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bonnie

(idgames update 11/15) Pigeon Speedmapping 2 -- Too Many Birds

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0101011 - picture of dog posted 

0101100 - request to become DSS

0101101 - request granted

0101111 - thread renamed to Dog Speedmapping Session :) 

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12 hours ago, dl_simc said:

uac base in where? (VERSION 3)

http://s000.tinyupload.com/?file_id=05924859228214377095

First attempt, dies once then exits with 0 alive in 7:37. Nicely textured/detailed for a 3 hour map with an unfamiliar texture set. Darkness is annoying and invites gamma correction abuse (but I resisted). Being shot by zombies behind a wall you can't see them is annoying. Finished off by a revenant missile from above while trying to hide from invisible zombies and save shell ammo (blind run means no idea if more ammo forthcoming later) -- map's refusal thus far to cough up a chaingun was annoying. Yes, that's three times I said annoying.

 

After restart, took maximum 80 damage from a revenant missile off the blue armour platform leaving 15% health, only narrowly survived the invisible zombie gauntlet run but was blessed by discovery of a berserk box at a very opportune moment. Next follows a long period of wall humping as I try to acquire the blue armour which, given previous nastiness gauge, I assume will be essential, but map refuses to cough it up (although I did bump a chaingun off the ledge with a thing run, but too late for it to matter). Anyway, being forced to jump into more darkness behind a crate, the map gifts a plasma gun, but I didn't trust it and continued playing ultra-cautiously -- watch for the slowest ever archvile kill, threading bullets through a two-inch gap between some crates to finish off the map. Overall impression good except for the pervasive irritatingly low light level and being shot by things hidden in places P_AimLineAttack didn't seem to want to find.

 

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12 hours ago, Breezeep said:

this map sucks

If that's true -- which it isn't -- it's only because it has exactly the same architectural style as all the other maps of yours I've played since your first 300minvr submission :). But I digress.

http://s000.tinyupload.com/?file_id=00757042615160729797

First attempt, finishes map with 0 alive after 6:18, no deaths. Another well-interconnected height-differentiated looping layout with many non-orthogonal walls. An opening requiring fast reactions. Another map that takes far too long to cough up a chaingun when you feel low on shells; I pistolled a couple of monsters. I wondered if you could bump that pair of decorative red keys but it seems not. The ammunition stock for the final battle post-teleport suggested it would be more slaughtery than it turned out to be.

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1 hour ago, RjY said:

watch for the slowest ever archvile kill, threading bullets through a two-inch gap between some crates

Thanks! I didn't thought of that... (It's difficult to foresee how the people will play the maps.)

 

I made the darkest areas a bit more lighter (looks better indeed) and to give the chaingun more early I changed the useless chainsaw and one of the early shotgunners to a box of bullets and a chaingunner. Also build the map with Zennode. Initially used only an old ZDoom to playtest the map.

 

Hope this isn't too late:

new version: https://www.dropbox.com/s/p4fuisldzcgkt55/dl_simc_pigeon2_v4b_(zennode).zip?dl=1

 

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Edit - disregard. 

 

Might give these 14+1 maps a go today. 

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13 hours ago, The 3000th Ruler said:

Name: Dark Stop

http://s000.tinyupload.com/?file_id=07053490209826937213

First attempt, 3 deaths, eventually finished with nothing alive after 7:06. My first run was almost that long though. So a couple of techbase theme rooms to start. The metal room annoyed me for not being obvious how to get out of it, I orbited the room for considerable time, I didn't realise running over the tiny centre pedestal with the key was also a lift trigger, it was not obvious to me at all. Death came at 6:22 due to mancubus fire dodging failure, frustratingly late in the map. I dived for the door back into the base, but it was too late. Second death due to a poorly timed weapon change from picking up the rocket launcher leaving me defenseless, but more due to sheer impatience, barging through the map to get back to where I had died. Third attempt, I went more carefully. When I reached the red key, I held the blue door open, grabbed the key, and ran back into the base before anything teleported in. At that point there were no more monsters between me and the exit, but I went back and killed the teleportees from the safety of the door. Finally I spent several minutes humping seemingly every wall in the map to find the one secret. Eventually I found it by brute force, I missed the hint completely. It would likely have helped me not die first time.

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Update to my map: http://www.mediafire.com/file/2a0bo9t897vwc3d/the3000thruler_pigeon2_v2.wad

 

Realigned some textures and aligned some that weren't. Because of the "scroll texture left" action, I made the exit sign smaller so it would look aligned. I made the platform where the blue key is a bit wider and brighter. I made the brown rock walls in the outdoor section a bit taller, and made the sectors where the monsters would rise out of shorter (you could see the sectors sticking out from certain parts in the outdoor area). Removed one cell charge pack (I thought there was too much ammo). I was also able to get rid of one texture entirely. (SHAWN3) The secret was also impossible to get out of from the inside (although I doubt most players would get trapped in it) so I added a lift action for escaping it.

Edited by The 3000th Ruler

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50 minutes ago, RjY said:

http://s000.tinyupload.com/?file_id=07053490209826937213

First attempt, 3 deaths, eventually finished with nothing alive after 7:06. My first run was almost that long though. So a couple of techbase theme rooms to start. The metal room annoyed me for not being obvious how to get out of it, I orbited the room for considerable time, I didn't realise running over the tiny centre pedestal with the key was also a lift trigger, it was not obvious to me at all. Death came at 6:22 due to mancubus fire dodging failure, frustratingly late in the map. I dived for the door back into the base, but it was too late. Second death due to a poorly timed weapon change from picking up the rocket launcher leaving me defenseless, but more due to sheer impatience, barging through the map to get back to where I had died. Third attempt, I went more carefully. When I reached the red key, I held the blue door open, grabbed the key, and ran back into the base before anything teleported in. At that point there were no more monsters between me and the exit, but I went back and killed the teleportees from the safety of the door. Finally I spent several minutes humping seemingly every wall in the map to find the one secret. Eventually I found it by brute force, I missed the hint completely. It would likely have helped me not die first time.

Thanks for the feedback. I might add something so it's not so easy to escape from the blue key room.

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Why is the beta so damn big? I'm guessing it's because the unused resources haven't been removed yet (to allow map updates)?

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Third and (hopefully) final update: http://www.mediafire.com/file/99zrccvcduqabua/the3000thruler_pigeon2_v3.wad

 

Made the lifts to exit the room where the blue key is move up and down instead of being regular lifts, so it's more easy to figure out how to get out of the room. I also added some enemies that teleport into the hub room once the red key is taken, so it's not as easy to escape. I wanted to keep the enemy count the same, so I removed a few enemies around the map to compromise for the additional ones that teleport. I also changed a bit of geometry in the exit room .

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2 hours ago, Suitepee said:

https://www.twitch.tv/videos/187968929 = my playthrough of all 15 maps on UV w/ pistol starts. (including the an_mutt one that was removed)

 

Once again, another consistently good quality speedmap set. I sincerely hope this ISN'T the last we see of these sessions.....

Hey @Suitepee, did you like my map? I actually got some ideas for the map from you since I may or may not have watched the VODS of your (rather unsuccessful) attempts at making a Nova 3 map the night before the session :D Like the spectres guarding the switch in the hallway with the flickering lights for example. I wish bonnie had waited for tomorrow to compile as there are things that I really wanted to change (the broken exit switch being one of them...) but I guess it is playable enough in its current state... also did you happen to find the final room too hard? I tried to make this map more challenging than my eagle one but someone in the discord said the pain elementals were overkill since there were too many, and the map is kind of unbalanced unless you find the SSG secret (which isn't too hard to find if you are looking out for it but it is in the first part of the map so you might miss it)

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2 hours ago, Suitepee said:

Once again, another consistently good quality speedmap set. I sincerely hope this ISN'T the last we see of these sessions.....

Did I hear it right that you actually liked this map of mine the best of all of my speedmaps? Haha, lol.

Next time I'll try making something more conventional, I promise. Like, I dunno, a boring techbase or something. :]

 

I also "adore" (read: it pisses me off greatly) how you pronounce my username. It's like "BUZZ-rack", but without the U. If you still can't pronounce it, just call me "kickass mapper" or "wonderful person", whichever you prefer.

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1 hour ago, therektafire said:

Hey @Suitepee, did you like my map? I actually got some ideas for the map from you since I may or may not have watched the VODS of your (rather unsuccessful) attempts at making a Nova 3 map the night before the session :D Like the spectres guarding the switch in the hallway with the flickering lights for example. I wish bonnie had waited for tomorrow to compile as there are things that I really wanted to change (the broken exit switch being one of them...) but I guess it is playable enough in its current state... also did you happen to find the final room too hard? I tried to make this map more challenging than my eagle one but someone in the discord said the pain elementals were overkill since there were too many, and the map is kind of unbalanced unless you find the SSG secret (which isn't too hard to find if you are looking out for it but it is in the first part of the map so you might miss it)

Your map seemed fine, and the final encounter was alright as long as the player figures out they need to get the heck to the exit quickly instead of attempting to fight off the horde. (which I figured out, lucky for me!)

 

Also thanks for the pronunciation lesson on your name there bzzrak, and yes I did enjoy your Pigeon 2 map the most. (you remind me a bit of Scypek2, another unorthodox mapper) 

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46 minutes ago, Suitepee said:

Your map seemed fine, and the final encounter was alright as long as the player figures out they need to get the heck to the exit quickly instead of attempting to fight off the horde. (which I figured out, lucky for me!)

 

Also thanks for the pronunciation lesson on your name there bzzrak, and yes I did enjoy your Pigeon 2 map the most. (you remind me a bit of Scypek2, another unorthodox mapper) 

Thanks, I'm glad you liked it. After making it I think I realized why I can't seem to make very long speedmaps, it's because I always slowly go from room to room trying to make sure everything is just right before moving on which takes a lot of time for me sadly (at least right now it does anyway, it will hopefully get better after I've gotten more experience making more maps both normal and speed maps since both of these are within the first 10 maps I've ever made). I really need to start making the basic structure first then filling it in with details later so that there's more map to go through, but of course I would still rather make a good short map than a long bad map

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22 hours ago, EffinghamHuffnagel said:

How come there's no MAP09?

Presumably that was the removed map.

 

Edit: rest of post hidden as it no longer has a reason to exist; it seems he chose to release the map standalone instead

 

Spoiler

 

@an_mutt

 

I would like to ask you to reconsider your decision. Think of it this way. You did it in reaction to the project lead's ill-advised remarks in an off-site backchannel. If that's how you feel, fine, don't work with him again in future. But pulling a perfectly decent map1 doesn't just hurt the project lead: it hurts the other dozen+ map designers, anyone else helping them out with feedback and/or test recordings, and every potential future player of the wad. Does it seem fair to have all these people as collateral damage just because of the actions of one individual? I think not.2

 

________

1 Presumably at least; I didn't get chance to play it before you pulled it

2 This might seem an exaggeration, but I believe strongly in the theory that, like the wider world of free and open source software, Doom is a gift economy: where every map, mod, texture, engine source patch, demo, etc. posted makes us all, directly or indirectly, that little bit richer. Conversely, deletion makes the whole community that much poorer.

 

 

Edited by RjY

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It seems I made way too long conveyer or floor scroller and I must push one last update again, if bonnie doesn't mind. I don't want bore players to death waiting for too long to exit. 

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20 hours ago, NoisyVelvet said:

edit: done all of them heres an fda zip.

Good stuff. I notice you also found in the map09 placeholder the exit lines are too close to the walls to activate.

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@NoisyVelvet Aw, I can never watch your demos for some reason. First pigeon one and now pigeon two. Either it desyncs or I get booted to corresponding doom2 map - like now. It is sad.

 

 

e - I tried with both prboom prboom-plus-2.5.1.3 and prboom-plus-2.5.1.4.  I select doom2.wad, the lmp, cc4 tex.wad my map and drag them over the prboom exe.

 

e- edit wait did you record thiese demos with the second beta or just my wad?

 

e2 -.- I got it to work, but the music is wrong on  my end I believe?

 

e3 - the music for map03 Bedrock of Hate is wrong - i think. It is supposed to be.GAME11.MID from descent DOS. @bonnie

Edited by NeedHealth

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@NeedHealth thats a shame.  Your maps give me good vibes.  I liked your speedmap entries this far.

 

I recorded using pigeon2beta_v2.wad on my default prboom-plus 2.5.1.3 settings (i think i set mine to default to complevel 9 or -1)

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