Jaws In Space Posted October 6, 2013 Back on June 17 Cell made a somewhat confusing post where he claimed E3M6 in episode 2 style. On June 29 I made a post asking if Cell was making the map of not, & if not then I would volunteer to make the map. Later that day Death Egg said he didn't really care who made the map, just as long as it got done. So I went ahead and started to make the map, then on July 3 Cell came back and said he was still making the map. At that point I stopped working on my version & went ahead and deleted it. Starting last weekend I had my dad send me an old copy of that wad & I started working on it again. This is what I have done so far. It's still needs a bit more work with item placement & I need to check it for vanilla compatibility. Anyways I thought I'd go ahead and post this here while we are waiting for Cell. 0 Share this post Link to post
Fernito Posted October 6, 2013 Jaws In Space said:Back on June 17 Cell made a somewhat confusing post where he claimed E3M6 in episode 2 style. On June 29 I made a post asking if Cell was making the map of not, & if not then I would volunteer to make the map. Later that day Death Egg said he didn't really care who made the map, just as long as it got done. So I went ahead and started to make the map, then on July 3 Cell came back and said he was still making the map. At that point I stopped working on my version & went ahead and deleted it. Starting last weekend I had my dad send me an old copy of that wad & I started working on it again. This is what I have done so far. It's still needs a bit more work with item placement & I need to check it for vanilla compatibility. Anyways I thought I'd go ahead and post this here while we are waiting for Cell. Wow, I really like what you have there. It's a very good blend of both style and gameplay of E2M6 and E3M6. 0 Share this post Link to post
The_MártonJános Posted October 6, 2013 OK, I quit. The stuff JIS got here is a way more rational approach to the crossover related to that which I was planning, before I got demotivated by the douchebag automatical system refresh event that erased all my important progress on 13 July. The only significant problem I encountered during playing the map was that I ran out of ammo frequently. Maybe it was the only matter of the fact that JIS reported a la item placement. Nevermind. 0 Share this post Link to post
Magnusblitz Posted October 6, 2013 Yeah, not bad. I was also toying around with a version at one point and was having trouble deciding how to mesh the closed nature of E2M6 with E3M6's open layout. Since the E3M6 replacement we have is pretty open itself, makes sense to make the new E2M6 closed off... I think this is a decent way of doing so. I'd lower the monster count in some areas, and the first caco (near the RL) is stuck. But I know you still need to do item placement. Oh, and the weird-shaped doors got a bit disorienting, but whatever. It's E2, it's supposed to be creepy right? 0 Share this post Link to post
Death Egg Posted October 6, 2013 And with that, I'm releasing the first RElease Candidate. (Even though the map still needs tweaking and some maps still need to be named) Since most maps are complete or near complete I'd like bug testing to be ramped up, specifically multiplayer testing since I don't think that's been done yet. I'd like the wad to be fully playable in co-op, and at least work in deathmatch. If someone could convince Zandronum or ZDaemon or Odamex to schedule one of those Friday or Saturday megawad playthrough server things for this, that'd be great. Release Candidate 1 0 Share this post Link to post
schwerpunk Posted October 6, 2013 Good idea. I've never made an MP map, so I invariably got something wrong. General bugtest is probably a good idea too 0 Share this post Link to post
Walter confetti Posted October 7, 2013 don't know why, but there's a older buggy version of e4m2 in e1. http://www.mediafire.com/?c9h2p2sj4c4wat1 here's a fixed version! 0 Share this post Link to post
Death Egg Posted October 7, 2013 Whoops, Release Candidate 1.1 is go then. 0 Share this post Link to post
Suitepee Posted October 7, 2013 I'd better hurry up and get through 100th Wave then! 0 Share this post Link to post
Walter confetti Posted October 7, 2013 buggy lower textures in e2m6 (first room), also there a blocked caco in the higher section of the room... the one with the window open to the outdoor arena... 0 Share this post Link to post
Gothic Posted October 8, 2013 I think you should update the 1st post not only with the download link but also with the info, so people don't get confused, since all slots are taken and all maps are already done, the map list should be removed, or at least the download links 0 Share this post Link to post
Jaws In Space Posted October 13, 2013 Okay so this is pretty much done now. Finished up thing placement & difficulty settings. Then I fixed the textures that were causing issues in vanilla. The only thing I may want to change in the future is adding some more ammo on UV, but I'll let a few people test it first before I do so. Center of the Damned Mountain 0 Share this post Link to post
NightFright Posted October 16, 2013 In E1M4, close to the exit, you receive damage when standing in the frame of the right chamber that opens to release some enemies. Screenshot #1 (ingame view) Screenshot #2 (map view) Other than that, after finishing the first episode so far, I can say that I like this a lot. It's great to recognize all the familiar shapes from the classic levels, but rearranged, turning it into something new. Reminds me a bit of "Wonderful Doom", yet with a different concept. Looking forward to playing the other episodes! 0 Share this post Link to post
Serge Jkn Posted October 17, 2013 Ok thanks for the info. Will fix that. 0 Share this post Link to post
Suitepee Posted October 20, 2013 Have finally finished 100th Wave, so expect my Let's Play of Switcheroom to commence shortly! I'm looking forward to this one.... 0 Share this post Link to post
NightFright Posted October 21, 2013 Did anyone else have the impression that there is a lack of ammo in E3M2? Maybe I played it the wrong way since I found the yellow skull key very late, thus preventing me from finding the chaingun and stuff, but even without it, it should be possible to survive. I ended up running out of shotgun ammo on HNTR - which wasn't fun when facing Barons. Just asking because I found it unusually hard for a second level of an episode, unless it's intended to be that hard, ofc. Otherwise, I suggest placing more shotgun ammo in that level at least (or maybe less enemies in lower difficulties, should be the same). *EDIT Oct 23* Actually, major parts of Ep.4 suffer from the same problem. I would say it's OK in E4M1, E4M7, E4M8 and E4M9, but not for all the other maps. For example, during the "Unholy Cathedral" remake (I think it is E4M5, but unsure right now), you have a fight against a Cyberdemon while Cacodemons pour out of all four central pillar wings. On HNTR, I was barely left with a couple of rockets and next to zero plasma cells, making this fight extremely frustrating... and I wasn't exactly wasting ammo before already. Even on ITYTD (where you get 2x the ammo amount per pickup), I might still have run into issues. Maybe these maps haven't been tested on lower difficulties yet, so I am just saying... you either need to do something about monster spawns there or you add some ammo - for I believe it shouldn't be significantly more difficult than the original ep.4 was, and I never had such problems there. 0 Share this post Link to post
Jaws In Space Posted October 30, 2013 Okay Here is the final version of E2M6. Changes are very minor, I think I only removed some health packs. Do we have a team to play test this? It seems like no one really knows that all the maps are finished & we are ready for testing. NightFright gave his thoughts on lack of ammo in episode 4 is anyone doing anything about that? 0 Share this post Link to post
Devalaous Posted October 30, 2013 I dont know, E4 being frustratingly difficult seems like normal 0 Share this post Link to post
clamgor Posted October 30, 2013 Playing through it, having a tough time. It is truly a great community project. I'm not that experienced with Map-Making, but it looks like fun if I tried to contribute to this. 0 Share this post Link to post
Magnusblitz Posted October 30, 2013 I still want to spend some time running through this, but it goes much more slowly as a playtester than just a player, and work kinda blew up on me this week. This weekend, hopefully. ALSO there are some (minor) changes I definitely know I want to make to E2M4, and possibly E4M2 if I have time. 0 Share this post Link to post
NightFright Posted October 31, 2013 Ragnor said:I dont know, E4 being frustratingly difficult seems like normal Well, I can say I definitely had less problems playing through the original Ep.4 than this one. If it was intended like that, then OK, I guess. Anyway, from my POV it's like this: Hordes of monsters + sufficient ammo = challenge, hordes of monsters + insufficient ammo = madness. :P Maybe it's just not my kind of playing style, so I am not 100% sure if my claims are valid. Maybe others can give additional opinions about the general difficulty of the last episode. 0 Share this post Link to post
The_MártonJános Posted October 31, 2013 Ragnor said:I dont know, E4 being frustratingly difficult seems like normal Yeah, must to be authentic to what TFC gave the player back in '95-96. 0 Share this post Link to post
Fernito Posted October 31, 2013 OK, played throughout the whole first episode. Remarks about some of the levels: E1M2: - While it doesn't look bad, I insist in that there are some architectural choices that don't make it look like a classic map (like this, for example). - I think it's too early to have a rocket launcher in this map, even though it's inside a secret. E1M3: - There are some non-Ep1 textures here and there that kind of bother me :P - The berserk pack should be removed IMO, as it's not an Ep1 item. - I think it would be better if the monsters teleporting after getting the blue key were replaced by monster closets (again, that's not very Ep1-like). - I think it's a little bit too early to include a non-secret rocket launcher. E1M7: - Those marble faces look kinda out of place IMO. They make the level look a little Ep2-like. And that would be about it. I'll keep going with Ep2 later. 0 Share this post Link to post
scifista42 Posted October 31, 2013 HOM in E1M3: http://i.imgur.com/GmOVZKV.png (right up there) The HOM initially isn't there, reveals only after the stairs are raised. I also agree with Fernito that the non-E1 choices should better go off from the maps in E1. Except for the marble faces in E1M7, those are OK given the setting IMO, actually look cool and also they are a sign we're approaching the end of the episode. :) 0 Share this post Link to post
Fernito Posted October 31, 2013 Just finished episode 2. I have to say that this one is a lot stronger than the first one. I liked these levels a lot, specially the first three, which are just brilliant IMO. The only level I really have 'complaints' about is E2M5. Just like E1M2, I think that there are some design choices that don't make it feel very 'original Doom'-like (like this and this). Also, I think this map has too many monsters, making it feel like an episode 4 level rather than an episode 2 one. That's about it. I'll start with episode 3 now. 0 Share this post Link to post
Jaws In Space Posted October 31, 2013 Can someone list the non E1 textures I used in E1M3 so I can replace them. 0 Share this post Link to post
Fernito Posted October 31, 2013 Jaws In Space said:Can someone list the non E1 textures I used in E1M3 so I can replace them. I would say GRAY5, GRAYDANG and SW1BLUE (the skull switch). 0 Share this post Link to post
Jaws In Space Posted November 1, 2013 I've went through every single texture I used in this my map & looked to see if was used in any E1 map. All non E1 textures were replaced, so if it appears in here then it is in E1 somewhere. Fixed textures I also fixed that HOM on the stairs. Since I'm tired of being singled out for having non E1 textures in my map I'm currently going though all the maps of E1 to see who else isn't using E1 textures, which happens to be every other map except for mine now. Here is a list of everything that needs to be replaced because it is not found in episode 1. E1M1 NON E1 FLATS Flat1 Flat3 NON E1 WALLS Ashwall Doorhi Skin2 SP_Hot1 Starg2 Support3 Woodgarg E1M2 NON E1 FLATS Ceil4_1 Flat1 NON E1 WALLS Doorhi Litmet Shawn1 E1M4 NON E1 FLATS Comp01 Cratop1 Flat1 Flat19 Gate1 Gate2 Gate3 Gate4 NON E1 WALLS Bigdoor3 Blodgr1 Compwerd Pipe4 Pipe6 Sladskul Starg2 Stargr2 Support3 E1M5 NON E1 FLATS Ceil4_1 Floor0_2 Fwater1 NON E1 WALLS Bigdoor3 Compblue Compohso Compwerd Shawn3 Stargr2 Steptop Sw2starg E1M6 NON E1 FLATS Ceil3_3 Cratop1 Cratop2 Floor0_3 NON E1 WALLS Doorhi Liteston Starbr2 Sw1starg E1M7 NON E1 FLATS Ceil1_2 Ceil4_1 Flat19 Floor1_6 Gate3 NON E1 WALLS Bigdoor3 Compwerd Gstgarg Gstsatyr Litered Liteston Marbface Marbface3 Pipe6 Sladskul Steplad1 Support3 Sw1starg E1M8 NON E1 WALLS Compblue Sw1gston E1M9 NON E1 FLATS Ceil3_3 Cratop1 Cratop2 Flat5_8 Floor0_2 NON E1 WALLS Lite96 And for those who don't know what they are, here is a list of every single texture used in episode 1. FLATS Ceil3_1 Ceil3_2 Ceil3_5 Ceil4_2 Ceil4_3 Ceil5_1 Ceil5_2 Cons1_1 Cons1_5 Cons1_7 Dem1_1 Dem1_2 Dem1_3 Dem1_4 F_Sky1 Flat2 Flat5 Flat5_4 Flat5_5 Flat10 Flat14 Flat18 Flat20 Flat22 Flat23 Floor0_1 Floor0_3 Floor0_6 Floor1_1 Floor1_7 Floor3_3 Floor4_1 Floor4_5 Floor4_6 Floor4_8 Floor5_1 Floor5_2 Floor5_3 Floor5_4 Floor6_1 Floor6_2 Floor7_1 Floor7_2 Mflr8_1 Nukage3 Step1 Step2 Tlite6_1 Tlite6_4 Tlite6_5 Tlite6_6 WALLS Aastinky Bigdoor1 Bigdoor2 Bigdoor4 Brnbigc Brnbigl Brnbigr Brnpois Brnpois2 Brnsmal1 Brnsmal2 Brnsmalc Brnsmall Brnsmalr Browngrn Brownhug Brown1 Brown96 Brown144 Browngrn Brownpip Comp2 Compspan Compsta1 Compsta2 Comptall Comptile Compute1 Compute2 Compute3 Door1 Door3 Doorblu Doorred Doorstop Doortrak Dooryel Exitdoor Exitsign Gray4 Gray5 Gray7 Graytall Lite2 Lite3 Lite4 Lite5 Liteblu1 Liteblu2 Liteblu3 Liteblu4 Metal1 Nuke24 Nukedge1 Nukeslad Pipe2 Planet1 Plat1 Redwall1 Shawn2 Sladpois Sladrip2 Sladrip3 Sladwall Starg1 Starg3 Stargr1 Startan1 Startan2 Startan3 Step1 Step2 Step3 Step4 Step5 Step6 Stone Stone2 Stone3 Stonepois Support2 Sw1brcom Sw1brn1 Sw1brn2 Sw1brngn Sw1comm Sw1comp Sw1dirt Sw1metal Sw1pipe Sw1slad Sw1stone Sw1ston1 Sw1ston2 Sw1strtn Sw2brown Tekwall1 Tekwall2 Tekwall3 Tekwall4 Tekwall5 0 Share this post Link to post