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BloodyAcid
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Like dobu stated, it's basically you two blokes now. I'm keeping the bench warm in case any unfortunate event requires some additional help, though I will be playtesting from time to time.

Old Post Jan 13 2015 01:00 #
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MajorRawne
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Damn... no pressure then. I am nearly done with three of the five maps, just some annoying FSKY bullshit as discussed, and there are still a lot of blank walls in my outdoor maps. Outdoor areas are very hard to look natural, no wonder there are hardly any in the original Dooms.

I think I must have fixed the errors mentioned as I cannot replicate them in Boom or Zdoom.

Old Post Jan 13 2015 10:00 #
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MajorRawne
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Thanks to Dobu's demonstration sky map, I spent literally one minute making adjustments to Temple of Forgotten Gods - and after more than two years, the start area actually resembles my initial vision.

Thank you so much mate - it's made a huge difference to the atmosphere and creates that truly Doomed feeling I was looking for - I wanted the opening moments to give you that same breathless, oppressed, brooding, "oh shit here I am" feeling as AV's Firewalk With Me and it now comes close to doing so.

Pic 1 is the original; pic 2 is the final version of the start area:


Old Post Jan 14 2015 18:23 #
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MajorRawne
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Temple of Forgotten Gods (rawnwatr.wad):

* Vastly improved the final area (the "silver road" area) and the surrounding islands by implementing a limitless view of the sea, and slightly updating the terrain to look more natural with this view in mind. Just a couple of visual glitches to resolve caused by sector height weirdness. Map is probably 20-30 minutes from completion. Unable to replicate visual anomaly in final area using either ZDoom or PrBoom.

Running Scared (rawnscare3.wad):

* Having difficulty implementing a limitless view in the main cavern section (I'll probably remove this as the map is all indoors anyway). Created far more natural-looking terrain plus hellish corruption. Need to implement the "hunt the switch" section correctly, playtest it and then add demon teleporters to force a time limit on the player. Need to create the final room and add a huge demon horde attack at the end. Some of the terrain still needs "naturalising". Map is probably 3-4 hours away from completion.

Acid Reign (rawnacid.wad):

* Teleporter traps throughout the map need revision. Final arena needs heavy visual and gameplay revision; at least one boss monster needs taking out (currently there are three!) or a BFG needs adding. I need to playtest the map to check gameplay flow/ammo balance and actually survive the entire thing (I normally die in the Hell Knight/Threshold of Pain corridor due to crossfire). Super-secret area (Doom 2 tribute area) needs visual and gameplay revision as the Masterminds are quite easy to beat. More secrets need implementing. Map is several days from completion.

Welcome to Hell (rawnhell.wad):

* Some visual revisions to make the opening area and cavern section more attractive. The claustrophobia area still needs to lead down into the earth (currently it only gives the illusion of doing so). Map is about 1-2 hours from completion.

Nightmare in Spiderland (rawnspdr.wad):

* Still needs heavy work. Map is at least 1-2 weeks from completion but should still hit the end of Feb deadline.

Last edited by MajorRawne on Jan 17 2015 at 20:18

Old Post Jan 17 2015 18:41 #
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dobu gabu maru
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Don't worry about updating the progress on your maps major—I'm just looking for finished products now.

Old Post Jan 17 2015 20:46 #
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dobu gabu maru
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Finished updating the gameplay to fiend's "Whispers in the Dark". It's a real foul bitch now, and is pretty nasty for the "second" map of the set, but it takes less than 5 minutes to beat and will serve as a cautionary tale for the things to come in the megawad.

Download here.

EDIT: Had to make a real quick adjustment when I realized the cb was stuck in place.

Last edited by dobu gabu maru on Jan 18 2015 at 04:18

Old Post Jan 18 2015 04:01 #
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dobu gabu maru
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Alrighty! It took me a long time, but fiend-o-hell's Vertigo Limit has been properly balanced for all difficulties. And by "properly", I mean the map is still a roller coaster of difficulty that can be both fun and frustrating (especially the start). It plays fine in PrBoom but Zdoom will experience some pretty massive frame drops depending on the angle you're viewing the map--it's still playable however. Download here. Plays on MAP28.

With that stuff out of the way, I can hopefully just get back to working on my last map for the project.

Old Post Jan 21 2015 21:15 #
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MajorRawne
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The unbelievable has happened.

My first solo map built from scratch is now complete. I've included a text file mentioning the graphics anomalies I cannot resolve (that I've found). Other than that there is nothing more I want or need to do to this map, it is as complete as it's going to be. God willing, it will be enjoyed by the community.

EDIT: I find the gameplay to be very challenging in places, but feel free to beef up the enemies, the "silver road" part is pretty nasty as it is.

TEMPLE OF FORGOTTEN GODS
http://www.mediafire.com/download/s...nwatr_2015b.wad

Text file
http://www.mediafire.com/view/fef6n...nwatr2015_b.txt

Old Post Jan 27 2015 17:19 #
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dobu gabu maru
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Played your map Major. This is probably the 4th/5th time I've ran through it so I'm out additional comments for the most part. I have to highly stress not to make sure your map is UV maxable, but to max it yourself. I say this because while you provide enough ammo/health, you may miss some minor things here and there. Case in point, The imps and cacos in their boxes at the bottom right cannot get out, as there is no linedef tagged with "107" to lower their cages.

Since you've been working on making the maps I know you haven't had a lot of time to playtest, so I'm not sure if you know that Panophobia is shaping up to be a pretty difficult mapset. I'd prefer your maps to stay in line with them, so I'm going to do a few tweaks here and there to ensure that (as it's easier to just do them myself rather than go by point by point what you should alter).

Old Post Jan 27 2015 19:19 #
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MajorRawne
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Right, sorry, I forgot to add that in, it was on my list of fixes which I somehow lost. It won't take me long to add in extra monsters etc but am interested to see what upgrades you make. I'll make sure the remaining maps are harder.

EDIT: The ambush you mention was supposed to be activated when the player has reached the switch which lowers the walls for the teleporter leading to the final arena. As you get the berserk pack and hit the switch, you turn around to see more of the landscape falling into the sea and as you make your way back past where the Knights and Baron were, you then get attacked again by Imps and Cacos beaming in.

Last edited by MajorRawne on Jan 27 2015 at 19:50

Old Post Jan 27 2015 19:44 #
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MajorRawne
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I am surrendering the Nightmare in Spiderland map for anyone to finish off. This will be classed as a collaboration map.

The second half of the map has little to no gameplay at present. You have my permission to modify it in any way you like except:

* Keep the music.
* Keep the automap writing.
* Under no circumstances will a load of Mancubi appear when you kill the spiders. (You can still use the Mancubus as a normal enemy but MUST NOT turn this into another Dead Simple!)

Here is the map. Hope you have better luck with it than I did!
http://www.mediafire.com/download/7...8t/rawnboss.wad

Old Post Feb 15 2015 15:57 #
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dobu gabu maru
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MajorRawne, there's no easy way to put it, but I think your Spiderland map is too large for its own good. It's similar to Welcome to Hell and Temple of the Forgotten Gods in that you can more or less just skirt past every opponent, and jamming the map full of enemies really doesn't fix the problem. Altering a lot of the terrain could fix the issues it has, but it's not something I'm willing to invest time into. Therefore I think it might be best if we pull it from the project. Again, I thank you for all the work you've put into Panophobia, but in order to ensure the level of quality the project currently possesses, I don't think Nightmare in Spiderland can possibly fit in its current state. Frankly it'd be easier just to make a new map, and that's something that I'll likely do myself to fill the slot.

Thus, seeing as the rest of the project falls mostly on my shoulders, I'm probably going to extend the deadline indefinitely to give myself some breathing room. All I need is your updated Acid Reign map and your Running Scared maps Major, and then I'll handle the rest from here. I don't mean to be rude about any of this, but seeing as I manually fixed fiend's maps, adjusted and added difficulties for BloodyAcid, MagnificentBeard, and Death Egg's maps, did 4 maps myself, and completed 9 running scared maps, I feel most confident in leaving the project in my hands.

Old Post Feb 15 2015 19:24 #
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MajorRawne
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Don't worry, I understand. When I started this project I tried to create something that was just too big for me and to be frank, that spiderland map has been a pain in my arse from day one. I agree it is too similar to my other maps.

I should be able to upload a 100% doable Acid Reign map now that I can get teleporter traps working. I will supply one RS map within a week and finish my second later.

Old Post Feb 15 2015 19:53 #
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dobu gabu maru
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Thanks a lot for understanding. Also in the Running Scared maps, if you don't want to deal with copy & pasting your maps at the end of the section (past where it says the phobia), you can just let me handle it if you wish. Otherwise, good luck with the rest of your work.

Old Post Feb 15 2015 19:56 #
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Death Egg
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I realize this is a huge bump but I'm wondering if this made any progress I'm unaware of? It seemed decently close to completion and I'd hate to see maps lost forever. Perhaps I'm only interested because I made one of them, but eh...

Old Post Apr 29 2016 21:36 #
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dobu gabu maru
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Don't worry, as long as I'm still active on the forums this will eventually get a release. Only thing I can promise is it'll probably be done before 2017. Probably.

Old Post Apr 29 2016 22:14 #
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Death Egg
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What all is left to do? Are the running scared segments finished yet?

Old Post Apr 30 2016 01:28 #
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dobu gabu maru
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Only a handful of maps are left, though a lot of the other stuff needs a bit of refining (visuals, gameplay, etc). Don't need any help as of yet, but I'll update you if that changes.

Old Post Apr 30 2016 05:50 #
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BloodyAcid
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dobu gabu maru said:
Only a handful of maps are left, though a lot of the other stuff needs a bit of refining (visuals, gameplay, etc). Don't need any help as of yet, but I'll update you if that changes.

Great to see that the whole thing's still chugging along. I've started doing some touchups to Rawne's map. Let me know if there's anything I could do to help :)

Old Post May 1 2016 00:14 #
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Death Egg
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I give you permission to do any kind of extensive edits needed to fix mine up, I'm too busy with other things at the moment to do anything and I'm sure there's plenty of ways it could be improved.

Old Post May 1 2016 02:40 #
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Pure Hellspawn
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dobu gabu maru said:
Don't worry, as long as I'm still active on the forums this will eventually get a release. Only thing I can promise is it'll probably be done before 2017. Probably.

Think about CC4. Just think how long that took. And it was legendary.

I'm also interested in Stomper, too. The two tnt wads plus a few others i don't know.

Old Post May 9 2016 23:01 #
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