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Yugiboy85

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Posts posted by Yugiboy85


  1. And thus, the final versions have just been sent to idgames. 

    In the meantime, here are temporary links. Will update when the idgame links are available (if all goes well). 

     

    EDIT: Idgames links available

     

    TTTM: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/travmoon

     

    MOTM: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/motm

     

     

    Thank you to all those who were involved in playtesting these and for the videos etc... :D

     

    Also included in these links are the legacy versions of each map if interested. 

     

    Enjoy :D


  2. 12 hours ago, Major Arlene said:

    MAP05, 65/151, HNTR, Cat 2, 41:50
    Includes one reset because I got REALLY lost on MAP01.
    kill me please.

    oh wait, Yugiboy already did. :P
    EDIT: I didn't read past the part that said only MAP08 was needing Boom compat so I did the whole thing under Boom strict. Hopefully won't disqualify but understandable if it does

     

    Sorry :D 

    (Not sorry) 


  3. Started playing this on UV like an idiot. BAD IDEA

     

    Lowered it to hmp and actually had fun. It's still kicking my ass but, at least, it's less bullshit :D 

     

    Cool stuff. 

     

    Btw, on e1m1, it looks like you can strafe from the red key platform to the exit platform. I've not done it, but, it looks possible with some sr50 jump. 


  4. Hi shulbocka, that is fine, no worries haha. I think most people will be bound to play man on the moon more because it recieved an honorable mention but heh, that's to be expected :) 

     

    Also, as per your suggestion. Funilly enough, I've thought about doing this before but, realised that it was way too much of a hastle (it's not as easy as just putting the map as map 02) for a few reasons: 

     

    - Both maps are designed for pistol start obviously. Now, you could make the argument that I could put a death exit on map 01, why not, but that would kinda break the immersion (paradoxically). Plus, with the third one underway, I would ALSO have to put a death exit on map 02. 

     

    - Both maps use a rather separate set of textures. Granted, it's not impossible to merge them together by deleting the double entries and all but, it's not really something I want to go through. That would mean making a list of every single texture used by both maps, find the comon ones, etc... Too much work for nothing imo. Not to mention, the third one uses the ancient aliens textures which comes up with a completely different palete which also means that I would have to convert every single texture+sprites etc... to that palete just so that I could fit it in map 03. 

     

    So yeah, I did try to make some kind of master resource wad and all but, I gave up haha

    Good suggestion though, but unfortunately, I'm gonna have to pass on that one :) 


  5. RC3 Available (this should be very close to final at this point): https://www.dropbox.com/s/ycr2r50h1rgqwhz/MOON21_RC3.zip?dl=1

     

    Changes: 

     

    TTTM:

     

    - Visual tweaks. Mainly a new side building that you can visit after getting the red card. 

    - Pushed some ammo (mainly big ammo) to multiplayer only. After watching koren's demo of TTTM, I did indeed notice that there was maybe a bit TOO much ammo, even for me :D 

    - Raised the voodoo dool script time a bit in the yellow key fight and lowered it slightly in the final area (it was really long). 

     

    That's about it. 

     

    MOTM: 

     

    - Added a bit of opposition after you grab the megasphere secret in the blue key area. Nothing much but heh, I always felt that it was a bit too free :D 

    - Made some monsters spawn in on the path out of the green key building to indicate that you should head this way. 

    - Made the yellow door into a switch door for coherence with the other keyed doors (none of which open by just having you press them so yeah)
    - Slight visual tweaks (mainly texture and lighting changes) 

     

    So yeah, this should be (as said above) as close to the idgames release as possible. I may change my plans regarding the idgames release of these btw. @rd. suggested to me that i could update the links of the older versions to these and, in the same zips, have a folder entitled "legacy" that would contain the original releases. I actually like that idea. Thanks RD :D 

     

    Enjoy


  6. Glad you enjoyed it haha. Fyi, on UV, I think there's like 400 extra monsters. Some of the monsters you didn't find btw are probably part of a secret fight that allows access to an early plasma gun. But, that's fine haha. I really enjoyed watching this :D 

     

    BTW, I really like that your hud shows you what kind of armor you are wearing. That's actually pretty useful and never noticed that before :D 


  7. I'm not a very productive mapper considering I take roughly a billion years to release one single map

    Although, I guess I've made about 11 that are released. But, 2 of these are updates to pre-existing maps (substantial updates though, so I guess it counts haha) and 1 (archangels) is from a WIP project called "cereal killer" although, I have no idea if it will ever be released (the project that is). 

     

    Released (9 maps + 2 updated ones, so yeah, 11 maps if we count the updates as separate maps)

     

    2010 - e1m8 remake for zdoom (yay)

     

    2013 - Water control (dwmp13, map 4 of the zdoom mapset)

     

    2013 - Canyon Complex (2048 Unleashed, map 8, prboom+), not too sure on the year 

     

    2013 - Undesired reality (single map for zdoom)

     

    2016 - Travelling to the moon (single map for prboom+, cl9)

     

    2016 - Crimson Wood (dwmp16 project, map 28, prboom+, cl9), was later released as a standalone map in 2018 (I'll count it as one though)

     

    2017 - Archangels (Cereal killer, prboom+ cl9. Note: CK is a wip project)

     

    2018 - Orange juice (Tangerine nightmare, map 5)

     

    2018 - Man on the Moon (Single map and sequel to "travelling to the moon", prboom+, cl11), recieved an honorable mention in the 2018 cacowards

     

    2021 - Moon series (massive updates to both travelling to the moon and man on the moon, currently in RC2 phase) - I guess these count as "new" maps 

     

    Unreleased (1 map)

     

    2021 - Unfold the darkest scheme (Necromantic thirst's map 15). It's done but, obviously, can't release it yet :D 

     

    Scrapped (1 map)

     

    2015 (decision to scrap it was in 2017 I think) - Fortress of Misery (Single large map for zdoom, UDMF) 
    Was too ambitious/lack of interest to continue. The "leftovers" (the map in it's current state) is available somewhere

     

    WIP (1 map)

     

    202? - Man from the moon (The third and final installement in my moon series) - Officially started in april of this year. Hopefully will be released by the end of this year, or at best in 2022. Can't really say yet. 

     

    There you have it. After a long 2-3 year gap (after Man on the moon, I released nothing but, I was working on something), I am finally back in the game ^^

     

     


  8. 16 hours ago, MattFright said:

    several stronger enemies teleporting in from several locations

     

    Erm, Man on the moon hardly uses teleport ambushes tbf. I'd understand if this was directed to the first one which does alot but, aside from the final (and one secret fight + the blue zone trap when you come back to the begining), teleport ambushes in man on the moon are like not that present. Most monsters are either in closets or placed directly in the fight zone. So, I'm pretty shocked that you would mention teleporting enemies here. 

     

    Regarding your comments on the first one, yes, I understand most of them. But, when you say that there are no hints as to where the monsters teleport from, I'm not so sure what you are talking about. The red key hangar for example has literal teleport pads on the floor and a pretty big light spot where you can see them coming from. As for viles, well, that's understandable. I just like them is all so, I tend to use them quite a bit. This version has quite a a few that were either taken off completely or just moved to coop. But yes, overall, I agree on the repetitiveness of the fights in that one. That one originaly came out in 2016 and I was just getting used to monster ambushes and stuff so, I get that this is a sentiment that comes out. 

    As for ammo balance, meh. I REALLY HATE ammo starvation in a map so, I just put a shit ton in it to make it less frustrating. I'm not that good of a player so, heh. It never really came out as a problem for most people who played this but, fair enough. I guess it is a thing. I'm not really gonna change that aspect though. Again, ammo starvation or else is a big NO NO for me. 

     

    As for your comment on the final fight of the second installement, god damn it. This fight got the most tweaks, be it for this version or even before the idgames release. In very early stages, the plaforms wouldn't lower at all, it was all hapening on same grounds. For this version, I did take out some viles too so, it's less chaotic overall. I really DONT know how to refine that trap even more without denaturing it altogether. I think it came out pretty good after all the changes already and honestly, aside from some critical bug that is find, I will leave it as is. The final boss originaly came out as a pair but, after much thought, I decided to move the second one to coop due to him constantly infighting with his pair. As for monsters coming out, during the final boss phase, well, yes. I mean, leaving just this one dude in that big room would've been quite boring heh. 

     

    I would hope that you enjoyed the second installement more though. That came out 2 years after (the original release) and I learned more. This version (2021) has had ALOT of changes from the original version. Getting lost is less of a problem and all. 

     

    Anyhow, thank you for the feedback. A shame that you didn't really enjoy the first one but, that was to be expected really. 

     


  9. RC2 available. 

     

    Concerning MOTM, nothing major has changed. Aside from some very small lifts that have been turned to small stairs and a few small visual tweaks here and there. 

     

    Concerning TTTM: 

     

    - A few visual adjustments (added a few light zones to the red key hangar fight, you can now see shit a bit better haha)

    - Tweaked the yellow fight. It's less chaotic but, still hard. 

    - Added more health to the final fight and changed the BFG position (there was no real point hiding it behind a fuck ton of revenants really) 

     

    So yeah, I don't see what else I can add. So, unless something critical is discovered, this is pretty much close to final. 

     

    Link: https://www.dropbox.com/s/9xyfksd7hcyjers/MOON21_RC2.zip?dl=1

     

     


  10. And here is my run. Recorded on Prboom+ in CL2 on skill 4 (I think that's UV)

     

    Category 1 haha (no, it's really a category 2 because well, it's impossible for me to say that I have no foreknowledge whatsoever lol). 

     

    Spoiler

    Dead on map 04, as I predicted. Fuck that map. 

    Also, FYI, there is a possible skip in map 02 as you can bump the red skull. I've done it in my demo. It probably doesn't save you alot of time but, it's still here ^^


     

    tneagleyb.zip

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