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Myst.Haruko

Pigeon Speedmapping 3 -- 50 Christmas Pigeons(idgames link in the first post)

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Alright, I apologise for first beta delay. It took few tries to find out how to preserve all required textures and lumps without causing troubles or seizure doom like effect due missing stuff(it would be great if slade had search bar above to find required textures in maintenance mode or show textures next to the list). 

I tested it prboom+ and gzdoom and I believe it should work now. Still no level names and such, but I'm planning to do this today after people will test this beta and tell me what I missed while I did maintenance in textures. 

https://www.dropbox.com/s/6en7rhjctzxwo0y/pigeon03 beta_v1.2.zip?dl=1

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Ran through some of the maps and they are fine. I'll do the rest of the maps to make sure they are also fine.

 

Probably this is too late to say... I guess leaving the Christmas WAD alone for the player to choose whether loading this or not could be better. I really like the color choice for the palette, but I don't really like the Christmas WAD. (Well, don't bash me :D)

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Crap I just thought about something. I made a secret area in the very beginning of my map containing the signature with an entrance that is a tag 666 door which you open by shooting all the commander keens hanging from the Christmas tree at the end BUT what I didn't think about is I forgot that I made a "pick a path" part that is specifically designed to keep the player from backtracking back to the beginning :v And I put the triggers pretty far away from the fork to try and keep players from cheesing it by say sr40ing or something :( Oh well I guess that's what happens when you try to add stuff in after the fact... So later I will need to add a teleporter or something back to the beginning so people can actually get the secret

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1 minute ago, therektafire said:

Crap I just thought about something. I made a secret area in the very beginning of my map containing the signature with an entrance that is a tag 666 door which you open by shooting all the commander keens hanging from the Christmas tree at the end BUT what I didn't think about is I forgot that I made a "pick a path" part that is specifically designed to keep the player from backtracking back to the beginning :v And I put the triggers pretty far away from the fork to try and keep players from cheesing it by say sr40ing or something :( Oh well I guess that's what happens when you try to add stuff in after the fact... So later I will need to add a teleporter or something back to the beginning so people can actually get the secret

Well, it's a first official beta, if you have time, do that now, because at evening I'll do level name merges and check all missed stuff again.

 

20 minutes ago, GarrettChan said:

Ran through some of the maps and they are fine. I'll do the rest of the maps to make sure they are also fine.

 

Probably this is too late to say... I guess leaving the Christmas WAD alone for the player to choose whether loading this or not could be better. I really like the color choice for the palette, but I don't really like the Christmas WAD. (Well, don't bash me :D)

Well, just in case I just put it in different marker to locate this content easily, but if mappers will say "no, leave it be", I'll leave it be, because I'm not only one who mapped these maps. 

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Here is another (I guess last) update to my map, I added a teleporter right at the exit that takes you back to the beginning of the map where the secret signature part is that opens up if you kill all the keens on the christmas tree (which apparently aren't actually keens when you use the christmas wad, they are players with no pants on :D) and in the secret room there are teleports to each of the forked paths in the middle of the map since you wouldn't be able to return to them otherwise from the beginning after you reach the end

trf_pigeon3_4.zip

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dump: noisy_pigeon03beta_v1_2.zip (prb+ cl9)

I ran through a couple days ago in gzdoom to check the maps out, so it's not totally blind fdas.

 

23 hours ago, Myst.Haruko said:

Well, just in case I just put it in different marker to locate this content easily, but if mappers will say "no, leave it be", I'll leave it be, because I'm not only one who mapped these maps. 

I personally like the Christmas wad because I like tacky bullcrap.  My vote would go towards leave-it-be, unless we are talking about the Christmas sprite stuff being in a separate supplemental wad, then I don't care either way.  I mapped under the assumption of it being used even though I didn't rely on it much, but some people relied on certain decorations, or those Mushroom Gnome Nazi replacements.

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Playing through these maps and giving feedback:

 

MAP01: Knee-Deep in Speedmapping Sessions Forever (walter confetti)

A fine, short (if not too short), interlocked map. Seems a bit basic, but it's alright. The secret is pretty neat. I like the way you get to the exit, it's by finding the secret, if I'm not mistaken. The way to the secret is also pretty swell. Too short and too easy for my liking (and a bit claustrophobic sometimes), but a good map overall.

 

MAP02: Gosh Darn Heck (Spie812)
I thought he explicitly stated that his map shouldn't be included in the compilation? Either way, the big door is broken and leads to a HOM, nice layout, but without any real progress, I can't like it that much. I like the concept but it screams unfinished.

 

MAP03: Snowing Underground (Forli)
Hectic start, thrown into action right away! I'm actually fond of such starts myself, as long as it isn't a Chaingunner fest. Also, why is a Forlimap this early? It's a pretty difficult map overall. The map was extremely difficult, much more difficult than mine, at least. I think it's way too early. The end and the blue key trap are especially deadly and painful. A very fun map, though.

 

MAP04: I'm guessing NoisyVelvet?

This map drained me mentally. Archviles are just that tiny bit haphazard. I did like the map, but at the end I was so fed up with it that I stopped playing it.

 

MAP05: Nuclear Winter (A2Rob)

I like this map. Includes some Duke3D callbacks such as E1L6: Launch Facility's rocket and switch textures (one more reason why I like A2Rob's maps), it's easier than MAP04. By some lot. It's really frantic and I liked playing it, even though I was resurrecting a lot. It was really fine.

 

MAP06: Arch Crusher (leodoom85)

It's much easier than any of the maps preceding it, bar the first two. Nice overall design, stuck to the themes. The beginning was a tad bit samey with Hell Nobles at each side, but the Arch Crusher at the ending was fun. Nice map!

 

MAP07: Bloodshot Ice (JudgeDeadd)

This was fun. I think it was a bit easier than MAP04, but it had its spikes of difficulty. Surviving at the start is definitely the trickiest part, as is saving cells for the duo at the end. It was a pretty fun map overall.

 

MAP08: The Gift Storage Facility (Scotty)

Not the most difficult map so far, but pretty hectic. I'd say it's a bit easier than Nuclear Winter. The start makes you believe this map will be easy, and it isn't as difficult as you'd expect. Well detailed and well thought out health placement, though.

 

MAP09: I'm guessing Myst. Haruko?

Hmm. Not sure what to say. If you play it more cautiously, then it probably isn't as difficult. Trying to speedrun it is a bitch, though. Liked the little details here and there, and the way to the red keycard was fine. The interior of the map was probably too symmetrical, though, with all the fights and enemy placement.

 

MAP10: (I Think It's) Tricky Step (leodoom85)

I'm just guessing this is this map as it uses Duke3D music and not any other map does. It's fun and pretty difficult in some spots, but it's fairly obvious what traps will be where, still fun.

 

MAP11: Wish You A Merry Death (therektafire)

Fun little map, really easy to just run through everything until the end... that was relatively tricky. It looks pretty alright, I like the little gimmicks such as the Cybie. You're really improving with these speedmaps which is a nice sign!

 

MAP12: The Monster Count Is Larger Than The Map (NaZa)
Yeah... a fitting climax for sure, but easier than most maps. It's easily speedrunable if you know some tricks such as not killing the chaingunner for teleporting etc. The twin Cybies were specifically made to block the exit. I've spent more time detailing the frosty hills than on gameplay, and it reflects it. I like the 3D plants, though. They are really beautiful. 

 

My map order:

MAP01: walter confetti
MAP02: leodoom85 (Arch Crusher)

MAP03: therektafire
MAP04: Scotty
MAP05: Myst. Haruko
MAP06: leodoom85 (Tricky Step)
MAP07: NaZa

MAP08: A2Rob

MAP09: Forli

MAP10: JudgeDeadd
MAP11: if that's Noisy's map sure
MAP32: Spie812

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Oh well, it's kind of unexpected. Well, my listing was like this:
01 - Winter is Coming - Walter Confetti
02 - The Gift Storage Facility - Scotty
03 - Arch Crusher - leodoom85
04 - Nuclear Winter - A2Rob
05 - Tricky Step - leodoom85
06 - Bloodshot Ice - JudgeDeadd
07 - Wish You A Merry Death - therektafire
08 - The Monster Count Is Larger Than The Map  - Naza
09 - Snowing Underground - Forli
10 - No Memories About Winter - Myst. Haruko
11 - Santa's Secret Sugarplum Juice - Drilling Station - NoisyVelvet
32 - ??? - Spie812



If someone could help me with level name merges and such, I'll be really grateful, because somehow level name patches go in middle, not above as it should be. 

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Yeah, some help is needed for the offset of the graphics that needs to be shown correctly in PrBoom+. Advanced ports like Zandronum or GZDoom don't have that problem.

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I think the graphics can be max 320 px (I recommend at most 300 tho) wide and 21 or so px high. 

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https://www.twitch.tv/videos/210658140 (playthrough of all 12 maps from v1.2 beta, UV & pistol starts)

 

Best map was Forli's. Expected a bit more from walter tbh, probably one of the weaker maps I've played by him. Pretty decent all around, excluding Spie's "jokemap". Loved the custom color palette/sprite swaps, great festive feel to things.

 

I look forward to Pigeon 4 whenever it happens next year.

Edited by Suitepee

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Nope, you can still add update, we're working on dehacked stuff and level name patches. That's why we're slow as heck. 

Also, if someone wants add update, they're free to do this until next beta. 

Edited by Myst.Haruko

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@Suitepeecrap you played the version of my map that did not have the teleporter to the signature i see :( When you kill the keens-that-arent-really-keens-in-this-wad standing under the "christmas tree" a teleporter is supposed to open up right at the exit but that isn't in that version

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15 hours ago, Myst.Haruko said:

Which version he grabbed? version 1 or version 1.2? 

 

version 1.1 doesn't exist in this plane.

I played with version 1.2 from the top of this page.

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Casual playthrough for NoisyVelvet's map, which was my favorite. I also think it's not particularly hard btw. Forli's map is definitely harder, because the viles in the pillar fight can screw you with bad RNG, and it requires "reading" which pillars are safe, since pillars near the end of their cycle will rise up and expose you. That fight is more strategically demanding (rocket everything fast, make sure you save rockets for that by not using too many on mancs beforehand -> get into position for viles; anything else can lead to a very messy fight) than anything in this map.

 

 

Edited by rdwpa

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16 minutes ago, lirui1001 said:

still in updating process or uploading?

Yes. There's still the issue of the names of the maps not positioned correctly in PrBoom+, but most of the things is done. So, please wait patiently :)

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Alright people, sorry for another delay, but here new beta of pigeon03. It has level names, all required lumps and such. If you have problems, adress them now, because I'm planning to upload this session in middle of night today. 

Also some names are quite too long to fit in screen or automap, but it doesn't affect main gameplay. Also, some maps were swapped and I believe it's almost done. 

https://www.dropbox.com/s/htdij8u42002bb3/pigeon03 beta_v1.3.zip?dl=1

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@NaZa

@NoisyVelvet

 

As Myst. Haruko said, some names are too long for showing it correctly, even in the automap. May I shorten the map names while preserving the original idea of the name?

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I was taking a look and it seems like the midi for my map plays on map 9, while my map is on slot 11?

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18 minutes ago, Forli said:

I was taking a look and it seems like the midi for my map plays on map 9, while my map is on slot 11?

Goddamit. Let me fix this. I forgot check midis too. 

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1 hour ago, leodoom85 said:

@NaZa

@NoisyVelvet

 

As Myst. Haruko said, some names are too long for showing it correctly, even in the automap. May I shorten the map names while preserving the original idea of the name?

You can break it up in two lines with 1 px space in between 

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2 hours ago, NaZa said:

You can break it up in two lines with 1 px space in between 

I can try that later. Also, guess that something is wrong with the mentions when typing a message on phone :/

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Actually, change the title to "Ronald the Blue-Horned Cybie" or scrap the Ronald if it doesn't fit. 

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