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PeceMan

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  1. PeceMan

    [Community Project] "Gorehounds of Doom"

    Update: What the fuck The map is not the problem (thank god) For some reason, my Doom Builder is the problem? The problem doesn't just happen on the single map, the problem happens on any map I open, even brand new maps. Maybe I got a buggy instalation of UDB? Maybe one of the last updates didn't install properly, or maybe one of those updates was buggy on their own.
  2. PeceMan

    [Community Project] "Gorehounds of Doom"

    I'll change the shape in any way needed, if it means I won't have to trash the map What I shared was just the isolated problem. The issue happened on a much more complicated design, in a much larger space. But after some more thorough examination, its not just that one sector that is complicated. I've lost the abbility to create more sectors. If you open the map with doom builder, delete the two existing sectors, and try creating a similar figure, (One large sector, another smaller sector inside the large one, which shares exactly one of the larger sector's vertexes), the problem appears again. And the same happenes with the larger map. Slade doesn't indicate anything weird, among the vertexes or among the segs. I'll try deleting some things from the wad with slade, like the node file and such, and see if at any point I manage to fix the issue without permanently breaking the map.
  3. PeceMan

    [Community Project] "Gorehounds of Doom"

    Help I accidentaly ran into the following issue broken star test.rar (1kb) There are two phantom vertexes, which are not used by any linedefs, but which are used for segs and sectors. There are two overlapping sectors, and none of the normal tools have fixed the issue. I looked through the backups, but they were all made AFTER I had created the linedef mess that led to the issue, and as such, the problem was present in all of those as well. What do I do? Is there some reliable way to fix this? Can I ignore it, and move it to some random unused location of the map?
  4. PeceMan

    [Community Project] "Gorehounds of Doom"

    Quite a lot of things, but I don't want to spoil anything until I have a working prototype I landed on five after some trial and error. The barrels aren't placed at the same location as the Archviles. But now that you mention this concern, I will conduct some additional testing.
  5. PeceMan

    [Community Project] "Gorehounds of Doom"

    I'm very aware of the potentially un-fun nature of the idea. I want the level to look horrible, not play horrible. I'll provide Invulnerability spheres at multiple locations, and I'll blast 5 barrels at every Archy before throwing them at the player, so that they die a lot quicker to rockets and bfg balls
  6. PeceMan

    [Community Project] "Gorehounds of Doom"

    WIP question. What do you guys think of this? This is meant to be a boss level. I'm going for something that is absolutely not subtle. This is something that people will find horrible, for a different reason. I want to throw the players into a panic, confronting them to higher ammounts of Archviles than they ever thought they would. But is this horror enough? Does this concept fit the CP?
  7. PeceMan

    [Community Project] "Gorehounds of Doom"

    Your level is pretty cool. The atmosphere is built pretty well. There are some technical tricks which I think you could use. Here's a short map which uses some of the useful tricks: Jumpscare build.rar In this map there are 3 ways to trigger a jumpscare: - Walk towards the blue key - Walk towards the red key - Shoot The tricks I used were: 1. The join sectors tool (Keyboard shortcut "J") can be really useful, when used with sectors that aren't actually placed together. - You can use it to remove the sound of doors, because the sound is usually played in only one of the corners of the door sector. (This might only work in DSDA doom, GZDoom fixes this) - You can trigger enemies with sound without having to place a mini-pathway sector joining the teleporter closet, since sound travels within what the game considers to be the same sector - You can set up "next floor", "next ceiling", and "lowest ceiling" actions, which will be used for the next trick 2. "Floor lower to lowest ceiling" action, but the lowest ceiling is actually higher than the current floor height. This makes the floor raise instantly, which is very useful for jumpscares. 3. Silent teleports. Pretty useful. - Great for jumpscares - You can actually use them for player movement, connecting separate spaces seemlessly. 4. Line Action 252. It also has a bunch of uses.
  8. PeceMan

    [Community Project] "Gorehounds of Doom"

    @Thelokk I made a config file with texture sets for RFHelltex. I think people will find it useful. Screenshot of what it does: File: rfhelltex config.rar Comments / Observations welcome
  9. PeceMan

    [Community Project] "Gorehounds of Doom"

    Speaking of textures, I've got a question What exactly are DOORLIT2, and DOORLITE? Are they meant to be used with 3D models? Are they just weridly incomplete? Where they meant to be used as patches for something else, but were accidentaly kept as their own texture?
  10. PeceMan

    [Community Project] "Gorehounds of Doom"

    May I ask for map slot 30? I have a concept for a Boss battle level I must warn you though, I do have a bit of a taste for slaughter
  11. Level 16, Beluga Sanctuary, by antares031 You know what? That was great. On my first playthrough I IDDQD through the entirety of it. But now I managed to beat it (in HNTR, but it still counts). And with that, I've officially managed to beat the entirety of MSCP without cheats, in HNTR. And I had a lot of fun. This level is undeniably beautiful, and it really doesn't mind throwing hundreds of enemies at the player at once. It truly encapsulates the things I like about slaughter (beautiful, majestic maps; and pulse-pounding moment-to-moment action). I just noticed the picture on the starting menu is a landscape photo of map 16. Which I think fits perfectly. I think map 16 had the largest, most majestic backdrop of all the maps in the wad. Contested maybe by map 2, but that one wouldn't really make for a great main menu picture. The buildings in the backdrop are impressive. They aren't part of the skybox, they've all been created out of sectors. And that must've taken a lot of time and effort. Having said all that, the map was a bit laggy, which might be expected of a map this size, but it was still a bit annoying. It had some platforming, which I'm not a fan of, but it wasn't much, so I guess I don't mind. I don't like having to fight while on damaging floors, But the level was kind enough to provide multiple radiation suits. I still managed to run out of rad protection, but at that point there were only 3 revenants and 1 HK left. Also, since this is the final level in the wad, it makes sense for it to up the challenge. Using some platforing, and damaging floors, and placing multiple cyberdemons in every battle. The first fight, against a Cyberdemon with very little dodging space, was a great way to start the last level in the wad. This level is truly a great representative of what MSCP offers. Heavy slaughter against hundreds of enemies, a beautiful, majestic landscape, well balanced fights, all with very intense pacing. And all of this is presented within a 10 to 15 minute package. Level 17, Epilogue Tour, by Bauul I love the concept. The map takes you on a tour of some of the main arenas from each level, mentioning both the level name and the level's author. Most other wads just write a short outro text, thanking the player for playing. But this one has an entire outro map, which leaves the player with a satisfied aftertaste. It brings back pleasant memories from all around the wad. Having said that, I do have some notes. First of all, map 2 is incomplete. One of the main things from it was the funky decoration in place of a ceiling, with the complex light show. I guess maybe that space was very taxing and laggy, so they decided to leave it out of the compilation level? For level 10, I would've personally gone for the outdoors area instead of the indoors arena. I get that the most important fight takes place indoors, but I think the area that is the most memorable from the level is actually the one outdoors. On my first playthrough I actually got lost in the map 14 section. The teleporter just blends in with the floor texture, and the area is huge. I actually had to spend like 5 minutes just looking for the damn thing. I don't think there's much they could've done about this, but maybe lay some arrows, or place the text closer to the teleporter. Final Ratings:
  12. Level 15, Sanguine, by Aurelius This one comes right after the one I gave up on my first playthrough. I was stressed out, and I was immediately greeted with an Archvile an inch away from my face. So on my first plathrough, I went "Bollocks to this shit" and just skipped map 15. Which is kind of a shame, becuase it wasn't a bad level by any means. At least in HNTR, level 15 is one of the least slaughtery levels in the wad. It feels very traditional in terms of moment to moment gameplay. The map layout is very weird, so the exploration can be very confusing. Luckily the map is very small and short (as is expected of maps in MSCP), so getting lost was never too much of an issue. In terms of visuals, this map really stands out from the rest, positively. It really makes use of all the tools available. Boom lighting effects, funky multi sector/voodoo doll trickery, Otex vibrant red textures mixed with the more sober metal textures, Otex's weird OSolid textures. This map is supposed to have a secret exit. But even the wad itself acknowledges the fact that this supposed secret exit is horrible to trigger. With the map editor open, IDDQD, and IDCLIp, all at the same time, I was still not able to figure out what was meant to happen. So you trigger one set of secrets somewhere, then in the end sequence you hold right, and then you have to cross a weird maze filled with holes, and with weird lightning, and with a cyberdemon firing at you from the distance. But even with no Cyberdemon, with IDDCLIP, and IDDQD for good measure, the maze was still so incredibly horrible, that I decided not to even try anymore. In the words of the wad itself: "Blame Aurelius for that Bullshit". Level 31, Duel, by Aurelius, again The secret level is an extremely spoiler heavy level. I heavily recommend playing through it (warp there, don't waste your time trying to reach the secret exit in map 15) before reading anybody's comments about it. Ratings:
  13. PeceMan

    [Community Project] "Gorehounds of Doom"

    Aight cool But where is it from? Is there a project page for it? Is it part of an old wad? Where could I find some more details about it?
  14. PeceMan

    [Community Project] "Gorehounds of Doom"

    @Thelokk I'm in. If there's still space, of course. Question: What exactly is Rfhelltex? Is there somewhere a config file available for it?
  15. Level 13, Technocratic Terror, by Bridgeburner56 The text right before level 12 said that this map was really hard. But in HNTR, I don't really see it. Maybe in UV, this level is tremendously hard. But in HNTR, it perfectly playable, even easier than some of the previous levels. As for Aesthetics, this level definitelyfeels like something BridgeBurner would make, at least from what I remember his levels to be like. Large, cathedral like buildings, with ample outdoors space, and with large ammounts of enemies constantly teleporting into arenas. This level also contains the first official, non-secrete invencibility sphere, which is greatly appreciated. The level is beautiful, it is fun, and it has great music. Not much else to say about it. Level 14, Crippling Legion, by Bdubzzz In my eyes, this is the level the player should be warned about. I don't know how it compares to the others in UV, but in HNTR it really is overwhelming. During my first playthrough, this is the level where I went "Fuck it. No more." This is the level where, even in HNTR, I had to IDDQD to be able to beat it. I played it a second time, in HNTR again, but this time I was a bit more in the mood. I managed to beat it whithout cheats. And you know what? It wasn't as horrible as I had thought. I even had a bit of fun. This level is all about the giant closets, filled with as many enemies as Bdubzzz managed to fit. The encounter design definitely feels low effort. More of a "Fill the space with monsters first, figure out wether its playable later.". Don't get me wrong, it's not not-fun. It's just not as elaborated as most other levels in the wad. Visuals are similar, in that they're undetailed and even a bit flat, but since they're going for a surreal aesthetic, it's not really that big of a problem. One of Otex's strengths is the amount of vibrant, almost alien like textures. They go really well with the more sober textures, but they're rarely used as the main color palette of a level. Here, the level is built using almost exclusively neon colored textures. And it does kinda work, but I wouldn't play an entire wad filled with levels like that. This is a weird level. It has a weird approach to encounter design, and its aesthetics are made by weird elements. If all of the levels in the wad were like this, the weirdness would become tiring. But since the rest of the levels are way more sober, this level's weirdness is tolerable, and even refreshing. All in all, I did enjoy it, but it is not one of my favourites. Ratings:
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