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Yatima

Hi guys - I built a Slaughtermap - The Strange Place

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this is my first map and it took me three month to build.

 

there are 10450 monsters in this map, so i'd really like to see who can UV max this :D

i made a segmented run since i dont have the route and skill yet to do it in one sitting.

 

i've tested and played that map with zandronum and prboom. everything works fine there.

 

anyway, i hope you have fun with these halls of terror :)

 

http://www.mediafire.com/file/w7iigu1bg3dbw18/the-strange-place.wad

 

 

 

 

 

i appreciate any feedback! 

good luck 

 

- Yatima

Edited by Yatima

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2 hours ago, Yatima said:

i've tested and played that map with zandronum. everything works fine there.

prboom seems to have wall clipping issues because of mapsize. i don't know, maybe my settings were wrong.

i hope you can give me some advice what this clipping issue is all about...

 

 

The clipping is caused by a blockmap overflow. Your map fits in a 24000x20000 box, which is very big but should be manageable. What you should do is move the entire map so that its center is somewhere around the 0,0 coordinate, and use a stronger nodebuilder (Game Configurations -> Nodebuilder) -- Zennode doesn't seem to be able to handle this, but it seems like ZDBSP can, although I'm not sure which specific kind is best. I tried this with a copy of your map and the problem went away. 

 

Edited by rdwpa

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23 minutes ago, rdwpa said:

 

The clipping is caused by a blockmap overflow. Your map fits in a 24000x20000 box, which is very big but should be manageable. What you should do is move the entire map so that its center is somewhere around the 0,0 coordinate, and use a stronger nodebuilder (Game Configurations -> Nodebuilder) -- Zennode doesn't seem to be able to handle this, but it seems like ZDBSP can, although I'm not sure which specific kind is best. I tried this with a copy of your map and the problem went away. 

 

thank you so much for your help!

i moved the map to center and picked zennode but actually the clipping got worse. when i start it in prboom now i just can walk through almost all walls.

could you upload a fixed copy of my map since i apparently dont have the knowledge of fixing this in detail..

 

it drives me kinda mad to see this clipping as if this map were a bunch of trash vertices after all this work.. oh my god :o

 

- yatima

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Hello. Here is a failed fda for your map:

https://www.dropbox.com/s/08mvjaqh9mq8c8z/strange.zip?dl=0

 

Bugs:

- Lots of clipping in prboom+ cl9. But it looks like that has been rectified =).

- There is an elevator I get to in the demo which I cannot lower. It appears after beating a room with a giant pain sector, a path down the center, and a bunch of cacos/cybs/mancs.

 

Cheese:

In this circle room with pulsing lights with 3 cybs and a mess of cacos/PEs that tele in. There is a path off to the side for a mega and cells. The player needs to get punished for entering that room with the powerups. Otherwise you can sit in that room and have the cybs crush everything in the circle area.

 

Thoughts:

I think there are some good ideas in here such as: the initial cross shaped room full of imps and hks along raised edges, the fight with 4 avs in these 4 separate pillars, the fight with a cyb in this pit with arachs around him and then revs that are let loose at the entrance, the room with a raised path with hks at the center of the path and rev snipers on the ground in order to push you into the pain sector below, the room with doors at the back releasing revs/cacos/PEs and imps behind. But.. there is a ton of filler in this map.

 

I am kind of reminded of the path to that chaingunner stadium key room in sf2012 map30 (there is a bunch of little encounters with not too much threat) I think this is fine as long as it is in moderation. I felt like this map was building but never actually rewarded me with the big encounter I was expecting to find in a map that has 10000 monsters. Maybe that finale comes later and I just couldnt get there because of the lift bug. But even then I feel the map is too long without much reward in terms of large scale encounters. Also I dunno how I feel about secrets in a map like this. If they are secret fights then I am cool with them, but the one secret I found was for a megasphere. Which leads me to my next issue.

 

There is way too much health and way too many invulns in this map. I cant remember ever really feeling threatened by something in this map because there was always a powerup I could fall back on or there were so many invulns that it takes away any sense of challenge from a larger encounter (the one just prior to the elevator I got stuck at comes to mind here).

 

Finally this map is very linear. Even sf2012 map30 gives you paths to choose from in a hub system. I think adding some non-linearity like that adds a lot to a large map like this. Especially since it sort of sets the player up like.. I know there is a large set piece key battle at the end of these smaller encounters to look forwards to. That really makes me forgive the grind in a map like this because I know I will be rewarded later.

 

Thanks for making the map though. I really enjoy maps like these.

 

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2 hours ago, Killer5 said:

Hello. Here is a failed fda for your map:

....

Thanks for making the map though. I really enjoy maps like these.

 

Hello Killer5!

 

thanks for so much thought and input! :D

 

i fixed the elevatorbug, there was a tag missing. somehow zandronum manages to make it an elevator if theres just the linedef set.. thats why i never noticed.

i hope it works fine now.

well, there should be at least one big fight comming with about 2000 monsters in an outside area you might not have discovored yet.

and some fairly huge encounters in the middle at the scifi looking energie generator thing that can be accessed in the end.

and the end fight of course that wipes off another 1000+ monsters :)

 

my idea for difficulty was this:

since the level is very long i made the encounters medium hard so that the player does not get frustrated dying 90minutes into the run. thats why the very last encounter is not the hardest in the map for example. of course you can always save/load but i was building it for the marathon runner that wants to beat the map in one session.

 

and thats just my personal taste, but i like it if there is fluent gameplay that keeps you busy but doesnt kill you all the time. there are maps where every button is an insta death if you dont know whats comming. yea, i might have done it a little too easy for the skilled player, hmm.. :)

 

so thank you again and hopefully you can reach the sweet exit on prboom+ now :)

 

laters,

yatima

 

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I played your latest version which worked fine in prboom+. Took me about two hours to finish, unfortunately no demo since I thought I would be dying a bunch and ragequitting after.  But like killer5 said it turned out to be not a very tough slaughtermap, just a very long one. I'm no slaughter specialist like killer5 but there's too much health and powerups even for me.

 

I agree with him in that there are a bunch of good battles here but also quite a lot of filler stuff in between. He didn't manage to get to the YK fights and the finale, both of which I found to be some of the highlights of the map myself. Obviously in general I had fun playing the map though since I spent 2 hours with it and I certainly don't mind this sort of easier slaughter gameplay either.

 

Sorry for the lack of constructive feedback, it's 2:30 am here and I'm really tired right now.

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3 hours ago, Yatima said:

i fixed the elevatorbug, there was a tag missing. somehow zandronum manages to make it an elevator if theres just the linedef set.. thats why i never noticed.

i hope it works fine now.

In vanilla Doom (and more basic source ports) the only linedef actions that don't need a tag (I.e. they simply affect whatever sector they're part of) are the DR actions.

 

Everything else needs a tag, including, as in this case, lifts. ZDoom derived source ports (such as Zandronum) have extra coding that make untagged actions work the same way as DR actions (which is why it worked for you) but generally it's good practice to always use a tag just in case.

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hey guys!

 

thank you Pure Hellspawn, Combinebobnt and Veinen for your feedback and playing this map!! :D

sorry to all of you who found this map a little too easy. i'll delete health when i come back to it but for now im glad that the building is over and i can look at it as a first completed map.

 

thanks Bauul for explaining the DR actions issue. i guess i'll never forget to put a tag again now! :)

 

unfortunately i cant get the demo to work. drag and drop it on prboom-plus.exe makes it dsync after a few secs.

 

if i command line like this: C:\.....proom-plus.exe -file yatimafixed2.wad -playdemo LV02-103.LMP

it dsyncs as well...

can anyone explain to me what im doing wrong here? 

 

thank you!

 

yatima

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the demo needs to be played back using exactly the same map file that was used to record it, meaning if anything at all has been changed on the map (like fixing a lift line for example) the demo will desync. Youll need to use the original wad you posted up 

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I'm not a slaughter person, but with reports of too much health and ammo, I was tempted to give it a whirl tonight on HMP. Only got up to about the first 25% (maybe more). Fun! Things can feel a bit grindy with some door camping. I'm not yet feeling much pressure in terms of room size, which is fine. Lots of room to run maneuver. The architecture is cool, and I wonder if the texturing could have more of a unified theme to help make the level's appearance more distinctive. Looking forward to playing more.

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