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About jerrysheppy

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  1. I doubt there would be 64 maps. One solution might be to do what pcorf did for his community project a few years back and have maps beyond 32 in the WAD as a secret bonus episode. I don't remember all the details but I think you can set up the WAD file with a second episode for source ports that permit such things, and "vanilla" doom just won't care? But I get the sense that bonnie will prefer to just cut to 32, which is fine too. And I'm not even sure we have that many since it seems like a substantial minority of the mappers in the main list still haven't produced anything.
  2. Sorry I haven't been playing other people's levels much, by the way. I've had PoE and REKKR also competing for my gaming time, but I'll try to get back to this at some point soon.
  3. jerrysheppy


    I hope this thread has returned for the last time
  4. Yet another set of geometry/sector revisions: Hopefully the level is approaching its final state geometry-wise. Feedback on the difficulty level (preferably with specific ideas about what you might do to make, say, UV properly difficult) is still needed. Note that I didn't change monsters/items at all in this build so if you have feedback in mind from r3, it's still applicable! jl infernew r4.zip
  5. Ouch. I'm sorry that was such a frustrating experience for you, and I thank you for persevering. It's funny that many of my other playtesters have gotten lost in various ways (albeit mostly in earlier drafts of the map) but none of them had any problems finding that lift. Please don't take this in a mean way, or anything, but I was honestly flabbergasted by how many approaches apparently made more sense to you than simply walking into that alcove, which I'd thought was fairly well telegraphed as a lift via the floor texture. But I can try to change it over to be switch-activated from the top as well as from the bottom (it's currently a WR from the top, which is obviously why there's no switch texture) if that's a potential point of confusion, and it seems like it is. edit: Based on your demo, I'm also pretty sure I'm going to make it impossible to straferun and skip the first red key door. An obscure, unintended skip for those in the know is definitely in the spirit of the original id maps, but in 2018 it seems like strafing across a gap is many people's first attempt at a solution, which I think goes against that spirit. I may, however, put in a similar skip opportunity as a bona fide secret-- not sure.
  6. This demo desyncs too and this time I honestly have no idea why, as I know I haven't touched v3 since I posted it. I will definitely take your suggestion about the red skull indicators though I'll probably do something more like the yellow key door, with some red skulls on the upper sidedef at the tunnel entrance.
  7. Another updated version with a few changes to improve the gameflow (including the long-awaited changes to the tall lift near the start). Also there are now 4 coop starts and some deathmatch starts too, if anyone hates their lives enough that playing this map in DM sounds like an improvement. No gameplay balance changes yet. Still soliciting feedback on whether/where I should place heavier opposition, especially on UV. edit: revised again, removing outdated version
  8. Just checked in on bonnie's list in the OP and realized that we have fifteen maps in some degree of finished playability (sixteen if you count both of xvertigo's). And that's just the ones that bonnie had caught up on, so there might be more. That's already enough for a pretty cool map pack, right there!
  9. Finally got to try and watch this demo. Unfortunately it seems like I fucked up by making changes to my v2 file before thinking to save it as a v3, so your demo now desyncs :( I suppose I could redownload my own file attachment to get the old version back, but if it won't hurt your feelings too badly, I probably won't bother. Feel free to let me know anything specific that you think I should know from the demo specifically, such as what exactly confused you at the end. A few notes on some of your written comments: While (as I mentioned before) my philosophy is to make sure the player has decent supplies of basics like shells and bullets, that doesn't mean that it's a problem for the player to run short on, say, shells if they overrely on the weapons in question. Do you think it was just a matter of you not using your other weapons (like the chaingun) enough? I'm more likely to tune the health/damage interaction (at least on the higher skill levels) by adding more/harder monsters rather than reducing the amount of health. With that in mind, is there anyplace that you can think of that you'd specifically suggest adding more monsters, or beefier monsters such as Barons? This is something on which I'd welcome feedback from anyone who's played the map! Since I couldn't watch the demo I'm not sure which MIDVINE you meant, but there is at least one place where a decorative MIDVINE is intentionally left passable. I view MIDVINE as a texture that can plausibly be blocking or not, since sometimes you can push through hanging vines and other times they're too dense/tough. As mentioned, my next version will try changing that first big lift since it seems almost universally clamored-for. Thank you once again for playing the new version and for recording a demo, I hope you don't feel like your efforts went unappreciated!
  10. Finally got the chance to sit down and watch this. I appreciate it, especially the fact that you restarted after dying once-- that's more patience than I typically have if I die deep into a level without having saved or being able to use saves. Usually at that point I'll go do something else and come back to it later. XD Anyway, it looks like it played pretty well for the most part. One thing I noticed is that you either didn't notice or didn't want to use the raised bridge to the teleporter after flipping the switch behind the red key door. You went back to the white canyon area the long way, which ironically meant you had to wait for one of the slow automatic lifts and ended up taking a lot longer. :V It seems like you were in super speedrun-mode at that point. You also skipped the cyberdemons, which is valid. Though I should say I'm thinking of making the invul a soul sphere instead, at least on HMP and up. Or probably on all difficulty level if bonnie makes me remove the cyberdemons. The first, tall slow lift, the one nearest the beginning, is on borrowed time at this point. I will definitely do a release with it as a more normal lift, just to see how it plays. I'm glad you're okay with the ones in the red key area, because those are staying. :P I like them both as a way of slowing the player down for that one ambush, and just a thematic way of showing that the demons are making these bizarre machines involving moving geometry that don't need to serve any valid purpose. And at one point in your demo (both runs) it seems that I managed to make a sleeping Imp akin to the famous sleeping sergeant of MAP02. Huh.
  11. Demo attached (hopefully a working one this time). I decided to play on HMP since it was what made me ragequit on your very first build. The beginning is now much better; I couldn't be an idiot but I didn't have to dance on needles either and was pretty well equipped to kill whatever I needed to kill at any point of the map. Obviously I had the benefit of foreknowledge about the general order of tasks/opposition in the level, though this actually worked against me once when I didn't think to check for additional revenants, heh. The ambush upon returning from the red key killed me even though I knew about it, though, because I wasn't ready for it to be an archvile specifically and by the time I started to react I was too far from cover and too surrounded by enemies to avoid getting oneshot. I tend to think that if you're going to ambush the player with an archvile you should give them a fair shot at getting to cover, and a teleport trap like that one that instantly surrounds the player with enemies at close range is something that works against it. But if I was equipped with playing-through levels of weaponry and health/armor, or was able to reload a quicksave, I probably wouldn't be so pissed off that I'd stop playing your map altogether. drx-sacv3-jl.zip
  12. jerrysheppy

    Ethics of announcements/releases

    I glanced at the title of this thread and assumed it was going to be about announcing amazing projects and then blueballing everybody for literal years about them. Fuckers.
  13. On the whole pistol start balance conversation, my own personal philosophy is to make sure the player has enough, no matter what. Doom monsters are fun to fight for many reasons that don't involve needing to start a spreadsheet on your second monitor to make sure you have enough ammo to burn through all the HP that are present in a level. They're fun because of their attack patterns, the positioning of combat, and the time it takes to defeat them (during which more monsters, of course, are closing into position). Figure that all out, set up all your cool shit, then give the player enough basic resources---stuff like shells, regular health pickups, green armor-- to take them on without it being frustrating (plus, of course, whatever more advanced pickups you intend). If the player came into your map with 200/200 and a plasma gun with 300 cells, so what? You can't control that. Hopefully your encounters will still be interesting on their own merits. They should be. Here's an example from how I've designed my own map. Obviously I am still tuning the exact details in response to feedback, but note the general philosophy: The player, almost before they need to kill any enemies in the map, is able to get the super shotgun and a box of shells. Right near the start. Boom. Now I know that, no matter what, they have a weapon that is serviceable against literally any enemy in the game given enough ammo (...except an Icon of Sin, I guess). As far as the ammo itself goes, they don't have an embarrassment of riches, but it will hopefully be a while before they need to be standing on a street corner with a cardboard sign asking passersby to spare a few shotgun shells. If they already had an SSG and/or a bunch of shells, who cares? Either way, now I know they have it and can place monsters appropriately. (or, to look at it the other way around, I considered what enemies I might be putting them up against in my map before they got any other heavy weapons-- stuff like Barons, Cacodemons, etc.-- and decided they should have a super shotgun). A little further on I hook them up with a berserk pack and some green armor. Now they're set. They're not living the high life or anything if they've pistol started, but neither will they (assuming the encounters ahead are properly balanced) end up dodging around with fourteen pistol bullets and a non-berserk fist trying to get Cacodemons and Lost Souls to infight so that they can progress a little further into the level and hope that adequate supplies will start to appear. They're fine. They're set. Again, all these basic supplies are gratis. I don't make the player have advanced foreknowledge or find secrets for these. They will need a bit more effort to find later heavy weapons (the first plasma gun is secret, the second is nonsecret but out of the way, and the only BFG is secret. Ditto for soul spheres) but the player has a certain baseline quality of life now, which means that I can focus on tweaking the difficulty, if needed, by giving them juicy monsters to fight. That's my philosophy.
  14. @sarge945 @Darox Thank you for giving my map another chance and for your continued feedback. I'm happy it seems to be improving. I'm going to let the current version simmer for a few more days before I release another update (in particular, I hope bonnie will come back and be able to tell me what they think). I will note that the missing upper texture on the water flat is intended. Aquila was correct in that it's inspired by Doom II MAP25; obviously not an Inferno map per se, but that particular effect is something that left a lasting effect on me as one of the iconic examples of how id hell Just Doesn't Make Sense, so I wanted to include it. :)
  15. jerrysheppy

    What improvements over Doom 2016 are you expecting?

    Wayne Barlowe is someone else whose art style they should lean hard into.