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Cyberia-Mix

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  1. The latest version is pretty much complete save for minor updates in a few maps. I can reup it if needed. All maps work fine (for me at least), though it would be nice to have more reviewers for the newer maps.
  2. There's one thing I noticed just now too in Map 32: pic Also allows to walk through the gap. @FractalXX: Xabika started a post higher on this page for errors he spotted. You might want to fix what he found in your map. ;)
  3. I played it. It's good but it's harder than maps 21-24. ._. I also thought it looked really similar to Exit Wound. Small corridors, then bigger rooms, Spider boss, and Cyber boss at end. How do you get the invulnerability on the scrolling floor? They were in the MAPINFO before? I can't find them in older versions. O_o They can be added as global settings at the beginning of the MAPINFO anyway. @FractalXX: there's also some vertex fixing to do on 64 Ways to Die. See my last post on p.21. Doesn't look like Saint_Guy is around. @mArt1And00m3r11339: did you use the latest version of the project? The missing sky was fixed in v31 (it's working for me).
  4. Also please try to make it easier than your other maps to fit with the difficulty progression (Maps 17-18 easy, 19-23 medium, 24+ hard).
  5. Cyberia-Mix

    Wonderful Doom, v.1.3

    Meant for people who know the game by heart and want to experience it differently. Fun concept, diligent texturing, uneven execution. The amount of variation from the originals ranges from pointless to almost new. As an E1 fan I found it disappointing (save for E1M7), but E2M1, E2M2, E4M9 and E4M3 in particular were great.
  6. Yes. They were fine until this update (the screenshots are fine). You're right I totally forgot about the windows in Retrofit lol, somehow it didn't surprise me as much there.
  7. Thanks for all the replies and updates. :) The new titlepic is great. Too bad it has to be 320x200 lol. The intermission version is great too, the b&w/red contrast is neat. What port did you use for the screenshots? Had a hard time recognizing my map with the colored lighting lol. The MAPINFO looks all good now except for sky textures in Map 08 and 09. Should be the other way round. Nice! Is it normal that I'm able to shoot through the transparent windows?
  8. NP :) While I'm at it: - Lost Tower https://i.gyazo.com/55795c88381e9b886f5ae2f67df79f50.png - Careless Infection https://i.gyazo.com/e9ed56d942a4ca0d83d5e58d172b151f.png - 64 Ways to Die https://i.gyazo.com/0812d1f486f459aab7dcf27420a6c403.png - https://i.gyazo.com/10e666c00637ade0c960db0e6e193825.png (symmetry) Once again you're good at choosing songs. :D Some remarks for possible improvements: I'm not sure about the new title screen. It's rather dull and the actual maps aren't that blocky. I liked that the old title screen was straight to the point by showing the grid. Actually the best thing might just be to write "64" or "Gridlock" or both in the editor in the same style as you did with the logo. (Possibly with extra lines and map things around for decoration.) I also think it's fine to use the same pic for both the title and intermission screens. I see no reason to have two, plus the current intermission pic is unrelated to the project. I like the new HUD, though I think the R and S need to be shaped more. They don't look as such right now. You might want to improve horizontal centering on the CWILV gfx. Some look off in game, mostly THENERDTURTLE on 18 and XABIKA2202 on 31 (not sure about others). I also noted various inconsistencies in the MAPINFO lump that may be visible on the intermission screens depending which port you play with: (I don't know much about this so I may be wrong.) - PrBoom doesn't use the "cluster" data so it shows story screens after map 06, 12 etc. like normal. GZDoom and ZDoom use this data, and the current result is that there's a single story screen in the whole game after map 13. Since there's no story in the project I would recommend having a "cluster = 1" line for all maps. (I have no idea if it's possible to disable story screens in PrBoom.) - Because of the same "cluster" inconsistency, in ZDoom 2.8.1 (PrBoom and GZDoom are unaffected) the second intermission screen that shows the next map's name and author only appears if this line is present. One more reason to have that "cluster = 1" line for all maps. (I usually play with ZDoom, else I wouldn't have noticed.) - Some maps have a par time, most don't. I don't know if it was set by the mapper or if it's the result of some bad copy/pasting. - Some maps have a "sucktime". It doesn't hurt but since it's highly unlikely that they last more than 1 hour those lines are pointless. - Other unnecessary lines: MAP 24 levelnum = 1 MAP 24 secretnext = "MAP31" MAP 32 levelnum = 1 MAP 32 titlepatch = "DINOSAUR FOOT" Also for some reason i see the DEHACKED lump twice in XWE. One of them with outdated level names. Finally, a couple questions about the maps themselves: Pinball and Dinosaur Foot used to have custom songs that were cut off for copyright reasons. Don't sudo459 and Martian Doomer want to try picking other custom songs rather than using default ones? Also what about copyright for resampled songs? Pillar64 and Survive!'s songs are originally from Unreal Tournament, and Nazi-Festung's song from Chrono Trigger, although they all sound noticeably different. I asked this previously but I'm not sure if TheNerdTurtle and Soldier993 chose the sky texture in their maps since they don't have transfer lines and were moved around in the map order.
  9. https://i.gyazo.com/18f387af344b3407de5df8078398dd06.png
  10. Ah that's nice. Now as far as I can tell there are only 3 maps left with not so gridlocked vertices: The Lost Tower, Through and Around, and 64 Ways to Die (maybe more). Would be nice to have all of them in order for the project to live up to its name. :p Some tool to check vertices coordinates would be handy but I have no idea if it exists or can be made.
  11. Neat idea to make that continuity then. :D Players are more likely to step on the pressure plates if you put some item on them that they can always pick up, like backpacks. Light effects also help. It does seem a bit better but either way I don't think there's much you can do with the 64u rule in such a small space to make it clear that players don't need to come to the middle from both sides. A switch would be best for that I guess, activated through grates or by shooting, but you would need a larger room first. Not a big issue anyway. Yeah I agree with your thinking. It's just the final part that I find unreasonable, that players have no hint to find what they unlocked, and nothing catches attention to that place. There's no particular reason to think it lies in the BFG room that you may or may not have visited previously, or even to expect that you're looking for a hidden room and not something that opened recently. You could revisit the whole map and miss it. Thankfully the map isn't that big and the switch not that badly hidden. Not finding the BFG before is actually helpful lol. But even then, my stance is secrets need to be easy simply because players are accustomed to badly designed secrets in custom maps and expect BS by default, so they have no patience. It takes a damn good map to gain their trust and make them willing to be in your care. And I do think easy secrets help achieving that anyway. Still, it's just my own view on the matter.
  12. Ah it's nice to finally be able to end Phantasm lol. Couple things I found weird in the new area: - the grates from Heretic look out of place IMO - regular Doom2 grates would be just fine, - the platform with the yellow keycard starts much higher than the sky's height, which is all the more noticeable with how long it takes for it to lower, - the button to activate the platform was also a bit hard to find (good thing the area isn't too big). Some blinking light there too might help, I dunno. Come to think of it, giving the key so close to the switch you use it on makes you wonder if the yellow switch or yellow key were necessary at all. :p Other things I noticed in the WAD: - Overgrowth's version is wrong. Link is on p.10. Also the sky texture never displayed correctly for me in that map with ZDoom. - map 15 is missing a mapinfo secretnext = MAP31 - map 32 leads to map 02 instead of map 16 - map 11's mapinfo should be sky1 = "sky1" (currently sky2) Also I'm not sure what should be the correct sky color for Crimson Castle. In the original wad it's cloudy/white, in the project wad it's night/blue, but given the map's name shouldn't it be hellish/red? If you're willing to modify the map order a last time, 64 ways to die (27) is one of the easier hellish maps. It would fit better if it was moved up, I guess either just before or just after Blood Lake Penitentiary (I can't really tell which of the 2 is harder). BladeRunner is actually fine at its current slot. It's slightly harder than Exit Wound and easier than Tower of Hope. Good job if it was done on purpose lol. Additionally you might want to swap these too (I have no preference, just offering perspectives): - Pillar64 (02) and Stiff (04) PROS: Stiff is much smaller and arguably easier CONS: Pillar64 is a higher quality map, having it earlier might be more motivating for players. Stiff's song being Doom's E1M4, it's a cool nod to have it at 04. - Trials of Iniquity (22) and Blood Cathedral (23) PROS: ToI is much larger The following maps all happen to be long and hard, which would sort of split the hell levels in 2 sub parts—regular levels for warm up, followed by massive mazes of spam and frustration, with ToI between the turning point/gateway. CONS: Though much shorter, Blood Cathedral's huge difficulty spike at the end makes it arguably harder than ToI. Latest maps reviews: - 64 ways to die - Only bad point IMO was the end part could have done without the cyberdemons. The fight was tedious and the area a little cramped to dodge, though I guess being trapped in corridors was the point. The spiderdemon didn't have much use either. Rest was great. I really liked how consistent it was all around—medium size and difficulty, variety in the areas in looks and gameplay while each retaining the same size, diffculty and detail level (though the final part looked a bit poorer). I also liked how the hell theme was used in a clean and stylish kind of way rather than chaotic/horror. I noticed a couple vertex mistakes: - https://i.gyazo.com/10e666c00637ade0c960db0e6e193825.png not symmetrical with the others - https://i.gyazo.com/0812d1f486f459aab7dcf27420a6c403.png not on the grid :( - Bladerunner - Got a mixed opinion on that one, because it's so long and so different as you progress. Simply speaking the gameplay is divided in 2 parts: - The beginning is following a single direction, mostly 64px corridors with hard monsters and barely any items. Any time you find ammo you use all in the next fight and have to berserk a lot. Like Exit Wound lots of areas felt downright cruel, overwhelming you with monsters and forcing you to retreat to try taking them 1 by 1. No freedom + no ammo. It was exhausting to the point that for my 2nd playthrough I immediately went IDDQD. - And then, at around 1/3rd of the map, you get to the large room with the 3 keys (which aren't used, weird) and the gameplay changes drastically, for the better. Things start to open up (literally!), you can start choosing where to go, most fights get easier, and you start collecting ammo. The secrets are also interesting to hunt. Personally I would have started the map there and removed everything before. :/ I'm not asking for this though lol. And there's an entire optional last 3rd of the map, which is like a separate map (notably with its different theme) and was my favorite part. Lots of freedom! I'm not sure why it was there but it was really cool. Finally, because you have a lot of decoration with faces, I found it difficult to know what was a switch and what wasn't. Like here it really looks like decoration, and when you walk around the area it's not obvious that it's the objective. Same here. It's not so bad since it's a secret but the map has multiple red blocks with faces like this and only this one reacts, so finding this one is hard. - Monochrome Mood - I like the greyness (but I'm a sucker for tech anyway), and the angular architecture (same thing). :) The concept is simple but I guess it's fitting for a secret/bonus map. I also find it funny that the green areas are all linked to the secret exit and that level happens to be all green. Was it on purpose? :D The difficulty was okay, though the majority of monsters kill each other before you even see them, making the placement a bit weird. I see no point in closing the 3 gates since there's no way you can survive inside the rooms before clearing them. I liked the blocked archvile that greets you at the entrance of the blue area. Had several reloads there before I could escape fast enough. The yellow area had the most interesting fight, forcing you to move around to avoid getting cornered. However I had trouble finding what to do to exit it. At first I IDCLIP'd out thinking I had to play blue and red first for yellow's exit to be open, but on the second try I saw I didn't complete the sequence of walking on the 3 squares. The last one is obvious but the first 2 not so much if you don't notice the first opens the second. The secrets are fun but understanding what they do is confusing. First I don't think you need to hide the switch room from the automap. Showing the switch but placing it out of reach at first might help the players to understand this is what they're after. There's a misaligned vertex here. Only saw it because of the visual glitch it causes in game.
  13. Great news! Interestingly, putting it in the open has made this secret area easier to notice now. Unless it's intentional, you might be interested in fixing the texture floor here also (just need to flip the trigger line). Sorry for talking so much about this map, it's my favorite from the project. Really had a lot of fun trying in every way. It looks good, it gives a lot of freedom, it's hard yet cleverly balanced, and the song gets stuck in my head. :P
  14. Hello. :) I previously suggested an area in Pinchy's Sheev Wheev for that: Dunno if he's still up for it though.
  15. Wow, thanks. Didn't think you would change the order so soon. I mean, there are still 2 maps missing and no guarantee they'll fit well as maps 26-27. And the listings I did were for discussions as I thought people would come up with other difficulty orders than mine. Also Stiff was 1st of the listing as in "easiest tech map", not as actual suggestion for Map01. I agree with choosing Retrofit. The difficulties are not too far apart (besides other reasons mentionned in earlier posts). However I think Stiff was then best as Map02 rather than swapped to 04. In my listing, "Stiff > Pillar64 > Overgrowth > Retrofit" was a raw difficulty order. But since the difficulties are close, I would also sort by map scale, as I think it's natural to go from fast/short to longer/larger maps. Pillar64 is significantly larger than the other 3 and would go after them IMO (possibly after Europa Facilty as well if people find it easier than I do). Consequently, "Retrofit > Stiff > Overgrowth > Pillar64" would have been my final choice. No big deal anyway. Sorry for not mentionning that in the previous post (then again I wasn't expecting the listing to be immediately applied lol). Similarly, I might swap Trials of Iniquity and Blood Cathedral, because even though I think ToI is slightly easier, it's also much more massive, and transitions better with the following maps which are also large. Other than that, I put Survive! in Tech (main theme, catchy song, transition with the "Stone" levels) but other people might find it more suited in Hellish. And Careless Infection looks even more weird late in the wad now lol. I think it's at the right place if it has to be in, but since Gustavo6046 said he doesn't mind I'm still in favor of removing it. Things I found in the wad: - after downloading Overgrowth separately I saw its latest version was actually never in the wad - Sheev Wheej also isn't the latest version - still wrong sky in Old Town :p (sky1 please) I think the map was nice as is already but more doesn't hurt. :) The name is nice too. I like that you only used monsters from E1. Wish you did with textures too. ;)
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