CYBER HELL - NEW NEW NEW!!! MAP E2M5 Lust BETA

CYBER HELL

NEWS UPDATE - 3/3/2017

Thought I would get one more map out before Ghost Recon Wildlands invades my life. Cyber Hell E2M5 Lust (BETA) is out!!! Bring your A-game. Let me know what you think.

Map code: 4k3BC9QL


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GREETINGS MARINE!

Hey all, thought I'd show my appreciation and link gameplay videos of Cyber Hell from a few Youtube Snapmap streamers. These guys are sifting through all the crap levels out there. They are a great source to find excellent Snapmaps without all the footwork of actually searching and praying what you just loaded up doesn't suck.

https://youtu.be/FfMS02wZ840?t=2m18s

https://youtu.be/e1sh0HOuZwQ?list=PLeMUvzKiGhqW2wv5k5KiXbnbc0kSBIGWE

https://youtu.be/Yrzj8edtY2s

https://www.youtube.com/channel/UC9MkboJUKNFuLR3PhHSfd_Q

https://www.youtube.com/channel/UCHa14nRoDSLXnnct-6JVp_g

Entire series @rockhardgamer 45
https://www.youtube.com/playlist?list=PLeMUvzKiGhqW2wv5k5KiXbnbc0kSBIGWE

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Its been awhile since my last post. (To many games!) I'm reworking past levels with all the new content so please be patient. I will eventually get newer maps out for you all to play. But if you'd like a taste of the reedit check out.

E1M1 - UAC Foundry - N8CGFPQU - v4.0
E1M3 - Sub Basement - AUUSZMEH - v4.0
E2M3 - Envy - NWDFX3MG - v4.0

If you run into any hiccups let me know. I did test play it quite a bit and never ran into any problems. But your feedback is always appreciated.

Also I revamped the Cyber Hell Engine 4.0. I condensed the map and its contents to the core elements as to cut down on memory and data usage at the start of creating. Its all you need to get started making your own campaign style 4 player cooperative maps. Check out the link below for a video on the Cyber Hell Engine.

Cyber Hell Engine v4.0 - Template map with all of my code - ER9DM689
https://youtu.be/DOZtg2psczg

Tips on how to make your levels stand out.
https://www.doomworld.com/vb/post/1656680

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CYBER HELL EPISODE 1: HELLBOUND ETERNAL

8 FULL FLEDGED CAMPAIGN STYLED MAPS

Creator Rating Overall 90%

Over 1000 plays total



CYBER HELL EPISODE 1: HELLBOUND ETERNAL

E1M1 - UAC Foundry - N8CGFPQU - v3.0 - https://youtu.be/DbB4KhXZ1sM?list=PLeMUvzKiGhqW2wv5k5KiXbnbc0kSBIGWE
E1M2 - Factory - R8QFXJYP - v3.0 - https://youtu.be/BDrZbpl8_8s?list=PLeMUvzKiGhqW2wv5k5KiXbnbc0kSBIGWE
E1M3 - Sub Basement - AUUSZMEH - v3.0 - https://youtu.be/FxDRxznEhDQ
E1M4 - Central Processing - B5WM9GKM v3.0 - https://youtu.be/J__sqSL2N9w?list=PLeMUvzKiGhqW2wv5k5KiXbnbc0kSBIGWE
E1M5 - Power Facility - 834TYNFL v3.0 - https://youtu.be/9pWoDB-54Vc?t=2s
E1M6 - UAC Labs - B793B7BD v3.0 - https://youtu.be/e1sh0HOuZwQ?t=1s
E1M7 - Reactor Core - E4MV2Y7F v3.0 - https://youtu.be/ifZERzfByMM?t=1s
E1M8 - Hell's Gate - YU56WLJE v3.0 - https://youtu.be/mD9CMOvRKxI


CYBER HELL EPISODE 2: AGONY'S GARDEN

E2M1 - Sloth - K8EATTUQ - v3.0 https://youtu.be/cd5hAOyHlag
E2M2 - Gluttony - MJAD49U3 - v3.0 https://youtu.be/hn_iJSeXvl4
E2M3 - Envy - NWDFX3MG - v4.0 - https://youtu.be/x45nDtXpTNQ
E2M4 - Pride - ZCEP47RH - v4.0 - https://youtu.be/wEHOSlIa2Eg
E2M5 - Lust - 4k3BC9QL - BETA - https://youtu.be/N_hYlGAmV-Q

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Further updates, tweaks, and new episodes to come.



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The Rules:
1 - 4 cooperative
12 lives total
15 gun slot weapon wheel (start with pistol and combat shotgun)
Grenade equipped
Campaign loot drops
Armor is pickup only
Run Button - L3 (Ps4) Hold for constant boost, tap for 1 second of boost.

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Cyber Hell Patch Notes:

v1.0

Checkpoints
Waypoints
2 guns (keep weapons on death)
Revive
Grenades
Secrets

v2.0

10 lives (-2 live for every player joined)
L3 run button
HUD score for friendly competition.
Sky boxes added
More environment sounds, lighting, and special effects
Reworked demon spawns and wave variations
Added null demon spawn zones for botched random wave spawn points and areas.

v3.0

Hellscape Patch Elements added
Weapon Wheel
Chainsaw
Touch pick up weapons
12 Lives total no penalty for additional players
800% demon health buff on 3 players or more

v4.0

White Collar Patch elements added
Past levels updates with gore and white collar patch elements
Classic Doom Sounds added to player death, SSG and Chainsaw Pickups.

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Video overview of the Cyber Hell Ultimate Boss Wave
https://youtu.be/l-I7PAUPOfQ

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More level to come @ #cyberhell

*Note not all of the code is up to date with the final rules of the campaign. Every level is 100% playable with checkpoints and waypoints.

Please let me know of any errors or glitches you run into.

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So I play this last night and co-op with two other people. On map one we ran into a bug where zombie turned invisible and we couldn't kill it. We had to quit playing that map right then and there. So I convince the other guy to load up map 2 but it crashed on load so we couldn't play it. We tried to start the map again in the same thing happen. I couldn't convince him to try map three after all that.

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julz_d said:

So I play this last night and co-op with two other people. On map one we ran into a bug where zombie turned invisible and we couldn't kill it. We had to quit playing that map right then and there. So I convince the other guy to load up map 2 but it crashed on load so we couldn't play it. We tried to start the map again in the same thing happen. I couldn't convince him to try map three after all that.



Thanks, do you by chance remember which room in the first level? And I've had that problem with the second one before. It's strange because all the code in every level I built is the same. It's weird it only kicks on e1m2 when people play with others it seems. Single player it plays fine. And my coop player spawns are just set to true and have no code whatsoever attached to them. As for the invisible monster that's on the engine. I've seen that happen in other snapmaps. The wave spawns a monster outside the module. I guess the only way to counter act it is the put null demon spawn areas where it is happening.

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I wish I could describe the area better. It was basically in the middle of the map in a small area during a lockdown by a door. I believe there was a cat walk or something in the area and some barrels.

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We went through it in coop again. Looks like everythings fixed. We all gave you thumbs up. These are some of my favorite maps to date.

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Thanks man. I just started e1m6 should be up in a few days. I'll also be releasing my template room called the Toy Box which will have all my code in it. From my spawn start up code to things like pickups, teleporters, checkpoints, props, lighting effects, etc. I also plan on making a YouTube video for Toy Box showing it off and what's in it. I use it to start every level I build with and just drag the code into my new design and delete the toy box from the map.

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Actually that sounds pretty useful. Quick question for you is this toybox going to have checkpoint tutorial or something like that? I like the checkpoint you used in your map and know that they are co-op compatible

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Yes it is one I found on YouTube. Any code that I didn't create will be credited and linked in the video I make. It's the cleanest most precise checkpoint system I've seen. Building it taught me a lot as well. If you download my e1m5 map it will have the latest spawn code attached to this code for things like load out l, game rules etc. the player proxy in the checkpoint system is useful for the initial spawn start. https://www.youtube.com/watch?v=17M6Lp86zyM&feature=share

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These were some very enjoyable maps. Upvoted all of them except for Central Processing (that one wasn't so exciting to me so i just withheld my vote).

I love what you have done with sound, the "visions" in the power facility were very cool (you startled me), the maps throw plenty of enemies your way and they seem bug free. I also love the flickering lights, very atmospheric ;)

If I have anything to criticize its that you lean quite heavily on wave encounters which sometimes run for too long. This leads to certain monsters types spawning in "arena's" that don't support them well and also clustering (Power facility suffers from this badly). It doesn't help that I despise Doom4's implementation of the lost soul (homing).

On the technical aspects of the (Power Facility) map. I feel you are wasting some resources and cluttering your map with how you implemented the flickering lights by copying the entire logic chain with the repeater each time. This is not something I spend attention to in my original video explaining them but if you want to use more flickering lights you can remove a fair bit of logic nodes by using a variable to drive the lights:



In the above picture you can see that I only have a single chain for creating the flickering effect which I use to set a boolean variable to on or off (upper chain). This means that for each light I want to have flickering all I have to do is place the lower logic chain which only uses the boolean variable to drive the light. No need to repeat the map start, repeater or random logic at each light if you use this method. :)

I also noticed you linked a video to logic for checkpoints. This method, to me, seems overly complicated. Perhaps you have specific reasons for choosing this method but if you don't I want to suggest you to watch my video on checkpoints. Its a little simpler and uses less nodes and therefore less resources:

https://www.youtube.com/watch?v=rvC3m22gRHk

I hope to see some more custom encounters and a little less wave encounters in the future but your maps were very enjoyable to play. I was in desperate need for some fun, "old school" snapmaps that actually worked and you delivered. :) Keep up the great work!

I have gotten a little burned out on snapmap myself. I kept running into resource restrictions, the latest being network which I really don't know how to solve except for downscaling my plans/map and I got a little fed up with it all. With a new job I havent been able to find the energy/motivation to just scrap it and start a new one with all the limitations in mind which is probably the sane thing to do. Your maps are good inspiration though :)

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First thanks for playing the maps glad you enjoyed them. And I hear you on the spawns. In my upcoming map I actually am focusing more on the demon flow as I've pretty much got every other sp/coop mechanic down. I'll checkout this checkpoint system as well. I haven't messed with booleans much yet. I'm all about stream lining though. Does this checkpoint system work with co-op play?

With your flickering light, is it random flicker or is it the same flicker on the same timer? The light flicker I use is random amounts of flicker.

Thanks for the input and links.

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What he posted is random flicker between two numbers. E.g. low # is 1.0 and high is 2.0, then it randomizes a number between 1 and 2 for every time the repeater repeats.

I also finished playing the first mission of Cyber Hell. Here's my first impressions

https://www.twitch.tv/gwlenglish/v/73337119

Overall, I think it leans on the easier side of maps and there are a couple of times some fights seemed to slow the pacing down, but overall I think the design and flow was done well. Looking forward to the rest of the campaign.

As you'll see while I'm playing, there seemed to be an excessive amount of items in the level.

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@HALFRATS PS4
Its randomized flicker. Its essentially your setup which is "my" setup (the flickering light tutorial was mine) with the only difference that its output is routed to a boolean which you can reference anywhere in your level. :)

I do not know enough of coop to say for certain that my checkpoints work well with it. At the very least the base principle should apply with whatever extra functionality you desire on top. The "integer based" setup still seems overly complex to me and I don't think coop necessitates it either.

@VentedPennies
Your explanation of my flicker setup is incorrect. Don't try to explain things you do not understand. Just stick to spamming your twitch channel in every mapping thread.

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Ventedpennies thanks for the review. I could probably tone down my pickups but the pacing is low because it's the first level of 8. They only get more difficult as you go. I don't think it's a good idea to discourage players right off the bat. But thanks for the video it helps a lot I look forward to more.

Side note the rocket mod on the assault is good for stunning charging enemies. Hold it down and land all six rockets on a baron or hell knight and they stumble. The shotguns as well are good for stunning enemies for glory kills. I always carry the burst shotgun because glory kills make or break an intense fight.

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redrage said:

@HALFRATS PS4
Its randomized flicker. Its essentially your setup which is "my" setup (the flickering light tutorial was mine) with the only difference that its output is routed to a boolean which you can reference anywhere in your level. :)

I do not know enough of coop to say for certain that my checkpoints work well with it. At the very least the base principle should apply with whatever extra functionality you desire on top. The "integer based" setup still seems overly complex to me and I don't think coop necessitates it either.

@VentedPennies
Your explanation of my flicker setup is incorrect. Don't try to explain things you do not understand. Just stick to spamming your twitch channel in every mapping thread.


Yeah, I probably simplified it too much, but you're basically just generating a random number on a repeater and you activate the generation via boolean, so the repeater can be remotely controlled.

The Twitch thing is a low blow, since the channel only has feedback on community member maps and it's entirely my thoughts on the map as I'm playing them. You go ahead and keep writing reports and having people guess at what you mean by certain events, but I think the video recording someone playing your actual map to see how they play is more informative than essays (even if they decide to mute it and just watch how a stranger navigates the map). I'm sorry I'm using Twitch, it was easier to setup for this than Youtube. There's no commercials and my face isn't even present, it's all focus on the map design.

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HALFRATS PS4 said:

Ventedpennies thanks for the review. I could probably tone down my pickups but the pacing is low because it's the first level of 8. They only get more difficult as you go. I don't think it's a good idea to discourage players right off the bat. But thanks for the video it helps a lot I look forward to more.

Side note the rocket mod on the assault is good for stunning charging enemies. Hold it down and land all six rockets on a baron or hell knight and they stumble. The shotguns as well are good for stunning enemies for glory kills. I always carry the burst shotgun because glory kills make or break an intense fight.


Yeah, that's cool. It was just my thoughts and it's a good map for an introduction. Like I mentioned, after playing the map I would definitely move on to map 2.

I didn't know that about the combat shotguns. Good to know, thanks.

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I got around to playing level 3.

https://www.twitch.tv/gwlenglish/v/76563545

Just me playing the map, no voice.

Overall, nice secret placement and good mix of demons. I'm not a big fan of lockdown events, but I find they are done well in the Cyber Hell series, not too long or ridiculous. I noticed you liked teleporters in big fight rooms, nice touch even though I hardly used them. The POI arrows are nice, too. Doom modules start looking all the same after awhile.

The plasma stun/rocket or super shotgun combo is certainly my fave.

I think some network "tricks" might help make the level stand out more. I noticed you tend to have a good chunk of network left over, and that could be used for blinking lights or FX options to build the scene. Even string variables on world text (though I think world text takes up object %, not network which is ridiculous, but w/e). Maybe collectibles, puzzles, or sequencers of some sort?

Three lives seems to be a good number. I had a stupid death and barely beat the level, so it's semi-forgiving. The series certainly loves Armor suits, I suppose that's to save on object %? A custom item that gives an Armor % based on health or something might be nicer, I felt a lot of armor items went to waste because I didn't need it, or I didn't feel like backtracking after a large fight.

Cheers

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Thanks for playing. I dont really place much armor thats just placed through the generator. They must of spruced up the randomizer in the latest patch because I even noticed and abundance in armor. The reason I do lend it to being armor heavy is because pickups are the only way to get armor. Also this level is in need of an overhaul after what Ive learned since building it. My e1m1 and e1m2 have had overhauls since youve played them last. Play my latest e1m6 to see where Im at now in level development. Also its not always a goal of mine to deplete all the levels resources right off the bat knowing Ill rework them.

Thanks for the help, look forward to your next play through.

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I've played through the first 3 levels in the last few days and I like it. A couple of the enemy wave scenarios in maps go on for way too long though, but I'm assuming that's because it's balanced for more than one player.

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Yea more or less. The monster flow tends to get better as I create. I also keep updating them once I learn new tricks and better flow ideas. I'm still toying with scaling to the amount of players playing at one time. For instance I deducte 2 lives for every player joined the max being 12. And in trying to figure out how to add a life every 15000 points. I also have it set that once player 3 joins the average health of the demons goes from 200 to 600. But it nerfs anyone I've buffed over 600 back down to 600. I'll be adding a new level within the week. Thanks for playing and the feed back.

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That score tracking is going to be rough unless you convert all the score values to an integer.

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VentedPennies said:

That score tracking is going to be rough unless you convert all the score values to an integer.


You thinking I need to set an integer for every 15000 points? ugh Its weird right now when I get to 15000 points it give me a 1up but every point scored after that point gives me a life.

I wish the new patch of dlc would come out. I have a feeling since alot of the content for snapmaps will be campaign based Im gonna have to reedit alot of my maps. Makes me hesitant to build new ones.

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Well, I just imagined all the monsters give score, yeah? So I guess you can change that, but are there other things that give score? And is there a logic that says "on player score"? I don't remember seeing one, but if there is that would be awesome.

You could take out the gameplay score settings and AI proxy -> on killed - give score. But then, you would be tracking kills to give the 1up (on every 15 kills, give player 1up). And that's only if you give all the monsters the same score.

Maybe you can filter it by types. AI proxy -> on killed -> AI filter (negate) monsters to negate -> give score.

I'm sure you'll find something. It just sounded like a lot because I don't really trust give player score, which is why I would turn it all into an integer.

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Yea they do give you points but I want it to be in intervals of 15,000 not every point after 15,000 points like it does now. Yes there is logic of "on player scored" sorry but I cant remember which node it is. The only other thing I could think that give score in my gameplay are key and power core pickups. Its pretty straight forward campaign level type stuff.

This ER9DM689 has all of my start up code if you want to take a closer look. This ones a head scratch for me. That "on player scored" is there somewhere in the initial spawn room.

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Hats off to you, sir (or ma'm, but I don't think Rats is a ladies' name). I just want to say that I really enjoyed the campaign, it is a gem in the knee-deep sh*te that user-made snapmaps are at the moment. The atmosphere and the gameplay brought back the good old DooM. The negatives are rare, I put those down to my particular style of play, plus you improve and re-update them as mentioned. The campaign is begging for a replay anyway.

And your maps actually made me think if I should go on myself and have another try at level-design. I gave up on that when I realised that snapmap is just pre-fab with no room for actual design... A massive disappointment that was. But it looks like I'll just have to experiment with the atmosphere, then.

And many thanks for the code-pack as I'm an elephant in a china shop when it comes to programming.

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Thanks, glad you liked them. I see a lot of people complain about snapmaps limitations but limitations is what makes talent stand out. Its like here is a box, same box everyone gets, how awesome can you make this box. My next level should be out soon. Its modeled after a map I built with Doom Builder back in the 90s for the original doom. If you use the Cyber Hell Engine code please send me a link to your map. Would love to see it in someone else hands.

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SGNWNEAX

It's ready. For a beta-test, at least. Don't expect too much of a challenge. When I fully understand the engine behaviour, I might update the map with more monsters, and I intend to make it larger as well.

I used a visual (you'll notice) and the checkpoint logic (all tested). I didn't want to over-complicate it, the AI gave me a headache already.

Hint: it is linear but there's room to explore, if in doubt, look for the EXIT signals.

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