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Iacobus

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About Iacobus

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  1. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Name: The Unearthed Wrath (alt. name in mapinfo for GzDoom users) Slot: E4M7 (still on E4M1 for convinience until final version) Difficulty settings: semi-implemented for HMP and UV Tested with: PrBoom, PrBoom+, GzDoom, Crispy Doom (crashes on Chocolate Doom, visplane overflow) Download: Th128_beta.zip This is the beta version for playtest until close to the deadline. I'm quite pleased with the core gameplay, flow and layout and would like to thank those who offered suggestions and sent FDAs, specially BoxY, that for staying on my case ended up rubbing a bit of his slaughter appreciation into this map, with monster count increasing 1.5x. For the final version I'll be finishing texturing, implementing all difficulty settings, balancing ammo for all of them, adjusting all things placement where needed (I might replace a few monsters with Warimps), as well as any eventual bug fix. I'd really appreciate if @Walter confetti could at any time provide a FDA on HMP for me to compare with the previous one to help balancing ammo/monsters/difficulty for the final version on this setting. Here are all the FDAs I haven't yet posted, @Roebloz, @Fryuko, @Super Mighty G, @DynamiteKaitorn, @Walter confetti, @Chris Hansen, @Weird Sandwich. The blind runs are tagged as FDA and the second runs as 2nd. 128k_fda.zip
  2. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Hi, @Pechudin, sorry for not commenting when you posted but I was working on my own map at the time while playing all the maps that were being released. I couldn't find any real issues with it so I thought I'd give a few more tries to give a more detailed feedback. Right off bat, the gameplay is really fun, I really like maps with focus on exploration and the concept of hunting for ammo while enemies scattered all around cheap your health down. The open layout is fun to traverse and explore and the night time setting fits very well with the concepts you're playing with here. The Baron at the beginning harrassing you from above was a good call aswell, it helps setting a goal from the get go (search for weapon to dispatch him and check whats up there). The low tyer enemies seems well placed and do their job at guarding the pickups. The only complaint in this area is that the darkness prevent you from seems the nukage, maybe making it glow slightly would be a better call. The second half, however, when the player has the arsenal and you start throwing the big badies, the player has enough fire power to dispatch everything with easy and there aren't many obstacles to prevent the player to run pass everything, grab the blue key and run for the exit, and a well placed rocket as the door opens kills all the imps at the exit before the Barons have a chance to spawn. It's super cool to pull off, but not hard to bypass all the combat. Here's the FDA I recorded when you posted the map and there're 2 more files with my speedrun attempts. I actually like a lot maps that you can speedrun like that and I wouldn't want you to change it, it's more just so you can analyze it and see how to prevent the player from skipping the challenges in future setups. 128_dsa_fda.zip
  3. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Very well played and I'm glad you liked the changes! Regarding ammo, the FDA will help a lot for sure, but I'll have to add a little extra to account for non Caco punchers lol :p The update was more to test the combat specially in the YK area, I was worried that it could get too grindy and out of hand, with monsters spreading everywhere, but it seems to be working fine, and also get some FDAs where ammo wouldn't prevent progress. I've now buffed the RL cave and the bridge section aswell to compensate for the ammo and have roughly only 2kb left to do something about the RK grab. I'm having to literally do magic with SLADE to find space to squeeze in some more monster closets. I also thought about repopulating some areas after the red key just so players could have some fun with the Plasma, but I don't know if I'll have the Kbs needed for it. I could always remove some details but as part of the project I want to see how much detail I can squeeze in and still have a somewhat decent gameplay within the limits. I always try to work on both equally and I never had a situation where I had to take from one to improve the other, which's a really fun challenge in and of itself. Btw, I saw what you did with my camping spot at the BK in your map lol and I couldn't for the life of me find the secret so I spent 3 min in the DoomBuilder trying to find the damn thing so I could try out the secret fight. Very nasty, very enjoyable! Lots of deaths to splash damage lol
  4. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Name: The Unearthed Wrath (alt. name in mapinfo for GzDoom users) Slot: E4M7 (still on E4M1 for convinience until final version) Difficulty settings: semi-implemented for HMP and UV Tested with: PrBoom, GzDoom Download: th128_alphav2.zip Changes: The file now has the proper size and most of the suggestions were implemented. The yellow key fight was buffed up considerably now that ammo is aplenty (might have to do something about the red key aswell), let me know if I got too carried way with that. I was having major issues preventing monsters from leaking into areas they don't belong, most of the placements in the wide open areas are due to that. I'm also trying not to rely on hitscanners and monster closets for difficulty, which's very hard in an open map like that. If you guys have any suggestion, let me know. Difficulty settings are semi-implemented and ammo balance will be tweaked on future iterations, as of now, it's just to ensure players don't run out of. Combat feels a bit bland now without ammo management, I'll be working on that for the beta version and would like to hear thoughts and sugestions on that. FDAs and recorded demos (either on UV or HMP) are also very appreciated.
  5. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Excelent map. Loved all the fights. The corky and abstract design made me feel disoriented but it's a good thing for what you're going for here. I recall getting caught in the geometry and decos a few times, as you can see in the demos, but it wasn't a big deal. I think it could do with a little less health if you want to push the difficulty further but it's perfectly fine the way it is imo. Also, ammo seems to be in perfect balance. Great job! That was a blind one, here's a full run in case you want to see how I dealt with the setups knowing whats coming. nh_128kbmap_02.zip (GlBoom 2.5) Don't tell me there was supposed to be war imps in the pit with the Baron and Cacos... oof lol
  6. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    fda_nh_128kbmap_01.zip The former sergeant after the blue key was a bit too much...
  7. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Speaking of which, I'd like to have the e4m7 slot if it isn't already taken, for the same reason since I won't be able to afford a custom midi track. Also, do we have to add our own automap and intermission names or will you be assigning the proper names when merging the wads?
  8. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Well, just to clarify, I think I was polite enough giving my suggestions and the reasoning behind them. I also don't recall using "you should" instead of "I would" in any instance. I'm simply giving feedback and trying to offer some insight, when possible, on publicly shared maps in a project I'm participating in and I'm not the leader of. What the authors do with it is beyond my scope and I'm not in position to demand changes on other people's creation nor I would want to. That said: Having imps in wall cages, cubby holes or shooting from a ledge above are some of the most common tropes in Doom level design. Just a few examples: I said "they prevent you from entering the next room" and I was being charitable, I don't consider shooting 5 Demons safely from a ledge where they can't reach you gameplay exactly. My suggestion was to have a setup where they actually offer a threat to the player. If you watch the demo I sent, I had to consciously decide to herd them back to the arena to fight them properly instead of engaging the way the map introduces them. Tyson with a pistol? I said the ones to the side that you can Berserk fist. I assume Tyson runners would thank me for asking to switch 6 hitscanners for 6 imps, which you can actually dodge the projectiles and cause infight with the Baron or the unreachable sargents at the top. There're 34 monsters in this map, only 3 above low tyer, and 325HP in pickups, in UV. My suggestion was in case your intention was to offer any challenge to other players you're sharing your map with. I'm a fairly casual DOOM player and it didn't take me more than 4 tries to get 100% kill no damage, 2 of the attemps I got hit once by a sargent down to 94%. FDA_METABOLISM.zip It's not about what I want or what I need, anyone who can go through DOOM in HMP can safely go by here with 100HP less in UV, my suggestion is just in case you want to challenge a broader niche of players. Meant to say Soulsphere. My suggestion was if you need that amount of health to beat the map yourself, you can always put it in a secret, again, in case you have other players in mind when you design your maps.
  9. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    I can run your map np in GZDoom, but I'm trying to record a demo in GlDoom and it gives a error msg about the sky texture. Any idea how I can fix this? Edit: I just removed 'TEXTURE2' in order to record the demos. METABOLISM.zip The map is super fun to play and makes me want to make a full megawad called "Pocket-size Doom", if it ain't a thing already lol I have a few issues with it though: One is that the Pinkies always gather and get stuck in the geometry by the Blue key and prevent you from entering the next room. I would make it a drop pit and have the lift to the right bring you up from the pit instead of drop you down from a ledge. Another one is the amount of sargents in that area, which just incentivizes the player to camp at the back room to pick them off, I would switch the side ones for imps. I also think that there're too many health pickups in UV for such a small map which completely nullifies the challenge, the line of threes could easily be just one and maybe have a Megasphere secret at the start.
  10. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    I couldn't notice the difference in difficulty from beta01 to beta02, but both were very solid for me gameplay wise. Apart from the starting area that can be exploited (with armour and weaponry at your disposal, I would move it to inside the arena) I wouldn't change anything myself. I couldn't find any secrets yet, mainly because the map incentivizes action way more than exploration. Really liked the midi choice, the geometry and the lighting! Here's a no Plasma Rifle attempt 128_bx_02.zip (GLBOOM), I would've not died there if it was GZDoom, the projectile velocity threw me off!
  11. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Thanks for the thoughtful feedback, @BoxY! I agree with mostly everything and will be implementing on the next iteration! I placed the Berserk in front of the teleporter as a hint that it would be extremelly necessary from that point on (specially if you don't have the Rocket Launcher) and also to offer the player full health before a no turning back point. Ammo conservation, target prioritization, triggering infights, routing maps according to ammo/weapon/health availability, these are all things I love to implement but it's really difficulty to ,first, find a good balance in a way that is intuitive, and second, please players that just want to tear through the map and kill everything in sight. The optimal strategy is to avoid the pinkies until you have the Berserk (should've hinted visually) and avoid hanging around the caged imps until you have enough shells. In the last fight, it's possible to consistently clean room only using Berserk fists to keep the Pinkies at bay while the Cyberdemon kills everything, but not having the Plasma mandatory for that area was a huge oversight. Upon a second thought though, it is a really bad call on my part since it's an one off map in a bigger project with other authors and I can't simply easy the players in the gameplay style, since it's in the last episode. I'll be rebalancing everthing for a more traditional playstyle and I hope to count on you to make sure is proper! Thanks for the demo, @Walter! Judging by the player movement, it seems you play in a vanilla setup. That'll help immensely since I'm a total cheater that can't play without freelook anymore! :p There's a point in one of the demos where I think it gets out of 'sync' and the player starts homping on walls, so I couldn't see it past the Yellow skull area. Is there a more convinient way to watch demos other than running it on PrBoom? Thanks, @Chris Hansen! Yes, I agree, I think he hit all the nails there. If you have any tips/suggestions to improve gameplay and geometry (both in terms of look and filesize management) please let me know! Changes for the Beta version: - Fix texturing and reduce filesize down to 128k; - Make lifts more obvious; - Bring the Plasma Rifle to the main route (inside the room by the Red Key?); - Ensure the player has the Rocket Launcher prior to the last room; - Fix issues with the decorations (I thought it could be something on my end so I wanted to test) - Decrease lava damage; - Proper balancing and placement of monsters/pickups according to feedbacks; - Watching Walter's recorded demo gave me a pretty good idea of how players will interact with the level for the first time and it's clear that the stinginess will cause way more frustration than improve gameplay in this particular map, so I'll be rebalancing ammo/health so it's possible to clean every room if the player chooses so. Thanks again for all the feedbacks!
  12. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Map Slot: E4M1 Name: ??? Tested with: PrBoom, GlBoom, GzDoom, Chocolate Doom Size/Length: Medium/aprox. 15 min Difficulty Settings: Yes th128_alpha.zip The filesize is 134kb but there's a lot that can be trimmed and I'm hoping to get some sugestions to help me on that. I intend to increase the difficulty for UV and remove some items for the final version aswell. A few things I'd like to know from you guys, if possible: Known issues and to do list:
  13. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    For those who can afford having a sky... *sob* Btw, is the War Imp a freebie or does it count towards the file size? I'll release an Alpha soon, just gotta give it 1 or 2 good runs to test the later changes. I also have played all maps released so far and I'll be posting all feedbacks at once.
  14. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    Needs more hitscanners... Jokes aside, the map is pretty fun. As you said, once you know what's coming the difficulty drops considerably. I died in the blue key room the first time around and raged quit thinking it was too spammy. Came back to it later and beat it in the second attempt. My only criticisms are the linearity and the lack of variation in gameplay (trigger trap/kill monsters/recover health), but everything was well executed and fun to romp thorugh, and the map is short enough to not get repetitive. I have a raw footage of the third playthrough in case you want to watch it, I'll post as soon as it's ready.
  15. Iacobus

    The 128 kb mapping extragavanza "challenge"*

    I'd like to take a spot on E4! I already have something cooking up but I gotta shave off 8kb, improve the lighting and work on the combat.
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