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GraveUypo

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About GraveUypo

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  1. GraveUypo

    GRAVE Megawad

    I thought i could finish it all before the end of the week, but i have ran COMPLETELY out of steam. i need to take a break from this. Like a loooong break. But i promised something, so here it is, a 85% finished map05. It's completely playable, just the last two areas aren't what i had in mind. and the boss is actually just a regular monster i made (well, the decorate anyway, i got the sprites and sounds from realm667 like most custom monsters in this) that turned out too strong so i raised its HP and placed it together with some other crap just so there's a placeholder fight at the end of the level. Grave MegaWad v0.4.70a https://drive.google.com/file/d/1evwoh2S2R_uPVPdr8ovW0ZnDZ6wVbz9A/view?usp=sharing Don't worry, even at this state, it's much better than the previous map05. Please let me know if you get stuck anywhere in the map (specially the beginning, i'm not sure the solution for the lockdown is very intuitive, but i hope it works because i like it) first post edited with download link and changelog [edit] goddamnit i uploaded the map with the spawnpoint at the wrong place lol. reuploading it. [edit2] done. well, i think. if you don't spawn in a dark blue room with a red ceiling alarm light, it's in the wrong place
  2. thanks. that seems really useful.
  3. nice to know, i didn't even know what vavoom-type sectors did before. the second solution has me intrigued though. how does one do that? seems useful to control both the ceiling and floor at the same time. (sorta like FloorAndCeiling_RaiseByValue). to be honest i don't like floor_movetovalueandcrush because i have to figure out all the absolute values for the origin and destiny for each floor and that gets really, really annoying. unless.... i use expressions to get the current height and just add or subtract the difference manually. that would work if floor_movetovalueandcrush existed in zcommon.acs. i have no idea where it is. that must be why i never found it before. the article on it isn't very helpful https://zdoom.org/wiki/Floor_MoveToValueAndCrush [more editing] well, that didn't work. so i went looking some more and i'm gonna try Generic_Floor() next. looks promissing, there's even a crushing flag. [final edit] yay generic_floor and generic_ceiling worked! finally. easily the most elegant solution too. i wish i knew there was such a thing before. i use generic doors all the time, i dunno why i didn't think there would be a generic_ceiling too
  4. I've seen this asked before, but is there a way to force a lowering floor or a raising ceiling to crush? the fact they don't crush REALLY breaks 3d sector elevators if any entity blocks any of the sectors that compose the elevator. it's annoying. i'm about to make a overlapping dummy 3d sector just to kill anything that tries to block the elevator, but that's such a patchwork solution i'd rather not do it. [edit]: nevermind, apparently i've found it: Floor_MoveToValueAndCrush where have you been my whole life?
  5. GraveUypo

    GRAVE Megawad

    Nice. Hope you enjoy it :) In other news: map05 has had a bit of a feature creep issue, but it's going well. It's basically a whole new map now, with just a few areas shared with the old one. I won't spoil it, but i'm sure people will notice some "subtle" effects that spread throughout the whole play-through of the level. It Should be done this week. it's turning out rather neat, if i say so myself.
  6. GraveUypo

    GRAVE Megawad

    note: damn, sorry for the spam, i thought i was editing the previous post and i can't find the button to delete this one. might as well use it now. and then i made a tree that could be one of the final ones with a few retouches to the trunk, because i was curious. unfortunately, these trees aren't "free" like the flat ones, so they can't replace those. (they're about 90 sprites each right now. which is a lot. i think i can trim them down to 50 with further optimizations like the hollowing i said i could do). they're gonna have to have more specific roles. ... and i figured out how to change the sprite pitch. yay, these trees are obsolete again. too bad i g2g sleep now, so damn late. [edit] the tree ended up using just over 40 sprites and looking better than it does here (mostly thanks to increased foliage texture resolution). also it turns into a single flat sprite if you're far enough now, so they're reasonably spammable.
  7. GraveUypo

    GRAVE Megawad

    oh man, i haven't finished map05 yet and i'm already coming up so much stuff to make map03 look cooler. i'm starting to push the render budget a bit too far too. it's tempting to make everything prettier but i want to stick to this being able to be run at 60fps on a 3ghz core2duo with some 8800GT or something. rain on map05 was enough of a bitch to keep in check, but it turned out pretty good performance in the end. i guess i'll use the volumetric trees i have in mind very sparingly, even if it comes out look as cool as it does in my mind. [edit] welp, i made the mass grass and the volumetric tree system as proof of concepts, just so i don't forget later. here's a peak Grass: there are over 15 thousand grass "sprites" in that field and the performance hit was just about 10% of the frame rate that i had without them there. pretty satisfied with that too. it sticks to 90~110 fps without all these trees and when i'm not recording, which is less demanding than most other parts of the level. even when limiting the cpu to 10% (@1.6ghz) it still only loses 10% performance with the grass compared to without, which is great. since the grass is a relatively small paletted sprite, it isn't demanding on the gpu either. i could maybe even increase density a bit and still get decent performance, depending on the level. further testing needed, but we'll get to that when we cross that bridge. Trees: the trees just need better sprites (these are just placeholders to test the system) and i can finally make trees that aren't awkwardly flat looking from up close, which in turn means i can make LARGE trees using this, and have a treetop cover that isn't made out of sectors. best thing is that their arrangement is randomized so no tree looks quite the same. technically i can use the grass system i made to made the trees transform into a flat shape from far away too, if push comes to shove. should make them pretty spammable. of course that wouldn't work for very large trees. actually, in map03 the fog is so thick i could just make them only spawn when you're nearby, no need for a flat stand-in I'm trying to find a way to control sprite pitch so i could make the leaves flat (like the grass) and control their vertical inclination. fairly sure they'd look better that way and would need less sprites to get a "full" tree, but i'm yet to find a way to do that. i can only control the horizontal angle, not the vertical one, and i don't think there's a way to do that. no big deal, it'll look okay this way with the right sprite, and i can lower the load by making the treetop kinda hollow
  8. GraveUypo

    GRAVE Megawad

    thank you, really glad you like it :) It's something i do because i love doing it, and seeing people enjoying playing it only makes it that much more rewarding to do. You might notice the quality of the later levels drops a bit, but worry not, eventually they'll also be reworked to flow better. As i said on the previous post, i'm currently working on the 5th map and it's quickly going from my least favorite, laziest and least inspired of the bunch to something i'm really proud of. I'm about 40% done with it, i suppose. Shouldn't take too long for the next release to "hit the shelves".
  9. GraveUypo

    GRAVE Megawad

    Well, i took like a couple of weeks off but i started messing around again already. I'm remaking map05 next, and i shot this video just to show how things are going: I decided to make it a slow paced, more streamlined and much more atmospheric level. Making pretty things takes time though. I also converted all music to lower quality OGG files (it doesn't show, still pretty similar quality despite some of them being a quarter the size now) and removed a huge image i had left in the wad for some reason, so i managed to shave off ~40mb. it's now 90mb uncompressed and 50mb compressed. Right now the largest file in the wad is the mapdata for one of the levels, so that's pretty good. Well, when i finish remaking this level i'll publish the next version.
  10. GraveUypo

    GRAVE Megawad

    oh come on, the shock rifle is easily the most versatile weapon in ut's entire arsenal. powerful, stuns real good, good at any range and FUN to use. and it has a very high skill ceilling to boot, i love it. pulsegun is just a cheap, unfun stunlock tracking gun and the flak cannon is only the second best weapon :P I finished that last part of map02 that was still a blank, changed the area around that little gap in the wall connecting the two large areas and also changed that weird loose staircase thing it had before to an actual staircase embedded into the wall that prevents you from going back up from the way you came in (you can still access the earlier areas through the route inside the cave) I changed the Imper's (super imp) projectile to be red instead, so it doesn't mix with the baron / hellknight one. Fixed the misalignment on map01 and uh... some other stuff. i guess i'm going to upload v 0.4.61 and update the first post. (done)
  11. GraveUypo

    GRAVE Megawad

    No worries, criticism is appreciated. I can't make things better if i don't know what isn't working in the first place. First of all, let me address the weapons: - blood cannon. it's not a weapon meant to be in the game. i just made it to test the first boss attacks and never really deleted it. the only reason there isn't an equivalent for the second boss is because i've just bound "summon bossattack" to keys to test it instead. much easier. - i didn't change the bfg at all. it's full vanilla. not sure why it seems weak to you. probably because the maps are massive and the bfg only does damage to stuff near you (the damage irradiates from your position, no matter where the projectile hits, and has limited range. something only apparent in large maps). i honestly don't like the vanilla bfg and i'm totally going to change it. The projectile is going to do damage to nearby enemies and it's just going to be a regular explosion originating on the point of impact instead of this weird mechanic they made for it that makes no sense. - The Magma rifle is just a shockrifle (unreal tournament) rip-off. it's my favorite weapon of all time, out of all FPS games. On single player it's decent for clearing hordes of weaker enemies but not so great against anything it can't one-shot. it's lovely on deathmatch though. - The secondary fire for the crossbow pierces enemies (meaning it can one-shot as many cacos as you can line up, for instance) and zooms in after arming if you hold the fire button. it's not that great for single player which is why i put it on the first level as a secret. On multiplayer it's really fun. you can see a theme here. i made most weapons for mp before single player. I have already buffed the crossbow and gave the player character resistance to it to balance for mp, but i think i'm going to further increase its damage so it's more useful in single player. it should one-shot a mid-tier monster like a hellknight or a caco with the regular shot or it's useless. i'll just have to further increase the player resistance to it so it stays as is on deathmatch - the exception is the flamethrower which i had to buff tons to make work against the doomguy. it used to have a much shorter range. alright. now the levels Map05 - yep, my least favorite one too, and easily the most broken of the playable ones. there's a bunch of missing textures that i've known for years but still haven't fixed, some COMPLETELY useless switches and some other stuff i don't like. This, like map02, will get a pretty generous overhaul when i get to it. (seriously map02 was pretty damn bad before). and i have totally underused the plasma / railgun zombies. they're actually pretty fun to fight with up close. but there's only like 6 of them in the entire map. the cyberdemon fight only worked when i used to play this with brutal doom (and it's obviously going to go, i'm gonna make a more fitting boss for that area). i kinda like the chainsaw zombies but i do get why you wouldn't. they're deadly if you don't see them coming and can get frustrating, i suppose. which is why you'll have the flame thrower by the time you reach this level when i'm done fixing previous levels. Fun fact: this is the oldest level of the bunch. the first level i made when coming back to doom mapping. of course i changed it when i adopted it into my campaign, but it's been untouched for the longest now, which is why it's the rawest (it's still in doom2 vanilla map format, even, not even UDMF). that box storage area is something i really, really don't like. same for that timed switch for the door in the mid section of the map. (it used to be a MUCH WORSE switch hunt. you had to find 6 different switches to lower the blue key. i ended up removing them all, and just put a switch in place of the blue key. Map06 - This is the second oldest level of the bunch, but it used to be much more open. Unfortunately, it became REALLY taxing (brought my 5ghz i7 to its knees, not even kidding) as i was building it and i had to rise the walls to block the view, which kinda ruined the atmosphere of the level. The monster placement is placeholder, i never intended to leave it as is, but i got so fed up of working on this map that i just went to do something new, hence the unfinished north section with that stupid placeholder supermarket thing that doesn't fit with anything else in the entire campaign. Anyway, definitively changing the monster placement in a future release, and now thanks to your feedback i'm also going to change the flow of the level to be more streamlined. The truth is no one that tested it likes the way it is, including me. I'm way more familiar with scripts now (as you can see from the first two levels, which i recently revamped) so i i'm more able to do what i wanted for this level. still, i like the flying imp assault and that's staying in one way or another. that area is probably where the boss fight is going to take place anyway. also i'm going to change the medic monster significantly. it's completely overpowered as it is now. Also i made the houses have interiors which i have no good use for. I think i'm going to make these small generic houses non-explorable again, vastly reduce their numbers and put more significant large structures there instead for the player to explore. i feel this map would benefit from some indoor sections. also i think i might just remove the top sections of the city entirely. the level is large enough without it. i do have some other ideas i could put there instead but meh. [edit] fuck that, i'm just going to use them as monster closets instead. but yeah the one or other larger structure wouldn't hurt The key hunt thing can easily be made more streamlined just by re-arranging the order of "quadrant" exploration. dunno why i thought it was a good idea to make you go back and forth between the sides of the map. It adds literally nothing to the experience
  12. GraveUypo

    GRAVE Megawad

    Phew, i can finally talk again. I'm aware of the repetition of this track. It was supposed to be the 6th level's track but uh... that's three time as long as this one, lol. and back then the 2nd level wasn't very much to my liking (it's VERY different from what it used to be. i updated it last month) so i let it have the "worse" track. I do have more tracks i could use now, so maybe i change it later. That lion head is from the previous version if this level. you're not even supposed to go there anymore, that passage you got in used to be a secret. there used to be a heavy there just so you could get his minigun as a secret, but i decided to just close off that part of the map. except i clearly still haven't got to it. the last thing i did was the boss fight. that very final part of the map is still not re-done :P Oh there are secrets there. just not as easy to spot thanks to the fog... and vegetation! :) there's one in the cliff too. Glad you managed to find your way around and didn't get stuck in that stupid bush labyrinth. Map03 is the next map i'm going to redo and the labyrinth is a goner. i'll think of something more interesting to do. also of course there needs to be a nice place for a boss fight. This was the first map i made that wasn't entirely vanilla. i started messing around with decorate and custom assets when making this one. the super-imp and the fiend (renamed to devourerfiend due to incompatibility issues with some mods i played lol) were both my first custom monsters. though the devourer has been changed a lot since then, and the imp is still due to some tweaks (i'm going to make his attacks more different from one another. he has 4 different attacks and even i can barely tell them apart, lol) i told you the armor gets insane the further you go :p i wonder why that happens. i know it only happens on difficulties with increased armor pickup, but i have no clue why the armor cap keeps increasing. man, i could read these for days. it's so satisfying to read these posts :p please keep them coming. You've already been more helpful than anyone before. So much better reading your experience in detail like this than just hearing "yeah, it was cool. it's a bit too hard though, i had to cheat". btw, there's a cyberdemon inside that red wall on the "cool lighting" part. if you go back there just before finishing the level it should have been opened. about the plasma rifle, thanks for the tip. i didn't even notice it was broken :p I'm not sure you're aware, but some weapons have secondary fire modes. out of the ones you already have, the pistol, chaingun and plasma gun all do. Though the plasma gun is still wip. at full load it used to be a bouncy shot that bounced 11 times and went through enemies before, and that was pretty cool, but it was completely overpowered in deathmatch, which is why i changed to what it is now. unfortunately, it's too weak and unsatisfying to use now. still need to come up with something that works. i think i'm going to meet mid-way and cut the charging time in half as well as make it bounce like 4 times before exploding like it does now. it does use up the same amount of ammo as a bfg blast, so it should be powerful. (did you not get the grenade launcher in map02? you literally took a screenshot of it, heh. see it at the end of that ledge there? the black gun thingy. i quite like the chaingun secondary fire. you should try it. right now, you're about at the 50% mark on the currently playable levels. the last level you can go from beginning to end is map06, but that takes a literal hour to finish on hard difficulty (should be more like 35 minutes on easy). My favorite set piece takes place there, just outside the city walls (not at the start of the level, later). the last 10% of the map is just place-holder and i don't like it, but you can play through it just fine. when you get there, never mind the rain on the beginning, i was just testing the system i made and forgot to remove it lol. It does look cool but it's too demanding for that level, even though it's somewhat of a smart-rain that only triggers when you're nearby. then map07 is like a concept i didn't develop much yet. i was actually kind stuck and thinking of making it a secret level instead, but iunno, i'll try to make it work. there's nothing much to do in it yet though, and it has no exit. so when you're done with it just go all "map gmap08" on console to see map08, which is also wip. map07 still doesn't even have its custom monsters and while map08 does, they're not really finished. map08 is somewhat playable though. not many monsters nor pickups, but you can get from your spawn place (which isn't even at the beginning of the level in the version i uploaded) to the end. once you're done with the campaign, do take a stroll on the deathmatch maps too. they're named dm01 through dm06 and you can only access them by console.
  13. GraveUypo

    GRAVE Megawad

    yep it probably needs a cue like duke nuken's cracked wall texture ps: did you find the crossbow? i guess not or you'd have commented on it. right on the first cave you get it, there's a little water stream. if you follow it to the right, the wall is a door you can open to access an area on top of a waterfall, and there's a crossbow there. it's this wad's sniper rifle. pretty powerful and a lot of fun to use in deathmatch (yeah i play this A LOT at lan parties) as it's not hitscan, just a very fast projectile. i'll go around fixing a few more bugs later and post the first revised version this week still. I need to start a change log too. Aaaaaaaand i'm post-capped for the day. lol. I guess that's fair since i just registered. just one question. How does the "like" system work here? i'm assuming it goes invisibility sphere -> soulsphere -> megasphere -> invulnerability sphere in ascending order of you much you like the post?
  14. GraveUypo

    GRAVE Megawad

    I just found out that the far side of the soulsphere little cave didn't have a texture in the walls, that's why you can see through. (fixed) Anyway, the wall on the other side is destructible. Usually the mancubus shoots it down for you (he wasn't meant to, but i left it as is anyway as i kinda liked the chance that he might uncover a secret for you), i guess you were unlucky. The shootable wall has a different texture. About the boss, i guess it needs an attack that can more easily hit you from any range, and maybe telegraph it so it's not unfair (this is only the first boss after all). his 2 current spit attacks really are more of a "don't get too close" kind of deal. the pinkies were the ones doing the work and they can build up pretty quickly. As for the difficulty settings, i supposed i should find a way to tell the player in-game what each does. that also goes in the todo list done. but i think having a list of stats displayed when you pick a difficulty setting might be a little offputting. right now it's like this: maybe it should be like waddya think? nah the short english description is definitively better. anyone interested can go into specifics in that huge the text file i posted.
  15. GraveUypo

    GRAVE Megawad

    i fi First of all, i'd like to thank you for taking your time to give your input. Regarding the weapons, may i ask you what difficulty setting did you play it at? Cacos aren't supposed to die to 3 shots in the default difficulty, but lower difficulties lowers enemy health. At the easiest difficulty they have only 25% health, at the second easiest 50% and third easiest 75%. Yes, the pistol is MUCH stronger than the vanilla one even at the default difficulty. It fires faster, has more damage, and has a secondary burst fire mode that pretty much matches the shottie damage per volley. I want it to be useful after all. Shottie is like only 5~10% stronger than vanilla though and still doesn't have secondary fire. Regarding the music, yeah i figured it would be a problem for some. I guess i could release a midi-only version too if there's enough interest. That first room is something i'm going to change entirely in the future. that misalignment has been there for YEARS lol. That stair skybox glitch wasn't there the last time i played, lol. Those keep randomly popping up whenever my maps get large or complex enough. i'll get to fixing that when i can. Oh, i guess you're playing at either the easiest or second easiest difficulty. There's a glitch in them that makes armor stack forever somehow, has something to do with the fact that armor pickups are increased. i should look into that. Play long enough and you'll end up with like a hundred thousand armor haha. Btw the easiest difficulty swaps some harder monsters around for vanilla variants right now. Maybe try the second easiest one, it's not as easy but, that keeps all new monsters, iirc. The boss has a bunch of attack patterns you're not going to get to see on easier difficulties because he dies before he can uses them. He burrows, has a ground-spike wave kinda attack (kinda like a starcraft lurker), and he moves around underground. But that's all triggered by his pain state and when he dies in 5 shots he doesn't have much chance to use them. He has half as much health as a cyberdemon, but is almost as durable thanks to his defensive stances and his burrowing around. On easy he's more like a hellknight. On non-fastmonster difficulties (anything below the default difficulty) he's a bit dumber too. Thank you again for taking your time to play and giving such detailed input. It's a big help. I think he means because ogg files have better compression and need less bitrate for achieving the same perceived quality. ps: i'm surprised no one mentioned the list of errors the console spits out on launch hehe.
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