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StormCatcher.77

Doomworld Mega Project 2017 (Final)

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3 hours ago, Spectre01 said:

It also includes the difficulty level, so you have an idea of what you're getting into if it says "Insane".

Well to be honest some maps labeled as "Insane" are quite easy, but many maps quoted as "Medium" are so annoying and frustrating...

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5 hours ago, lirui1001 said:

Notes about some maps because they have fatal flaws making it impossible to get 100% kills with desired complevel and should be considered to be incomplete.

 

Map07: If played with -cl2, 3 enemies won't spawn, making it impossible to get 100% kills. However, they can spawn if you play this map with -cl9.

 

I think it is a fatal flaw because this map is in "Vanilla" type instead of Boom.

 

Map09: One chaingunner is inaccessible, making it impossible to get 100% kills.

 

Similarly, Map06, if played with -cl9, it is apparently impossible to get 100%, but on -cl2, it works fine and can be maxed. Whether this counts as incomplete is a different story.

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4 minutes ago, Pegleg said:

Similarly, Map06, if played with -cl9, it is apparently impossible to get 100%, but on -cl2, it works fine and can be maxed. Whether this counts as incomplete is a different story.

Map06 is not supposed to be played with -cl9 as it is sorted in vanilla, so if it works fine and can be maxed on -cl2, this map is considered to be finished and fine.

 

However, map07 is not in the same situation so it should be considered to be incomplete. It should be fixed or set to Boom(-cl9) maps.

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3 hours ago, lirui1001 said:

Well to be honest some maps labeled as "Insane" are quite easy, but many maps quoted as "Medium" are so annoying and frustrating...

@StormCatcher.77 assigned the difficulties based on his own playthroughs, I think, so they will vary from your own experience. At least, with that approach, there's a sort of standard of difficulty that is consistent through all the maps instead of letting each mapper assign a difficulty to his/her own map.

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8 hours ago, lirui1001 said:

Map11: Two HKs cannot spawn, making it impossible to get 100% kills. Incomplete confirmed.

MartinDoomer hat probably finished witch 100%

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3 hours ago, CrazyDoomguy said:

MartinDoomer hat probably finished witch 100%

If so that means the enemies will not spawn sometimes. I don't know if it should be fixed.

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15 minutes ago, mArt1And00m3r11339 said:

When I did level 11, there was one enemy alive when I entered the exit.

Same here

1 monster didn't spawn for me too

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Side note: I think there should be some messages of settings for all GZDoom maps in the text file, like if it is necessary for you to use freelook, crouch and jump to finish the map, and the recommended compatibility settings, or most players will get confused.

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On 2018/2/3 at 10:10 PM, mArt1And00m3r11339 said:

How do you go about accessing the secret in the image below?

 

Doomworld Mega Project 2017 Level 25 broken secret.png

Same question here.

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Hmmm, can't get map35 to work.  I killed the first room, the wall lowered eventually, seemed random.  2nd room I pressed the switch in the cage and nothing.  It's quite possible that it's my mod setup causing it so take this with a grain.

Edited by Bryan T

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On 28. 1. 2018 at 3:29 PM, Sasha said:

Map 43 by @Marlamir: sectors 1443 and 2375: needs change effect to damage nukage.   Sectors 1410 and 1414 are enterable but not exitable. On secret sector 2169 no any surprise.

I'm sorry, i missed your post. thank you for bug report

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On 2/20/2018 at 7:45 PM, Bryan T said:

Hmmm, can't get map35 to work.  I killed the first room, the wall lowered eventually, seemed random.  2nd room I pressed the switch in the cage and nothing.  It's quite possible that it's my mod setup causing it so take this with a grain.

There are 2 shootable eye switches in the starting room. They look like tombstones next to the cross-shaped platforms. One lowers the wall with all the Imps behind it, while the one on the opposite side opens another section with a lift. Once you flip the switch in the cage and the one above, you can open the giant eye door. The eye switches are next to the locations that they reveal. Also, Open Eye = Activated/Decoration and Closed Eye = switch you need to shoot or press. Sorry if that was confusing. :P The progression should be simple otherwise.

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Okay, thanks for the heads up.  I see you now you have to wait for the blood thing to uncover them.  I never noticed they were moving down, I thought it was just the regular animation. 

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Also, due to the way the engine works, you can shoot the small blood/flesh pillar that block the eye from the back, with like an SSG or something, to trigger it early. Although letting both sides loose might not be the best idea. But the option does exist!

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3 hours ago, Suitepee said:

Overall I found this DMP to be the most consistent in terms of quality throughout the maps, with no real stinker of a map, just a few that were too hard or technically awkward to play. Hopefully this general level of consistency will continue into the future of the now-divided DMP series.

It is pity that on map 45 you dont go below imps fireballs and lost a lot of time in revenant room :(

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Thank you also @Suitepee for playing and commentary, didn't saw the stream online but i have a lot fun while watching.

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On 3/13/2017 at 10:58 PM, Crunchynut44 said:

Download: https://www.dropbox.com/s/2vn3pi460l9o7uq/DMP2017 Crunchynut44.wad?dl=0
Author: Glen Christie (Crunchynut44)
Map name: Caustic Canyon

Compatibility: Boom
Playtesting: Zandronum, Pr Boom+ CL9
Allow jumping and\or crouching: not allowed
Skill settings: All, though only balanced properly for UV.

Build time: 1 week
Tools used: Doombuilder 2, Slade.

Resources: Only stock textures from Doom2
Music track: Caustic Canyon by Glen Christie

Bugs: Crashes if played with Vanilla compatibility (confirmed with Choco Doom) due a visiplane error, a couple of visual oddities here and there where there are skybox cut offs. Probably a hundred more that im not aware of, will fix accordingly to feedback.


This map is best played with an explorative mind set, there is plenty of health, ammo, weapons and secrets hidden around but they aren't just handed to the player, so be aware of that. Looking forward to hearing your feedback, enjoy! (plays on map01)

kGAUBcW.png

SYkYp2l.png

nk39AJC.png

I beat your level.

 

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@mArt1And00m3r11339

 

Cool I haven't actually seen anyone play that level yet! Very conservative but you go the job done. I goofed with the Spider Mastermind that is meant to spawn in when you get the last key, but oh well too late now.

 

Thanks for playing :)

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5 hours ago, Crunchynut44 said:

Cool I haven't actually seen anyone play that level yet!

I goofed with the Spider Mastermind that is meant to spawn in when you get the last key, but oh well too late now.

 

Well Almost all Maps of DMP 17 are covered  in demos i guess.
you can find it here Along your map,which took me a whole week to gain a decent time,Thanks to that Annoying seldom spawning mastermind,

Apart that minor inconvenience your map is among best entries in DMP17 and my personal favorite.

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Posted (edited)
On 12/30/2017 at 4:43 PM, tempdecal.wad said:

Author: dmg_64 (obviously)

Map name: The Wind Guides You.
 

Compatibility: GZDoom

Playtesting: GZDoom

Allow jumping and\or crouching: Jumping only, not so much jumping required though

Skill settings: None, it's all the same
 

Build time: I wasn't counting, but It took me about 2 weeks to get it finished.

Tools used: GZDoom Builder & Slade3
 

Resources: Mechadon' Box o' Skies, Recolored Doom Texture Pack by Nick Baker, Nightmare Animation Pack

Music track: Vah Naboris Shrine B - The Legend of Zelda Breath of the Wild.

Bugs: I don't know any.

Comments: If you like puzzles, try this, Monsterless map.

 

Link : https://www.dropbox.com/s/l19qw79ei63dmcu/wind-guides-you.zip?dl=0

 

Screenshot_Doom_20171231_191140.png

I beat your level.

 

Edited by mArt1And00m3r11339

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Posted (edited)

lol Thanks for playing, It was a rushed release to be honest because I wanted to upload it before deadline, there's no clues what to do or what you're supposed to achieve making it more about observation than puzzle solving.

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