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Cutman

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Posts posted by Cutman


  1. Happy new year everyone.

     

    We are now aiming to put a lid on Amalgoom and get the full 32 map project released. But we can't do that without maps, and we're still missing a few! Therefore we are going to set a deadline, which should hopefully push the final few maps forward. We would like to see a finished or mostly finished map ready for full testing by February 17th. If you have not submitted a map by then, your slot will be revoked. If you feel like you cannot make the deadline in time, please submit what you have so we can attempt to finish your work or make the decision to give the slot to someone else.

     

    Apologies for the pings, but I would like to get the attention of the following mappers who have not submitted a full map yet:  @Track Federal @HEXWALKER X2! @EagerBeaver @mr-around @SpaceCat_2001 @PinkKittyRose @Individualised

     

    To submit any finished or unfinished work, please drop it into the google drive on the first post or upload it to a post here. Thanks. Let's get this thing done!


  2. 22 minutes ago, GermanPeter said:

    It's a neat addition, just felt it was a bit out of place for the project's theme (as it's not about beta restoration). But it's just one texture and this is also not my project, so it doesn't matter.

     

    I think the project has been pretty loose with the rules the longer it has gone on. Some of us maybe would have preferred stricter limitations given the concept, but we're too far in now. Plus we've had some pretty neat maps come out of it so far with those limitations being shed. I was totally down for non-boom, limited textures etc and made my map with that template, but I ended up using some Boom specials anyway as they made things easier. I see the waterfall texture as just another fine tuning addition. If we started adding textures from Quake or something, then I'd be up in arms.


  3. Amazing! My map is long enough to properly appreciate it too. Can't wait to try them both together.

     

    I'm actually shocked how many complete midis we have now, I thought having a full 32+ set was a pipe dream honestly. It just goes to show how strong of a concept this megawad is. Either that or DW is just foaming with midi artists ready to go :)


  4. 8 minutes ago, GermanPeter said:

    Yeah, I basically asked myself: "How can I make this look as barebones as possible?" :P

    Even sanded off a lot of the edges here and to make it even more angular. Was really painful too, because I designed something that looked really nice, but then I went "Oh wait, you have to make this look worse" and had to get rid of a lof details.

     

    I sort of went for the same approach, but as I was making it I saw what people were making and shifted to detailing a bit more. I could do a lot better for sure, but I wanted my contributions to feel vanilla. Hopefully they still do a bit. It's fine honestly, community projects being more grab baggy and mixed makes them more interesting to discuss.


  5. MAP01 & MAP02: Playing through the whole thing I find the difference in detail level jarring upon entering map03. I think these two could use a comb over to fix up textures and detail, more MAP02 than 1.

     

    MAP02: I would join each set of bar sectors so they don't blow your ears out when you open each set of them. The teleporters that when used, have you still facing the wall probably shouldn't do that even if the effect isn't intended. I'd rotate the destinations to face outwards. Lastly near the final area where you need to drop down into the sewer areas, it can be difficult if a monster blocks the bottom especially since you can't see or shoot them from that height. I would add monster blocking lines so a monster can't squeeze in there and block your fall.


  6. 5 hours ago, Kasgen said:

    Uploaded map 19 to the WIP folder in the drive. There's still visual things I need to do, but most of the map is done and I'd like to start getting feedback on it now while I figure out detailing.

     

    Great level! It's a very fair map, maybe a little too easy. Every secret was fair to find but rewarded almost too many goodies for the amount of monsters you have to face. I would try to raise the difficulty in some parts. Maybe some extra hitscanners here and there or perhaps some extra cacodemons stalking from the waters. Maybe a timed lock in at the baron fight? Something like that. I'd drop the amount of powerups a tad too. I was stacked on armor and bonus health by the end. Visually I thought it was very good too. Well done so far!

     

    Edit: I also get a line error printed on the console when I ran with GZDoom, might want to double check it. Line 721 has no first side.


  7. MAP26 (finished folder) and a vastly updated MAP23 (wip folder) have been added to the drive! Here's some screenshots I took.

     

    MAP23 feedback:

    Spoiler

    Much better now, there's way more going on than before. I think trapping monsters behind barrels makes the map a bit too easy in places (lost souls, hell knight + chaingunner area). Maybe open up enough space to have them barely escape. Or with the lost souls area, make it so once you hit the blue switch a door reveals them so if you wasted the barrels you have lots of souls to contend with? Also the invulerability in the final room seems needless, and I would have the archviles face the player to scare them.

     

     

     

     

    s1.jpg

    s2.jpg


  8. Ok. I am going to try to enforce all discussion of the maps themselves here and any other extra fluff (social, graphics, etc) to go to the discord. Please continue to upload maps to this thread or the drive and not on the discord if you're ready to start receiving feedback. I've also created a google spreadsheet on the drive so we can easily see what is done and what is available to test. The folder structure is still a bit messy but that can be ironed out once we have a full set of maps to test.

     

    You can find a link to the google drive to find the sheet on the first post.

     

    image.png.e98999f19704a718a1d5031eb2f2536b.png


  9. I actually agree. There are people giving feedback to maps in the discord that I wouldn't have known about if I hadn't had joined to take a look, as well as people showcasing their maps (which is fine to do privately if you need on hand feedback). Someone pointed out an issue with map20 I had no idea about for example (fixed now). At the end of the day the people here are interested in the project and what its status is, not hanging out and doing whatever else.

     

    Quote

    Johnny, I'd highly recommend you keep pure project-related discussion to this thread and leave literally everything else in the Discord server.

     

    This is key @Johnny Cruelty. Maybe it's best if you let someone else handle running the project and communications and you handle the "cool" stuff like the music, artwork and direction the maps go? I don't mind project management if no one else does, I want to see this project finished as I'm invested in what people have been producing. The last thing we want is people dropping and losing interest because communication is scattered.


  10. 19 hours ago, DankMetal said:

    Alright, map 18 is finished. It's on the google drive folder, on the maps section "WIP"

    Go check it out

    It's the most "slaughter-y" map i've made so far, so beware!

    Screenshots:

      Reveal hidden contents

    doom26.png.eb50555233b44d818d0d61185ab3903f.pngdoom24.png.35befcfd32068f3a8e48e3bdd0bfdd27.pngdoom27.png.b5051bdbb2acf30aa447434ed6a151c4.pngdoom25.png.bc54727be9b97866a32014a4135a7f6a.png

     

    Great map! My only gripe (other than a few doors that are a bit fat and look funky) is the damaging floor maze. It probably should either not damage you (like in the original) or deal 5% instead. If you get lost you at least have a bit of extra time to find a way out. Also think there's way too many invulnerabilites in there, they should probably be rad suits and maybe just have one in there to reward you for going through the trouble of it.

     

    Edit: Since it was asked about a while ago: Par time for map08 should be 7 minutes, par time for map20 should be 15 minutes.


  11. 2 hours ago, DoomGappy said:

    Some people have approached me asking if it's d1gfxd2 or udgfxd2. This shouldn't be a concern in the end, the textures will be added into the wad and any eventual errors will be fixed in the reviewing process. I'll check the difference between both and update this comments shortly just to clear up any confusion. I'm planning on putting together an alpha version just so we can see how things are coming along by now.

    Edit: The only difference between both patches is that UdGfxD2 has sky4 for episode 4. Since the definitions of skies and other small details will be something for later, either one is fine. As I've said before, the textures will be incorporated into the wad later without any name changes, so there is no problem with either one.

     

    Ok. I believe some textures are missing in one of them, mainly the dead baron/human walls. Wanted to make sure they didn't get left out.

     

    Anyway, I've finished my part of map08. I'll send it to DankMetal and if he approves I'll finalize things and upload.


  12. 8 hours ago, Walter confetti said:

    Send the map with fixes on small issues found by DankMetal and Johnny on Google Drive, works good on DSDA-doom 0.26.0, supposedly should work good with other source ports that allows UMAPINFO.

    https://drive.google.com/file/d/1SVgQM0eSWyy-7IJfU6P9paM_o53XgdpB/view?usp=drive_link

     

     

    Dropping a bunch of barons at the start with just an SSG is just a boring experience. I would change the first fight to make it more interesting or bare minimum knock the baron count down drastically.

     

    @DankMetal looks great so far! If you wanna do the whole thing go ahead I don't mind

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