Liberation Posted January 19, 2018 @The_SloVinator Cracking map! Plays lovely and looks excellent. My map has been updated with a few tweaks and will be uploaded again shortly. 1 Share this post Link to post
Angry Saint Posted January 19, 2018 (edited) On 19/1/2018 at 2:53 AM, rdwpa said: Here's an FDA. 68% kills, 0% secrets, 7:01. At first I was just blitzing through the map but then I stopped to kill the cacos/etc. when I saw the crate maze, because it seemed like I'd get infinite-talled from above. Fun map. The spaciousness and curves combined with the KDITD style are a pretty rare combination. The map has a really dreamlike feel because of the scale and geometry. Would replay more thoroughly. (Although I still would skip barons and cacos when lacking a RL.) elv02_Rd_fda.zip Very interesting demo, I've found some bugs I wasn't aware of, thank you! EDIT: I don't understand why the red key trap didn't work... Edited January 20, 2018 by Angry Saint 0 Share this post Link to post
Spectre01 Posted January 21, 2018 @The_SloVinator Cool map, with a very classic E1 feel and gameplay! Here is a thorough, 100% FDA that I recorded: rs_S01_FDA.zip As far as feedback goes: I felt like the single-destination teleports after grabbing the keys weren't very effective. Might work better with an additional teleport spot, close to the exit of the room for instance, so that the player doesn't just Chaingun down the dudes as they spawn in single file. The teleports near the exit work great in comparison, and force the player to move around. Also noticed some misaligned textures here and there, although that may be intentional for the more vintage look. Good stuff overall! 2 Share this post Link to post
Spectre01 Posted January 21, 2018 (edited) @Angry Saint Played through V2 of Eden Log and thought it had some good changes. The fake wall passage to the RL was really cool too. Maybe adding like 5-10 more rockets early on would make killing the Cacos/Barons a bit smoother. Some bugs I've noticed: 6 enemies fail to teleport in. Strip of ceiling texture visible from one side. HOM on this step. 1 Share this post Link to post
The_SloVinator Posted January 21, 2018 5 hours ago, Spectre01 said: @The_SloVinator Cool map, with a very classic E1 feel and gameplay! Here is a thorough, 100% FDA that I recorded: rs_S01_FDA.zip As far as feedback goes: I felt like the single-destination teleports after grabbing the keys weren't very effective. Might work better with an additional teleport spot, close to the exit of the room for instance, so that the player doesn't just Chaingun down the dudes as they spawn in single file. The teleports near the exit work great in comparison, and force the player to move around. Also noticed some misaligned textures here and there, although that may be intentional for the more vintage look. Good stuff overall! Thanks for the feedback. I also forgot to give the square linedefs around the yellow & red key a flag "Not shown on automap". lol But I guess that one isn't big of a deal. May I release the improved version or is it over for that? 1 Share this post Link to post
Liberation Posted January 21, 2018 @The_SloVinator We are still waiting for e1m9 I do believe, so go for it. 0 Share this post Link to post
Angry Saint Posted January 21, 2018 7 hours ago, Spectre01 said: 6 enemies fail to teleport in. Which source port did you use? Because with Zdoom and prboom+ the trap worked correctly... 0 Share this post Link to post
Fonze Posted January 21, 2018 Assuming port and complevel info are correct plus it being an intermittent issue, it's likely the fault of design, such as monsters not activating or missing a line, then blocking it from other monsters, but more info would be needed to troubleshoot the monsters failing to teleport. 0 Share this post Link to post
baja blast rd. Posted January 21, 2018 2 hours ago, The_SloVinator said: Updated my map. Tossing in an FDA. Nice map. rsv2_rd_fda.zip 1 Share this post Link to post
Spectre01 Posted January 21, 2018 (edited) 2 hours ago, Angry Saint said: Which source port did you use? Because with Zdoom and prboom+ the trap worked correctly... Whoops! Should've attached the demo I guess. :X ELv02_S01.zip I used GLBoom+ 2.5.1.4 in 8Bit Software Mode. -cl3 and all that. Also, interesting to note, I was able to use IDDT during the demo to find the stuck enemies. Didn't think cheats like that worked. Edited January 21, 2018 by Spectre01 1 Share this post Link to post
riderr3 Posted January 21, 2018 5 hours ago, Liberation said: @The_SloVinator We are still waiting for e1m9 I do believe, so go for it. I've done about 85% geometry of my map. Further will be the adjusting of things and testing. 3 Share this post Link to post
Spectre01 Posted January 23, 2018 @CarpetolA Finally got around to playing and recording an FDA for e1m5: E1M5_S01_FDA.zip After checking the text file, I strongly disagree with having the RL early and Chaingun later. In my FDA, I didn't use rockets at all until the final area. Meanwhile, the Chaingun would've been nice to have, and I was at 400 bullets when I finally got it. Everything else was cool though. Cheers! 0 Share this post Link to post
Angry Saint Posted January 23, 2018 This is an updated version. ELv03.zip 2 Share this post Link to post
Walter confetti Posted January 24, 2018 @The_SloVinatorplayed your map some days ago, is a good map and have a good flow on layout and gameplay... Updated OP with the new maps and new map versions... 3 Share this post Link to post
Spectre01 Posted January 24, 2018 19 hours ago, Angry Saint said: This is an updated version. ELv03.zip Any changes in particular to look out for? 0 Share this post Link to post
riderr3 Posted January 24, 2018 (edited) So, here is my map. If you find bugs post them here. Also comments and FDAs is welcomed. Download here:http://www.mediafire.com/file/frqdrebtcao01wv/tsurface.ziphttp://www.mediafire.com/file/9zx3av6oz5hpoo7/tsurface_v2.zip Quote "To the surface" by riderr3 E1M9 replacement for Standard E1 Replacement Community Project Advanced engine needed: Limit-Removing Music: "Hangar 7" by James Paddock Map: E1M9 Single Player: Designed for Cooperative: Yes Deathmatch: Yes Difficulty Settings: Yes Build Time: 10 days Editor(s) used: GZDoomBuilder-bugfix, SLADE3, WadSpy Tested With: PrBoom-Plus 2.5.1.4 Description: Escape from the depths to the surface through the nukage treatment base. Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. Edited January 25, 2018 by riderr3 3 Share this post Link to post
Angry Saint Posted January 24, 2018 9 hours ago, Spectre01 said: Any changes in particular to look out for? New traps, gameplay and bugs correction. 1 Share this post Link to post
Walter confetti Posted January 24, 2018 (edited) Holy Moly, that was fast! Adding to the OP list and i'll starting to download and compling all maps! Kudos to all! EDIT: And we have an alpha version of the episode! I was fast compiling this too! http://www.mediafire.com/file/8gim2w5ppp2wp4d/STANDARD.WAD Level list (i used the @Capellan suggestion): E1M1: No crates on phobos E1M2: Janus Complex E1M3: Main Reckon Facility E1M4: Research Complex E1M5: Third Moon lab E1M6: Inner Port E1M7: Eden Log E1M8: Obliterate Anomalies E1M9: To the surface is just maps and a modified mapinfo from e1m5, i'll work on CWILVs next time, also looking for a episode name (Deadly standards, maybe?) If anything is wrong here in this compilation please let me know... Edited January 25, 2018 by Walter confetti 5 Share this post Link to post
Spectre01 Posted January 25, 2018 @riderr3 Just did a playthrough of e1m9 - great stuff! Here's an FDA: tsurface_S01_FDA.zip Big fan of the visuals, layout and gameplay here. The concept of trying to reach the helipad from an underground cave is pretty cool too. I wasn't sure how to reach the green armour to the right of the lift, and apparently missed ~10 enemies despite finding all the secrets. That helipad also looked like a great place to have some kind of boss fight with a Cyberdemon. I was slightly disappointed that the map ended before stepping in there. 2 Share this post Link to post
Capellan Posted January 25, 2018 I will try and take a bash at the episode this weekend. 0 Share this post Link to post
CarpetolA Posted January 25, 2018 (edited) On 2018-01-23 at 3:44 AM, Spectre01 said: @CarpetolA Finally got around to playing and recording an FDA for e1m5: E1M5_S01_FDA.zip After checking the text file, I strongly disagree with having the RL early and Chaingun later. In my FDA, I didn't use rockets at all until the final area. Meanwhile, the Chaingun would've been nice to have, and I was at 400 bullets when I finally got it. Everything else was cool though. Cheers! @Spectre01 Thank you for your feedback! I'll look into the map and fidget around a bit in it. BTW, I had completely forgot about this project. I'm relieved to see that it has been resurrected and passed on to another overseer. Great decision, guys! 2 Share this post Link to post
riderr3 Posted January 25, 2018 9 hours ago, Spectre01 said: I wasn't sure how to reach the green armour to the right of the lift, and apparently missed ~10 enemies despite finding all the secrets. This is again problem of compatibility level, because single zombieman is too close to the wall. My faults, I should test also on cl3. A minor bug, but prevent map from being maxed with certain circumstances. Here are updated map where floors can be lowered also in cl3:http://www.mediafire.com/file/9zx3av6oz5hpoo7/tsurface_v2.zip@Walter confettiplease include new version of my map. 2 Share this post Link to post
Liberation Posted January 25, 2018 (edited) Oops forgot to upload my latest version. Will have uploaded in a few hours, my apologies you were quick of the mark and I'm rather tardy! EDIT: lib-e1m4b.7z @Walter confetti Edited January 25, 2018 by Liberation : Upload 2 Share this post Link to post
Spectre01 Posted January 25, 2018 I'll be posting an update of my map as well. Just trying to sort out a rather obscure lowering floor engine bug. No need to rush on finalizing the maps, IMO. This project has been going for nearly a year now, so it's probably better to make sure everything works well rather than throwing it out the door ASAP. Some misc thoughs: Are the maps without custom midis intended for whatever the default E1 music is for that slot? What about new title/menu etc. graphics? I've been meaning to bring this up before, the the "Standard E1" part has always been slightly misleading. Seems to me that people would expect a DTWID-style, authentic E1 experience, while this project has a more diverse visual style and includes enemies and weapons from the later episodes. I can also take a crack at writing the ending lore text, unless somebody else really wants to do it. 1 Share this post Link to post
Capellan Posted January 25, 2018 (edited) 7 hours ago, Spectre01 said: Are the maps without custom midis intended for whatever the default E1 music is for that slot? I don't play with music, so if anyone has suggestions for MIDIs they think would suit, I'm happy to nod and say "sure, use that" :) Edited January 26, 2018 by Capellan : Nod not not 1 Share this post Link to post
Spectre01 Posted January 26, 2018 e1m8_S01_Final.zip Here is a "final" version of e1m8. Some minor gameplay adjustments and a beefed-up HNTR. If you've played V6 that's been in this thread for years, it's nearly the same. Mostly cosmetic changes and better lighting variation. Software mode is recommended for the authentic "I can't see those Shotgunners" experience. :P UV-Max in 14:30 demo attached , if you'd rather watch than play. Also, obviously, shows the secrets which you'll want to grab on UV if playing from a pistol start. Cheers! 2 Share this post Link to post
Walter confetti Posted January 26, 2018 (edited) 13 hours ago, Spectre01 said: Some misc thoughs: Are the maps without custom midis intended for whatever the default E1 music is for that slot? What about new title/menu etc. graphics? I've been meaning to bring this up before, the the "Standard E1" part has always been slightly misleading. Seems to me that people would expect a DTWID-style, authentic E1 experience, while this project has a more diverse visual style and includes enemies and weapons from the later episodes. I can also take a crack at writing the ending lore text, unless somebody else really wants to do it. 1) I think I will put new midis in some levels if they really need and if the author is OK with that. 2) I will make the title and episode new graphics, most probably tonight. Also i've asked you guys if "deadly standards" could fit as a episode name for this project, but nobody answered me to that. 3) Sure, go ahead. Even if I think that the original end text could be good as ending text. Also, i'll add the new level versions to the next compilation release. 2 Share this post Link to post
PRIMEVAL Posted January 26, 2018 I do believe I've done an original MIDI for @CarpetolA for this project. If need be, I can provide more original tracks to help out with that. Actually, I may have offered my services for the original conception of this project, so I guess the offer still stands in that regard. 6 Share this post Link to post