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cannonball

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  1. cannonball

    Your thoughts on Plutonia

    It is certainly the most consistent with map quality, in general there is a much better thought process to monster placement with a few exceptions here and there which are almost at a mockable level. I disagree on the "spamming" accusation as I think the other Iwads were far more culpable to doing this (Sandy's PE usage in the second half of the starport episode comes to mind where they were spammed with complete disregard to the physical limitations of the build engine where many pain elementals were completely harmless for instance.) Also on the whole cybers were used sparingly like the other IWads with the exception of the secret maps (Maps 06,12,19,24,29 and 30 have one in each, I may have missed a couple). Personally I still think the best single maps in final doom were found in TNT but overall Plutonia was probably the most challenging and engaging Iwad of the set followed by the Ultimate doom.
  2. cannonball

    Switcheroom 2 - Alpha 2

    I certainly agree with this, to me this is the best approach as this was proven in Switcheroom where the maps that took this approach were a lot more fun to blast through compared to the other levels. It is worth noting that if we want to do an idgames release we would need to drastically alter the "reskin" maps regardless as these would be far to close to the original IWAD material. I might be wrong here though.
  3. cannonball

    Switcheroom 2 - Alpha 2

    Speaking of edits, here are a few for Map18; Connected a couple of areas near the yellow key and re-arranged a few of the switches to make this section still work. Changed a few monsters around to try and make the map a little easier. Infected wellv.5.zip
  4. cannonball

    Switcheroom 2 - Alpha 2

    Probably option 4, there is nothing really worng with doing a classic or more modern interpretation, but I would like to weed out maps that are outright bad, ones which have fused the map they are interpreting with the mapslot they have taken and of course maps which do nothing but retexture the map which would result in the wad being rejected by idgames anyway. So a brief breakdown would be this. Map01 - (Replace) Jayxetee's entry fused map 30 and map01, given AD_79 has made a version of this which I think is ticks all of the boxes then going with this would solve this map. Map02 - (Minor tweaks) This one is technically fine, though I would love to see the indoor section at the start tweaked to make the map more fun to play, the rest is fine. Map03 - (Major work or replace) There is more to making an E1 map than retexturing, this one technically is okay I would love to remove some of teleporters and stitch the map together. Perhaps if this is too much work then maybe starting again would be best. Map04 - (Replace) This feels too much like a fusion of the catacombs and the focus. This may be one where we need to start again. Map05 - (N/A) Walter C has already said he will make adjustments to this map. Map06 - (Major work) The trouble with this one is that it plays pretty much like the Living end with all the triggers being the say as well as the layout, I suspect someone could make something which feels more starport(esque). Map07 - (Good to go) Map08 - (Major work) This one actually follows the guidelines of the project, but the actual size of the "outdoor" should probably be shrunk to properly accomodate the monsters within this map. Map09 - (Minor tweaks) I know others had a couple of issues but personally there is not much to do with this one. Map10 - (Good to go) Map11 - (Major work) This suffers from similar issues to map08, the central sections are too big and could easily be shrunk to make the most of beastiery on offer. Map12 - (Slight tweaks) A few homagey areas and some of the midtier monsters really bog the map down, but this is technically a fine map. Map13 (Good to go) Map14 - (replace) Brick textures do not equal a city map, this plays pretty badly too so I think starting again would be best Map15 (Minor tweaks) I think gameplay is more of an issue than following the project guidelines. Map31 (Good to go) Map32 (???) - I think this is pretty bad but what more could be done with Dead Simple. Map16 - (N/A) Personally I like this map a lot and follows the guidelines the best out of my entries Map17 - (Replace) This plays badly, this isn't bad in the sense of fitting a city map, I can get that feeling but it plays horribly. Map18 - (N/A) I have a few tweaks I am going to undertake. Map19 - (Major work) Some areas have a far more natural environment than what should exist (Unless we are going generic E2 and not a solely city themed episode). Also this isn't the nicest map to play. Map20 - (Major work) Plays really badly in my opinion, another one with a lot of slow grinding through large mid-tier monsters and rather poor monster placement, also this has a random rocky section near the end which doesn't seem cohesive at all with the rest of the map. Map21 - (Replace) Some good ideas but some horrible execution. Map22 - (Some work needed) Personally a more organic and less orthogonal approach would improve this along with removing some of the doors in the map. Map23 - (Minor tweaks) I personally didn't like this much, but technically this is fine (ignore subjective opinion here). Map24 - (N/A) Personally if others suggest binning this then I won't mind. Map25 - (N/A) Same for this one Map26 - (???) Not sure what more could be done with this, open the floor to suggestions perhaps. Map27 - (Minor tweaks) This is mostly fine. Map28 - (Replace) A simple retexturing, also some of the changed fights are set ups straight from Spirit world. Map29 - (Major work or replace) At the moment this has insufficient ammo and would be easier than most maps in the set if it did have enough ammo. Map30 - (Minor tweaks) This one is mostly fine. So in my opinion (excluding my maps); Four maps are fine as they are Eight just need a few tweaks Five need a lot of work but could be salvageable Seven probably are at the point of replacing Maps 26 and 32 don't really fit into any category given the simplicity of the original material. Map01 and 05 I haven't included as either they are already being worked on or a replacement had been made.
  5. cannonball

    Switcheroom 2 - Alpha 2

    In my opinion I think there could be a lot of maps that should probably be scrapped and re-openned. But this isn't my call in this case but it would be great to get some fresh faces into this project.
  6. Great to see some demos for this set. Managed to get up to map09 before having to run some errands and then watch infinity war. I don't know whether I should be disappointed at the lack of danger you were in throughout (know I was never intending to make this set too difficult I guesss). Still these demos have given me a few ideas of where I could improve a couple of maps. I shall watch the last two later or tomorrow but thanks a lot for the feedback.
  7. cannonball

    The DWIronman League dies to: Double Impact

    Something tells me I will be six feet under before I ever survive one of these. Oh well at least if everyone is laughing at my misfortune then all is good. Double impact is probably one of if not my favourite Udoom episode replacements. On the note of surviving I really hope one of my works doesn't crop up as the humiliation of dying to my own work would be embarrassing. :p
  8. cannonball

    The DWIronman League dies to: Double Impact

    So another month and another stupid death where I simply ignore an imp wandering towards me. Finally I succumb to the yellow key trap on E1M7. Man I could remember the first couple of maps really well but after that my memory simply vanishes so this is a category 2 demo. The secret map was not played because I could remember how to get to it. I guess on the other hand compared to previous months reaching the second to last map is probably a good achievement for Mr Cannonfodder. :P dbimpactcb.zip
  9. cannonball

    Switcheroom 2 - Alpha 2

    ^This would certainly fit the project guidelines well. It certainly has a similar design to map30, it is in a e1 theme and it plays well so I think that is all three boxes ticked in my opinion.
  10. That was a serious oversight on my behalf to not allow the player to exit that area. One for the fixing list but for now I'd advice anyone playing this to get both keys before proceeding forwards. Sorry, I think manage I achieve this level of derp-ness on every wad I make, return to hadron had a missing key in one the maps on lower difficulties for instance. :P Speaking of the discussion above, it would be an interesting concept to try and create layouts like the ones I have done in some UDoom maps and applying this to doom 2 with the beastary only being used sparingly alongside the UDoom monsters, kind of like a mix of some classic wads like Memento Mori coupled with the faster playstyle of the likes of Valiant. Alas this wad probably doesn't fit too cleanly into this category. Perhaps this something I could keep in mind for another time.
  11. cannonball

    Switcheroom 2 - Alpha 2

    Map27 - This one was okay, enough changes to make things interesting and the visuals are decent too. The end felt too similar to the original and I think in terms of general gameplay this felt a little sluggish at times. Oh well I guess the original felt like that too as well. Map28 - This was far too easy and pretty much a retexturing of tricks and traps. I think something really good could come of this design in a hellish theme, but it needs some "outside the box" thinking in terms of execution. Map29 - I am not entirely sure what happened here but there is a real ammo shortage in this map. This could do with some scaling up to allow more mid-tiers to prowl the various walkways and add proper threat to the map and not make me non-zerk punch countless spectres. I mean this actually succeeds in many of the project's aims, but again this isn't a fun map to play and with ammo would be far too easy. Map30 - Well this was pretty brutal, I guess this fits most aspects of the guidelines. Map31 - This was pretty neat to be honest, but I must ask the question of how far a map should be subverted to fit the Wolf3d thematic. I guess the project leader would be the best judge of this one but it is a nice breather map. I must add that I really appreciate the little quirks mixed into the layout to remove no Wolf3d elements such as teleporters. There is no secret exit in this map, not sure whether anyone wants to change this or simply leave it in. Map32 - This really doesn't offer much to this project, there are a few differences but it is essentially a retexturing of dead simple.
  12. cannonball

    Switcheroom 2 - Alpha 2

    Right episode 3 Map21 - Okay, this is hellish and it certainly represents the crusher layout. But the gameplay is pretty awful from start to finish, very sloggy with lots of irritating factors, lots of mandatory floor damage, enemies hidden behind midtextures and some very crude encounter designs. This mostly fails because it is a bad map rather than going against the project guidelines in my opinion. Map22 - In general this could be fleshed out a bit more to make it feel more interesting and organic, but the basic premise and execution is okay here. Map23 - This wasn't too bad, but again it felt a bit sloggy at times and some spots are rather obnoxious, especially the red key with the damaging floor. I think more could have been done to build on the episode 3 theme as some areas do feel like a retexturing more than anything else. Map24 - My map, I am going to be honest, all I feel that I have done is given the inmost dens an UDoom E4 makeover, not sure what others would feel but I would probably have to fail my map in regards to not making this more doom e3 themed. Map25 - I think I am going to rethink this one, I am just not sure how I am going to do this yet. Map26 - Considering the source material, I guess there isn't much you can do with this one. It works well enough, I guess it is just a case of whether anyone could think of a way of expanding this map beyond this simple design. Maps 27-32 tomorrow.
  13. cannonball

    Switcheroom 2 - Alpha 2

    More feedback Map16 (A map I made) - This is probably the map I am most fond of, mainly as I tok the slot eventually after coming up with a strong idea of what I wanted to do. I really think of any changes I would make to it now. Map17 - This one doesn't work very well in the end, I can see the effort which went into trying to make this feel like a city map but this feels like a real slog, in fact after getting the red key it almost feels like you need to find some of the secrets to escape the vicious ambush that awaits you. I think this one would be better off starting again, there are some decent ideas here but increasing the scale of the map in certain spots would go a long way to improving the experience here (almost the opposite to some of the earlier maps). Map18 (A made I made) - I think I am going to tweak some later spots of this map. Hopefully I will get to work on this soon. Map19 - For a city map this had way too much in the way of organic structures rather than building you would expect to see in this episode, there is a lot of things that need to be reworked in my opinion, there were also areas which had pretty much to same set up including monster type and placement in quite a few spots. Map20 - Again the second half of this has valley which just appears out of nowhere after some light work around some building. Again this suffers from having a load of mid-tier monsters that are a real chore to plough through with the weapons you have. The progression at the end and the unreachable secret made me laugh for all the wrong reasons. So episode 2, there are some real stinkers in this episode, but also a few very good maps. There is a lot of work that needs to be done to make this serviceable in respect to most maps here. @Jayextee - You could give this another shot I feel, given the map slot and the map you are recreating it would probably only take an hour or so to produce a map that ticks all of the boxes. :)
  14. cannonball

    Switcheroom 2 - Alpha 2

    Map12 - The visuals apart from the areas which clearly were refering back to the factory were okay, but the monster placement and usage I wasn't keen on at all, lots of grinding to get passed bulky mid tier monsters which makes the gameplay drag badly at times. Map13 - The start was really hard to get a good rhythm going with the weapons in general quite well guarded and a fair way from the start. Otherwise this was fun with lots of traps. This really works as a city theme as well so good job. Map14 - Well this was pretty awful, apart from a retexturing which is even more sloppy than the original, there is nothing really that different apart from a few little rooms where the entire area has been flipped 180 degrees. To be honest given the author of this map, I think it might be best to start over with this one. Map15 - I appreciate the effort that went into trying a construct a wolf3d map with some decent verticality and depth, but this one feels too large and more importnatly was not that fun to play with very tight resources and some very obnoxious monster placement.
  15. So whilst I do a lot of UDoom stuff with the Return to Hadron series still in progress and still slowly running UDINO, here is something with the doom 2 resources in hand. This is a work in progress mapset which might become a megawad further down the line. So this wad contains 11 maps replacing Maps01-11, these are pretty much tech based themed though they can be separated by the traditional map07 intermission screen, the first six are more earth base style and revolve around a power facility, the final five are more military base style. There will be a lot of familiairty from some past works of mine (Maps 07 and 10) or indeed other peoples works from the past (Map04 and perhaps 11). This wad is limit removing (complevel 2) Some pics which I still have on my laptop for a few of the maps; Maplist Map01 - Another Base Bites The Dust Map02 - The Green Room Map03 - Life Of Grime Map04 - Tip Of The Iceberggren Map05 - Cistern Control Map06 - Dambusters Map07 - Prison Break (Note - Accidental softlock possible if you go past the blue door and don't have the red key, will be fixed) Map08 - We Are The Mortars Map09 - Painframe Map10 - Days Of Mayhem Past Map11 - Skyfall I have set this up for Ultra-Violence and have not set up full difficulty settings for lower skills, neither have I done co-op yet, this is just a case of getting feelers for opinions from others on here. The maps start easy and get progressively more difficult, though unlike other doom 2 stuff I have done, this shouldn't reach rage levels of hard. Enjoy, well I hope you do at least. Download below; ddeve1.zip
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