Xindage Posted January 25, 2017 E2M3 is already done to play in Singleplayer/Coop (not open in dm or it crash) since this is the major goal of my mapping here i want you guys test it out in normal gameplay (pistol start if possible) in your fav skills too, i'm not sure if its easy in easy skill but hard and normal is actualy balanced. so what you guys think? give me feedback. (i'll take the time to plam a dm gameplay in this map while it) Screenshots: (pretty dark) Spoiler Link: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_p4_c1.wad Normal Demo: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_normal.lmp Full Demo (secrets spoiler): http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_full.lmp 0 Share this post Link to post
grommile Posted January 25, 2017 Running from a pistol start, I found the forced pickup of the rocket launcher with monsters lurking at close quarters just round the corner rather rude. 0 Share this post Link to post
Voros Posted January 26, 2017 Fda https://www.doomworld.com/vb/attachment.php?postid=1710385 I'm really confused. Everything was going so well, then nothing. More than half of that demo is just me roaming around. Playing HMP, because I consider that to be the even level between UV and ITYTD/HNTR, for casuals. 0 Share this post Link to post
Xindage Posted January 26, 2017 Voros said:I'm really confused. Everything was going so well, then nothing. More than half of that demo is just me roaming around. i dont understand nothing... 0 Share this post Link to post
Voros Posted January 26, 2017 Watch the demo. You'll see halfway I had become lost in the map. IIRC i killed 96/119 monsters, so i was making good progress. I'm asking what did I miss in the map. 0 Share this post Link to post
Catoptromancy Posted January 26, 2017 The red key walkover line trap did not seem to be working. There was also mysterious crushing sound, couldnt find crusher while clipping, or in slade. Exit-able in choco. http://www.geocities.ws/catodemos/freedoom/protox/e2m3_p2_c1-v1.lmp Spoiler 0 Share this post Link to post
Xindage Posted January 26, 2017 i played this map lot of times in choco and i never noticed this black lines glitch, i'll try to cheat it wht lighs, also i get this crucher issue once, but it dont happened twice in my second try Edit: well i think i just did a mistake of make the red key only appear in hard skill, that sucked a lot... 0 Share this post Link to post
Xindage Posted January 26, 2017 Fixed Version: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_p4_c1.wad Changes: + Is now playble in normal and easy skill. (sorry voros) + Reduced ever more the enemys in Easy and only few in normal. + Extra ammo and monsters (yay) in hard. + Balanced shotgun ammo in easy and normal skills. (chaingun happy) + "Yellow secret path" reworked and now is a visible secret, just pay attention. + Fixed black lines in big pit. + Switch working properly in secret path. Edit: + Fixed an annyoing cacodemon buging the engine in vannila. Players about the secret yellow path if you guys dont find a way to get, its because you closed them (not intentionaly, and not a glitch) its a testing feature and i may remove too if its a bad idea. 0 Share this post Link to post
Voros Posted January 26, 2017 https://www.doomworld.com/vb/attachment.php?postid=1710456 (HMP -cl 9 prboom+) So the red key was meant to appear on that platform. Just played through the map. I didn't bother looking for that yellow door secret. So far, so good. 0 Share this post Link to post
Catoptromancy Posted January 26, 2017 We are having vanilla bug involved with yellow door secret. So doesnt show up in pr+. 0 Share this post Link to post
Xindage Posted January 26, 2017 Catoptromancy said:We are having vanilla bug involved with yellow door secret. So doesnt show up in pr+. i fixed this whit version 4, anyway dm still not done but its finnaly playble from begin to the end. Normal Demo: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_normal.lmp Full Demo (secrets spoiler): http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_full.lmp 0 Share this post Link to post
Catoptromancy Posted January 28, 2017 http://www.geocities.ws/catodemos/freedoom/catoptromancy/e2m3_p4_c1-v1.lmp Looks good. But I really dont like the permanent block. People that play with save games will get lost and need to resort to checking an editor to find that 100%...and then replay map from start. If they only used one save game file, entire save will need to be remade. 1 Share this post Link to post
Xindage Posted January 28, 2017 plutonia 1 and 2 have archvile jumps secrets, if you kill them before jump you lost the secret permanently too and i see no poblem whit it. 0 Share this post Link to post
Xindage Posted January 29, 2017 https://github.com/freedoom/freedoom/pull/362 Final version including the dm gameplay is ready for submission (i sayd it right?) 0 Share this post Link to post
Xindage Posted January 31, 2017 another bumb, reason a fix bug in vannila noticed by catoptromancy. https://github.com/freedoom/freedoom/pull/363 0 Share this post Link to post
Voros Posted January 31, 2017 Why is this commit in the e2m3 branch/pr? 0 Share this post Link to post
Voros Posted January 31, 2017 Well your branch is slightly out of date with freedoom:master, that might explain it. Edit: and now there are conflicts in your branch. Must have been the lumps update. 0 Share this post Link to post
Catoptromancy Posted February 2, 2017 http://www.geocities.ws/catodemos/freedoom/protox/e2m3_p4_c2.wad This map is not in a secret slot, but had secret exit. Made both exits normal. It's on repo. 0 Share this post Link to post
Xindage Posted February 2, 2017 Catoptromancy said:This map is not in a secret slot, but had secret exit. Made both exits normal. It's on repo. http://doomwiki.org/wiki/E2M9:_Fortress_of_Mystery_(Doom) "which can be accessed from E2M5: Command Center." you're right. maybe in future i'll move this map. 0 Share this post Link to post
Catoptromancy Posted February 2, 2017 E3M6 does not have a secret exit, and E3M5 is a placeholder. We could swap those map slots and then move E2M3 to E3M6. With minimal retexturing and have the secret path a good bit harder, it would fit nicely. We can do this later after next release. 0 Share this post Link to post
Voros Posted February 2, 2017 E2M3 clashes badly with E3. Almost nothing about it matches with the rest of the maps. I think it's best to leave e3m5 empty until a mapper can make a map for it (MrGlide and Soundblock were interested, but quit afterwards). But if e3m5 is needed badly, maybe something from the attic can be used, if it has been updated. Edit: some roaming around the attic: https://github.com/freedoom/attic/blob/master/catoptromancy/levels/cw_e3m2.wad an old map you aske to be removed from the e3. I'll have to check it out soon. It sounds like it could make a good candidate, maybe not. 0 Share this post Link to post