Tracer Posted June 8, 2016 We can move it further into the cell. Thanks! 0 Share this post Link to post
ShockaPop Posted June 12, 2016 I got nothing to show yet, but started today on the MAP19 - The Citadel. Got some basics already laid down there, but still most of it is undone. This time I have plans to make the map to be more of a new, rather than "remake" (like what MAP12 was kind of), yet I still want to keep certain "characteristics" there as a reminder of the original (red building, big courtyard in the middle, moat, etc.). 0 Share this post Link to post
Tracer Posted June 13, 2016 SotaPoika said:I got nothing to show yet, but started today on the MAP19 - The Citadel. Got some basics already laid down there, but still most of it is undone. This time I have plans to make the map to be more of a new, rather than "remake" (like what MAP12 was kind of), yet I still want to keep certain "characteristics" there as a reminder of the original (red building, big courtyard in the middle, moat, etc.). That's the spirit! 0 Share this post Link to post
nxGangrel Posted June 17, 2016 Alrighty folks, sorry for Traces and my absence. He wanted me to announce he won't return till the 20th so there's that. I've got map 03 almost done! With a new exit area. And Map 08 will take some time to finish. *After those two maps I'm not working on any more* Any way. Since the wad is close to finished, and since I haven't done it yet, I need a list of the tracks used in every level released, in other words, just post what custom music you used for your level(s), if you did use custom music. 0 Share this post Link to post
nxGangrel Posted June 17, 2016 More updates! Wee. -Base levels- Map 01 Entryway: Trace of Spades (Playtested by dt_/Waiting for updates) Map 02 Underhalls: Trace of Spades (Playtested by Wildmajora) http://www.mediafire.com/download/dk5ypwepggd1cma/map02.wad Map 03 The Gantlet: Trace of Spades and nxGangrel (In progress) Map 04 The Focus: Tactical Stiffy (Playtested by TraceOfSpades) http://www.mediafire.com/download/2evwwcslp84h14h/MAP04.wad Map 05 The Waste Tunnels: Tactical Stiffy (Playtested by TraceOfSpades) http://www.mediafire.com/download/dfjj96mvwz2ejbt/MAP05.wad Map 06 The Crusher: ArchvileHunter (Playtested by TraceOfSpades) http://www.mediafire.com/download/nnhkuxm1r6w58yo/The+Crusher+redux.wad -Hell Base levels- Map 07 Dead Simple: Wildmajora (Playtested by TraceOfSpades) http://www.mediafire.com/download/1tyb66utvcbaaf4/07+Dead+Simple+Redux+.wad Map 08 Tricks and Traps: nxGangrel (In Progress) Map 09 The Pit: Ninehills42 (Playtested by nxGangrel) https://www.dropbox.com/s/0v5oe64omi1l45m/The_pit.wad?dl=0 Map 10 Refueling Base: Muumi (playtested by nxGangrel) http://www.mediafire.com/download/z3mhmgk3kkbt60c/muumi_map10.wad Map 11 Circle of Death: Joe-ilya (Playtested by dt_) http://www.mediafire.com/download/89c6s5699160fyc/square.wad -City levels- Map 12 The Factory: SotaPoika (Playtested by nxGangrel) https://drive.google.com/file/d/0B1hF6VkkYcUBQThOMVJoVlg5QWs/edit Map 13 Downtown: nxGangrel (Playtested by dt_) http://www.mediafire.com/download/g537d4lf4hy3fvp/map13vow.wad Map 14 The Inmost Dens: nxGangrel (Playtested by Tactical Stiffy) http://www.mediafire.com/download/keg3cui5mh7kyny/NXGinmost.wad Map 15 Industrial Zone: 40oz and Trace of Spades (In progress) Map 16 Suburbs: Tactical Stiffy (Needs to be playtested again) http://www.mediafire.com/download/nz2r2kj4dvq1kgf/MAP16.wad Map 17 Tenements: Scotty (Playtested by SotaPoika, nxGangrel, and dt_) http://www.mediafire.com/download/xbkiq17grbphbmh/scottyv4.wad Map 18 The Courtyard: Joe-ilya (Playtested by TraceOfSpades) http://www.mediafire.com/download/zutxunvjbb77ec5/map18joe.wad Map 19 The Citadel: SotaPoika (In Progress) Map 20 Gotcha!: Tactical Stiffy (Playtested by rdwpa) http://www.mediafire.com/download/lj6fi1imoqq8wyr/MAP20.wad -Hellish levels- Map 21 Nirvana: Joe-ilya (Playtested by TraceOfSpades) http://www.mediafire.com/download/ycyij7w0mqzq6qn/nirvana.wad Map 22 The Catacombs: nxGangrel (Playtested by Tactical Stiffy) http://www.mediafire.com/download/aa69uw2u2o01emv/map22dogma.wad Map 23 Barrels o' Fun: Trace of Spades (Playtested by Tactical Stiffy) http://www.mediafire.com/download/d5az5zmpt7qtnuq/23+Barrels+o+Fun+Redux.wad Map 24 The Chasm: nxGangrel and Scotty (In Progress) Map 25 Bloodfalls: ArchvileHunter (Playtested by Tactical Stiffy) http://www.mediafire.com/download/zxcd7yv7bku2i7x/Bloodfalls+redux.wad Map 26 The Abandoned Mines: ArchvileHunter and nxGangrel (Playtested by rdwpa) http://www.mediafire.com/download/631vl3c6lgcy2g8/map26coma.wad Map 27 Monster Condo: Tactical Stiffy (Playtested by Krenium) http://www.mediafire.com/download/60cgxc4b54k29qa/MAP27.wad Map 28 The Spirit World: Tactical Stiffy (playtested by nxGangrel) http://www.mediafire.com/download/tt4ib5yvpdxxt26/MAP28.wad Map 29 The Living End: nxGangrel (Playtested by Muumi) http://www.mediafire.com/download/w1dfa0casxhadlt/NXGend.wad Map 30 Icon of Sin: Trace of Spades and Scotty (I have no clue what the status of this level is) http://www.mediafire.com/download/yr5elj516ri8i8p/ICONREDUX.wad 0 Share this post Link to post
TheNerdTurtle2 Posted June 17, 2016 I'm gonna do some playtesting and I think I have another MIDI almost done for you guys EDIT: I can't load the map and I think its because you put the music file under the MAP01 file EDIT2: Yep that fixed it 0 Share this post Link to post
TheNerdTurtle2 Posted June 17, 2016 MAP01: Was okay, the imp chainsaw fight was kinda boring and the map could have more light contrast, my favorite part was when you had the little hell flashbacks, also the big door texture was misaligned at one part. MAP02: Better than the first map design wise but had some boring gameplay. Lots of demons isn't fun, along with just putting ambushes around every corner. Also you need to fix it completely because idk what the hell you did but there are HOMS everywhere, I'll post screenshots if you want. I liked the darkness and the claustrophobic parts tho :) 0 Share this post Link to post
nxGangrel Posted June 17, 2016 I forgot to update the link to Map 13 since I fixed a music glitch. The list has the fixed version now. 0 Share this post Link to post
EffinghamHuffnagel Posted June 17, 2016 Links for MAP10 and MAP11 are the same. 0 Share this post Link to post
ShockaPop Posted June 18, 2016 Wasn't it me who is working on MAP19 - The Citadel? :) 0 Share this post Link to post
ShockaPop Posted June 18, 2016 TraceOfSpades said:Yeah. How's that coming along, Sota? It has been bit of a slow week (no progress), but this weekend I aim to have the rough layout blocked out to get the feel for distances and length of the map. 0 Share this post Link to post
nxGangrel Posted June 21, 2016 Alrighty boys, I've just about finished Gantlet. All I have to do is add the difficulty levels. Trace, you might want to post the latest versions of Maps 1 and 2. I have no idea what are the latest versions. I also don't know if you're still working on map 30 or not. 0 Share this post Link to post
Tracer Posted June 21, 2016 I'll do that when I get home from work. As far as Map 30 goes, I just have to make one final change and it'll be ready. And shit, Barrels O Fun still needs a proper exit room. I'll get that taken care of, too. 0 Share this post Link to post
nxGangrel Posted June 24, 2016 Map 03 is now done: Better looking architecture, added a few more rooms/areas, And moved a few things around. And now features an actual "gantlet" (the train version). http://www.mediafire.com/download/6ogd2g9giuvgwdk/Map03Gant.wad EDIT: I had to update the link cause one of the rails kept giving me that dumb ass floor glitch. 0 Share this post Link to post
ShockaPop Posted June 24, 2016 Some thoughts and feedback of things that could use improvement from the latest version of Map 03 - The Gantlet: *Main doors (especially in the beginning) seem to be 64 units wide, this is confusing as they're pretty tight and don't really "lead" player. I usually prefer at least 128 as the width for main-route's doorways (exceptions can happen though). *The textures used for the doors lead to believe that I can open them right away, but they're actually opened from switches that are hidden and scattered around, kind of not telling me how it's connected to it. *It kinda got tedious that I got so often locked into a room and monsters spawned/appeared and I had to fight them. This would've been fine if I had more than one way to deal with it, but the rooms/hallways didn't really give me options. *I got stuck in the corpse-room, because the decorations hanging from the ceiling seems to have full collision to movement. Perhaps there should be only versions of those decorations that don't block movement at all. *The theme wasn't really clear to me. It seemed like old abandoned facility of some sorts, but then had dungeon/medieval castle theme going on a bit, then some UAC place that has suffered some damage. 0 Share this post Link to post
nxGangrel Posted June 24, 2016 ^ **The Doors at the beginning are suppose to be small. The few other doors aren't trying to "lead" the player. You find them on your own. But I'll give more indication of the yellow door though. And re-texture a couple others. *I really can't "fix" that. I'll probably reduce the monster count in some areas. I'm keeping the traps *I forgot about those things. I'll change them. *The theme wasn't clear to me either. I just went with it. I'll do some re-texturing. 0 Share this post Link to post
Tracer Posted June 24, 2016 Nice work, Gangrel. I love what you've done with the place. As far as the theme issue goes... In the past this place was an old castle. Modern society left it there for historic value and built around it. The UAC, after the invasion, tried to convert the whole area into an outpost of sorts. That explains the dungeon feeling and the abandoned base feeling in areas. 0 Share this post Link to post
nxGangrel Posted June 25, 2016 Tweaked version of Gantlet. http://www.mediafire.com/download/1sca89snkvfk5sa/Map03Gant2.wad 0 Share this post Link to post
Tracer Posted June 25, 2016 Haven't checked the tweaked version. But here's what I'd like to see changed. Monster count seems pretty high. Maybe lower it a bit. But keep the gantlet area battle as-is. That was great. Maybe add a couple of pain elementals though. I feel as though many of the areas were way tol dark (except for the red key room, that should be left alone. I do feel like maybe it can use something more. It seems too empty. I'll trust your creativity on that task. Also, the first rocket launcher you see should be the only rocket launcher in the map. The pillar in the dungeon area that lowers...that was originally a plasma rifle and I'd like to see that changed back. I also think that three soul spheres is too much for this map. The first soul sphere secret ought to be changed to either back to an invisibility sphere or perhaps a couple boxes of shells and bullets. 0 Share this post Link to post
nxGangrel Posted June 25, 2016 The tweaked version has a slight less monster count. Though I think you wanted less. I took a the caco's for the gantlet area. I found it maybe a little too much to put up with. I'll do something with the lighting. I didn't want the Plasma Rifle to be found so early in the wad. I wanted it to be found at least in the next map, or just a couple levels afterwards. I'll move the chainsaw for the first soulsphere secret. I don't like putting invisibility spheres in levels. 0 Share this post Link to post
Tracer Posted June 25, 2016 Then just make the first soulsphere an ammo cache, and the second soulsphere can be left. Don't move the chainsaw. I like it where it is next to the half of a hanging corpse. And make the last soulsphere secret a plasma rifle. That was a difficult secret to find anyway. But having more than one soulsphere in Map03 is insane. I'll also be doing away with the soulspheres in Maps 01 and 02 and replacing them with green armor in 01 and blue armor in 02. As far as the issue with the amount of rocket launchers...it just makes it feel like you're in a deathmatch arena. 0 Share this post Link to post
ShockaPop Posted June 29, 2016 It has been bit of a slow progress, too much playing Overwatch. Anyway, here's a very early screenshot of what I have so far. Things are starting to make sense soon. 0 Share this post Link to post
Tracer Posted June 29, 2016 Ooohh Sota, that looks pretty. I am looking forward to seeing the finished product. 0 Share this post Link to post
Tracer Posted June 29, 2016 TheNerdTurtle2 said:Map02: There are HOMS everywhere, I'll post screenshots if you want. Yes, please do. 0 Share this post Link to post
Wereknight Posted June 29, 2016 Are you need MIDI composers, still? I just can make one. Or even two... 0 Share this post Link to post
Tracer Posted June 29, 2016 ^If you can make one that sounds like "Worship" by Bongripper that'd be great. 0 Share this post Link to post
Wereknight Posted June 29, 2016 TraceOfSpades said:^If you can make one that sounds like "Worship" by Bongripper that'd be great. Probably can't... sorry then... 0 Share this post Link to post