THMG Posted December 13, 2017 (edited) 14 minutes ago, Nevander said: More questions because I'm relentless: 1) You said we can use any vanilla Doom monsters now, does that include Arch-Viles? Because then it would go higher than 150 Hell Knights (in the kill count), however it's still technically 150 since new Hell Knights aren't created and only revived... 2) Should our maps support deathmatch and coop? I assume yes so I will do so. 3) Any limits on size or complexity of geometry? What level of detail are we shooting for? No need to apologize, I hadn't thought of a lot of these questions myself. 1)The only requirement is that there's 150 hell knights, so if you go over, that's perfectly fine. 2)Co-Op support is mandatory (and I will update the OP as such), but Deathmatch is up to the author of the map, but if you plan on doing deathmatch support, I'd say that you should provide a second version for a separate Deathmatch release. 3)No limits on size, or complexity of geometry. Edited December 13, 2017 by THMG 0 Share this post Link to post
Havoc Crow Posted December 13, 2017 Sign me up for MAP24. No theme yet. 0 Share this post Link to post
riderr3 Posted December 13, 2017 (edited) My current progress Edited December 13, 2017 by riderr3 8 Share this post Link to post
Percival232 Posted December 13, 2017 everybody else has been making amazing maps while over there the only wad i made was a gift for a friend that was INCREDIBLY terrrible lol eh who gives a fuck ill do my best 2 Share this post Link to post
Nevander Posted December 13, 2017 (edited) I sorta know the feeling. I only have the most basic of room right now with a player 1 start and the Megasphere but no "map" yet. I'm slackin but hopefully I can get the motivation today. That's all I need, once I get it I will get it done quick. 0 Share this post Link to post
Shadow Hog Posted December 13, 2017 Hey, don't feel too bad, I've been busy with work and FFXIV so all I've really gotten done is one of the key custom decorations needed for my map to work - no real level design to speak of as-yet. 0 Share this post Link to post
Nevander Posted December 13, 2017 Oh also one final question... skies. Are we going with the default Doom II skies for the map ranges or can we pick a custom sky or make a skybox? I might do an in-map skybox so the question is mute, but for everyone else doing standard sky? 0 Share this post Link to post
riderr3 Posted December 13, 2017 (edited) 25 minutes ago, Nevander said: Oh also one final question... skies. Are we going with the default Doom II skies for the map ranges or can we pick a custom sky or make a skybox? I might do an in-map skybox so the question is mute, but for everyone else doing standard sky? Custom textures are allowed. My map in Boom format so I'm just transfer wall texture to sky (action 271). ZDoom format probably have similar feature or even more ways to implement skybox for particular map. Edited December 13, 2017 by riderr3 0 Share this post Link to post
THMG Posted December 13, 2017 (edited) I figured that everyone would do a skybox that would fit their theme. I'm doing an in-map one myself,because I'm an idiot who can't figure out how to change the skybox texture in UDMF because I liked the idea of an incredibly foggy map. I'm noticing a trend in everyone else's progress that you're all going for a more slaughtermap approach... maybe I should reconsider my "basically just an extremely hard standard doom level" design. Also @Percival232 don't worry about your own progress or relative success at the moment. I've only had one release that went basically unnoticed on here, so I'm sure there's mappers of basically all levels involved with this project. 1 Share this post Link to post
grommile Posted December 13, 2017 I'm going for "there is no sky" and "the 'Blocks Sound' linedef flag exists and serves as a monster activation regulator more subtle than just slapping 'Ambush' on everything, so I should use it". 1 Share this post Link to post
SGS Man Posted December 13, 2017 (edited) @Voltcom9 The map was short and fun. Some of my thoughts - + The map was really enjoyable to speedrun. Both Max and Speed are fairly straightforward to do. So kudos for that! + The bottom floor is quite fun to handle given the sheer number of projectiles flying about from different heights. I enjoyed that section while playing blind. = Also, the bottom floor doesn't have to be accessed in order to complete the level (except for the stairs to the exit, which can just be jumped onto). I'm not sure if this is intentional, although it's something I noticed. - Half the map infights itself to death as soon as you leave the first room. Given that you can grab a megasphere and an invulnerability sphere as soon as the map starts, you can basically clean up with little to no risk. - The top floor is too easy. I could just rush up there and clear it out as the monsters ripped each other apart on the lower floors. - There are too many powerups and weapons available at the start. Now for some suggestions - 1. Add more Revenants to the top floor and shift most of the Troopers up there. That makes the top floor harder to access while retaining some risk on the lower floors. Also, you could add Arachnotrons to some of the ledges on the sides as snipers. 2. The Mancubi are way too close to the Troopers in a lot of places. The Mancubi tear through most of the Troopers with relative ease. You could place them as snipers or anywhere far away from the Troopers. 3. You could start the player off with an SSG, and keep the RL and BFG on the bottom floor to create some weapon progression. Also, some item progression would help, especially fewer invulnerability spheres. 4. Mass Archvile Teleport at end pls All in all, it's a really fun map that could afford to be slightly harder... 1 Share this post Link to post
THMG Posted December 14, 2017 (edited) Well... this isn't a good look, but due to some recent family events, I'm not able to manage this project anymore, but I will be able to finish my map. Sorry about that, folks. Would anyone want to take over? Edited December 14, 2017 by THMG : didn't finish my thoughts again 1 Share this post Link to post
TurrboAnklet Posted December 14, 2017 1 hour ago, THMG said: Well... this isn't a good look, but due to some recent family events, I'm not able to manage this project anymore, but I will be able to finish my map. Sorry about that, folks. Would anyone want to take over? Damn dude, that sucks. I hope everything turns out alright. 1 Share this post Link to post
DFF Posted December 14, 2017 I would but seeing as i'm not sure of my future schedule, and i'm kinda new to the whole official project stuff, i'd probably won't be. but i'd still like to help anyway that i can. this is a fun project for myself and would like to see it finished. 0 Share this post Link to post
Bushpig2dope Posted December 14, 2017 1 hour ago, THMG said: Well... this isn't a good look, but due to some recent family events, I'm not able to manage this project anymore, but I will be able to finish my map. Sorry about that, folks. Would anyone want to take over? What??? Man you started something big, and cool, surely you wont have to drop it just like that? Just delay the due date a bit maybe? Well, I guess you know whats best for yourself in the end. 0 Share this post Link to post
Nevander Posted December 14, 2017 Dammit another community project that's probably going to die, and I haven't even started a map! Why does this always happen? :( 1 Share this post Link to post
THMG Posted December 14, 2017 Just now, Bushpig2dope said: What??? Man you started something big, and cool, surely you wont have to drop it just like that? Just delay the due date a bit maybe? Well, I guess you know whats best for yourself in the end. You know what... you've got a point. I think the mess will have cleared up in a month or so... I'll delay the due date as such. I don't want this to die. 4 Share this post Link to post
Bushpig2dope Posted December 14, 2017 (edited) 2 minutes ago, THMG said: You know what... you've got a point. I think the mess will have cleared up in a month or so... I'll delay the due date as such. I don't want this to die. Ayyy! That's the spirit boss! Hope everything alright too man, didn't mean to sound pushy or inconsiderate 1 Share this post Link to post
Nevander Posted December 14, 2017 To be honest I thought Jan 31st seemed a little close. I know you wanted the date close to encourage quick work and keep the interest, but I think it can manage another month to the deadline and not suffer. 3 Share this post Link to post
Empyre Posted December 14, 2017 I have a first version of my map ready. I was able to beat it, so I know it isn't too hard. Coop is supported, but I still need to add skill level support. The tentative name is Hell Knight Tower. There are 171 hell knights and 1 baron. Download: hktower1.zip I sure looks darker in my browser than it does in-game or in the image viewer. The brightness varies from 144 to 224, so it shouldn't look this dark. 3 Share this post Link to post
Major Arlene Posted December 14, 2017 @Empyre I don't know if this is because I'm playing in Zandronum, but I get stuck to a voodoo doll when I spawn. 0 Share this post Link to post
Major Arlene Posted December 14, 2017 Never mind, played in GZDoom and spawned fine.... Any reason for the voodoo doll though? 0 Share this post Link to post
bonnie Posted December 14, 2017 Goodness friends, you are just pumpin out maps like there's no tomorrow. I had literally no intention of starting my map for several weeks, but now I'm feelin the pressure and might have to start somewhat soon. I also wasn't going for any super massive map like you nerds are doing, I was actually gonna do a mostly non-slaughter map. Essentially it was just gonna be an icy version of heretic's e1m6. Heck, I'll probably still do that. Frick difficulty curves!! 0 Share this post Link to post
Major Arlene Posted December 14, 2017 Slight change to my theme, still Giger but with a major Hellsing blood-soaked twist. should be fun :D 0 Share this post Link to post
Empyre Posted December 14, 2017 (edited) 5 hours ago, Major Arlene said: @Empyre I don't know if this is because I'm playing in Zandronum, but I get stuck to a voodoo doll when I spawn. 5 hours ago, Major Arlene said: Never mind, played in GZDoom and spawned fine.... Any reason for the voodoo doll though? I have a player 1 start flagged single-player-only which is centered and another player 1 start flagged coop-only that is slightly off-center so the complete pattern of 8 player starts can be centered. Apparently, this causes a voodoo doll in Zandronum despite the fact that the two should never be there at the same time. I'll fix it in the next version. 0 Share this post Link to post
SGS Man Posted December 14, 2017 @Voltcom9 Alright, I played the map last night. It plays a lot better now. Now for more suggestion time! 1. The ammo balance on the top floor seems to be a slight problem. If you have a PG or a BFG when you reach the top, the monsters there stand no chance. I think this is mainly because of the top floor having the highest density of energy packs. Perhaps replacing them with energy cells, rocket packs or shell boxes would better balance the floor out? The ammo type would also indicate the weapon the player is intended to use. 2. This is more of an idea. How about placing most, if not all, of the powerups (especially copies of the same powerup) in the starting room and replacing the rest with health packs of varying strength? While Maxing this map across both versions, I noticed that a small army of HKs always moves into the starting room eventually. This could create a greater need to get a BFG or RL since all of the goodies are trapped by a wall of meat. Speaking of ... 3. I think the RL can only be accessed with jumping, although correct me if I'm wrong on this one. Perhaps decreasing the breadth of the platform it's on? 1 Share this post Link to post
Havoc Crow Posted December 14, 2017 7 hours ago, Empyre said: I have a first version of my map ready. I was able to beat it, so I know it isn't too hard. Coop is supported, but I still need to add skill level support. The tentative name is Hell Knight Tower. There are 171 hell knights and 1 baron. Download: hktower1.zip I sure looks darker in my browser than it does in-game or in the image viewer. The brightness varies from 144 to 224, so it shouldn't look this dark. To be frank, your map isn't very fun to play at all. Since you have tons of room to maneuver and you're given a shedload of ammo and health/armor from the very start, there's no challenge at all, and gameplay consists mainly of circlestrafing and holding down the fire key until the first group of knights is dead, then you do the same for each floor of the tower before reaching the exit. Yawn. 0 Share this post Link to post
riderr3 Posted December 14, 2017 (edited) 2 hours ago, JudgeDeadd said: To be frank, your map isn't very fun to play at all. Since you have tons of room to maneuver and you're given a shedload of ammo and health/armor from the very start, there's no challenge at all, and gameplay consists mainly of circlestrafing and holding down the fire key until the first group of knights is dead, then you do the same for each floor of the tower before reaching the exit. Yawn. Personally, I'm making my map not just an arena-like map. On the contrary, there are will be a few monsters with some "orchestrated" ambushes in crucial places, also with gradual weapon progression. P.S. I tried this map and have to say I like the concept, but may be it is good to add some monsters which better protect the way to exit, cause I completed the level even with 0% kills. Edited December 14, 2017 by riderr3 3 Share this post Link to post
THMG Posted December 14, 2017 46 minutes ago, riderr3 said: Personally, I'm making my map not just an arena-like map. On the contrary, there are will be a few monsters with some "orchestrated" ambushes in crucial places, also with gradual weapon progression. Phew! Glad I'm not the only one going this route. 1 Share this post Link to post
Empyre Posted December 14, 2017 The voodoo doll is going to be fixed. Normally, I would use a variety of different monsters, but the theme of this project is a room full of hell knights. I will try adding pillars and see how it affects gameplay. 0 Share this post Link to post