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NaZa

Texture Extravaganza [COMMUNITY PROJECT] (CANCELLED - Check last post)

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rdwpa said:

HMP is somewhat easy. Played quite sloppily in places, but was never really in serious danger. Glancing at GZDB* I'll take your word for UV, though, and maybe give it a go with saves another time.

HMP FDA.


You're a slaughter mapper though, and a much better one than me (for example, I pretty much had to lure the cacos out of the second area every time, thus never encountering the problem in your UV run). Your "easy" does not necessarily align with everyone else's. i'll wait for some attempts by less skilled players before I think about making HMP harder. Also, I can't believe I forgot that about teleport traps.

rdwpa said:

Here's the aforementioned casual UV playthrough, with saves (and a death).

http://www.mediafire.com/download/oqyrlxg0h5680xa/texUV_rdwpa_pt.lmp

In the interest of fun, I'd recommend changing the first vile to something else, because you pretty much have to wait for the cacos/mancs to come to the starting area before killing them, to prevent the respawning from getting out of control.


I've been thinking about that myself, but what else could I put there instead? Maybe I'll just be lazy and put two Barons on UV.

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Solarn said:

Oh, by the way, can I get a second slot? Because if so I'd like to take #28 on the basis that nothing can be worse than having to work with ZZWOLF10 and FLAT17.


I was thinking to ask for a second slot too... slot 30 maybe, I wonder what comes out...

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walter confalonieri said:

I was thinking to ask for a second slot too...

So what slot will you pick?

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@Solarn

- BSTONE3
- SK_RIGHT
- WOODMET4
- MARBFAC2
- door, trak, switch

- FLAT3
- NUKAGE1
- CEIL4_3
- FLOOR4_5



@walter confalonieri

- ZZZFACE1
- ROCK5
- SILVER1
- BIGDOOR7
- texture since door, trak, switch

- FWATER1
- FLOOR5_3
- SLIME15
- NUKAGE1

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DoomLover234 said:

@Solarn

- BSTONE3
- SK_RIGHT
- WOODMET4
- MARBFAC2
- door, trak, switch

- FLAT3
- NUKAGE1
- CEIL4_3
- FLOOR4_5


Cool, I can work with this. My door texture will be BIGDOOR5, my switch will be SW1HOT and I'll be using DOORTRAK.

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Also, Solarn, played your map. At first I thought "well isn't this bad" but later found it very interesting. Played on UV, but did not die. This is a less skilled player talking. I probably would have died at the teleporting ArchVile, but I just said "nope" and MDK'd it. Later, the map became better and better, more and more interesting. I like it.

Also, PROPOSED MAP ORDER FOR NOW

MAP01 - Restriction         - Dragonfly
MAP02 - Mines               - Olekopyto
MAP03 - A Slice of BROWNPIP - Doom14
MAP04 - Putrescence         - walter confalonieri
MAP05 - Technological Rocks - joe-ilya
MAP06 - unnamed             - Solarn
MAP07 - Green Flow          - Pinchy
MAP08 - Under the Stars     - rdwpa
MAP09 - Oscuro Rayo         - Azuruish
MAP10 - Alchemist's Tower   - dobu gabu maru
I am still unsure whether MAPs 06 and 07 should be flipped, as well as MAPs 09 and 10. Please tell me if you have a better idea.

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DoomLover234 said:

I am still unsure whether MAPs 06 and 07 should be flipped, as well as MAPs 09 and 10. Please tell me if you have a better idea.


"Oscuro Rayo" is quite a bit easier than dobu's map.

-cl 9 FDA (with saves), works with the latest beta: http://www.mediafire.com/download/56p64cvuupijcxp/oscura_rdwpa_fda.lmp.

Enjoyed it overall.

I'll play Pinchy's map tomorrow or the day after.

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dobu's map is definitely harder. I stumbled pretty successfully through Azurish's on UV, with only moderate saves. I struggled through dobu's on HMP with heavier saving (or maybe just heavier loading), and am finding UV pretty disgusting. But I'm also pretty bad.

I had fun with both, even though I agree with dobu's assessment of Oscuro Rayo's thing placement. In the end, it looks cool and is deceptively easy which makes it satisfying to play. ;) I will muster some tidbits of specific feedback for both:

Oscuro Rayo: The spider mastermind fight was particularly inconsequential. The imp hallway was the best section, I think. Trying to pick off the AVs around the corner through the imps was pretty interesting. Also, there's a chaingun at the start but never any bullets?! Not that I would have ever wanted to use the chaingun, but still.

Alchemist's Tower: There's a bit of the "exit" showing on the grey brick texture at the exit of the rocket launcher section. Since it's the exit of the section, it made me scratch my chin a bit, but it's cut off so probably not intentional? :P

I just played those 2 maps since they happened to grab the corner of my fickle attention.

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Hmm, I just looked at my map in the alpha and the sky looks very weird, compared to the single-map version. It's like it's tiling or something. I'm not sure what's causing that.

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The problem is that it seems to have been added as a texture with a 256x240 patch, instead of a 1024x240 patch. Changing the size of the texture to 1024x240 should fix it, at least in SLADE.

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My review of the beta.

General Comments:-
The level titles look pretty nice, with the author name below.

Why is berserk pack renamed to rage pack?



MAP01:-
That's my map! No comment, obviously.



MAP02:-
I know this map from previous testing, but I still think the Chaingunner trap is unreasonable - it's too easy when you know it's there, it's too hard when you don't... It's not fun in either scenario.

...I also assume this is the version I previously tested, as it's still unbeatable. You get trapped on the stairs after the 'random' teleport. I'll resort to noclipping through.

A decent amount of the wooden supports are misaligned.



MAP03:-
The music was a bit unexpectedly loud, but that's fine.

The angled stairs by the blue key look somewhat hilarious, can you imagine walking up those for real? :P

The maze after collecting the blue key was cool. Would have been cooler if a few monsters teleported into the dead ends!


MAP04:-
Uhhh. I guess if I had to describe this level in one word, the word I'd use is 'trippy'. ...Or 'weird'. Either way, enjoyable.


MAP05:-
Not sure if I've gone wrong or something but the green door won't open. I'll resort to noclipping through... (again.)


MAP06:-
Looks good right from the start!

Overall found this to be the best map so far. The visuals are great, and the gameplay was too - although it was a bit of a 'Dark Souls experience'; die first, win later.


MAP07:-
Oops. I skipped the text here before the map... D:

Now, this is how you use your textures effectively!

the map itself was fun but there were some frustrating moments (the never-ending onslaught of fireballs from all directions is annoying until you can whittle down the numbers).


MAP08:-
Repeating myself from before:

Dragonfly said:

Your map looked fantastic! There was perhaps a few too many imps and revenants, but hey, it was good fun and really looks great considering the texture limitations!

I feel that yeah, too many monsters, too few hiding places, but overall this map has a real 'epic' atmosphere to it!


Solarn's Map:-

Oops! Played on UV first, where the map was ridiculously unfair - comments about UV below in the spoiler... Sorry for the bluntness of it.

Overall, a decent map, although the texture limitation feels more evident to me than it has in other maps. The gameplay was average but fair on both Skill 1/2 and Skill 3 (very different from UV!).

Spoiler

Start seems a touch on the unfair side. Continuing on, I see the map only gets harder.

The weaponry and movement space provided does not match the opposition you face, making this map too difficult, and as such, boring.

Later on you made a very cruel scenario. I think I'd have enjoyed it more if I wasn't so frustrated beforehand - five barons in a small curved room, the only way out is onto a 64-wide ledge that if you fall off of, you're back at the start of the map. You made it even more cruel by following it up with an archvile that quickly sets out to resurrect said barons.

All in all this map wasn't fun. Not enough weaponry, not enough movement space, not enough ammo all combined with too many mid to high tier monsters makes for an unpleasant experience, and the texture limitation feels more evident to me than it has in other maps.



Dobu Gabu Maru's Map:-

Coming Soon

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Dragonfly said:

MAP05:-
Not sure if I've gone wrong or something but the green door won't open. I'll resort to noclipping through... (again.)

You have to step onto the floor lights to activate the singular green doors.

Note:MAP07's MIDI intro has several loud high pitched screeches which made my ears bleed, I'm using OPL2, then I tried other ports, and it's better there.

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Dragonfly said:

MAP02:-
I know this map from previous testing, but I still think the Chaingunner trap is unreasonable - it's too easy when you know it's there, it's too hard when you don't... It's not fun in either scenario.

...I also assume this is the version I previously tested, as it's still unbeatable. You get trapped on the stairs after the 'random' teleport. I'll resort to noclipping through.

A decent amount of the wooden supports are misaligned.





Coming Soon



HEY!
It's not my fault, they've put the wrong version in!

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Heck, i'll make another map!
Number 27, please!
BTW. Can my map contain a boss (Spider prehaps?) I'll try to make it in time for the slot No 11!

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Dragonfly said:

Solarn's Map:-

Oops! Played on UV first, where the map was ridiculously unfair - comments about UV below in the spoiler... Sorry for the bluntness of it.

Overall, a decent map, although the texture limitation feels more evident to me than it has in other maps. The gameplay was average but fair on both Skill 1/2 and Skill 3 (very different from UV!).

Spoiler

Start seems a touch on the unfair side. Continuing on, I see the map only gets harder.

The weaponry and movement space provided does not match the opposition you face, making this map too difficult, and as such, boring.

Later on you made a very cruel scenario. I think I'd have enjoyed it more if I wasn't so frustrated beforehand - five barons in a small curved room, the only way out is onto a 64-wide ledge that if you fall off of, you're back at the start of the map. You made it even more cruel by following it up with an archvile that quickly sets out to resurrect said barons.

All in all this map wasn't fun. Not enough weaponry, not enough movement space, not enough ammo all combined with too many mid to high tier monsters makes for an unpleasant experience, and the texture limitation feels more evident to me than it has in other maps.


Eh, I deliberately made UV unfair. Maybe people who enjoy bullshit challenges will have fun with it. And yeah, I didn't really feel the textures. I think I did alright with BRONZE2 and SP_DUDE2, but ZZWOLF10 is one of the worst textures in the entire game, only surpassed by DBRAIN and the skies and CRATE2 is really limited too.

Anyway, I'm making progress with my second map. The textures are much easier to work with, even if the flats simply don't fit them very well and the lack of SFALL is really limiting my options.

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Fair enough Solarn. Like I said, I didn't read your post properly, forgive me there! I'm one of those 'UV-first' players, heh. I look forward to your next map :D

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Dragonfly said:

What is the purpose of this post?

He chose the number and no effect. Uhhh... Would be better if DoomLover234 released that random program.

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- WOOD4
- ZZWOLF6
- SP_FACE2
- PANEL1

- FLOOR6_1
- TLITE6_6
- RROCK18
- FLAT19

Here it is...

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olekopyto said:

I'd like to make another map.

I don't get it: what's the problem? I gave you the set, now MAP. ;)

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I'm going to opt out of this since I should probably learn to map better before doing this.

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