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LocalDuck

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About LocalDuck

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  1. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    The post has been updated and a hotfix has been deployed for a numerous amount of issues found during an FDA playthrough which can be found here: This is primarily a hotfix build and as such no new gameplay content has been added, the hotfix is focused on texture issues and explaining the direction and objective of the player during the power sequence.
  2. LocalDuck

    help a beginner out here man!

    Maybe I'm not looking correctly, but could it also be you're not defining when the loop should end?
  3. LocalDuck

    I'm Also Looking to Play and Record Your Maps

    Hey, thanks for playing the map. @HAK3180 The comments about the texturing and such are definitely valid as this was a first time map, so it's not my strong suit to give a lot of detail yet but over the course of the two - three week period of development for the map I learned some tricks and began to understand some level of detail. Many cues were taken from The Ultimate Doom for reference on how they stylized their maps and as such I taken a few pages to the how's and why. The comments about monster HP are true, by default hardmode difficulty raises it by about 25% more, this is intended to increase difficulty and make it a little more ammo consuming and encouraging the player to run around and find items. Difficulty and skill levels were more of an afterthought and it was only really intended for Hardmode to be played. The comments about weapon placement I can partially agree with, and while you overlooked the rocket launcher I do feel it's an oversight not to give something prior to play with with limited ammo capacity which I hadn't thought of before. I can see it being a tad boring with the same weapon for almost half of the level's length. The comments about backtracking are completely valid and I should have included an alternative method of leaving certain areas. The comments about switches, that's an on-going thing that I can't properly give direction with the player for the power/fluid systems and I'm not making it very obvious on what the player should be doing and it's something to take into consideration if I ever make another map. I do feel I could go back and change what they say to better reflect what you're suppose to be doing. The comment about the boss, all of the map is done through doombuilder and the scripting system for mapping so they're not truly custom and as such I don't think I can disable the archvile from targeting you on teleport but I may have another idea on how to get around that. Valid concern for sure and it is mildly annoying through playtesting to get one shot by them because you didn't know where they were. The comment about sequences are pretty valid, after watching someone else play the map I can see it being tedious at times and perhaps a more linear style would have been proffered for most players, yet the map was intended for Vinesauce Joel primarily who tends to rush and ignore things when talking during their streams so it's helpful to have them go and do things and not immediately break a bunch of things by advancing too far, but for any other player I can agree that it's an annoyance by itself. On a sidenote I'm not sure what was going on with that elevator leading down to the toxic areas, I think you bugged it out in a way I never intended but I'm glad it only happened after you were done with the area. It's always good to have feedback like this and I appreciate you going out of your way to play the map, thanks for everything.
  4. LocalDuck

    I'm Also Looking to Play and Record Your Maps

    I been eyeballing this thread because I like feedback and enjoy seeing how other people adapt to my creations, so I'm requesting that you try out my wad that was submitted for the Vinesauce Doom Mapping Contest (Part 2.) Some important notes as required by your criteria: Doom 2 only. GzDoom 3.4+ Recommended. OpenGL is recommended due to very limited use of 3d floors. Freelook and Jump disabled via map. Singleplayer only, and only Map01 is included. Difficulty will be moderately difficult and should be played on the default setting. (Hard Mode) The length of play will be around 30 to 45 minutes playtime if you're playing as I did, if not longer. Small note: Some posts about the wad was the lack of music, this is intentional at the moment due to removing copyrighted music. Download Link: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=44513 Download Mirror Link: https://www.mediafire.com/file/l7dzbdzrl6nb6v8/Claustrophobic_1_04.zip/file Doomworld Link:
  5. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    The map was not intended for multiple players, and as such is only suited for one player. There is currently no players to add multiplayer support as the atmosphere would be ruined otherwise.
  6. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    Hm that's strange, you shouldn't be able to enter back into the hell knight fight once you start the switch sequence. Looks like a rush job on my end, patched in latest version. Updated main post with fixes in my previous post and the hell knight rush job, good eyes and thanks for telling me.
  7. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    I have corrected the issues but will not push a hotfix until tomorrow and will remain on standby if more issues pop up, good catch. https://imgur.com/a/pq4dLRV
  8. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    Yes. As stated in the original post and further posts, I removed copyrighted music (PSX Doom) because of it being copyright.
  9. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    I'm not going to try and change major parts of the level unless it's absolutely necessary and the time will come when I swing by and remaster this because this was not my full vision and I had many more ideas to cram into this map but was restricted by a time limit for the Vinesauce Doom Mapping Contest. However I have tried to address some of the things brought up in this thread and changed a few things, the major change being moving the yellow key room to a more obvious place so that you don't have to backtrack with the yellow key, this should make the fight easier at the end and give you an extra push in the library, on the same topic of changing things I re-enabled infighting for Hardmode since the public release is not intended for Vinesauce Joel. Anything nightmare and above will still have it disabled though. On the topic of music, while I'd like to include PSX Doom music or otherwise something that resembles Drone music and an unsettling atmosphere I would rather it be free from royalty and copyright to reduce the chance of a takedown, I understand the doom community is kind of an unrestricted place when it comes to copyrighted music but I also like to keep all my ducks in order when it comes to this. I won't be changing the music at this time but if I find something down the road I'll go ahead and update it, but I'll leave it as is for now. Thanks for letting me know about this stuff.
  10. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    During development play through I usually conserve ammo but I'll agree that the rocket launcher should have been more obvious (Yellow room that was totally optional, but it's plain as day when you see it.) and the plasma gun is a total secret to find intentionally. The ammo given in the end should have been more then enough but I understand if sometimes it's not enough, it sounds like I need to go back and do some fine tuning as for the monster count it's because the monsters don't exist until you start the sequence, they're not in the map until they're spawned in so the count is probably going up and there may be a way to fix that or manually teleporting them all by making them in the map somewhere. But it's good to hear that a lot of the design was appreciated and liked for a first time map. Edit: As for infighting, I had that disabled either through the map or in specific difficulties since the map was intended for Vinesauce Joel who uses and abuses infighting at times.
  11. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    I think you may of missed the point I addressed, in the back end with all the terminals and junk there is a switch to activate the fluid system to enable the station for power. It's a development oversight and I should have made it more clear that the switch you're trying to press isn't the correct one, and that you need to hit the other switch deeper in that room that you're inside.
  12. LocalDuck

    Claustrophobic 1.05 - A PSX Doom inspired map

    Hm, that's strange it should work as is. I'll run through it again and see if I can replicate the bug, because you're suppose to turn on the fluid system in the back room first and then turn on the power. Also the red room is suppose to have a secret if you run across the shotgun. Edit: Level is working as intended, it seems like telling the player of which thing (Fluid control room first, then power structure unit.) to hit first was an oversight on my part but it's not a bug. Red room is working as intended, pick up the shotgun to proceed through.
  13. Howdy. I spent a good two to three weeks developing this map for the Vinesauce Doom Mapping Contest II, it has been eight months since it's submission and while the contest is still on-going and the map has not been streamed yet, I am going to release it for anyone and everyone to look at. Originally there was content that was ripped and taken from the PSX Doom source port and public code for the PSX Doom Hud and the missing archvile sounds provided by Aubrey Hodges himself, but due to the legality of it I'm not taking any chances and have taken out the sounds, font and PSX Doom related interface junk yet the map remains the same overall. This singular map was designed with GZDoom and Doom II in mind, the version of GZDoom that was tested vigorously with this was is GZDoom 3.4.1, any previous versions are not supported and may include quirks if they are not properly used with the correct versions or above. Freelook, crouching and jumping have been disabled but if for some reason they are enabled then you need to turn them off. OpenGL is recommended due to marginal use of 3D Floors but software renders will usually run fine without them. However this is my first map that I have taken on a serious role for and as such it's subject to criticism and rookie mistakes, I'm open to thoughts and discussion regarding the detail of the map and pacing as I only intended for this to be single player and to accommodate one player running through the level, even more development of the map was a continuous learning experience as I was starting out understanding the ACS Script system and attempting to tame the beast of Doom Builder. To this date the only other known map I have made is a long and forgotten deathmatch map that was shown off in a skullstuff review back in ye olden days. Images/Screenshots Downloads Claustrophobic v1.05 Claustrophobic v1.04 Claustrophobic v1.03 Claustrophobic V1.02 Changelog v1.0 - Release Build [2/28/18] • Release of main version v1.1 - Hotfix Build [5/15/18] • Patched multiple missing textures • Patched misaligned textures • Adjusted spelling issues v1.2 - Update Build [10/28/18] • Changed intro text to reflect new settings • Force disabled Freelook, Jumping, Crouching • Removed copyright content • Removed fenderc01 dehacked patch v1.3 - Update Build [10/31/18] • Moved yellow key room to compensate backtracking • Updated Power System and Fluid System text • Updated Teleporter Facility text • Updated Hardmode difficulty to allow infighting • Fixed MAPINFO crash for development builds of GZDoom • Fixed 'door broken beyond repair' not having a delay • Fixed uncommon bug of door to final area not being lowerable • Corrected several ceiling textures • Corrected few wall textures • Added missing secret flag to box secret v1.4 - Hotfix Build [11/5/18] • Fixed offset light • Fixed missing texture during teleporter sequence • Fixed chaingunner trap having missing fence textures • Fixed missing script for final doors not being raised during switch sequence v1.5 - Hotfix Build [12/6/18] • Added missing secret flag to sewer office armor • Changed messages for fluid and power machines • Changed difficulty text to state alteration of monster scaling • Moved teleporter entry to be infront of yellow door for clarity • Fixed mancubus not having deaf flag • Fixed fences in teleporter facility not being impassible • Fixed missing texture in outdoor cliffs • Fixed misaligned textures in starting rooms • Fixed misaligned textures in chaingunner boss rooms • Fixed misaligned textures in teleporter facility Claustrophobic_1_05.zip
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