Ismaele Posted March 4, 2006 Ok! I've modified my level (map07), following Espi's suggestions: -modified the "Yellow Skull Key Puzzle": now, if you fall into the pit, you can kill yourself with rockets; -fixed the lighting effects of little red lights in the corridors of Lion's mausoleum; -added exit signal. Unfortunately I wasn't able to make a better "Yellow Skull Key Puzzle", keeping the same gameplay: so I modified few things so that the player can kill himself, if he/she isn't cautious near the pit! You can download the new version always from http://www.webalice.it/sposito.lag/_private/map07.zip! 0 Share this post Link to post
pcorf Posted March 5, 2006 To the guy who did MAP01, I have been playing it a bit and I think is it okay if I remove MAP01 from the project. The problem is too many monsters in the starting courtyard even though the design is okay. I've got a better idea for MAP01 myself. With MAP07. I don't have the skills to beat this level, its impossible from a pistol start but hopefully you will have most weapons from previous levels. I can't get very far at all and there is not much health and defonly not enough ammo and as I said you need to have collected weapons and ammo from previous levels. The level design is good, not the best but pretty good throughout. A nice dark haunting level. The yellow key is stupidly placed I think. It should be raised on top of a pillar. The layout can be repetative at times though. But the good thing that is demandingly challenging. I have started work on MAP03, its going to be a small Base Style level with a mixture of Episiode 1 and Doom 2 Base thrown together. No enemies tougher than Demons will be present. 0 Share this post Link to post
sirjuddington Posted March 5, 2006 Hmm, you check your PMs yet? Or do you have them disabled? I don't see much point in posting the link to my map in this thread, there needs to be at least some maps in the finished project that haven't been publicly available already :P 0 Share this post Link to post
Ismaele Posted March 5, 2006 Believe me: my map07 is beatable and there's enough ammo to finsih it from a pistol start! Maybe I could have provide the player with more health...! :P Some hints: 1) remember to use chainsaw with weaker monsters, such as Demons or Lost Souls; 2) don't waste ammo; 3) don't be too bold, on the contrary use strategy! Advance cautiously and always look for nearby cover; 4) save often, if you don't know how traps work and where monsters can come from. You should be able to beat the level by following my suggestions. As for the "Yellow Skull Key puzzle", I repeat what I wrote several times: I can't design a lowering pillar, using the same effects and keeping the same gameplay of this puzzle just with vanilla "Doom 2" tricks! If you allow me to use Boom or ZDoom effects, then I can try to make a lowering pillar with the same gameplay as before! 0 Share this post Link to post
Belial Posted March 5, 2006 Except for some health problems in the beginning map07 is perfectly beatable from scratch. One problem though, the way the secrets are placed you can only get one of them, either the megasphere or the supercharge. After that the platforms lower into the lava. Making the second pair of switches repeatable could help. 0 Share this post Link to post
Ismaele Posted March 5, 2006 I know that and it is intentional! I also stated it clearly in the .txt file: "You can't get 100% secrets, unless you cheat!". 0 Share this post Link to post
Belial Posted March 5, 2006 Shame on me for not reading the .txt file. BTW, I was wrong about that, so I guess you are too ;). Edit: HEH. You should remove the hanging corpse that's above the starting spot. If the map is not ZDoom specific testing it in other ports helps. There's another such corpse at the second chaingun. The northern door of the yellow key room doesn't open from the inside. 0 Share this post Link to post
Ismaele Posted March 6, 2006 Why should I remove those hanging corpses? They don't hamper the player: I am sure, because I tested it with vanilla Doom... well, actually I tested it for 5 minutes, but then I gave up, becuase it is uglier and slower than I remembered! :P He, he! :D Anyway, those corpses don't hinder you. About the "northern door of the yellow key room", do you refer to the door locked with the yellow key or to the door in the north of the room with Yellow Skull Key?! In the latter case, you can open it from inside with a switch, that raises when you go downstairs; in the former case, once you open the locked door, it doesn't close any more. So I didn't find any problem...! :P 0 Share this post Link to post
Belial Posted March 6, 2006 ... K, apparently PrBoom 2.2.6.25 is acting really gay. Edit: Or not. You're right about the door, after playing it in ZDoom I just expected it to open on use, because that's how it worked there, and I associated pressing the switch with the bridge that raises when you shoot the other one, not the door. The corpses are blocking though. Tested in vanilla as well. Didn't really have to do it because it's the same problem that happened in Deus Vult map05 with the cathedral teleporters, so I knew PrBoom was right as well. 0 Share this post Link to post
JadedLexi Posted March 6, 2006 Hmmmm a community thing with no deadline? I'll join in but don't promise anything exciting as I've still got much to learn about detail + gameplay map = 29 0 Share this post Link to post
Pure Hellspawn Posted March 6, 2006 KingofFlames said:Hmmmm a community thing with no deadline? I'll join in but don't promise anything exciting as I've still got much to learn about detail + gameplay map = 29 Are you still going to work on Demonic Lair? 0 Share this post Link to post
JadedLexi Posted March 7, 2006 Whenever I have time for it :P or if I ever think about redoing the map (which might happen....again....)That map has gone under like what? 4-5 rewrites? I guess I just map it until I think it looks good :) Oh yeah, this Map29 I'm making I'll use for one of Demonic Lair's maps as well. As it will be the only quake-themed map. *goes and redownloads Doom Builder* 0 Share this post Link to post
JadedLexi Posted March 12, 2006 *BUMP + double post* Just to let you know, I haven't forgot about my map, I finally got DoomBuilder to work again and I'll continue on it shortly :) 0 Share this post Link to post
JacKThERiPPeR Posted March 20, 2006 I haven't been in this project for a long time, so I'll retake it. 0 Share this post Link to post
pcorf Posted March 21, 2006 You are losing intrest? Fine, so you want me to remove your levels? 0 Share this post Link to post
JacKThERiPPeR Posted March 21, 2006 No, don't just remove them, I'll try to recover the interest to it. It was because I was with another projects in mind. 0 Share this post Link to post
Dutch Doomer Posted March 21, 2006 Is your map for this megawad? cause I see some things that are not allowed. looks nice though. 0 Share this post Link to post
JadedLexi Posted March 22, 2006 Oops, *smacks self on desk for not reading the rules* >_> 0 Share this post Link to post
Dutch Doomer Posted April 13, 2006 Bump Dunno if there is any life left in this project but anyway sign me up for slot 05. 0 Share this post Link to post
pcorf Posted April 13, 2006 Umm, seems like everyone is losing intrest. But It dosen't bother me because no matter how many levels are done it will be released at the end of the year. So I'll sign you up for Level 5, your name will be on the list on Page 1. 0 Share this post Link to post
Ismaele Posted April 18, 2006 They look really nice! :) Keep working on it! ;) 0 Share this post Link to post
Tango Posted April 19, 2006 Although I already have nearly 7 other projects I'm working on, I think this could be fun. =) Map06, please. 0 Share this post Link to post
pcorf Posted April 19, 2006 Tango, I'll put you in Map06. But Tango betta eat some Mango and play the Banjo! 0 Share this post Link to post
pcorf Posted April 19, 2006 [QUOTE]dutch devil said: [B]First efforts:QUOTE] Yeah, those screenshots look pretty good!!. I'm looking forward to the map when its completed. I really enjoyed your allready completed MAP04. 0 Share this post Link to post
pcorf Posted April 19, 2006 Simon Judd (Slayer) has just completed his level. Its saved as MAP06 but I have moved it into the MAP08 slot because MAP06 has allready been assigned by Tango. The level does not have a name since there is NO .txt file in the .zip. http://mancubus.net/~slayer/up/slayer_pccp.zip 0 Share this post Link to post
sirjuddington Posted April 20, 2006 It needs a name? I'm no good at coming up with them :P 0 Share this post Link to post
pcorf Posted April 20, 2006 I'll give it a name leter on. It was quite a good level, one of the best I have recieved for the wad. 0 Share this post Link to post
Tango Posted May 16, 2006 After nearly 2 hours of work on my map, it's probably about 30% done. And uh, is anyone else still working on this? 0 Share this post Link to post