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floatRand

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  1. Disjunction uses CC4-tex only, only exception is beams in Map07 which I drew myself. However, I did adjust palette.
  2. floatRand

    How do people lose the source code to their own game?

    It is probably one of: * We lost the backup/archive * We rid of it because it was taking space * We don't legally have it
  3. Map08 - "Foundry" - UV, 100% kills, 100% secrets. Oh dear. Some people really didn't like this one. And I can kinda see it. It is exhausting, bit scarce in resources and it is bit dull in theme - visually very brown, just highlighted with some orange lights and molten slag. Brutal, with sharp shapes, metal... I do think I had some good combat encounters in it. The YK encounter had idea of having to sorta slalom between the crushers while managing the revenants and imps teleporting in, but I think you have enough time to kill the revenants with rocket launcher, which kinda cheeses the whole encounter. Doing the encounter as intended has its own problems, too, with crushers slowing when starting to crush a monster. RK is probably the worse encounter, considering that the crusher that kills the cybie is probably not communicated to player mayhaps. Plus it is kinda designed in way that player who is not careful can get splattered by cyberdemon rocket going through windows. The maze before that has gotten some flak, but I think how it transforms is kinda neat. I was kinda running low on steam, so I decided to settle on it. The finale is probably one of my favourites, in which player controls progression through stages of the encounter. I should have probably scrapped lot of the fat with Foundry, but I guess it is part of its identity now. The conveyor and crusher at start was pulled from one of my very first maps I worked on. It was flesh/skin-textured in that one. Music is from Donkey Kong Country 3. Secrets:
  4. floatRand

    So, how old are you ?

    Had 25th anniversary of failure two months ago.
  5. Map07 - "Gamma Sector " - UV, 100% kills, 100% secrets. Hoo boy, what a generic name. This map was last I made for the set, and was after I made one-two maps for other things (I am actually balling whatever I should release the one as standalone since the project doesn't seem to get released, but it'd involve bunch of converting stuff etc.) This is much shorter than others, mostly because I had grown frustrated of making large maps lately, so I wanted to do something quicker and more lighter. Something that'd be fun to speedrun at least. Looking at it now, I think it serves as neat little breather after Serpent Temple, and before the last 3 maps, which are bit mean. The layout was sketched really quickly, however, the theme did go bit of an overhaul. Originally it was supposed to be a sand-covered town, but I kinda got ideas for those laser beams, so I did what I did, made it sort of dark, tech-basey segment with green lighting effects. I think it came out visually rather well, although in retrospect, I think the sand/town would have been more interesting. I could have still included the laser beams in some funny way. The combat itself? Outside of very specific encounter (it's a secret), there isn't much to talk about. It is pretty quick and dirty, one of the more difficult segments being the elevator. Laser beams actually kill any player that wander into them - however, this applies to monsters, as well. One way of ridding of cacos or pain elementals is to lure them into the beam and get them telefragged by voodoo doll moving at extremely hihg speed. Oh, and track is battle theme for Parasite Eve, a game I really should head out and play.
  6. Map06 - "Serpent Temple " - UV, 100% kills, 100% secrets. This came relatively late into development, and there is something to be said about the development. Before Serpent Temple, I was working on another map that I never unfortunately finished. It was a castle situated on top of a mountain, similar to idea of "Eagle's Nest" from DVII, but the climb being minor part and castle being where the map is mostly situated. It however got too bloated and ran some technical issues, plus layout was kinda shit. There was one gimmick in the map: set skull switches scattered about that raised the bridge to final area. I had also idea of requiring only 4 switches out of 6, with all switches revealing secret. I did worry that in this map people wouldn't get switches - although it is probably just me underestimating player. In Boom-format it would be bit more tricky to communicate to the player (without using additional textures for guiding). However, I did make sure the concept of switches was introduced at start. Hence rising from the ground at start and having on switch nearby as freebie. It should get through even the thickest skulls. The layout is kinda serpentine, with some interconnecting sections from the spawn that also connects to gate with the 5 switches. There are some distinct areas, as the section with water/gray bricks and the round structure. Visually it does kinda pull from Sunlust, particularly maps 11-15 or so. Round room architecture, mixed with some lighting effect and some tech panels, sorta alluding more advanced civilization than bricky structures give credit for. This is also first map where I started to learn to use invisible bridges, which is used to some significant effect. As for the gameplay, I kinda wanted to experiment with SSG:less gameplay. On first release, the map wasn't that great because the enemy variety was bit too tough - that got changed later. I also added SSG on lower difficulties. Another issue that eventually surfaced regarded the rocket launcher. As the rocket launcher had very limited ammo and I only gave refills on switches, players refrained from using it - which is a shame, since players get restocked for the final fight. I could have perhaps communicated this to players by moving the rocket boxes near the gate so players can see them, thus encouraging player to use them during the actual map. The finale itself is fine, I think. Bit too dark perhaps. The gimmick is forcing cacodemons to infight the cybies, while managing space so you don't get cornered by cacos or splattered by cybie. There is actually secret way to skip this fight, which was added for speedrunners! Oh yeah. Secrets.
  7. Sorry, been kinda busy, I'll try to continue it today.
  8. Descent into Cerberon from Quake 2 sequenced by Jay Reichard Haunted "Jazz Belmont" from Jazz Jackrabbit 2, sequenced by MaliceX
  9. The ASS is approaching. I'll partake in it.
  10. floatRand

    Slaughterfest (201)3 [-complevel 9]

    Map 27 UV-Speed in 2:37 frsf327.zip Map 09 UV-Speed in 1:25 frsf309.zip Map 06 UV-Speed in 1:57 frsf306.zip
  11. Map12 "Felt" UV - 100% kills, 12/12 secrets My first map! Well, my first released map. I had fiddled with the editor a bit before, so I wasn't completely newbie, but I hadn't really released anything playable. Originally for DUMP 3, but was included into Disjunction like all DUMP 3 maps I made. And you can see it is bit rough in places and simplistic in some cases. The original concept was "a magical library, cramped with secret tunnels, passages and rooms, with green as colour theme". The name 'Felt' does refer to the fabric of pool table - and in a way it is also a Homestuck reference, but not intended one. Getting first secret by just entering map is bit thematical tidbit, sorta signaling that the whole library is a secret area in a way. You enter a map via rather cramped elevator - showing my fetish for cinematic starts and ends. But yeah. Layout-wise, it is linear until you get the red key, after which you can go do the big library-section or the darker tunnels section. Frankly, both are very viable routes, but the darker tunnels has the benefit that you can actually get into parts of the library-section and grab the plasma-gun from there. The library-section does not have the same luxury, so it might be more difficult route. One common feedback was that the map was claustrophobic - and it is, and kinda ill-suited for using rocket launcher. That is why map02's design starts with such open section with rocket launcher. The finale is a very simple slaughter-scenario with BFG. It is really easy due to infighting and my inexperience, but hey, it is some fun just sowing chaos like that. Music track is from Aria of Sorrow, "Top Floor". I think it just fit really neatly into the elevator descending into the start. Although I personally loved idea of secrets, in retrospect... too much is too much. Cute as an idea, especially for an exploratory map, but it does place baggage onto player of "I have to find all these secrets aaaaaHHHHH" - more amplified if you are trying to do UV-max, when you have to keep list of all secrets and routing them. I guess it can be fun, but probably isn't. ... And for the secrets themselves. Whew, some of these are obtuse as hell and annoying.
  12. 2x combo! Map04 "Aqua Regia" UV - 100% kills, 3/3 secrets Aqua Regia, "King's Water", is a mixture of nitric- and hydrochloric acid, notable able to dissolve gold. This kinda ties in to the theme: "a sinking roman/greek palace" - which I think came from listening to "Sinking Sanctuary" theme from Castlevania: Bloodlines. I really wanted to use water a lot as well, and now that I found out how to do deep water effect, well, it came around quite obviously. I originally used the track from that game, but later replaced it with Cyber Rainforce's track. But ohhoh, this map. The map I started working after DUMP 3. It is kinda Tysony affair. In the older versions, ammo was much tighter - tighter than in the current version. You see, I still was testing with ZDoom-based port and playtesting really poorly, so I thought, "hey, how about I just make ammo super tight so you have to use berserker pack a lot! A tyson map!" Probably my mistake was not really getting how I should build a tyson map (ex. enemy type and placement) and convey that to the player. Dew helped me realize this by punching cacos for way too long time, so I did some balancing so there is now bit more ammo - still not much, so punching is a thing player should do from time to time. Outside of that, it is linear affair, going through a miniature colosseum, cavern and some interior quarters and a tomb to chase after a mischievous teleporting key. The finale is in this vast space with enclosing cacodemons, but take them at your leisure and you should not have trouble. If you hurry, things can get nasty. I like the concept I had for this final encounter, mind. The exit has 8 pillars around it that need to be lowered to proceed. On top of each pillar there is pile of rockets. But as drawback, each time a pillar is lowered, an archvile is raised at a turret-location and some monsters are teleported in. Thus, in exchange for ammo and progression, you pay it with conflict and cover - pillars being important in avoiding getting blasted by archvile fire. I like idea of fights where you can control the flow somewhat and I think it could be interesting in speedruns of the map. And secrets:
  13. Map03 "Neural Nest" UV - 100% kills, 4/4 secrets The base structure is a ring that can be traversed in two directions, and the weapons are scattered around it, leaving the player with just shotgun initially. That was initial concept of map. Theme was "secret laboratory/base underwater, with player in the end accessing a neural nest: a biological AI", although the underwater part is kinda not obvious. Maybe with more texturing and dehacking it would have been more apparent, but eh. There is some interconnectivity in the map, where you can access the alcoves in the BK section from RK section. The issue I think is that lot of the interconnecting sectors are kinda plain and featureless. And the southernmost room is full of empty! What the hell? The gameplay itself is more focused on incidental encounters, with only setpiecey-encounters being the finale and the stair-room (which doesn't work that well, especially when monsters get stuck!) There are some ambushes associated with keys, but they are rather mundane. Revs! Nothing should really be too challenging yet, especially with the ammo and weapons given. The finale ups the ante a bit, but it is rather easy since you can abuse infighting, ammo is plentiful and you are given a megasphere. The exit kinda alludes to next map of the set, which uh... is probably one of the worse, at least it was. I did think of remaking this map for one of those Vinesauce contests, but this time I would have used some Dehackery to make some more tech-orientated monsters and made decorations that would have made it more apparent "it's underwater". Although the format was UDMF, so I could have used water either way. Nevertheless, this did not end happening. The track is from Megaman Zero 3 again. I think it fits - actually, I think I came up with theme while listening to this particular midi.
  14. Map02 "Lambda Base" UV - 100% kills, 3/3 secrets Second map I made for DUMP 3. Now, the base concept for map kinda sprung from feedback I received for map05. So I wanted to make an open map where you can just dash around with rocket launcher. So it was bit of foray making somewhat non-linear map, although it is linear progression-wise certainly. As for theme, I had some jaunty music and idea, so based it around sort of ominous, intimidating facility at an isolated, barren island. Yellow color scheming - you can obviously detect hint of Sunlust in the map visually. However, once you get inside, the facility has rather pale walls and pretty different to the theme outside. I think the juxtaposition of the sort of intimidating black and yellow with the pale and sorta plasticy interior makes it work. The gameplay starts you at bridge that leads to the base, with guards having bit of issue with their gate - you, player, using this opportunity to break in, swindle some equipment and storm the place. I am particularly happy with the way the map starts. The rest of encounters are bit uh. The archvile is particular pain, and was probably bad placement in retrospect. You get clear line with rockets from where a mancubus is perched at, but it is still fiddly, and if you don't do that you gotta do very annoying peekaboo-game. The YK encounter is not much to sing about either, it can be bit annoying with the geometry, at least with some source ports. Originally the revenants were cacos, but they were such a pain since they tended to float away. There is also the water - which admittedly has prompted some criticism about it being hurtful. It is mostly just dissuade player from camping in water and constraining the player so they won't just go for a walk to other side of the map. I could have lined the island with fences, but I don't think it would have looked very good... And yes, the interior is easy and starts with some relaxed slaughter - although the former humans mostly serve as distractions for the arachnotron spawning behind. Rest of the map is kinda forgettable outside of the final ambush perhaps - running face-first to mancubus' flabs is kinda funny. The music actually was changed from the Sparkster track (Submarine theme?) in DUMP 3 music to a Megaman Zero 3 track in Disjunction, I think. also, the secrets:
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