day has already been done on the subway. :) ie: I won't include any demos Also, if someone wanted to do three 30-60 seconds random gameplay demos of whatever maps, they could replace the three in-game demos as well? 0 Share this post Link to post
dannebubinga Posted January 25, 2012 Ah fuck. I managed to screw up every damn teleporter I added. Should I upload fixed version of map 8 and 11 or should I tell you which linedefs that should be flagged block monsters? I'm really sorry about this... The demo on map 23 wasn't really meant to be included in the wad. I just wanted to share it. And since gggmork is banned and can't download demos from the speed run threads I wanted to share it here so he could watch it. :) 0 Share this post Link to post
TimeOfDeath Posted January 25, 2012 No probs, danne. Could you upload the fixed versions when they're ready? Ok, how about we don't include any demos in the zip? We could just replace the 3 in-game demos with short FDA-style demos? 0 Share this post Link to post
dannebubinga Posted January 25, 2012 Here you go! I added 2 faked FDA's on map 05 and 27 :P They would work as start demos http://www.mediafire.com/?isdfcopen67lmhf 0 Share this post Link to post
TimeOfDeath Posted January 26, 2012 Thanks guys. K, so once danne sends his final maps, I'll post Version 6, and then after a couple days if it's all good, we can stick a fork in it and upload it to /idgames? ToDo: - release date in txt file - demos section in txt file - email in txt file - add in-game demos - replace danne's maps - put music for my maps - credits to id software - add Olympus text info 0 Share this post Link to post
dannebubinga Posted January 26, 2012 TimeOfDeath said:K, so once danne sends his final maps, I'll post Version 6, My maps are included in the .zip i posted in my previous post! 0 Share this post Link to post
TimeOfDeath Posted January 26, 2012 Oh sorry lols, I haven't downloaded it yet. v6 tomorrow! 0 Share this post Link to post
TimeOfDeath Posted January 27, 2012 SLAUGHTERFEST 2011 v6 - SF2011v6.zip This *should* be the final version, unless someone spots a mistake. Are you guys cool with that? 0 Share this post Link to post
j4rio Posted January 27, 2012 Would it be too much to ask for if I asked for someone to record max of map 24? I won't be able to live a happy and prosperous life anymore if unbeatable map(s) make it into final wad. :'( I did already cover everything about it before. Then again, I did few minor edits and I think it's just fine with them, but I hesitate to go public with it like that. 0 Share this post Link to post
TimeOfDeath Posted January 27, 2012 I still haven't received a PM from Okuplok about the text file info either. I feel a bit weird editing his map since he's a demo recorder and maybe he wanted it that way, I dunno. But, the txt file gives permissions, so I don't think there's a problem posting your edited version in this thread or in the demos forum. 0 Share this post Link to post
Ancalagon Posted January 27, 2012 I disagree with fixing oku's map, you can add difficulty setting but plz don't change it on uv skill. This guy didn't do things impossible, there is just a way to do it correcctly, but the map is obviously not made to play without any knowledge of it, but you can fix that using another difficulty, not uv :( 0 Share this post Link to post
j4rio Posted January 27, 2012 I noticed it plays better if HKs are deaf. They all piled up in a hall in the back if you shot, what is very weird imo. Actually, after they were deafened, it makes sense and is doable pretty much reliably. Oh, and all changes I did don't really affect UV, just lower difficulties. 0 Share this post Link to post
Ancalagon Posted January 27, 2012 but that way you make that trap not challenging aat all because the player is able to kill everything slowly, group by group, no infight needed and that is not the way the trap is intented to be. I agree if you do that to skill 3. 0 Share this post Link to post
j4rio Posted January 27, 2012 Hmm, in that case those that pile up in the back could be deafened. I still get such a horrible luck abuse feel out of it that player gets very little control over what is happenning. Can you max okuplok's version? 0 Share this post Link to post
Ancalagon Posted January 27, 2012 idk, maybe i'll try later.I imagine he tested and beat it. I can't play now to try :( 0 Share this post Link to post
j4rio Posted January 27, 2012 Heh, you damn luck abusing players. :p I imagine it is beatable, but not really depending on player. Just playing map over and over until you get some love from RNG. Usually it's how you do maxes, try to do multitasking and stuff... but to beat the map at all requiring RNG is something I loathe. Player shouldn't be punished just because a single monster doesn't cooperate and move 20 units away from the desired direction, which in this case is a difference between survival and replay. I played that okuplok's version for so long I can't even believe it, and the only times I managed to beat it was because cybers got stuck by HKs and scratched to death. I can't imagine sympathy towards this sort of gameplay style, but hey, it's not like chillax is not bazillion times more reknown than phmlspd. I'll just shut up. 0 Share this post Link to post
Phml Posted January 27, 2012 For what it's worth I strongly agree with your philosophy, but I don't think Ancalagon is out of line either in wanting to keep Okuplok's original version and make it easier on lower difficulties only. Ultimately, it should be Oku's call regarding any possible change on UV. How's this for a possible solution: copy/paste all HKs on each other, and set flags so one of the stack only appears on UV and isn't deaf, and the other stack is for HMP/HNTR and is deaf. In the end, you could have that minimal change be HMP and your changes be HNTR. 0 Share this post Link to post
j4rio Posted January 27, 2012 Actually I deafened them by mistake after I pasted barons for other difficulty onto them and noticed it after I posted this up. I wanted UV to be untouched okuplok's version, but derp... How about the exit? I think it's better like that as player could really easily escape those cybers. But the problem with that is that there are no difficulty-only linedefs, or...? 0 Share this post Link to post
Phml Posted January 28, 2012 It's somewhat hacky, but you can build difficulty-specific linedefs through voodoo doll scripting. For example, you could have a voodoo doll trigger the exit to lower as soon as the map starts (so it'd be ready for UV), and block that voodoo doll's path with a decoration that would only appear on HMP and HNTR. It has to be a decoration as far as I know, because voodoo dolls will spawn on any setting regardless of what difficulty flags are set. 0 Share this post Link to post
j4rio Posted January 28, 2012 Heh, that voodoo effects stuff is crazy. Anyway, here's map 24 which is absolutely untouched in UV and HKs are deafened in HMP and lower. I figured it's more than enough of a change and I said I'll shut up anyway. So yeah, hooray for finished sf2011. :p Krypto said we can name it... somehow, I don't remember. Calling it "untitled" is sort of weird anyway. 0 Share this post Link to post