BigDickBzzrak Posted August 26, 2017 Congratulations me, I've (accidentally) posted two demos of myself incompletely playing an OLDER version of the map. Here's the absolutely 100% full playthrough (I'm almost certain it's for v2.5 this time!!) 8 hours ago, bonnie said: like there arent many areas but i dont understand why it's so long The initial crate area is, IMO, twice as long as it should be. Also the curved maze -- best thing to do when in a mapping block, I know. :] 8 hours ago, bonnie said: if that's the case no need 8 hours ago, bonnie said: last 5 or something hmm that's actually probably a better idea good luck friend --------------------- 8 hours ago, rdwpa said: Dobu's map is also perfectly fitting for the finale Ahh, maybe. It is certainly epic in its own way. Yeah, definitely a better idea. bonnietextxtra-demo-bzzrak.zip 0 Share this post Link to post
bonnie Posted August 29, 2017 (edited) happy birthonnieday (to me) my present is me updating my map i tried testing it but i tried too hard and now i have a headache :c final fight has been left mostly untouched, and i dont know what i'm gonna do for it yet, if anything however, the wall fight was completely redone (as in i selected everything past the wall and hit delete), and is now in a much better place. i decided to not go with an actual fight there, instead just having a slightly challenging yet mostly just-for-fun fight with imps and a cyber (although this means i should probably work more on the final fight now) changes: Spoiler general overall improvements to visuals and multiple bugs (visual or otherwise) fixed lots of zdoom-specific bugs fixed as well markers for existing secrets and other things added actual 10th secret added minor improvements to flow in all areas minor ammo and health changes in all areas minor miners in all areas reduced enemy counts in all areas except the wall (usually through replacing groups of low tier enemies with single higher-tier enemies void place void now does only 10 damage instead of 20 candles placed by the teleporting lines so that players who fall dont immediately cheat to get out before they even hit the ground a single lost soul was removed so that players feel less on edge fewer weapons and ammo at the end ending fight some cacos and pain elementals added around the sides on the ground you cant grab or even see the invincibility immediately now, you have to start the fight for it to appear adjusted the center pillar wall things and removed some of the keys stairs and switches are now marked with candles and lit up a little bit wall fight redone lots of imps mixed in with some higher tier enemies (plus a cyber) all in the back fewer snipers teleporters now take enemies to the switches around the sides of the pyramid so you cant just camp the corner anymore (UV only) cant go back up the pyramid once wall starts lowering impassible lines removed from the sides of the stairs (there are still impassible lines on the boxes near the edges so you cant go around the corners) powerups on the wall on lower difficulties blood sewer a couple branches blocked off two new paths between relatively close sections added, to give more options and add better flow marked the exit area with two lamps three secret walk-over triggers around the "maze", each one drains the blood slightly first trigger you find will lower the blood level slightly, allowing single rockets to stick out more second trigger you find will lower the blood level significantly more, allowing many more types of supplies to be visible finding all three triggers lowers the blood level almost completely, allowing all types of supplies to be seen crusher place added marks to more clearly identify an optional archvile trap that's it, besides the general changes and such like more barrels, less enemies, changed placements, other things e2m2 a lot more stuff opens up (needs more testing, might not be ready and balanced yet) fewer enemies to reduce the grindiness of the area mini sewer tunnel thing opens up and alerts the monsters inside at different timings to make it more f u n final fight of the area is now much much easier and more balanced fewer enemies waiting in the room boxes close behind you further into the room teleports tightened significantly, to allow the rocket launcher to be actually usable boxes take less time to completely lower fewer high tier enemies added secret path to the first switch (can you find it?? :o (probably)) that blood pool thing that you gotta hit the switch to raise the pool and lower the center platform, you know the one pool smaller to make it safer to enter the room the center platform now only has one switch that activates a voodoo doll track thing to do the triggers for you placed the player 4 start in the other entrance area, just like in the actual e2m2 tell me if anything's wrong and i'll fix it when my head stops hurting bonnie_textra_v3_5.zip https://www.dropbox.com/s/wyj62i10wq93tje/bonnie_textra_v4.zip?dl=1 Edited November 6, 2017 by bonnie 1 Share this post Link to post
BigDickBzzrak Posted August 29, 2017 (edited) If it's really your birthday then yeah, have a good one :] I'll check the map out tonight... for realz! The changelog is impressive. EDIT: I actually did, seems cool. GJ Edited August 29, 2017 by bzzrak 0 Share this post Link to post
bonnie Posted August 29, 2017 (edited) 1 hour ago, bzzrak said: The changelog is impressive. It looks a lot bigger than it actually is, and you probably wouldn't notice most of the changes besides the wall fight. :c Also difficulties aren't implemented yet so I gotta get on that so yea, you probably shouldn't play this unless you wanna see the new(ish) fight (or the slightly inproved sewers), which you can just noclip on over to anyways. otherwise it'll feel the same as before :c 1 Share this post Link to post
StormCatcher.77 Posted September 12, 2017 "Cursed Realms - Flooded Palace" has been updated. Fixed a rare but very annoying bug that makes the map impassable. Also, several minor deficiencies were eliminated. 1 Share this post Link to post
BigDickBzzrak Posted September 12, 2017 Cool, man. One little nitpick, could you please change the name of the files between versions? Like "Flooded Palace-V3", as it makes my job kinda easier. ------ Anyway, I plan to get to playing all the currently finished levels so that I could order them properly. Maps 01-10 in the current betas were ordered by DL234 while he was still in charge. So I'll kinda use it as a base, if nobody has any objections. :] 0 Share this post Link to post
NaZa Posted September 12, 2017 @bzzraki can help with that but only after I compile Eagle 1 Share this post Link to post
BigDickBzzrak Posted September 12, 2017 26 minutes ago, NaZa said: @bzzraki can help with that but only if I compile Eagle ftfy *laughs evilly* 2 Share this post Link to post
StormCatcher.77 Posted September 12, 2017 @bzzrak OMG! I forgot about it. Sorry. 0 Share this post Link to post
VeinCrawler Posted September 12, 2017 When I accidentally clicked my submission instead of another map I'm working on, I noticed the start position is somewhere halfway in the map, totally not positioned right :S. Fixed that, new version here. 1 Share this post Link to post
Walter confetti Posted September 22, 2017 I was asking to myself the same question.... 1 Share this post Link to post
BigDickBzzrak Posted September 22, 2017 Perfect, could it be any different? 0 Share this post Link to post
bonnie Posted September 22, 2017 i'm kinda done with my level the ending is good enough did mr. dl_simc man finish his level? secret levels aren't super important so i guess once his level is done we could totally ship this wad out to the market and stuff c: 0 Share this post Link to post
BigDickBzzrak Posted September 23, 2017 dl_simc is still working on his level, and tbh that thing is so amazing that I'd be willing to wait for a decade only for that thing to get done 0 Share this post Link to post
bonnie Posted September 28, 2017 (edited) it literally JUST heckin occurred to me that i picked and used one single door texture for the entire map like a dummy it made me so upset that i marched right here and said these words that you're reading i dont know how i feel about this maybe once i've forgiven myself i'll go back and change stuff to add and use some of the other generic door textures heck edit: @bzzrak damn i wish i could read Edited September 29, 2017 by bonnie 0 Share this post Link to post
BigDickBzzrak Posted September 28, 2017 Chill out, you're allowed to use only one door texture anyway. (Sorry if the rules don't state it in the clearest way, my barbaric English can be quite a nuisance sometimes.) :] 0 Share this post Link to post
dl_simc Posted October 31, 2017 Hi, my map is *still* not finished. It's around 3/4-7/8 ready now. I have't posted here with no concrete alpha/betas to offer. Right: I've been busy elsewhere and not been able to spent as much time as earlier. I've wasted time with bumping compatibility issues. The map is -complevel 9 (Boom 2.02) but I realized that some ideas didn't work with the default PrBoom complevel of version 2.3.1 (2004) and after. That's probably a well known fact but I cried with it. For example try this one room test level in PrBoom+ without complevel selection (or with -complevel -1, 17, 16 or 15) and compare the result with PrBoom+ -complevel 9, ZDoom/GZDoom, Eternity, Risen3D, WinMBF or Doom Legacy 1.46.3. It's not a fault of any port but I decided to try make the map as compatible as possible. That's mostly done by now. I'm sorry to take so much of time. I want to get this map finished. 1 Share this post Link to post
riderr3 Posted October 31, 2017 Yeah... I remember when I first time made Boom-compatible map for Doom1 (for another project), also testing on default compat (my fault). Other people found one closet with monsters just not lowering with Boom 2.02 and and it makes level unplayable because it is not possible to progress further. Boom 2.02 is always standard for Boom community projects. 1 Share this post Link to post
bonnie Posted November 6, 2017 (edited) updated https://www.dropbox.com/s/wyj62i10wq93tje/bonnie_textra_v4.zip?dl=1 Spoiler mostly just major coop changes, as well as bug fixes, minor cosmetic changes, and minor singleplayer rebalances major coop improvements rebalances, changed spawns, numerous coop safeswitches lots more coop ammo and a handful of coop enemies 3 coop teleporters in spawn that take you to the major points in the map in case you die made progression (and some secrets) even more obvious tons of candles, a literal blood arrow, and reworked the blood pit switch both voids and the blood pit in the e2m2 section now all deal minimal damage to make it obvious that they can be escaped even more candles added to the voids to lead players to safety blood pit's lift now has a silver texture to make it stand out fixed several issues with item clipping and moving sectors added a box pillar to that weird room right after you escape the blood-sewer-maze-place as cover so you dont have to door-camp opened up e2m2 more to give players more space and options in the individual sections lowering boxes are also slightly more consistent with what the floors look like after they lower wall fight and ending fight are unchanged i have little interest in redoing them at the moment Edited November 6, 2017 by bonnie 1 Share this post Link to post
baja blast rd. Posted November 25, 2017 (edited) On 1/17/2017 at 3:39 PM, bzzrak said: MAPLIST: Hide contents MAPLIST for BETA 7: Beta 7 maplist: MAP01: Restriction by Dragonfly MAP02: Mines by olekopyto MAP03: A Slice of BROWNPIP by Doom14 MAP04: Putrescence by Walter Confetti MAP05: Technological Rocks by joe-ilya MAP06: unnamed map by Solarn MAP07: Green Flow by Pinchy MAP08: Under the Stars by rdwpa MAP09: Oscuro Rayo by Azuruish MAP10: Alchemist's Tower by dobu gabu maru MAP11: Castle of Hegemonic Crucifixion by bzzrak MAP12: unnamed map by Du Mhan Yhu MAP13: Grzegżółka by olekopyto MAP14: Soul-Searching by Albertoni MAP15: UAC Canal #3 by muumi MAP16: Underground Blues by floatRand MAP17: Bizzare by Mosshopper (note: misspelling was intentional) MAP18: Shit'n'Crisps by VeinCrawler MAP19: It's Green by StraightGib'n'Em MAP20: Sea of Nuclear Waste by Walter Confetti MAP21: Synas Bulwark by riderr3 MAP22: unnamed map by Dragonfly MAP23: Garden Cleanup by riderr3 MAP24: Cursed Realms -- Flooded Palace by StormCatcher.77 (updated version in page 9 of the thread) -------------------------- not yet in any beta: dl_simc -- unnamed map (page 10 of the thread) bonnie -- unnamed map (page 10 of the thread) old thread Any plans on reordering this according to difficulty? (As with the original 1-10.) 0 Share this post Link to post
bonnie Posted December 14, 2017 *cough* *cough* boy i must be gettin a cold from how cold it is outside because it's cold outside now :c 0 Share this post Link to post
riderr3 Posted December 15, 2017 (edited) I'm also wondered what is secret levels will looks like. 0 Share this post Link to post
bonnie Posted January 7, 2018 On 1/17/2017 at 3:39 PM, bzzrak said: As of 01.07.2017, there are 24 completed maps. dl_simc REALLY needs to finish his map and this needs to be released, because this is honestly getting ridiculous. And no, we don't need secret levels. 0 Share this post Link to post
Dragonfly Posted January 16, 2018 Can we just release this already? Do away with any maps not yet submitted, it's been long enough. :) 1 Share this post Link to post
bonnie Posted January 26, 2018 @bzzrak Hiya! I'm just gonna release my map standalone now. Thanks. 0 Share this post Link to post
BigDickBzzrak Posted January 26, 2018 On 1/16/2018 at 10:07 PM, Dragonfly said: Can we just release this already? Do away with any maps not yet submitted, it's been long enough. :) @dl_simc how's that thing going yo 8 hours ago, bonnie said: Thanks Yeah fair enough lol ---------------------- Um so yeah secret levels are probably not needed HOWEVER I have been blessed with a legit awesome vision of a potential MAP31 and if I don't get around to it in the next few time units then yeah I'll release the CP as is screw punctuation la la la la make me use it 1 Share this post Link to post
Dragonfly Posted May 2, 2018 (edited) On 1/16/2018 at 9:07 PM, Dragonfly said: Can we just release this already? Do away with any maps not yet submitted, it's been long enough. :) On 1/26/2018 at 8:25 PM, bzzrak said: if I don't get around to it in the next few time units then yeah I'll release the CP as is :) 2 Share this post Link to post