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About waverider

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  1. I was thinking to release EP2 in it's entirety when it's finished, but maybe it's better to release each new map when it's ready? Anyhow, the EP2 maps needs playtesting before I can properly release them, so here are two EP2 maps ready for action: Level 13: Azuri Temple Gardens http://www.mediafire.com/file/d289wbl9503j635/13_AzuriTemple.zip Level 18: Blackmire http://www.mediafire.com/file/0c5jicm2xk3vcmr/18_Blackmire.zip As usual in Curse of Blood, UV difficulty is high, while the lower skills are not. All feedback is most welcome, especially the constructive type. :) I should note that I'm having doubts of the final fight in Level 18. If that fight is too much doorcamping-styled, let me know and I'll change it. Other places in these maps should hopefully not have camping.
  2. As of today, 1st November -17, I have updated every map of Episode 1, I've hopefully fixed the criticisms I got about those maps. Many updates has been made especially to Maps 10 and 11, but all maps have had their share of fixes and changes. There is now much better ammo balance in the maps, and many door- and corner-camping issues has been sorted out. The gameplay overall should now be more fluid, fast and fun. Hopefully I've managed that. Here is a .txt describing what I've fixed. There are a couple of changes not mentioned here as well: http://www.mediafire.com/file/y85flcblupcbqwq/To-do-list-EP1.txt Hopefully I can now conclude work on Episode 1 and fully focus on EP2. I know I've had a long break from mapping but now I believe I'm in the right place in life to be able to really speed up work on this project. A couple maps in EP2 are already finished, and I will now work continuously on the megawad. Anyways, here is the updated EP1 for those who would like to take a look: http://www.mediafire.com/file/35963e95trhlxyd/CoB_EP1_v2.zip I'll be keeping updates on my progress in this thread from now on. Over and out for now.
  3. Alright, thanks! :)
  4. Hello! I have a question about my megawad. It contains several new sprites. Episode 1 (maps 1-11) is almost finished but I wanted to update some of them a little bit, and they're all included in the resource wad where the new sprites also are. Is it risk-free to edit the maps in the latest (last?) Doom Builder 2, version, without risking to lose any of the dehacked stuff, or messing up something else? Grateful for answers, Cheers / Waverider
  5. Just played Map01 so far, that sure is one gorgeous looking map! Gameplay is also solid, and overall it's a great map! I did find one bug however, you get stuck if you fall into sector 1166. I will play through the other maps as well. Great work so far! :)
  6. Ok, got it. Thanks! :) I still need help with the crash bug please. Does anyone else have a clue to what could be causing this? Thanks. :)
  7. Just to clarify, if two patches are lined up next to each other, it's ok, but not if they're overlapping? That is, as 2-sided midtextures, and horizontal? Is two or more vertical patches always a no-no when it comes to 2-sided midtextures? By the way, it seems those textures I mentioned aren't midtextures but upper textures, so they wouldn't cause trouble there. Sorry my bad. Thanks for trying to help anyway. :)
  8. The textures A_DMACE1 + 2 show up at linedefs 8210, 8215 and two more linedefs, which is nearby to the area that crashes Choco. Those textures have three patches each, but they overlap from left to right and not from up to down. None of the displayed limits are close to maxing out when Renderlimits crashes. There are a couple of places where the program crashes, sector 1070 and sector 1098 are two of them, but it can also crash in sector 1078. It's all very weird indeed. :/
  9. I tried checking both these things you mentioned, but unfortunately the problem still persists. :( All the 2-sided midtextures I use all over the map are single patch only except for one instance, but those only overlap horizontally. Also I only have the sky texture on the ceiling. Do you have any other idea to why this is happening? Cheers.
  10. Hello. I'm having a problem with a crash in my vanilla map. I'm building this large map that really taxes the engine in regards to segs and visplanes. But the bug I've encountered is something else. Basically, in a few of the latest rooms I've created, both Chocolate Doom and renderlimits bombs out to the desktop with no error message whatsoever. The bugs occur at several spots in the rooms in front of the player start. What could possibly be wrong? Have I ran into a map size/sidedef limit or so? The map is 1.15 mb big. Help is greatly appreciated. I'm somewhat of a vanilla mapping noob so there's many limitations and possible bugs I don't know about. If anyone needs the map, it's here. Sorry about the big file size. Oh and it's map slot is 26. http://www.mediafire.com/download/b31bjxo47iis92z/Bleedingsea.zip Regards /Waverider
  11. Thanks, I'm glad you liked these maps! :) I'll change the YK ambush in map08 so it's not too easy to run away from. Also, I'll add more ammo to 09 start, and make the two doors in the beginning DR instead of SR. I'll also replace barons at suitable places in the episode, red brick 08 one for instance. I'll do a new check later on to see where I can add more rewards. Hmm I'll see what I can do about this. I often put in different types of monsters for variation which is important too. I'll definitely keep this in mind though when I try to change things. Will change these doors to DR. I'll either make the red key completely visible from above or create a line of armor bonuses leading up to the key. About the yellow key trims, I'll add sectors of yellow trims that will open up first after you've pressed the switches, so you can see the trims first after the button is pressed. This should be the best solution. Ok, thanks, good ideas. I'll keep these in mind. Average/good is alright I assume, but I certainly want more, so it's time for some finetuning soon. :) I guess I'm happy with the Forgotten One as it is with it's 125 health but I'll consider changing stuff if there's a general complaint. I want it more powerful and more aggressive (as in Nightmare skill) than a general LS. Thanks for all the new FDA's, just came back from watching 7-11, fun stuff! :) I'm sorry to hear you didn't like the gameplay of 10-11 much, but I totally get what you mean now with the remarks about corner and doorway camping, and I agree with you at several of the spots you mention. I'll try to change this. By the way, I've also sent you a PM.
  12. Ah ok. Well I don't think I'll change this, unless people complain about the monster on a general level. By the way, what did you think of the episode all in all?
  13. First off, thanks for the feedback! And thanks for the FDA's, much fun to watch! :) There's some Boom features in Map10 with the waterfalls at the end, also I will use more Boom featues later on, so I will need to keep the Boom format. I didn't create the dehacked, Mechadon did. Also, there's some features that affects the new monsters that also require the bex format, there's a new ghost that will only be translucent in bex. I've added in the .txt that -complevel 9 is required for demos. Thanks for pointing this out. Thanks! :) Nice to hear! Yeah the difficulty is kinda the same from maps 1-3, then 4 is slightly harder, 5 a bit more so, etc. From Map12 and onwards, difficulty will go up and down though, I figure it's good to have a breather from a very hard map to an easier one. 1) You mention dead-end corridors, would you mind pointing out a few for me from the worst offenders? It will be easier to fix that way. I've played through 1-10 but didn't notice that. What corridors do you mean? 2) Do you remember where you found the most annoying ones? During my playthrough I noticed some in tighter hallways in map05 for instance. They are there so that the different routes in some maps should be equally interesting, but if the gameplay is boring I might change things. 3) Yeah I often use SR doors when I won't want monsters to enter a room for difficulty reasons. I'll consider changing some spots if there will be a general complaint about this thing. 4) Good point. I'll change this so that the key is easily visible. Also, good point about the yellow trims next to the switches in this map. I'll add this to my log of things to change. 5) Exactly what do you mean when you say that later maps involved more corner and door-camping instead of dynamic gameplay? Please explain this further and how you'd ideally want those fights to be so that they're more dynamic? So overall, how good did you think EP1 was? Was it more good than bad? I've also uploaded EP1 to idgames, so I'll wait for the review and following comments before I change anything, might as well change it all after I've got all feedback.
  14. Thanks for your feedback! The linedefs you mentioned for Map02 and 03 are actually DM only teleports to improve the flow of the map in that game mode. I've added to the .txt for future versions that the first three maps supports DM. Later maps than 03 won't support DM, I'm planning a DM pack later on instead. About Map07, I'll consider adding a little more health to the starting battle. The pit in Map10 was intended to be non-escapable for higher difficulty. The teleporter tagged 75 in Map11 does work, but only on skills 1-3. On skill 4 you'll have to use a trickier way to get to the other side. :) Also on Map11, you can trigger the 2nd secret in ZDoom as well, you'll have to stand at about a 45 degrees angle to be able to activate it. I might change this to a G1 instead if more people have trouble with it. About the new Lost Soul, it is intended that the melee attack is a bite attack, rather than a scratch. In any case, as scifist42 said, it probably can't be changed anyway. Also, thanks for the kind words! I'm sure going to try my very best to make this into a full megawad. :) Yeah the new lost soul (Forgotten One from D3) has a bit more health than a regular Lost Soul. Were you having some trouble with it?
  15. Please give me some more feedback people! :) I'd prefer constructive criticism but any feedback is welcome.