joe-ilya Posted October 19, 2014 Cut down and replaced lots of enemies. Texturing stays the same, a few changes though. https://www.mediafire.com/?b28e8r4ewn8ky40 0 Share this post Link to post
Impboy4 Posted October 19, 2014 Behold, Canyon Halls by me and KevinHEZ. -REMOVED- If you find any bugs or flaws, report back. Otherwise, feedback/constructive criticism is appreciated. 0 Share this post Link to post
Doomtodeath Posted October 19, 2014 Impboy4 said:Behold, Canyon Halls by me and KevinHEZ. Download If you find any bugs or flaws, report back. Otherwise, feedback/constructive criticism is appreciated. There is a Cacodemon stuck in a wall and a demon stuck in a fire stick. 0 Share this post Link to post
Impboy4 Posted October 19, 2014 Doomtodeath said:There is a Cacodemon stuck in a wall and a demon stuck in a fire stick. Noted for truth. 0 Share this post Link to post
Doomtodeath Posted October 19, 2014 Impboy4 said:Noted for truth. http://imgur.com/GgOtV66 This is where they are located. Other than that, your map is very fun. 0 Share this post Link to post
Superluigieth1 Posted October 20, 2014 HEY KIDS! IM BACK AND IM READY TO MAP! MAP15. I finished Lunar Apocalypse (DOS). 0 Share this post Link to post
Impboy4 Posted October 20, 2014 Okay, hopefully all bugs and flaws are squashed in this. Download 0 Share this post Link to post
mrthejoshmon Posted October 24, 2014 Alright, let us get to it: Canyon Halls by Impboy4 and KevinHEZ: I. Love. This. Map. This map is just perfect for this project: - It looks awesome - It plays excellent - It feels so good 90's but has the quality of modern maps This map undoubtedly outshines my contributions, the only thing I can say about it is that the start is a little bit brutal on UV but other than that it is just pure TNT win. - Brain Stew V2 by joe-ilya: That didn't help at all, the map still sucks. Seriously, this map quite literally kills the entire megawad so I am going to have no choice but to reject it. I am sorry but quality control needs to be used so one shitty map does not destroy the megawad, I am sure you can understand why I am doing this. If you can provide us with something much better then please do so, if not then I afraid you are out of the project Joe. - MAP25 is slowly being put together, going to see if I can't record some videos on these maps for Youtube. 0 Share this post Link to post
Velvetic Posted October 25, 2014 mrthejoshmon said:Alright, let us get to it: Canyon Halls by Impboy4 and KevinHEZ: I. Love. This. Map. This map is just perfect for this project: - It looks awesome - It plays excellent - It feels so good 90's but has the quality of modern maps This map undoubtedly outshines my contributions, the only thing I can say about it is that the start is a little bit brutal on UV but other than that it is just pure TNT win. Thanks man, we're glad you liked it, and yes, the start area i made brutal so the player has to think fast (i playtested it inumerous times, it was a lot brutal than what we released given that i also playtested it on UV for difficulty reasons). Impboy4 wanted a dark ambient song to go along with the map so i made this inspired by the PSX Doom soundtrack (not the midi on the wad itself, this is a different one). https://www.dropbox.com/s/ia5eici6w58xtiv/c_halls.mid?dl=0 0 Share this post Link to post
mrthejoshmon Posted October 25, 2014 KevinHEZ said:Thanks man, we're glad you liked it, and yes, the start area i made brutal so the player has to think fast (i playtested it inumerous times, it was a lot brutal than what we released given that i also playtested it on UV for difficulty reasons). Impboy4 wanted a dark ambient song to go along with the map so i made this inspired by the PSX Doom soundtrack (not the midi on the wad itself, this is a different one). https://www.dropbox.com/s/ia5eici6w58xtiv/c_halls.mid?dl=0 Ok, cool. I should get to a playthrough of it, this map is absolutely great. (Speaking of which, a notification popped up in my crappy Twitter telling me that you liked the Deep Water playthrough, thanks.) 0 Share this post Link to post
Velvetic Posted October 25, 2014 Breezeep said:Link to canyon halls is broken. Here you go, a new one. https://www.mediafire.com/?kjuksv14tg377s9 0 Share this post Link to post
Impboy4 Posted October 25, 2014 Breezeep said:Link to canyon halls is broken. Link is NOT broken dude as I can use it just fine. You sure you didn't use the older link before Doomtodeath's bug report? 0 Share this post Link to post
EffinghamHuffnagel Posted October 25, 2014 -------------- Canyon Halls -------------- Normally I'll wait for a megawad to be further along before looking at maps, but mrthejoshmon sounded positively giddy about this one, so I had to play it. Played on UV with ZDoom. This is a wonderful map. It has a nice rhythm and flow; a balanced consistency of gameplay. Love the music (love the unused version, too; very PSXDoom). No major bugs, just a couple of things I noticed. ----- The room where you get the SSG - there are two doors in there. Since you have other doors in the level that are opened by a distant switch or opened from the other side, I went back twice to see if they opened. And again before I exited the map. If that was your intent, then it worked very nicely. I'm not used to seeing doors that never open. It just looks like there should be something past them. You even left room on the map. http://i.imgur.com/NEAcQ84.png ----- The two Hell Knights on platforms just NW of sector tag 13 - they're stuck on their platforms and can't come towards you so they can only attack from a distance. It felt like they should be guarding something. But they're not. I didn't know why they were there. I mean, I didn't know why they were Hell Knights, in a side room you didn't need to enter. There's a Box of Bullets there, but is that enough? Maybe this is a spot for a Blue Armor or a Berserk. Maybe the Hell Knights should be Chaingunners on UV. Or are they meant as another red herring? It's probably just me. The lighting should probably lead you to the Hell Knights first, but I ran and found the Revenant and the switch, then found the Hell Knight room on the way back. And if you kill the first Hell Knight before you enter the room, then one Hell Knight guarding a Box of Bullets is okay. I ran in and had both of them to deal with. I guess I made it a bigger fight than was intended. http://i.imgur.com/QIIV2oa.png ----- The Caco just east of sector tag 13 - it can't navigate the angled jog out of its alcove to leave it and attack you. http://i.imgur.com/mbByrxq.png ----- The doors that are opened by the Blue Key switch, sector tag 5 - the Demon by the doors can't navigate the angled jog to leave its short hallway and attack you. http://i.imgur.com/QvGUC6N.png ----- The monster closet that opens when you grab the Red Key, sector tag 8 - the first two times through the Hell Knights couldn't get up the stairs out of the closet. The AV got out fine. The third time through, one Hell Knight did get out, but I don't know how. He couldn't come back down the stairs. I'm never sure which monsters can use 16-unit high steps and which can't, and which monsters need wider 8-unit high steps. http://i.imgur.com/lBFEXrx.png http://i.imgur.com/SWPDcve.png ----- Noticed that the false Exit Door has a Yellow Skull Key indicator texture so you know it requires the Yellow Skull Key, and the real Exit Door does not, even though it also requires the Yellow Skull Key. ----- The only other thing that stuck out was the amount of back-tracking you have to do to get from the Blue Key to the Blue Key Door. Monsters show up to make the trip more interesting, but man, that is a long haul. I kept making wrong turns and getting lost. I ended up just using the automap until I heard monsters. Overall, a lot of fun. I really enjoyed it. 0 Share this post Link to post
Varis Alpha Posted October 25, 2014 i still don't have much energy to produce new songs here, but if people want, i could touch up some old songs and post them here if there's any need for music. 0 Share this post Link to post
Breezeep Posted October 25, 2014 Just wondering, are boom compatible maps allowed? 0 Share this post Link to post
scifista42 Posted October 25, 2014 mrthejoshmon said:Rules of this project - Maps must be in either Boom or Limit Removing format (Doom 2 format) 0 Share this post Link to post
Velvetic Posted October 26, 2014 @EffinghamHuffnage Glad you liked it, and that song ins't a rejected, its the actual map song. 1 - That was intentional, we left that so the player keeps wondering what is behind those doors, glad you noticed that. 2 - Its a ammo wasting scheme. 3 - I didn't noticed that when i playtested it, but i made the corridor more wider so he could get out now. 4 - I push him more to where the player can exit the hell section, he is free now! 5 - Raised the stairs by 8 units so that the hell knights can easily get out now. 6 - That is a fail-safe, you need the yellow key to get out. The map was designed piece by piece and we left out the gameplay for last, and since the first layout was finished we knew that this map would be a total maze and the automap would be necessary. Download link to the fixed version: https://www.mediafire.com/?cn7f1ethjn64bma 0 Share this post Link to post
joe-ilya Posted October 26, 2014 I have a completely new layout ready. 0 Share this post Link to post
Memfis Posted October 26, 2014 mrthejoshmon said:- Maps must be in either Boom or Limit Removing format (Doom 2 format) There are some differences between Doom 2 and Boom, so playing a Doom2-tested map with Boom compatibility might result in undesired behavior. Therefore, I recommend testing all maps with Boom compatibility, even if they were made in Doom 2 format. 0 Share this post Link to post
Velvetic Posted October 26, 2014 Memfis said:There are some differences between Doom 2 and Boom, so playing a Doom2-tested map with Boom compatibility might result in undesired behavior. Therefore, I recommend testing all maps with Boom compatibility, even if they were made in Doom 2 format. I agree with this, i'm playtesting and making all my maps on boom format and when i play it on vanilla doom some things doesn't work properly. 0 Share this post Link to post
Velvetic Posted November 1, 2014 I'm almost done with the layout and detailing of my new map for the project, and i decided to call it "Research and Development". http://i.imgur.com/3Row4Rg.jpg 0 Share this post Link to post
joe-ilya Posted November 1, 2014 KevinHEZ said:I'm almost done with the layout and detailing of my new map for the project, and i decided to call it "Research and Development". [img]http://i.imgur.com/3Row4Rg.jpg[img] Trippy automap... :P 0 Share this post Link to post
Andrea Rovenski Posted November 1, 2014 could I take a crack at an early game map? 0 Share this post Link to post
mrthejoshmon Posted November 1, 2014 KevinHEZ said:I'm almost done with the layout and detailing of my new map for the project, and i decided to call it "Research and Development".Looks brilliant, can't wait to play it!Cyberdemon531 said:could I take a crack at an early game map? Yes, yes you can. 0 Share this post Link to post
Velvetic Posted November 2, 2014 Just finished another e2 map. Research and Development: https://www.mediafire.com/?22z8w851arz7sw6 If you find any bugs just post here and hopefully i'll fix all of them. 0 Share this post Link to post
Velvetic Posted November 3, 2014 Updated the link to my new map 'cause for some reason i forgot to tag the exit switch, sorry for those who downloaded it and couldn't exit the map. 0 Share this post Link to post
Andrea Rovenski Posted November 3, 2014 Here's some shots of the map I'm working on. http://i.imgur.com/Kn87UTm.jpg?1 http://i.imgur.com/YitCeJR.jpg?1 0 Share this post Link to post
Impboy4 Posted November 3, 2014 Cyberdemon531 said:Here's some shots of the map I'm working on. Not bad, has a nice classic feel to it. One word of caution: Try to use similar colors on your flats and textures to make them clash less often. Example would be giving a gray flat on the gray bricks on the 2nd screen. 0 Share this post Link to post