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FractalXX

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

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Soldier993 said:

Thx for the feedback! Here are a few explanations I have regarding your statements.

1) I actually did made them fast but there was an issue. All, yes, all of the floors in all of the sectors started to scroll fast for some reason. If you know the right way to make them fast, feel free to explain!

2) I always thought it is strictly 64x64 grid to use. Nothing above or below.
The reason why only one lift works is because I made it so that it looks like an abandoned base (vines texture) with still some machinery working but not all.


You probably had a zero-tagged scroller action somewhere by accident. Anyway, 256-length scroller linedefs seem to work fine.

128-wide hallways can be made on the 64x64 grid.

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Holy fuck this was fun!

http://www.mediafire.com/download/7r6egsa62ro0mz4/cao_rdwpa_demo.lmp

Here's my first prBoom+ playthrough. I died a few times when I tried it in ZDoom, and stopped before reaching the archvile section.

I forgot about the very first ambush and got in a bit of trouble there. That last archvile wave was crazy. I had run out of cells (or couldn't find any) so I got really lucky that I decided to YOLO it and hope the exit was around there, which seemed like a definite possibility given the low number of monsters remaining.

I think the only thing that isn't really too great is the part with archviles and hitscanners. Quite a lot of camping involved. The impassable lines up top that I first encountered with the revenant wave also seemed weird -- they don't make a lot of sense.

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Am I already signed? If not please sign me in!

Time to put these asses to work, one more day.

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Gustavo6046 said:

Am I already signed?

Because it's too hard for me to view the thread's original post and Ctrl+F my name to see if it's written down there.

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rdwpa said:

Holy fuck this was fun!

http://www.mediafire.com/download/7r6egsa62ro0mz4/cao_rdwpa_demo.lmp

Here's my first prBoom+ playthrough. I died a few times when I tried it in ZDoom, and stopped before reaching the archvile section.

I forgot about the very first ambush and got in a bit of trouble there. That last archvile wave was crazy. I had run out of cells (or couldn't find any) so I got really lucky that I decided to YOLO it and hope the exit was around there, which seemed like a definite possibility given the low number of monsters remaining.

I think the only thing that isn't really too great is the part with archviles and hitscanners. Quite a lot of camping involved. The impassable lines up top that I first encountered with the revenant wave also seemed weird -- they don't make a lot of sense.


Okay, ty for the feedback.
Unfortunatly i have no idea how to open that file.

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1. Associate .lmp file suffix with PrBoom-plus.
2. Put the .lmp file into the same folder as the wad it was recorded on.
3. Double click the .lmp file and watch the demo.

Alternatively, launch it via command line:

prboom-plus -file <wadname.wad> -playdemo <lmpname.lmp>

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scifista42 said:

1. Associate .lmp file suffix with PrBoom-plus.
2. Put the .lmp file into the same folder as the wad it was recorded on.
3. Double click the .lmp file and watch the demo.

Alternatively, launch it via command line:

prboom-plus -file <wadname.wad> -playdemo <lmpname.lmp>


Thank you.

So I watched your playtrough rdwpa, and I noticed that you didnt find the secret, which would have helped a lot with the archis :)
About the impossible lines: Well, irl you would break your legs, so why would you jump off? :D Btw I was think about changing that, also the revenant spawnpoints.

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sudo459 said:

I updated my map, link has been updated in the original post.

Can anyone convert a song to midi for me? Specifically this one: https://www.youtube.com/watch?v=sipjRIY8u24
I've tried a few online converters but they all sound terrible and I'm not a musician. If not, I'll use the DS version, but I like this one a lot better. It seems more fitting for the level.


I really like the changes. Now it's a pretty fun map to play more aggressively. It's really cool how the area with lots of hitscanners is littered with stimpacks, allowing one to sort of throw caution to the wind and run around it. The phasing spiderdemon is also pretty silly/cool.

http://www.mediafire.com/download/i21spobrppw461m/goldenv11_rdwpa_demo.lmp

I saw a few versions of that song on http://www.vgmusic.com/ yesterday, but some of them sound bad.

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I uptadet both of my maps, here they are:
Castle of Atlantis(v2.2):
http://www.mediafire.com/download/jww71aqkjymo0us/Castle_of_Atlantis%28v2.2%29.wad
- changed the teleport destination for the revenants and the archis, also added some more archis and chaingunners after the blue key is picked up (+armor and health)

Tower of hope(v1.5):
http://www.mediafire.com/download/s4b7qei1thmfenh/Tower_of_Hope%28v1.5%29.wad
- scrolling linedefs shortened in order to make it compatible with prboom complvl 9

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Gustavo6046 said:

Then sign me up, because I just started doing that 64z64 map! Careless Infection!


You're in.

Ninehills42 said:

I uptadet both of my maps, here they are:
Castle of Atlantis(v2.2):
http://www.mediafire.com/download/jww71aqkjymo0us/Castle_of_Atlantis%28v2.2%29.wad
- changed the teleport destination for the revenants and the archis, also added some more archis and chaingunners after the blue key is picked up (+armor and health)

Tower of hope(v1.5):
http://www.mediafire.com/download/s4b7qei1thmfenh/Tower_of_Hope%28v1.5%29.wad
- scrolling linedefs shortened in order to make it compatible with prboom complvl 9


Tested them, both are a little bit too much for me regarding difficulty. I guess a better player should test them instead.

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Ninehills42 said:

Tower of hope(v1.5):
http://www.mediafire.com/download/s4b7qei1thmfenh/Tower_of_Hope%28v1.5%29.wad
- scrolling linedefs shortened in order to make it compatible with prboom complvl 9


awekrlaweawerawkolewkltger, haha, I died in the very last fight. Archviles!

http://www.mediafire.com/download/u781rieygfke6dn/toh15_rdwpa_fda.lmp

Somehow did worse in the first fight than in the first playthrough. The cybers in the second big fight find it hard to leave the stair holes, which ironically makes it somewhat harder (because they don't clump up in the center, and it's kind of awkward to shoot at them in those holes). I'm assuming they are supposed to leave, but I think it plays better this way.

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This is
currently the first SECOND THIRD/FINAL Public Revision of


WARNING for Chillax Haters: Viewer Discretion Advised.
(it's in MAP01 in name only; it SHOULD be moved from there to a transition slot between Base and Hell themes! Also, it wasn't to be slaughter-ish at first... but it became.)

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Here's a successful exit for ToH v15. Was going for a max but I need to practice more at efficient BFG usage against groups of cybers apparently. :)

http://www.mediafire.com/download/u68n3jg4qzitcru/toh15_rdwpa_demo.lmp

Anyway, nice maps. I prefer CoA from a design perspective because that sequence at the start is one of the coolest things I've seen in a while, but this one plays better imo.

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Gustavo6046 said:

This is
currently the first Public Revision of
http://puu.sh/p3LmD/1729ab0fe1.png

WARNING for Chillax Haters: Viewer Discretion Advised.
(it's in MAP01 in name only; it SHOULD be moved from there to a transition slot between Base and Hell themes! Also, it wasn't to be slaughter-ish at first... but it became.)

I'm soon gonna expand it because it's too small. I still wonder how will I make a player fit and blazingly fly through that Hellish wormhole near the end without deep water trickery I can't manage...


Here are some thoughts about your Map:
- The map is very short, as you have mentioned it. Im sure you will expand it.
- The 1st room is just too empty. I wouldn't mind to see some Zombiemen and Shotgunners there. Then you could remove the shotgun from the corridor, and pherharps you could make a trap there.
- The 2nd room was very wierd in my opinion. If you want to make your map longer, I think you could expand it there.
- Then, I think you should make a switch for the blue key in order to bring the floor with imps down. And you should remove the impossible lines, since I dont see a purpose for them :)
- The last room is good, but you should remove the impossible lines for the monsters (since those makes the pain elementals pointless) and rebalance the ammo and health given.
- The last thing I want to mention is that you should make a little bit more decoration, for example play with the ceiling height, add some decorative obsticles. I really liked that you played with the light a lot, it gave a really good atmosphere to your map.

Also, I just noticed that there are 4-5 vertexes that aren't on the 64x64 grid. :)

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rdwpa said:

Here's a successful exit for ToH v15. Was going for a max but I need to practice more at efficient BFG usage against groups of cybers apparently. :)

http://www.mediafire.com/download/u68n3jg4qzitcru/toh15_rdwpa_demo.lmp

Anyway, nice maps. I prefer CoA from a design perspective because that sequence at the start is one of the coolest things I've seen in a while, but this one plays better imo.


You missed 3 BFG cellpacks in the blue room where you enter the last room :) Very nice run though.

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rdwpa said:

You probably had a zero-tagged scroller action somewhere by accident. Anyway, 256-length scroller linedefs seem to work fine.

128-wide hallways can be made on the 64x64 grid.


Yes, when I didn't tag any sectors for scrolling action, all floors scrolled very fast but when I tagged a sector to scroll, it slowed down for some reason on that tagged sector & other floors were not moving at all, which did fix it. It's just the slowed scrolling part that puzzles me.

Hopefully, I'll have some time to fix some stuff.

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SassyPaddy said:

How many maps have they been submitted as of this post?
By the Way, im gonna sign in.


You might try to count the number of maps in the OP. :)

BTW, I released Public Revision 2 of CI. Updated download link in the download post!

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I'll probably drop out. I'm so busy with speedrunning now that I haven't any time for mapping.
Also soon deadline, so certainly too late.

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Azuruish said:

I'll probably drop out. I'm so busy with speedrunning now that I haven't any time for mapping.
Also soon deadline, so certainly too late.


Im sure the deadline can be extended. Although it depends on FractalXX.

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Ninehills42 said:

Im sure the deadline can be extended. Although it depends on FractalXX.


It will depend on the number of maps when we get there and also if the others are still willing to contribute at least one map at all.

SassyPaddy said:

How many maps have they been submitted as of this post?
By the Way, im gonna sign in.


Signed.

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FractalXX said:

It will depend on the number of maps when we get there and also if the others are still willing to contribute at least one map at all.

I am willing to. I'd welcome if the deadline was extended.

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scifista42 said:

I am willing to. I'd welcome if the deadline was extended.


I also wanted to prepare another map just for the case if they won't be enough but looking at the progress at the moment, I think we'll need to extend it anyway. It remains undefined for the time being but we'll decide it later on.
Others?

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FractalXX said:

I also wanted to prepare another map just for the case if they won't be enough but looking at the progress at the moment, I think we'll need to extend it anyway. It remains undefined for the time being but we'll decide it later on.
Others?


I might do one around the end of June. It depends on how fast I can get trough my exams though.

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Mine's coming along. I JUST got out of school, so I should be able to get a lot more work done on it, and therefore release it soon.

Stay tuned.

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