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Fuzzy

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Posts posted by Fuzzy


  1. 21 hours ago, Suitepee said:

    https://youtu.be/AOVJEJc86To

     

    My playthrough starts at around 22:50.

    Hey John!

     

    Thank you for playing my map!!! (I was really hoping specifically you would get around to playing this at some point.) I appreciate all the kind comments during your play through. I did fix that missing texture in map 02. These maps were all designed and playtested by me pistol starting them, going for a uv max. I REALLY apologize for underrating the difficulty of the wad. I have played a stupid amount of hard stuff in the past year and I guess it has skewed my opinion on difficulty lol

     

    Map 03 (otherwise known as "The Marble Monolith") is definitely still coming out. I initially planned to have this out and finished months ago, but I lost a little bit of steam shortly after releasing map 02 due to some real life struggles. However I am back on my feet and back to mapping for it now, and have been back to mapping for this project off and on for around a month or so. Apologies for not having any sort of updates on the thread or anything of the sort. (mainly didn't want to bump the post for no real reason lol)

     

    map 03 (The Marble Monolith sneak peek lol) the monolith is still under construction and I didn't want to show it before I even have it textured fully lmao

    Spoiler

    1834328868_Screenshot2023-09-27215149.png.807cfaf6794bc30d5b314e683a3e545f.png

    846510381_Screenshot2023-09-27215340.png.a3f21b4254b4bdeeb2d157fdd2dd3e6c.png

     


  2. On 3/31/2023 at 10:43 AM, Dopaminecloud said:

     

    About the secret:

      Reveal hidden contents

    I can't believe you have to ask. The shoot button of course haha. I tend not to open my map very often and because I wasn't looking for little things like that I only came across it when deliberately doubling back at the end to look around. The pillar itself was noticable which is plenty of clue-in that there's SOMETHING in the area which did make sure I found it eventually.

     

    A cybie in an open area after you've given plenty of plasma ammo is almost always fine. Only with lesser weaponry do they become a hitch in pacing (if they're directly guarding progress). As for non-linearity, I'm awful at designing open maps myself so I can't give that much insight. Linked-zone design is obviously not TRULY open but it still feels it. Perhaps the platform you need to raise to head for the red key area shouldn't be there so players can actually commit to that direction from the get go instead of having to go fish up the ssg and then being placed right next to yellow as a result. Anyway it's more non-linear than what I can do so I was still impressed lol, this is great even when not considering how early into your mapping efforts these are. Looking forward to the third, keep it up.

     

    On 4/1/2023 at 11:03 AM, LadyMistDragon said:

     

     

    Honestly, yeah :p)

     

    I was playing somewhat carelessly, but thinking about it a little, health and ammo could be definitely be increased. Some of the ambushes push it in a such a way, the difficulty curve as such is probably gonna be too sharp if one isn't quite expecting it.

     

    I made some ammo/health balance changes based on feedback from Dopaminecloud and LadyMistDragon, I also added multiples of each of the main weapons (plasma added to rocket launcher side and rocket launcher added to plasma side, one is in a secret... but ill let you find which one :) )


  3. 1 hour ago, Dopaminecloud said:

     

    About the secret:

      Reveal hidden contents

    I can't believe you have to ask. The shoot button of course haha. I tend not to open my map very often and because I wasn't looking for little things like that I only came across it when deliberately doubling back at the end to look around. The pillar itself was noticable which is plenty of clue-in that there's SOMETHING in the area which did make sure I found it eventually.

     

    A cybie in an open area after you've given plenty of plasma ammo is almost always fine. Only with lesser weaponry do they become a hitch in pacing (if they're directly guarding progress). As for non-linearity, I'm awful at designing open maps myself so I can't give that much insight. Linked-zone design is obviously not TRULY open but it still feels it. Perhaps the platform you need to raise to head for the red key area shouldn't be there so players can actually commit to that direction from the get go instead of having to go fish up the ssg and then being placed right next to yellow as a result. Anyway it's more non-linear than what I can do so I was still impressed lol, this is great even when not considering how early into your mapping efforts these are. Looking forward to the third, keep it up.

    Aha that secret, I think this falls into the age old classic problem of "Oh yeah I made this map so this secret isn't that hidden and the players will find this easy." I'm alright leaving it as is but yeah its definitely more hidden than any of my other secrets.

     

    Now on to the platform that raises after grabbing the ssg. I went back and forth in the early parts of making the map on whether or not to even include that stupid thing lol, you're right I think ill just make it so you can go that way by default. I made it that way so that hopefully you won't go into the red key area without grabbing the ssg first but I think the sacrifice in choice is pretty bad, because as you said I expect most people will choose to go to the yellow key area first just because its closer after having grabbed it.


  4. 2 hours ago, Dopaminecloud said:

    And beaten, great time. I went yellow key, then red key, then upper area. This is probably the easiest progression. Mostly same thoughts as last time though this format definitely benefits from the larger scale with more areas and multiple traps bleeding over into each other when you start stumbling. Secrets were similar but better hidden, I appreciate the area map because the one real sneaky secret took me a bit of wandering haha. I wonder if it'd be alright to make the reward for that one something crazier. Chances are that if you find it using the area map you're already done with at minimum 2/3rds of the map anyway.

     

    My favorite things here are the overall structure of the map; it feels much more like a goal oriented gauntlet, especially with the central exit in sight from the start and the yellow key displayed up on the hill (and I do love hill battles). And purely gameplay wise the drop-down to red key had the most frantic staggered triggering of a great deal of enemies for me which I also enjoy. Good overwatch cyber too. I had 0 ammo trouble but I did notice the plasmagun location a bit late, maybe make that stand out more (perhaps relocating the backpack that's on top of it as I think that's what made me miss it, could be a gzdoom thing though). Providing important weapons multiple times can be considered too. I don't think anyone would really miss them in this particular map, but as a future habit it's never bad to have things pop up more than once in open maps. It kills the sense of having a "right way" to go, if you're into that.

     

    I'll leave health comments to others.

    Hello :), thank you for the great write up. I am so pleased you like the map ATLEAST as much as the first one lol. Which secret gave you the trouble? (On the topic of secrets, I initially had the rocket launcher in a secret on the plasma side of the map. Alternatively I had the plasma in a secret on the rocket launcher side. They were still on their respective sides in the normal locations but yeah I could probably re add them to those secrets.) I could definitely move the backpack off of the plasma platform to somewhere else, I only put it there for people who wanted to stick to one side of the map at a time and I didn't have a place for it. I was really worried about the cybie not being received well, as its pretty much released at the very end of a map that's not necessarily short but I'm glad it worked out. This was also my first foray into a not super linear mapping style and I don't know if I'm as pleased at how it came out as I was hoping.

     

    Hopefully you're still looking forward to map03, it will most likely be harder than map02. It won't be as non linear and it will be more of a locked off gauntlet type map where you have to progress through the fight before proceeding to the next area. I'm going to focus more on the combat and adding some pretty cool vistas for you to look at while slaying demons :). Once again thank you for playing my wad so far.


  5. 7 hours ago, RastaManGames said:

    Name of that project reminding me of "Deep Rock Galactic" videogame.

     

    "Rock & stone, brother!"

    I initially was planning on making it a deep rock themed wad but just could not come up with a way of doing it using stock textures and enemies. So the name is a remnant of that lol. I added the Also Marble part as a way to hopefully make it less obvious lmao, also changed the direction I was going to take the wad.

     

    Rock & Stone to the bone!


  6. 8 hours ago, LadyMistDragon said:

    Demo'd the second map and um yeah....I'd already had too much luck by that point, to be fair. I may have rewinded once or twice, but let's say it wasn't in situations that weren't so luck-dependent. 

    lmd_stonenrock.zip

    Heya LadyMistDragon, I wanted to ask you off the bat if you think there was a lack of ammo/health in the map? Watching your demo there were moments where you had used pretty much all the health in the area and didn't have any way to heal back up. Since I was the only playtester, (I knew where everything was and knew how to handle every situation) I'm curious what you think of the difficulty/lack of health? Any other feedback is greatly appreciated. :)

     

    PS

    Did I undersell the difficulty of the map by saying it was only a bit harder than the first?


  7. I have added the second map to the main download. Yippee! Finally got it finished! I hope you all enjoy it. I like it a lot more than the first level but I'm biased lol. I managed to implement difficulty levels into the 2 levels so far so it should be a bit more accessible. (Maybe, I didn't do that much playtesting with the difficulty/balancing of the lower difficulties) I also added a bit more to the description of the main post :)


  8. 4 hours ago, Dopaminecloud said:

    Played it. Got another vid if you feel like sitting through another blind playthrough haha. My playstyle is methodical however so you'll be able to breathe.

    I have 0 actual gripes, this is great. The map sets up clear communication early on about everything but especially secrets and traps remain consistent the whole time. Makes it easy to look for resources and react. As a result, with the size of the final room I was expecting far more to be unleashed since I was doing pretty chill, but I don't mind a light second phase to smoothe yourself into the exit. I'd definitely love to see you go harder in forcing a momentum in fights though, you're very generous with perfect cover and retreat options in this one.

    The balance is fine in my opinion, high rev and archie count with green armor at most just means that small mistakes can become lethal fast so it can seem scarier than it is. I think there's enough health to recover plenty of times, so it's more a question of being able to stabilize after a mistake which there's plenty of room for. Anyway I love caves and water, can't go wrong with it.

     

     

    Such a clean run, good job! I appreciate the video :). Map02 is coming soontm so hopefully you won't have too wait much longer to see the next one. I'm finding it really hard to place monsters in the map that you can kill during the "downtime" so I'm really bad at having any momentum in fights. (or in other words once a trap is triggered that's usually the only monsters you're going to have to deal with, I'm trying really hard to make the next maps have better run and gun/"regular combat".)

     

    PS.

    I appreciate you looking out for my health by playing very safely so I can breathe. ;P


  9. 10 hours ago, Custom Longplay said:

    Project Brutality 3.0 - Doom 2 - Map: #0250 - Stone & Rock - Also Marble - [4K60ᶠᵖˢ]

     

     

    Dang this was so cool to watch. I made this wad with software lighting and only tested with dsda doom, so seeing this insane fidelity in doom is just crazy to me. With that said i think it looked really good even with that in mind. Thank you for playing the map, hope it was fun.


  10. 9 hours ago, Dopaminecloud said:

    Haven't played yet but gotta say, love the basically perfect scale of your locations. That's not something many people get down from the start.

    Thanks lol, I spent a large amount of time making this first map. So you're just not seeing all of the times I created some massive monstrosity of a square or oddly shaped room, and then spent time shrinking and changing the shape of it into something that actually worked. (You should have seen the first red key room/trap, it was this giant square room with a pillar in the middle with a cyberdemon on it and it was just so fricking ugly and hard to work with so I scrapped it. I'm glad I did too because i like the current iteration a lot more.)


  11. 4 hours ago, LadyMistDragon said:

    yes, basically you're supposed to play it with the map in question, using parameters or however you normally load Boom wads.

    Follow up comment after having watched LadyMistDragon play the map with the demo she recorded. I held my breath for so long watching you get ABSOLUTELY SURROUNDED at the beginning of the demo with such low health and you survived! (It was only after I realized I was holding my breath for the last 30 seconds I started breathing again lmao.)

     

    I was sort of expecting more players to hopefully pickup on the different textures on certain walls as a big sign basically saying "Ok this is for sure going to lower/reveal something so maybe I should try and kill what I have on my plate before moving on" type of thing but I'm not sure if that is coming across like I had hoped. I ?think? I do a better job in the following maps of indicating where monsters are going to be coming from.

     

    After watching the stuff so far and seeing how people are running out of health a bit more than I was expecting I might punch up the health pickups in the following maps.. Or I could just get off my ass and implement difficulty settings and leave Ultraviolence as is. (In fact I pledge that before I release the next two maps I will implement the lower difficulties into all of them so that they can be a little bit more accessible. Because perhaps I'm underselling the difficulty.)


  12. 14 hours ago, Clippy said:

    Super extra impressive first map! Kept me on my toes the whole time thrilling well crafted nice lighting all sorts of good stuff here plenty of surprises

     

    I absolutely loved it &  will be looking for more of your stuff 

     

     

     

    This was such a pleasure to watch, the commentary, the gameplay, everything. Thank you so much for playing and recording a video of your playthrough. I'm not really sure what that strange issue was at around 14:16 in the video, ill take a look and see if something funky is going on in the map. Also to answer your question, no I'm not that Fuzzy you were talking about :)

     

    5 hours ago, LadyMistDragon said:

    yes, basically you're supposed to play it with the map in question, using parameters or however you normally load Boom wads.

    Aha thank you :). I cannot wait to watch it now. Seriously though, the videos and now this demo have been so so so worth making this map and I cant wait for you guys to see what follows. :> I cant confirm when exactly the second map will be finished, (I have maybe 40% of it blocked and textured out, and maybe 20% of that finished with thing placement.) However I'm getting close to releasing a few teaser images for it. (I might even throw in a teaser for map 03...)


  13. 2 hours ago, LadyMistDragon said:

    For your first try, this was excellent! You took a well-worn aesthetic and actually made it an environment that was fun and intriguing to explore! Not to mention it seems you've got no compunctions about pushing the player's buttons. D:)

    lmd_stonerocl.zip

    WOW! Thank you for playing my map! I'm happy that it was pretty fun for you :P. I can say that the following maps get maybe a little harder, but definitely bigger in scale. I'm sorry but I'm super new to this lmao, what is this file and how do i do something with it? (I know what a zip is lol, but what is the thing inside) I'm assuming it might be a demo or something but I don't know.  


  14. 38 minutes ago, Bri0che said:

    Hello :)

     

    Strange that nobody already posted anything after almost 1 day, because your map... rocks. Haha.

     

    Guess what I recorded myself. I fucked up everything against the arch-viles but, hey, I managed to get over it :

     

     

     

     

     

     

    Thank you so much for playing the map! :) I see you found some texture problems lol, I didn't notice those in testing because I wasn't playing with mouselook.  Those archviles were the part I was referencing when I said barring one fight lmao sorry (notsorry). I hope it wasn't too mean or rough for a first map. Ill fix those texture errors when i update the wad with the second map, also I totally forgot to mess with the automap settings so it just looks nicer so ill do that too.

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