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ArchCrusader

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About ArchCrusader

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    Warming Up
  1. ArchCrusader

    When Hell Freezes Over [W7ALF4PE]

    Thanks for playing the map! Onto your feedback... Tell you what, you're probably right on losing weapons on death. I was focusing perhaps too much in making death a bit punishing but then it also makes progressing harder/more frustrating so perhaps it's not worth it. As for the ammo, I'm not sure... perhaps it's unfair for me to say this (since I've made the map and I know what is where) but to be honest I often finish every room with max (or almost) ammo. If anything it's possible that some of that is hidden a bit too well (or maybe blends in too much). Heh, as I mentioned in my previous post I think this map would benefit a lot from the weapon wheel. 99% of the time when playing it I'd get double shotgun and rocket launcher and just roll with them forever, quickswitching between the two (it's well possible to kill a baron in a few seconds by doing that) and making quick stops to refill ammo. Giving an actual weapon choice would probably spice up things a fair bit (and would allow some different weapon placing to ramp up things more nicely). As for fights getting tiring/repetitive, I can see where you're coming from - the problem may be in the structure itself: fight, checkpoint, fight, checkpoint, etc... tbh I would have loved adding some different stuff and even "calmer" sections (and I may in some other map) but between the resource limitations (as mentioned before, this map takes up 95% network), coop optimization and weird spawning mechanics (sometimes spawns work in a really weird way and you may end up with less demons than what it's needed to progress) I figured I'd play it straight with just fights. That said, thanks for the feedback, it helps!
  2. ArchCrusader

    When Hell Freezes Over [W7ALF4PE]

    First of all, thanks for trying the map. I feel the 2nd room is the main culprit, it's got some fairly tight areas while having a decent amount of hell knights and barons. It gets clumsy really fast if you don't abuse the high places. Tbh I'd love to change the module but I fear that deleting it would corrupt the map (as it contains a teleport for the checkpoint). Yeah, I decided to keep decoration to a minimum and even then 5 rooms are taking up 95% network. I have tried using multiple rooms for fights in another map of mine but it seems that sometimes spawns bug out which is annoying. I think the problem here lies in the 2 weapons loadout, I wanted players to have some weapon variety but unluckily when minmaxing only a few weapons will be good enough (and others that would, like the gauss cannon, are held back by their multiplayer heritage - in this case having 4 ammo total that can barely take down one Baron). I'd love to implement the weapon wheel as soon as its available for snapmap. The weapon respawning is actually a good suggestion. I wanted players to feel some setback (aside from losing score) when dying but when playing coop I think it's best to have them respawn so that everyone can have what they want. I have updated the map, tweaking the second room (it has many less hell knights/barons) and adding respawning weapons, hopefully that addresses some of the problems.
  3. ArchCrusader

    When Hell Freezes Over [W7ALF4PE]

    Hello everyone. I'd like to share my latest snapmap effort, When Hell Freezes Over, a rather linear but fun level filled up with all sorts of demons. Can be played solo or coop. Map ID: W7ALF4PE Features: - A linear succession of increasingly difficult rooms, complete with checkpoints inbetween each other - it may sound boring to some but it's also the best way for making large, custom fights happen. - Upgrade crates: increase your max armour and health after each checkpoint... or don't! The game does not feature limited lives, only a scoring system, so if you want a challenge and keep going at it with 100 hp and armour, sure! - Over 200 monsters. It can get pretty crazy but there's a somewhat generous amount of pickups (as well as powerups!) in each room to ease up the job. Here are some screenshots: The level doesn't really pretend to be anything else than what it is: just a sequence of exciting fights against the hordes of hell. Personally I'm quite happy with the result (except maybe room 2, hard to say) although I'm considering applying a few modifications such as difficulty tweaks for higher amount of players. Whatever the case, should you give this a try, good luck and have fun!
  4. ArchCrusader

    Variables question

    That's actually pretty neat, I figured the 0.1s delay would have prevented some screwups but I didn't take in account the fact that when I used it the variable had a lower limit (as in it could not go lower than 0). Glad to have been of help!
  5. ArchCrusader

    Variables question

    You can, just take whatever activator you need (like for example "on resource spent", "on variable changed" and that kind of stuff) and make 2 connections to the "Experience Remaining" variable, one being "set" using "Level 2 Experience" as value (press ctrl+x when hovering on that property) and the other being "minus" using "Experience" (and you may even want to set a 0.1s delay on it).
  6. ArchCrusader

    Doomed Team, a SnapMap coop (or solo) map

    Admittedly I was concerned that the inclusion of a class who can supply ammo would make its management a bit trivial so I may have gone a bit overboard with that limitation. Then again, knowing what kind of enemies are there and the location of ammo packs definitely also played a big part in my solo run tests. I'm actually considering making it so that checkpoints reset health and ammo for each player, thus being able to distribute a bit more of it without making "stockpiles" at the start of each section and then barely put anything around other than that. Gotta say though, being at over 99% network isn't really helping (hooray for limits!).
  7. So, hello everyone. After hours of working around snapmap's limitation, crying at spawns not working, cursing at the lack of features and crashing, I managed to complete Doomed Team, a coop (or solo, if you like a challenge!) map with class selection. ID: KPP3FXJ7 Featuring over 100 monsters (and a miriad of triggers just to circumvent the 12 demons limit, yay) 6 playable classes, limited lives and checkpoints, it's comprised of a serie of rooms with increasingly difficult fights, up to a final 2 minutes survival. Not much attention has been paid to decoration since I just focused on placing crates (and blocking volumes!) around to improve the flow/hide ammo (I love hiding ammo) and so on. Keep an eye out for power cores and their respective receptacles for some help in the final battle. There MAY be a pair of sections where a pair of spawns just don't work, which is a bummer because the waves work on a counter that increases on kill. If that happens hang on for a bit (90 seconds, to be exact): I've implemented a failsafe that summons the needed monsters (in a hidden room) and kills them (to be exact, kicks in if there are 4 or less monsters needed to continue and you - or any demon, in fact - haven't taken damage in 90 seconds). If anyone's interested, here's a list of the playable classes: Thanks and have fun! P.S.: one more thing... does anyone know what's up with the game (talking about snapmap lobby) loading up to 99%, hanging for what seems like 5-10 minutes and then starting with everyone else disconnecting? I've tried to play with other people (with wait times as long as 20 or more minutes, yay) only to end up on my own again due to that.
  8. ArchCrusader

    Have YOU tried to make a one-man 32-map megaWAD?

    1) Have you tried to make a one-man 32-map megaWAD? Yes, Sanity's Eclipse. 2) Did you finish it? No. Not yet, at least. 3) How far did you get? Level 9 - still to be finished. I had reached level 10 a long time ago but then I decided to bring a whole bunch of other levels to higher standards. 4) Did you release what you finished? Nope, not yet. 5) Why did you stop? Well, I haven't really "stopped", let's just say that I tend to take long (very long) breaks. If anything, I have stopped thinking of the project as a 32-maps megaWAD and instead focusing more on a 11-maps pack and then eventually move on from there. 6) What did you learn from this? A lot of cool stuff about level design, which I love. 7) Would you recommend anything to others in their attempts, or just tell them to reign in the ambition? For the most part, start out small. As for going for 32levels megaWADs, just remember that patience and good method go a long way in keeping up a good mapping work.
  9. ArchCrusader

    Sanity's Eclipse WAD project

    Hey guys, a little update on the current progress... Here are a few screenshots from MAP09 (and a pair of new ones from MAP08): http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map08scrn08_zps8d2db55e.png.html?sort=4&o=32 http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map08scrn09_zps074648b0.png.html?sort=4&o=33 http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map09scrn01_zps51cb7589.png.html?sort=4&o=34 http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map09scrn02_zps608ec15a.png.html?sort=4&o=35 http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map09scrn03_zpsb3ffc0f2.png.html?sort=4&o=36 http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map09scrn04_zpsc8526e94.png.html?sort=4&o=37 http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map09scrn05_zpscad72f33.png.html?sort=4&o=38 http://s653.photobucket.com/user/Crusad3rMKII/media/Sanitys%20Eclipse/Map09scrn06_zpsd75dcd1b.png.html?sort=4&o=39 Just as a heads up, I'll be rather busy this week so I won't be able to work as much on the WAD. Hopefully I'll get it back on track as soon as possible.
  10. ArchCrusader

    Sanity's Eclipse WAD project

    Glad you guys like it! I'll do my best making it entertaining as well. :p
  11. ArchCrusader

    Sanity's Eclipse WAD project

    Thanks! Dividing the WAD releases in 3 parts with bossmaps is actually something I have already considered - I just haven't planned anything concrete beyond finishing the first part because of how slow I am with mapping. :p
  12. ArchCrusader

    Sanity's Eclipse WAD project

    Thanks for the comments! Much appreciated! I most probably will: I might put an unfinished version for download if I get enough people interested. :) Most definitely, making MAP11 was actually something I really considered for that specific reason. If I get things done in a reasonable time I might work on such map as well before releasing the WAD, else I can always include it later.
  13. ArchCrusader

    Sanity's Eclipse WAD project

    Hello everyone! Long time lurker here, decided to finally show some stuff I've been working on. A bit of introduction: Sanity's Eclipse is a WAD that has been in the making since mid-2010 - and is not yet completed. With DooM mapping being quite easy and straightfoward (as well as fun) I had decided to undertake the complicated process of creating a 32-levels megaWAD. Between university, me going slow, taking long pauses and remaking multiple maps to have them on par with my raising level editing standards I have only reached a rather low number of completed maps (8 - with a few ones started or in concept phase). That said, I've gotten quite satisfied with the results so far (well, timing aside...) and set my goal for a first release to about 10 maps. Having just recently rebuilt map 08 from scratch (as I have with multiple ones) I decided it was time to get something done on the internet. Glad you've made it this far without dying of boredom! So, what is Sanity's Eclipse about? It's supposed to give rather classic DooM gameplay with well defined map themes; each level is rather big and somewhat heavy on the details (and will most probably require a limit-removing port). The WAD includes new textures, musics and monsters (only one for now and it first appears in map09). Here's a gallery with screenshots taken from the completed levels (plus a bonus one): http://s653.photobucket.com/user/Crusad3rMKII/library/Sanitys%20Eclipse?sort=4&page=1 Each level has multiple difficulty settings and is doable with pistol start - eventually, I plan on adding coop-specific monsters and items. You can also see the recoloured HUD in one of the screenshots. What do I still have to do? Finalizing a few parts of map08 (especially add difficulty levels, which are currently missing), (re)build map09 and map10, finalize some interface stuff (the menus still look the same) and get a new titlepic. Reaching the 10 maps goal is going to take a while still (for the above mentioned reasons) - in the meantime, I would like some criticism where possible. Eventually I might even upload an unfinished version, perhaps for specific testers (suggestions about this would be appreciated), to get some more extensive feedback. That's it, thanks for reading! Eager to read what you people think. EDIT 17/06/2013 - added new screenshots to the album!
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