Gridlock - A community project (maps aligned to the 64 units grid)

The boss is mostly coded and functional now, but even with the "harmless states", I've still had to sacrifice some Commander Keen states. Is everyone okay with this?

Also, the Cyberdemon and Spider Mastermind both use KeenDie now. If any mapper would want to take advantage of this in their maps, then go ahead.

EDIT: Forgot to mention! For things, don't use Bloody mess 2 (type 12) and Dead lost soul (type 23) unless you want the final boss running rampant around your maps.

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Wow the map roster is really filling up! That's great!

If you need more available map spots feel free to drop my 2nd map'Trouble on the Bridge.'

Also, if you wanted to use WolfSS spots for custom dehacked monsters I wouldn't be opposed to dropping 'Trouble on the Bridge'. It's just a quick gimmick map, not really a serious mapping effort.

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Beed28 said:

The boss is mostly coded and functional now, but even with the "harmless states", I've still had to sacrifice some Commander Keen states. Is everyone okay with this?

Also, the Cyberdemon and Spider Mastermind both use KeenDie now. If any mapper would want to take advantage of this in their maps, then go ahead.

EDIT: Forgot to mention! For things, don't use Bloody mess 2 (type 12) and Dead lost soul (type 23) unless you want the final boss running rampant around your maps.


Well then, if everyone is okay with this, we have a new boss monster.
I will include it in the OP later to let others know.

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vadrig4r said:

Just played this map and really enjoyed it! It had smooth gameplay, intuitive and guided level progression and subtle use of more difficult enemies. Toughest bit for me was

Spoiler

being ported into the revenant room with shotgun guys, took a few tries with the rl to clear it safely.

There was just the right amount of backtracking and weaving about to keep me intrigued and wanting more.

Overall aesthetic was nice and consistent. A couple of things that seemed out of place were the lava beneath the armour and the exit sign. The stained glass window by the chaingunners was also somewhat conspicuous but certainly thematic. The final room was unexpectedly quiet but I appreciated the view of the keep off in the distance.

All in all I felt it was a well paced map, with a nice variety of areas that had clear purposes and ideas. Played on UV.


Thanks for the playing!

Also:

http://www.mediafire.com/download/yk6jbn9s8s5b86e/dai-64.wad

fixed version with the new texture pack (cc4-tex is needed) and some other changes

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walter confalonieri said:

Thanks for the playing!

Also:

http://www.mediafire.com/download/yk6jbn9s8s5b86e/dai-64.wad

fixed version with the new texture pack (cc4-tex is needed) and some other changes


Could you link it in the maps' original post too?
Just because the links in the OP are pointing at the original posts of the maps.

Beed28 said:

The boss is mostly coded and functional now, but even with the "harmless states", I've still had to sacrifice some Commander Keen states. Is everyone okay with this?

Also, the Cyberdemon and Spider Mastermind both use KeenDie now. If any mapper would want to take advantage of this in their maps, then go ahead.

EDIT: Forgot to mention! For things, don't use Bloody mess 2 (type 12) and Dead lost soul (type 23) unless you want the final boss running rampant around your maps.


I quoted this in the OP.

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You mean editing the original post with the latest version info, right?

EDIT : done right now...

Also, how about linking the cc4 texture pack in the OP post?

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So is it okay if I start a line going from a non-orthogonal line since it does not rest on a grid (the vertice) but the end is on the grid? If you get what I'm saying.

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It's been established and explained that ALL vertices (no exceptions) must lie on 64x64 grid, but linedefs can be non-orthogonal.

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walter confalonieri said:

Also, how about linking the cc4 texture pack in the OP post?

As someone who didn't have the pack beforehand this is probably a good idea to help bring in testers.

Played the new version now, loved it! The new textures work really well and it's still a very fun map.

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Right, the bossmap is pretty much done, and ready for upload.

There's just one problem... imgur is not letting me upload a screenshot or any image today. I don't know why it's trying its best to stop me, but people are not going to download something that doesn't have a screenshot.

EDIT: Finally managed to upload the screenshot, with difficulty. Let's do this.



The Master
Textues: cc4-tex.wad
Music: Final Boss theme from Super Bomberman 4
Run with: Boom compatible (-complevel 9)
Credit goes to the people of Realm667 for sprites.

Warning, he does not go down without a fight and a half. I'm pretty sure someone could help fine tune the difficulty if it comes to it. It does support skill levels, anyhow.

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Beed28 said:

Right, the bossmap is pretty much done, and ready for upload.

There's just one problem... imgur is not letting me upload a screenshot or any image today. I don't know why it's trying its best to stop me, but people are not going to download something that doesn't have a screenshot.

There are other image hosting websites than imgur.

Just played your map Voltcom9. Overall it was pretty fun! I liked the frantic start, compact battles and chasing down enemies peeking you from behind grates. Some points I thought of:
1. Fails to start in prboom-plus 2.5.1.4 for me with 'P_LoadSubsectors: no subsectors in level'. I don't know if I'm being a retard here and forgetting something or it specifically requires a ZDoom et. al. port.
2. I found 3/4 secrets and thought I could see the fourth on the automap but it didn't trigger (unless I missed one, I grabbed the medikit door where there seemed to be two secrets, the lowering square platform in the large room and the jutting out section of wall in the side hall).
3. The ending was a bit unceremonious, I wasn't sure that was the final door and the platform was one way so no backtracking for missed secrets if you inadvertently end the level.

Some personal opinions:
1. Feels like the overall gameplay encourages hide-and-seek a bit more than I like but that's just preference.
2. The Arch-vile/Baron of Hell room felt a bit random. Some playthroughs I could coax out archy for an easy clear sometimes the pinkys and barons ate all that delicious plasma you gave us! Maybe one fewer Baron and a few more weaker monsters would keep the 'oh shit' factor without the monsters protecting the Arch-vile being able to tank quite so much.
3. The secret wall with all the PG(I think?) ammo felt a bit like one that you come across after clearing a level and spamming use on everything, I got a bit lucky finding that one.

The keycard textures are really helpful nice use of those. What were the demonic stone textures beneath the three square holes in the ceiling for by the way? Looked out of place but I'm guessing that was the point.

Tricky in places but well worth the play!

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Alright, posted everything neccessary in the OP.
Also updated my map, too. Link's in the main post.
Changed the title of the thread a little bit since it was misleading.

I guess we're going somewhere... :)

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Quick update on my level.

I'm basically done with the level design, and I'm in the process of placing things. I'll upload this Sunday for feedback purposes.

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I have a question. Whenever I download one of these WADs and open them, there's a lot of unknown textures, even though I have cc4. Im using Skulltag. Can anyone help me fix this problem?

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Ninehills42 said:

I have a question. Whenever I download one of these WADs and open them, there's a lot of unknown textures, even though I have cc4. Im using Skulltag. Can anyone help me fix this problem?


How do you open the wads?

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Cyanide said:

How do you open the wads?

I simply drag the wad on the Skulltag, if you know what i mean.

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If my simplist mapping style doesn't get too much out of place, I'd like to make a map for this project.

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Cyanide said:

How do you open the wads?

I figured out that only teh Doom 2 textures are shown, the cc4 textures are unknown... I dont really know how to fix this.

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Ninehill42, you're better off not using Skulltag. It's now a very, very out of date Source Port. Instead, use Zandronum, which is the modern day Skulltag.

To open the CC4 file AND the level that has been supplied, select both WAD files and drag'n'drop them onto the Zandronum executable file.

If that's alot of effort from your perspective, there are various launchers which aid in the process. I've never used such launchers myself, but you may find them useful. One I know of is DoomLauncher

If you still have issues, let me / anyone else know and I'm sure we'll be able to help further.

______________________________


Also, separate to the above, I am considering putting in a contribution for this 64x64 project if I find the opportunity, would be a nice 'chillout project' to do between my more serious doom commitments.

Has the Map07 slot been taken? If not, I'd love to reserve it. Thanks!

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Dragonfly said:

Ninehill42, you're better off not using Skulltag. It's now a very, very out of date Source Port. Instead, use Zandronum, which is the modern day Skulltag.

To open the CC4 file AND the level that has been supplied, select both WAD files and drag'n'drop them onto the Zandronum executable file.

If that's alot of effort from your perspective, there are various launchers which aid in the process. I've never used such launchers myself, but you may find them useful. One I know of is DoomLauncher

If you still have issues, let me / anyone else know and I'm sure we'll be able to help further.

______________________________


Also, separate to the above, I am considering putting in a contribution for this 64x64 project if I find the opportunity, would be a nice 'chillout project' to do between my more serious doom commitments.

Has the Map07 slot been taken? If not, I'd love to reserve it. Thanks!

Ty for the suggestion, ill try make it work.

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While Zandronum is the latest and most modern source port for MP, it's still outdated regarding GZDoom's and zDoom's features. GZDoom is the way to go.
But for these maps, prBoom compatibility is the goal. It's quite faithful to vanilla Doom and has some new features which can be crucial at some point.

Updated the OP for new maps and a new contributor (Deadwing). Thanks.

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Ninehills42 said:

I finished my map, its called 'Tower of Hope'
http://www.mediafire.com/download/djwa2lgp5n74c5t/Tower_of_Hope.wad
Its probably not not final version, we'll see.
No custon music ( I dont even know how to do that)
Textures: cc4 and Doom 2
Difficulty levels: Ill do it later
All in all, I think its a pertty hard level, should be somewhere around the end.

I started playing this, but the 100% missing textures and flats in the hallway out of the first room made my eyes hurt. Then when the wall into the next room only dropped half-way, I quit. None of the missing textures/flats are in cc4-tex. What did you test this with?

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EffinghamHuffnagel said:

I started playing this, but the 100% missing textures and flats in the hallway out of the first room made my eyes hurt. Then when the wall into the next room only dropped half-way, I quit. None of the missing textures/flats are in cc4-tex. What did you test this with?

That sounds very strange, since they are actually in the cc4 texture pack, the textures are called KS_K#### (for example KS_K0208).
I tested it with Zandronum and Prboom, and although the door dropping only half-way was a problem for me when i played it in Prboom, I think i fixed it and I havent noticed it since that.
What did you test it with?

Edit: Okay, with Prboom the doors were still a little bit buggy, here's a fix for that: http://www.mediafire.com/download/nwycbw9c93p3y5d/Tower_of_Hope%28v1.1%29.wad

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Ah, now I understand. No, those textures are not in cc4-tex.wad, the resource pack, they are in cchest4.wad, the final release. Cchest4.wad has an additional 7MB of textures added by individual authors for their maps. It also has unused resource pack textures removed to shrink file size. You'd have to add those to your map.

Which brings up a question I've had. This isn't the first time I've seen this happen. Why are 'additional textures' like these never added to a 'final release' of the resource pack?

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Many of those are custom -- i.e., made by the map author or something -- and not intended for the general public's use.

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So, shall I replace those textures in my map (in which case i need the actual cc4 texture pack) or leave it just as it is?

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Ninehills42 said:

So, shall I replace those textures in my map (in which case i need the actual cc4 texture pack) or leave it just as it is?


You should replace them with those in cc4-tex.wad or vanilla textures.

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Ninehills42 said:

I finished my map, its called 'Tower of Hope'
http://www.mediafire.com/download/djwa2lgp5n74c5t/Tower_of_Hope.wad
Its probably not not final version, we'll see.
No custon music ( I dont even know how to do that)
Textures: cc4 and Doom 2
Difficulty levels: Ill do it later
All in all, I think its a pertty hard level, should be somewhere around the end.

If anyone can beat this without bursting into rage and resurrecting/godding, I will burst into tears. Is this wad hard! Yes! It's impossible (almost) (probably)

Design-wise, it's OK. Could've been better, but the difficulty is Slaughterfest style. Not that I hate slaughtermaps, but geez is this hard

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http://www.mediafire.com/download/6f55l01zvgy2di7/Tower_of_Hope%281.2.3%29.wad
Here's the v1.2 of this map, with fixed textures.

And I desinged this map to be hard, I really love making slaughterfest levels, and I think every megawad should have at least a few hard levels in them :)
But dont worry, this will probably be the UV difficulty :D

Edit: Also I've just done it with only one resurrection used. So it should be possible :)

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