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TravyB

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Posts posted by TravyB


  1. 13 hours ago, Biodegradable said:

    Hey I really liked it. An eerie, grungy techbase with some terrific texture work and I liked the addition of armour-less Revenants, which I thought was an interesting encounter. Combat is fun, the layout and design is simple yet lovely and the progression is nice and straightforward. Not too challenging but not too easy either, a terrific little all-rounder I reckon. Good stuff, mate. ;^)

    Also, nice Seinfeld reference lol

    Glad you liked it! :)

     

    12 hours ago, Clippy said:

    Really fun map here is my video it's still processing I gotta go to the tire store now

     

     

    Yeah, I was hoping people would see the launcher soon after they arrive back at the base but I guess it's a bit too high up to be easily seen, even if you did almost fly right into it and just barely missed lol I have an idea of how that could be fixed, though that would be easier if it was more of a night scene.

     

    10 hours ago, SP_FACE1 said:

    Very nice map! I didn't get spooked but I enjoyed this a lot. The rocket launcher secret was quite tricky to find. Afterwards I had to check other maps you've made and found out I've already played them! Maybe next time I'll recognize immediately: "Oh, this is a TravyB map!"

    I like to pop up here and there with something I've been working on, assuming I've had a chance to finish anything lol


  2. I'm back with yet another spooky map that I spent far too much time on lol

     

    Play it with GZDoom, it's in UDMF format but that's only because of the scripting I used, there's no lighting or fog effects and such. As ever, I'd recommend you play it with the software renderer.

     

    Be sure to let me know what you think!

     

    v1.1 - I made the rocket launcher all around easier to see and obtain 

     

    Screenshots

    Spoiler

    Screenshot_Doom_20201108_181054.png.a9941807a86c302ec93a0d61139c603c.pngScreenshot_Doom_20201108_181908.png.630f1390cd347a479b669076cb8f9021.pngScreenshot_Doom_20201108_181612.png.aba6c3caf4a416d32e465f606a2edbd5.pngScreenshot_Doom_20201108_181658.png.7d7fe2d23ab4163168a4545cd0d4f9de.pngScreenshot_Doom_20201108_181348.png.1891e987a6503924da92dcce60696302.png

     

    Download

     

    SerenityNow.zip

    SerenityNowv1.1.zip


  3. 2 minutes ago, Aurelius said:

    @TravyB No problem man, glad to help.

     

    Also, I finished with your MAP12, here's the link.

     

    Changes I made here:

      Reveal hidden contents

    Again, fixed generalized (and some Boom only) line actions  to vanilla equivalents where possible. I tried to keep the speed of each action consistent, while sometimes changing fast moving ceilings to fast moving floors because I felt it would not matter which one it was, and floor actions in general are more plentiful in vanilla than ceiling actions.

     

    I'll break down this image in two parts, based on the highlights.

     

    escapeswitch.JPG.f4640be83664be40d9c19ce21333b1e4.JPG


    Cyan highlight:


    I moved the escape switch in the above image from it's original location to the new one behind the enemies in the closet, because you could previously activate it before the floor in front of it was lowered. It basically did not prevent the switch from being pressed, and you could even do it before springing the trap, effectively blocking any access to the previous area when you ultimately did activate the encounter. It is not available until you trip the walkover action further in, as per original design.


    Red highlight:


    This houses the mechanism that traps the player, and originally used multiple linedefs. This meant that if any of them was left unactivated and the escape switch was pressed, you could accidentally trip the trap again, leaving you unable to backtrack. I remedied this by creating a single activation line that spans across multiple sectors without merging with any of the lines it crosses. Since all of these sectors share the same floor height, no collision issues will occur. It is important however that if you happen to edit this map later using UDB or GZDBbugfix, make sure you have the Merge Dragged Vertices Only option checked from the Edit dropdown menu, because any other option will immediately connect all overlapping lines in the entire map whenever you edit geometry. This would divide the line into multiple segments and create the original problem and hence breaking the setup. DBX does not have this merging problem.


    The lowering floor in the middle of the marble room took me a while to convert, but I was able to get it pretty close to what it was. Some changes had to be made, and I ultimately sacrificed the middle platform pickup because the original setup made it possible to flick the switches in quite a detrimental order, causing a multitude of softlocks. I had to simplify the geometry a bit not to go crazy and to stay within segs limits, so it's not necessarily as moody as it was before.

     

    Hope this works for you as well :) Ran through it in Chocorenderlimits and it should work fine.

    Im glad you were able to make sense of that Frankenstein of a marble room lol 

     

    Thanks again, mate. 


  4. On 6/27/2020 at 7:26 AM, Aurelius said:

    Wasn't sure if something was going on with the two @TravyB maps and the incompatibility with vanilla and so, having offered to help, I decided to go about fixing the issues. I got through MAP08, and will be looking at MAP12 shortly.

     

    Here's the map file (separate from the main set, in MAP08 slot), and in spoilers I explain some of the stuff I changed:

      Reveal hidden contents

    - Fixed generalized (and some Boom only) line actions to vanilla equivalents where possible. I had to take some liberties especially with fast moving floors and some ceiling actions since no proper alternatives exist within vanilla. Hopefully this will not detract from the feel of the map.


    - I adjusted the RL trap activation linedefs so that you can't skip them and pick the RL without triggering anything. I had to tweak the lights and monster closets surrounding the traps as well, and to keep the floors moving fast, I couldn't make them lower all the way down to the floor without some unnecessary hacks.

    - I changed most 166 actions (ceiling raise) to Door Open Stay (either fast or normal.) I also added a switch texture as the upper texture (hidden up in the ceiling) of the secret Cola machine, so when it is used it makes the switch sound to indicate something has happened.

    - I also moved the plasma gun trap activation line further away from the gun (and turned it around so you activated it while going in) because it was possible to pick the plasma gun without triggering the trap.

     

    - Also some of the step textures were experiencing tutti-frutti due to them being vertically offset to a spot where the textures are not rendered properly (vanilla can only render them at 128, 256 etc. pixel intervals, and since the step texture is 16 px tall, any offset that places it beyond that 16 pixels and not as a multiple of 128 will nuke it.) I fixed this as well.

     

    TravyB should take the map for a spin and see if he accepts the changes.

     

     

    Thank you so much, this works wonderfully. I really appreciate it, Aurelius. I wasn't even aware the step thing was a thing.


  5. 26 minutes ago, SP_FACE1 said:

    Played it through. No bugs encountered. It was tough and pretty. I liked what you had done with the textures. Very pleasant exit trap. I'm joyed to hear that there will be more of this.

    It's going to sort of be a sequel to this, if only in spirit. @Austinado gave me the idea to do a whole episode based around the aesthetic, so this might interest you as well. 

     


  6. 24 minutes ago, Degree23 said:

    Quite enjoyable, especially for a map with a lot of vertical stuff, which I don't think (non-freelook) Doom handles that well. Only had a couple of comments:

     

    - Having only a single 100 armour to get through most of the map was a huge pain. By the time I got the second one, I almost didn't really need it for the rest of the map. I'd say a 100 armour is a good candidate for a secret about halfway through the map. When I found the Berserk secret, I was actually expecting it to be some armour.

    - The platforming at the end was a bit annoying, mostly because you could only jump off the acid on one side of the arena, despite being able to go up both lifts from the ground earlier in the map.

     

    Otherwise a really solid map in my opinion!

    Thanks, I'm glad you liked it. The second armor is there mostly because I didn't want anyone to get scammed right at the end of a somewhat lengthy map, and to kinda boost your defense a bit for the start of the next map should you be playing straight through. Maybe it is a bit more lenient than I thought but in my testing I found it easy to get screwed over by the archvile resurrecting so many hitscan, though with that said that was before I changed a bunch of them to imps so I may need to look into that. 


  7. 15 hours ago, Doomkid said:

    I completely forgot to post these screenshots of the HOM / inescapable hole issue in map12:

     

    @TravyB I'm not actually sure how the setup should be changed to avoid this happening, but I just wanted to bring it to your attention. Also I had basically no ammo almost the whole time, I would really appreciate some more being added in, even in Expert mode. I really struggle with it from a rifle start much more than in any of the other maps, so really it's just an attempt to keep the difficulty curve in check throughout the set.

    So what seems to be happening is that everything works fine as long as you don't need to press the switch that raises the floors back up a second time, which would only happen if you intentionally did so while it was out of sight (due to infinite height stuff) or if someone got trapped down there after pressing the switch, which I did try to account for, bringing the floor back down a second time. Making it raise up that second time destroys everything in a way that seems borderline impossible to fix due to the relative complexity of the sectors. Unfortunately, there's no player-blocking flags for Boom that I can find so the simple solution of letting the monsters pass out of their closet but not letting the player in won't work. Honestly, I'm stumped. I think I commented here before that that whole area is far too complex for it's own good and is simply a case of my biting off far more than I can chew there. 

     

    As for the ammo, I noticed I had a real tendency starting out to starve the player of ammo so that's just an error on my part. I think this was only the second or third map I finished? At any rate, I'll sprinkle more all throughout the map to compensate for that.

     

    EDIT(as I write this all): I have fixed it in a sort of inelegant way by making that second lowering of the floor a Lift action as opposed to a Floor action, which brings down just enough of the floor to fit the player and bring it back up without ruining everything. I actually couldn't get my lone file of the map to load up correctly so I edited it within the link of the build you just posted. I'll upload it either tonight or tomorrow with a nice clear name so you know what it is. 


  8. On 5/13/2020 at 3:44 PM, BluePineapple72 said:

    Here's a WIP video of an arena that's part of a WAD I've been working on since late March. The arena in question hasn't had an ammo and health pass yet, and I've yet to add a script that  occurs once the cyberdemon dies. I just thought that the scripting present was really cool, so I wanted to show it off way before I realistically should've.

     

    Any suggestions to make this arena not as shitty are more than welcome.

    Not that it looks shitty in the slightest, because it doesn't, but I'd probably make the arena itself larger to avoid a lot of that splash damage. Unless you put more healing items or powerups in there then the splash damage from the cyberdemon and the damage done by the lava will make that one pretty tough. The lower floors gimmicks you got are great, makes it feel like an old PS2 boss battle.


  9. I wanted to wait till everyone had finished tinkering with their maps to give my own thoughts and put simply, I liked everyone's map lol 

     

    More thoughts in the spoilers.

    Spoiler

    Dino Spasm by @Clippy - Had a lot of fun playing through this. It took me two tries to get through it because of that especially sneaky chaingunner that seemed to come out of nowhere, but I caught him the second time through. I really liked that one. All in all this map is short but has a lot of creative ideas that also have quite the creative potential.

     

    PanDYNAmonium by @DynamiteKaitorn - Another really fun map. I really liked your basic but dynamic use of the tech textures to make something that stands out. The close-quarters crate room is my favorite section of the map and made great use of the Cacodemons. 

     

    Barrel Hideout by @Soulless - This fantastic map has a few encounters that I thought were pure evil, which in my book means they were genius. In particular, there was the archvile that appears behind you as a door opens to reveal a switch that in turn drops a handfull of Revenants on you. Then there's the bloodfall that, in my playthrough, played out perfectly as I got dropped down to 5 health after the explosions and managed to just barely get by. My favorite of the submissions.

     

    Breave Thin Focus by @Austinado - The music in this map is great and fits very well. Visually, I was a big fan of your use of the hell textures, the end result is really abstract and weird looking. Really good, especially considering this is your first speedmap. Lots of fun.

     

    Trap of the Pyramid by @Pierrot - This is my favorite kind of map, one that's just traps upon traps. I haven't played too many speedmaps but this one really surprised me with how well made and interconnected it all is, not to mention that it also had a great atmosphere the whole way through. That final gauntlet with the archviles is pretty damn brutal. Awesome.

     

    Portal to Puzzle Hell by @Horus- Really enjoyed this one. The puzzle was straight forward and there's just enough health laying around to give you a good chance at completing it. I really enjoyed the few 'aw crap' moments you'd have as you walked through the various gates for the first time. 

     

    Blast Compound by @LateNightPerson - Short, sweet and to the point. It was a lot of fun running through this one, took me a few tries to find a route that worked. Also, the music is awesome, I'm going to have to look up some more of that. 

     

    The Sexy Waifus of Henry VIII and the Fighters for FIREBLU Justice by @Walter confetti - Well, it's obvious who has the best map name, isn't it? A hilarious map with hilarious music. Loved the fireblu sky even if it was badly harshing me for a moment. I got to see a Cyber-demon get eaten to death by pinkies, that's always a good time. 10/10

     

    Fortress of Hate by @Steve88 - Much like the original, this map is a gigantic pain in my ass. But that said, both are also pretty damn good. I was just barely able to get through this one. Good atmosphere.

     

    Cyber-Panic by @MAN_WITH_GUN - This one is far, far too spicy for me. I tried it a few times on UV then even HMP kicked my ass so I had to call it quits. It is an absolutely gorgeous map though, I love everything you've done with the place. Lots of really great detailing in this one and my favorite of the lot from a visual standpoint.

     

    Hellish Madness by @Roebloz - This one was actually a contender for being by favorite of the submissions because of how frenetic and fast paced it was, the music definitely helping in that regard. The SS guys were a nice little surprise, and even more so some custom enemies! This one played a lot with player expectations and I'm a big fan of the final setup with the Baron's. 

     

    Refactored by @Scypek2 - Great map. I'm a big fan of the original and like Steve's map, it's not just bigger and better it's also a lot more visually interesting than the originals.

     

    Loathe Perfection by @BluePineapple72 - I liked this map, and for a first published map it's about as good as you can get. I'm looking forward to seeing what the gigantic one you're working on will look like. If I had one complaint it would be that the thing placement in that otherwise very awesome looking room with the mancubus and evil eye makes it easy to get caught up, but that's nothing serious. Great map.

     


  10. 6 hours ago, elend said:

    @TravyBDamn, that's some grimy CEMENT, hah. Are you planning to map public restrooms?

    lol

    Actually, I forgot to mention that the griminess of them is because they're from the INFTEXT pack. I just swapped out the caution bits to make it more versatile.

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