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DFF

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About DFF

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    In Marana Dounus-Bhaava Crunatus

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  1. First time joining in on PUSS, probably should join in more often as speedmaps help me get some ideas out of limbo. Map Name: Lost substation Author: DFF Music: Blood shareware CD track (Blood 5) Sky: One from Mechadon's box 'o skies (included) Format: Boom Difficulty Settings: N/A Gimmicks Used: -Skulltiverse Portal -13 Monsters -map based on musical selection (kinda, i usually pick a fitting track before i map and work around that) Build Time: 1 Hour (likely a couple minutes over) Comments: Perhaps something more fitting for October's PUSS but the idea came to me looking at the grittier texture pack, plus i liked the idea of maps where power affected the map. Also i modified the texture pack to include my sky as i was getting TextureX errors on launch, not entirely sure how to fix this at the moment. Included is the texture pack since im not knowledgeable enough to make it cleaner right now Lost Substation
  2. Thanks again for all the posts for map18, glad this one was a bit more to people's liking. This was the first map i worked on and while i had never played the first Ray Mohawk, but from Doomkid's presentation maps and the resource files i could tell the theme was something along the lines of Duke: Life's a Beach. Beaches, luaus, sunbleached towns and shopping centers; with mine taking a little bit of inspiration from the mall map in Neodoom. Something (mostly) open with lots of baddies to play around with the new Ray roster. I wanted a sprawling mall similar to the designs of local malls around me but the vanilla visplane limit required some of the more cramped sightlines or bypass areas like the security room. I guess there isn't a lot to say about the map really. I designed some outdoor areas and some in-progress construction areas but the flow felt off and just bloated the first area. The second area was more department store design that usually caps off corners of the mall. Because of the mall setting i think there wasn't a huge amount to freshen up the combat other than maybe a multi floor lounge with an elevator, but i wanted something hectic but shorter. For some reason when mapping and testing, i had this idea the cell cannon was much more powerful than it realistically was and wanted to hide it in a later secret. Granted I did really like the flamethrower design even if it was somewhat blinding, I kinda fell into the common thought many have shared here: "I got the flamethrower, auto shotgun, and the blaster, what else do I need?". If I could make 1 mapping change i'd stick a cell cannon in the red key room, mix some cells around, and put the BFG in the bookshelf secret. Anyways, been fun playing in the background with the DWMC. Here are my votes for next month: +++Solar Struggle +++Cydonia/Arrival +++NewWorld 1&2, HellCore 2.0 (some oldies but rather atmospheric goldies i was reminded of. HC2.0 doesn't exactly fit New World 1&2 but those two only have 21 maps with them, any other 10 level or less would be acceptable here)
  3. I like to add author insight when my maps are present in the DWMCP. Ive been playing along the mapset since i couldn't miss 10th anniversary but refrained from discussing the maps due to time. Map09 was the second map created for Ray Mowhawk 2, and the only restriction for the map was to introduce the flamethrower. I wanted something short, snappy, and a showcase for the gun itself. Because of such i wanted to design a map exclusively around the flamethrower itself rather than a dedicated singular arena. The map was designed to introduce a few scenarios where the flamethrower would likely shine in, with the two open areas there to demonstrate the range and monster carving potential, while the cave barons and the cyberdemon were meant to show the player that the weapon can melt big demons quickly if backed into a corner. The visibility decrease also becomes apparent when dealing with the larger crowds or the archviles. The one major constraint i ran into with this map which dictated some of the arena sizes and interconnectivity was visplane limits. The map used to have a lot less rock and slightly larger spaces involved but some major work had to be done to make everything clean and run. In regards to the buoys, I do want to apologize for those as a mapping oversight. I tend to rely too much on invisible lines from time to time to keep my map boundaries looking a bit more realistic, but in this case adding some rope to the buoys would have been much smarter. I even moved the lines to the front of the buoys since i didn't want the player getting stuck between a buoy and an invisible wall. I think this is a mapping feature i should try harder to avoid as its not realistically fair when playtesting, as I inherently know where the limits are as the creator, where the player will have to stumble upon the lines and likely die or be inconvenienced because of them before knowing. As many have noted, a lot of the enjoyment from this map is whether or not the player enjoys the flamethrower, and because of how i designed the map to give the player ammo and weapons for other tools would defeat the purpose (without a redesign to incorporate such a focus). to that aim adding the berserk and cell cannon secret may slightly undermine that claim. The invisible lines also likely didn't help few who were on the fence about it. Either way the goal was to craft a map solely based around the one weapon as a true introduction. Im glad that some found enjoyment from it and others found room where I can improve.
  4. DFF

    THEME-GAWAD PROJECT #1

    @KUBA18i Map27: A very interesting and strange map, definitely a rather interesting concept case. There were many times i almost found the map too dark (despite the point) but i think it was well designed enough that it never became a huge issue. The secrets took me a bit to fully understand, its a very clever and interesting concept, but i also think that the overall darkness makes these extremely hard to fully comprehend ( i almost would suggests making these glyphs full 192 brightness at least). a very cool idea but I don't see the average person figuring it out without cheating in light amplification goggles (like i needed), and i doubt i would have realized the glyph was the next puzzle room wi8thout just playing through it. Doesn't hurt but i doubt the click will happen in people's heads unless they can clearly see the full picture. Also the clocks are another interesting clue, but the doomcute translation didn't really connect with me until i checked doombuilder and saw the door close after 30 seconds tag. i apologize if i may just not be very clever but i have had some experience with map puzzle elements going over people's heads, sometimes some extra detail or clues help in this regard (maybe a '30' on the clock, and the suggested full bright and maybe extra detail to the sector outline) but these are just some ideas/suggestions, not map issues. Line 4048 has some sector bleeding. I found that in PRboom 2.6 the light beacons in the first arena failed to light when pressing the eye switches (only knew by checking doombuilder). also the trapezoid design of the sectors can allow the player to get stuck on the sides. rather confusing in the dark and feels like the player gets magnetized to the switches. More confusing and frustrating than anything beneficial i think. A very creative map that left me pleasantly surprised. part of that impression of being possibly too cramped and dark was because the first arena failed to light properly but thats understood now.
  5. DFF

    THEME-GAWAD PROJECT #1

    @Titanoxus Map25: A great and sligthly quirky map, lots of progression around small bits of scenery and cliffs. The instant floors work well for this kind of open map, and i am intrigued by this map's implementation of the fake bridge. I don't fully understand the method used for that bridge but judging by the editor it looks a tiny bit cursed with the glitchy sectors, but its cool. Linedefs 1389, 1327, and 1339 possibly misaligned (wooden arch, both sides have different Y offsets). Midtex on lines 1987 and 1309 are a couple pixels lower than the rest of the fence. Couldn't quite figure out the soulsphere secret in the blue key pit but ill assume its reachable. Overall very nice with only some very minor possible errors.
  6. DFF

    THEME-GAWAD PROJECT #1

    @E.M. Map23: nothing to report, solid map with consistent theming and a nice non-linear structure. @Rymante Map24: also very solid, a rather difficult map that used its monster count and layout very well to keep the player moving. First map that truly felt like it was meant to be played continuously as ammo was very tight (but still enough and a bit extra) and the acquisition of new guns often came later. Admittedly a lot of infighting was required. Nothing i noticed was out of place.
  7. DFF

    THEME-GAWAD PROJECT #1

    Made a slight update to map17, just widened the bookcase stairway to allow demons to better travel it, and locked the revs to guarding the yellow key door.
  8. DFF

    THEME-GAWAD PROJECT #1

    The cyberdemon fight feels fine by itself, kinda interesting, just was a comment about the detailing of the rooms themselves feels different stylisticallky than the rest of the map. Survival is fine, i'd just suggest spacing the ammo out a bit more, or since this map features several teleports to new areas, divide up the ammo a bit more so there's like checkpoint resupplies. there is already a bit of that in there, but it still felt a bit off. Definitely the plasma given and the plasma gun removes that feeling of "survival" since the player is fully loaded.
  9. DFF

    THEME-GAWAD PROJECT #1

    @xScavengerWolfx Map31: this does feel very similar to your map03. perhaps a little more varied with the slow transition to flesh and blood from rock, but still very close: an extremely linear and tight map with lots of winding progression. It is a bit impressive the amount of map you can pack into the allotted space, however more is not always better, as the map just feels really long. the combat is mostly generic (aside from the odd crusher rooms) as the map is mainly thin to slightly breathable corridors. It is very unique and there is no shortness on detail present, but the core gameplay feels rather mild (not to be taken too harshly, but an area for improvement may be to think of creative ways to spice up gameplay. monster closets are good but 15 minutes of monster closet hallways need a little variety). It did feel a lot better than the first version of map03 though (haven't tried the 2nd). There was sector bleeds but with how many vertices there are i can't justify scouring for all of them when the impact is pretty minimal. One think to keep in mind is that while great decoration, a lot of the hanging corpses unfortunately block the player, and one nasty example is thing 131. its high up and dark so its really hard to see, but i got trapped in that room and couldn't figure out why i was stuck there. May look cool but this one really should be removed. Thing 282 and 364 (2 imps) should not have hard difficulty selected as they clip into the cacodemons. another issue that was worth mentioning is how ammo is distributed. A lot was given at the start and majority of the map gave very little to refill. I ran out of ammo several times and was forced to punch a lot of beefier enemies. This is not necessarily bad but with this map design its kinda annoying being stuck in a tight hallway and having to punch HKs and an archvile to death. Perhaps spread them out a bit more in the map, and introduce a chaingun earlier? Ammo balance overall was quite on point actually, just redistribute it so the player gets a little more earlier (giving the player max cells throughout the map before even getting a plasma gun feels very odd, as its just unused ammo and when you get the plasma gun you have more than enough to mow everything down immediately). Also if the intention is for the player to punch a bunch of monsters, i'd remove the chainsaw. an unfortunate doom quirk is that the chainsaw will always be picked over fists when pressing 1. its a hard call since some players may want the chainsaw, but had i known the map would require berserking, and being given on at the start, i would have not touched it as it made things just a tad more difficult. Final bit, the secret exit is kinda cool in setup, not fully sold on how you first access it but thats alright, however please don't make the player backtrack through the whole map again for the exit itself. Its unessesary and adds confusion. just make the exit open to start with. Also the big cyberdemon crusher area looks fine on its own, but that part of the map does look very different from the rest, being very simple in its wall texturing and design. while not a bad thing, its a noticeable shift in style, just noting. A bit of text but when i feel there can be some good map improvements i take the time to discuss it.
  10. DFF

    THEME-GAWAD PROJECT #1

    My version of the beta only has 32.
  11. DFF

    THEME-GAWAD PROJECT #1

    @Azuris Map20: Like the overall contrasting map elements. Rather reminds me of E3M3 Pandemonium. There are some very strange texture and detail compinations present but they are well implemented and feel like they belong. Thing 228 (zombieman, crate room) is stuck in the wall. Line 1492 is misaligned (crate), line 2560 is misaligned (slime room). Line 2204, 2257, and 2260 have lerge sector bleeding (I think) hard to say but maybe worthwhile moving all the vertices on the sides of the red key arena to fix this. Sectors 226 and 179 have a strange sector tag effect. They close after 30 seconds and are considered separate secrets. Im not sure the point of this or if intended, as they are unreachable secrets ( and don't give anything), and the only effect i see this having is if the player speedruns to this fight and kills the mancubi in them the areas close off (which also seem to have an untextured upper so these would bleed anyways. I believe these to be leftover or erroneous tags and should likely be removed. Lastly the player can't return to the 1st half of the map as sector 86 cannot be reopened from the blue key side. There should be a way to open this door from the other side of the map. There are a bunch of other strange and esoteric design choices present but they look fine and don't affect gameplay (having 2 unrelated doors both operate on tag 6 or random walls be actually 0 sector height floors) so they are perfectly fine as is. Fun map and overall chaotic but well implemented. Only other complaint is that the health given in the 2nd half of the map is a bit tight and leaves little error room, maybe could use a couple more stims but I managed. @Dwimepon Map22: Line 1600 has some bleeding, vertex 1010 has bleeding, line 437 has bleeding, line 535 has major bleeding and for some reason is joined with the crusher and the wall moves with the crusher, line 2118 is mistextured, linedefs 2142 and 680 are maybe mistextured and open up the megasphere secret in an odd way (likely missed by the player, or triggered by accident), i think having only the eyeball act as the trigger is better here. A megasphere without any foes to fight is a bit akward as it serve little purpose in your map but sets the player up to crush the next person's map easier via continuous, but its really a mapping philosophy thing and likely not an issue. Ammo is also a little to plentiful considering there's only 15 monsters, i'd reduce the shells by 20. and move the ammo in the end arch vile rooms in front of the fake door, this way they are reachable before the fight (rather than after when they are unnessesary) and give the player a nice treat for your trap. Overall a rather frightening transitional map. little gameplay bit has some very nice atmosphere, very enjoyable.
  12. DFF

    THEME-GAWAD PROJECT #1

    Ill see if i can take a look at both of those soon. Is there a link to map31?
  13. DFF

    THEME-GAWAD PROJECT #1

    You could realistically use revenants to the same effect. They also have similar Boney like demon hands that protrude. Scratch that, those are also restricted. Maybe imps would be best of those available?
  14. DFF

    THEME-GAWAD PROJECT #1

    Partially was and was not. I think in the original map version the angled geometry of the stairs prevented them from coming down. I'm not sure I want to put monster blockers around those stairs so they may roam free for now.
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