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About Dumbdoot6677
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Project 66 Preview 3 - Maps 11-15
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
Thank you so much for the kind words, I'm always ecstatic to hear whenever people are able to have such fun with my maps. As for difficulty, I definitely do notice that it is a bit easier than the previous 5 maps, but I think the way that I'm planning on going about difficulty is that each third of the wad should have a bit of a difficulty reset, and then build up to a very challenging closer map like map 10 was. One difference in my maps now I feel is that I've put a bigger emphasis on fairness rather than difficulty. A lot of my old unreleased maps contained very difficult and unfair fights, because thats what I thought was fun because I liked Sunlust, but didn't realize how much more thought went into its encounters than my early maps encounters had. The issue with map 12, I will check out when I have time, its probably a messed up monster teleporter that I'll have to fix.. These maps were only playtested by me once or twice, so bugs could definitely be in there still. Lastly, the secret in map 14, you get that one by dropping onto a ledge from the west lift at the big structure with the red lights, and then you walk along that ledge until you get to the north side of the building, which has a berserk pack on a ledge at the center of the wall. Hopefully I explained that well enough. I'm going to take a short break from mapping to avoid burnout, but then right after I'm going to go straight to making the secret maps since I got a few ideas. Anyways, thank you so much for your feedback and support on my maps, it really is part of the reason I even get the motivation to come back to mapping after so long. -
Project 66 Preview 3 - Maps 11-15
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
Personally I prefer to make new threads since it gives me a better chance having more people see the project, but I definitely see what you mean and I will start adding links to the threads so that its easier to find all the info. Sorry if it comes off as a bit inconvenient -
Project 66 Preview 3 - Maps 11-15
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
This is a solo megawad I've been working on for a while. These maps contain lots of combat with relatively high difficulty, as well as specific themes for each map like, deserts, oceans, snow, and techbases. -
Holy cow, its been a while. It only took me a little over an entire year, but finally, I've finished another 5 maps to release in a preview. I deeply apologize to anyone who may have been anticipating this next release. I've been quite busy for a long while and quite frankly, haven't the motivation to map. Map 11, I made sometime in the spring when I got a small burst of mapping energy, and then Map 12 I made just over a month ago this summer, but then my mapping was interrupted by an elbow injury I faced in my sport. I'm all good to map now, but that definitely delayed me a bit. Just last week, I got the mapping spark again, and managed to make maps 13-15 in less than a week. I will give it my best effort to finish the next 5 maps within a reasonable time range. Anyway, lets get to the maps. As usual, the maps are designed to be played with boom compatibility on UV with pistol start. Also as usual, please leave your thoughts and opinions on the maps and let me know of any bugs or issues in them. Thank you. Download (I will also be adding this preview onto idgames as well): https://drive.google.com/file/d/1AcbrTFNqbbjtddQjUYOkwHUxito_NwGE/view?usp=sharing Screenshots: Map11:Snowy Outpost Map12:Aurora Map13:Intercompound Map14:Crystal Gardens Map15:Mining Anamoly (sic) Link to preview 1:https://www.doomworld.com/forum/topic/134975-project-66-preview-first-5-maps-and-help-wanted/ Link to preview 2:https://www.doomworld.com/forum/topic/138965-project-66-preview-2-maps-6-10/
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Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
Okay this is going to be the last time I update this thread. Map 14 is complete, and Map 15 is going pretty well so far, so the preview for maps 11-15 should be out by this weekend unless something really goes wrong. -
Do people actually PLAY the mods or maps you make?
Dumbdoot6677 replied to Johnny B. Getgoode's topic in Doom General Discussion
Honestly I'm always surprised when I find out that someone actually played through the maps I made, because a lot of times I'm not even sure that my maps would be enjoyable to anyone other than myself. Most of the time when I'm mapping, I feel like I am mostly mapping for my own enjoyment. I make maps because I think its fun and so it doesn't really bother me if I release maps and not many people play them, because even if it didn't get much attention, I still have those maps and can play them myself for my own enjoyment. Whats also surprising to me is that most of the maps I release tend to get positive feedback, so I guess I'm doing something right. But anyway, I think its important that when you make maps, or create any kind of art in general, its something that you can get enjoyment out of yourself, instead of relying on others validating your work. Of course having people actually playing your maps and giving feedback is an amazing feeling as a creator, but its not why I map personally. -
Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
Quick update: I am going to try to commit more to mapping again, so far maps 11-13 are done and I have planned out what I want to do for the rest of the wad. Also, I am going to remove the evil marines because they seem to be very buggy and also because I don't like them anymore and don't want them in my maps. Thank you everyone for staying patient. I don't wanna make any promises, but if producing maps 14 and 15 go smoothly, then there will be another preview soon. -
Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
Ok so I think the compatibility might be whats causing the issue here. All of these maps were built and tested using boom compatibility, so just make sure that you change the compatibility to boom strict to make sure everything works properly for now. I'll see what I can do to make the maps more universally compatible, but if it doesn't work I will just put a disclaimer to use boom compatibility. That might also fix some of the softlocks you encountered. Anyway, thank you once again. -
Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
Quick question, which source port or complevel are you using to play this? Also, I am working on fixing those softlocks an unnecessary death pits, so thank you for pointing them out. -
Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
Thank you for playing maps, and I'm very glad you enjoyed them. The red marines seem to be glitching for other people so it might just be that the specific version of prboom I was using was the only one where they actually worked properly. Anyways, thanks a lot for playing the maps, and hopefully at some point I will get around to making the next ones. I have not mapped in quite a while due to being busy with life, but I've been having a lot of free time lately so I will try to get back into it. -
Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in Map Releases & Development
UPDATE: Have not mapped in a very long time, bunch of other stuff got in the way. Anyway, I have finally gotten back to mapping so expect the next batch of maps sometime in spring. -
UPDATE: I figured out my issue, it was a very small mistake that caused all of my problems. I added my entire DSDA Doom directory as resources and that was why I was having trouble testing maps because it would load them with all the resources, which wouldn't work. I removed the directory as a resource and now it works just fine.
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For that I was just having trouble getting UDB to identify doom2.wad and test the map with it, but I realized that I forgot to add doom2.wad to the resources. I am running it from Users/Downloads, so I will try to move DSDA Doom. Thanks for the help.
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I am trying test my map on Ultimate Doom Builder with DSDA Doom but I have been having a lot of trouble getting it to work. I had an issue with the iwad but I was able to fix that, but now it is telling me that "File type 5" is not supported and now I am completely lost. Anyone who maps with DSDA Doom, how would you fix this?