Amorphous Euphoria - Development Finished
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I have two more suggestions:
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Regarding a slaughter+tyson map I think it would be interesting to have a BFG9000 available to use as another option with a minimal amount of shots. Placing this on one of the ledges you have to travel across to hit the shootable switch so you're not tricked into using it right away and have to deliberately make the choice to take it out for the big crowd(s) of your choosing.
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Regarding the infinite height awkwardness there should be stairs or a lift when going down those initial pits so you can drop down without worrying about being blocked by the alerted monsters. Say a flight of stairs for the first one where you have a bunch of pinkies, then a surprise big lift going down where all those zombiemen were.
I also noticed in the poison pit I got stuck in (that I had a rad suit in but apparently it's not poison) you had the floor raising but also cacodemons pouring out that block the path you're raising but I don't have anything to say about that right now I just wanted to point that out.
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Instead of wrapping it up in April I'm thinking of keeping this open until it's a full 32 map megaWAD. Going for the big compilation sounds much more fitting. When this thread gets busy I'll start making an organized list of mappers/maps if warranted.
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I should be more clear that I'm not looking for quick speedmaps but want maps that have a quality to them and that despite what the map entails, it's polished and done to the best of the mapper's ability.
Absolute freedom can be a paralyzing idea, so instead think that if you've ever had an idea for a map but lack a reason to make it or a theme it would be appropriate for then this is the WAD to put that idea forward to.
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@Cuppykeks
May I please have a window texture? I only need it for one place. I want to do a reveal without initiating combat immediately. If not I'll think of something else or just not use the window. -
No window texture sorry. But if there's a way I can help give you an alternative or workaround without new textures I can do that.
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@cuppykeks sounds cool. Anyway, don't you think is better advertise this project around the various groups in the net? LIke in some discord or some facebook doom groups... or a video on youtube (if you have a youtube channel)?
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@walter-c I've shown it off in about 3 discord servers. I'll have another go at it when I make another map but yeah I'm lacking on that front so I've relied on other people to help share it too.
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Please find attached my submission for this project. I call it wizwar. Please let me know what you think. [kvsari]_wizwar_v1.wad
EDIT: Map is in slot 21
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vesrion 2 of my map: https://www.mediafire.com/file/2q0fvztqisysvw5/euphoria_v2.wad/file
All bugs are fixed, i think. Added as well a "secret" chamber at the start of the map where you can get more weapons than just the beserk and a BFG
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Also, played kvsari map, is really cool and fun, even if i felt that lacks of few more health imo, looks like a natural continuation from SuperCupcakeTactis (borrowing as well some stuff like the scrolling vines midtexture tree), the AASHITTY palace is pretty unique and fells like a circus tent with at withe red and white stripes (it's also somehow inspiring for me for making a circus tent in the next map i have in mind... i have also some other ideas involving windows design and other stuff)!
Here's a FDA, blasted by reverants while circle strafing in that small courtyard: fda-walt-wizwar.lmp
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@kvsari Great! Had a relaxing and fun time with this map. Interesting to navigate and in overall design. The tight fight on top of the yellow key star room was pretty tight and I hope my survival was not just due to the plasma rifle I got (pleasantly surprised it was a secret and not a softlock), and the wait for the first lift seems to be a waste of time though being slow with nothing to do for a little while. The final fight put me on edge as well, again with some doubt brought by having the plasma rifle to make it easier.
There's a missing texture on the lift to the exit chair. There are also a few misaligned textures around but that's alright, though I want to point out that the switch in the tower that allows the choice for which key to grab first might need a lower & upper unpegged to make the textures on the top and bottom of the indent less janky looking. A more tangible issue I've found has to do with the key doors leading to the red and white striped room, as the linedefs to opening the first door are blocked by an action line very close to it so I had to really hug the door to open it. Otherwise I wasn't sure if I was able to open it at all. Personally I think the opening to the invisible bridge could be a little wider so it's less awkward to jump down to, hitting invisible lines on the way down and judging where to land.
I think the lack of mouselook put me at a disadvantage in progression being that it took me a while to realize I had to jump down to the teleporter to access the yellow key room. Maybe a mirror of it could be on the sky but I got it eventually. Most of the feedback you need I believe can be gleamed just from watching my demo playthrough: kvsari1.lmp ended with 100% everything and thank you for the map
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@walter-c
Much better! I liked the "secret" weapons room, as the notion of it made me smile plus it saved me time finishing the map after dying a few times.The green slime pit as a lift should also find a way to lift back down from the bottom, either using it or another walk-over line. I still don't know the purpose of the radiation suits, as they're practically useless for a secret. The door after that has missing textures on the ledge it's on. Since I've actually finished the map this time I can comment on what lies beyond.
The bridge that raises should have a wider space opposite of the cacodemon alcove to have room to traverse around them due to the infinite height making it very unpleasant to travel across. Please put an extra small plasma cell, perhaps in one of those alcoves to give the player the extra BFG shot as after collecting the BFG and large cell you're still left with 20 cells, and raising that up to 40 for an extra final shot would be very nice. After entering the room the archvile was in, having that floor rug also lower the walls that the teleporter is in would be nice too, as that progression can get lost in the combat.
Past the red key door is where the map overstays its welcome for me. It would be better if it just focused on an arena where you punch an archvile instead of the crate maze. The invisibility spheres I also have no idea what purpose they serve as they're presented with purpose but are ultimately redundant. "Filler" is what I see this part as. I had trouble exiting the map because of the imps blocking the way and there should at least be some footing the grab onto with some monster blocking lines (you can't even punch the imps like it currently is) as well as it just being awkward to make the jump since there's no comfortable path for it at all.
Oh and the map could probably do with a cacodemon or two less because sticking to the tyson route can get exhausting and the identity of the map is muddled because I can't tell if you really want me to punch everything to death or intend for me to give up run away from the cacos (thinking about the raised bridge again). Falling off the bridge is probably even better than trying to cross it normally since you can just cut to the archvile and just have an easier time. Part of my complains about the grind of the map is that I figure you'd have to test it for the whole thing to be punchable, and then with just punching and the BFG for those that don't care to do that, striking a balance in design that works for both routes. A re-do of the final room focusing on the tyson aspect with an itch to use the BFG would be welcome instead of the "filler," again such as focusing on the archvile obstacle.
Here's my demo playthrough: waltcv2.lmp
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@Walter-c
Thank you for the FDA. Those revenants in the ruined house don't usually give me trouble but it looks like they took you by surprise.@Cuppykeks
Your FDA was a joy to watch. You're much better at my map than I am!Please wait for version 2.
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@Walter-c
walter_c_euphoria_v2_t1.lmp
Not my cup of tea. I do like the taunt at the start and that had the intended effect on me. Your gift of the BFG9000 is quite nice saving me in a very stressful encounter with an ArchVile. Then I lost patience with the final Revenant and BFG'd him too. Here is where I got tired and I wanted the map to end. Thankfully it did so I think the length is just about right. -
I'm glad you've decided to postpone the deadline. Sorry I've been slacking on this, I have something brewing, not exactly a magnum opus, but something that will definitely be a bit special, I'll just need a bit more time.
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@cuppykeks The_Melancholy_of_DOOM_Guy.wad
I finished a map for the project, I made it in map 17 using UDB since I listened to all the MIDIs and this was one of the ones I liked... basically a Homage to Mt. Erebus, and is a non linear map that requires you to activate all switches in the challenge rooms before you can proceed to the final challenge room where the exit door is...
do let me know what you think if you try it...
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@r3d_belmont456 Thank you for the map! Mt. Erebus is neat indeed. I didn't finish it. I wanted to but the barrel revenant tunnels started pissing me off. So starting with that the real issues I have are the revenants that come in from across a line of barrels with the chance to blow them up before they come around to me. The other issue is that the teleporter going into and out of that barrel challenge room is in the same direction of the teleporter so the monsters left alive in the main area of the map gather in the same corner so even if I do pass it I just get trapped by them when leaving. This is of course because I want to do that room first thing because it's the most difficult part of the map, hesitating to call it challenging due to the prevalence of RNG and dying to it at any point later on in the map feels like an instant death trap. It's not the most polished thing but I do like it since it is at least original and earnest effort went into it. Instead of another green armor a blue armor would be appreciated instead for a reward and wouldn't be so samey. Since the room is mostly just barrels it could easily do with some more detail. Most of the map is pretty bare-bones looking, lacking lighting variation and (decoration) detail so it feels pretty vanilla too when even a few simple but effective touches would do nicely to spice it up and not feel so boxy. Remember that it's your map and that bringing things to the point where you're comfortable and satisfied with it matters most.
The map is kind of buggy and glitchy in that my weapons and collision hit invisible walls in the middle of the map in random areas. Things probably got screwy in development so my duct-tape answer to fix that is to open a new map and copy and paste what you've already made into it to start over in that sense. I could write more but it's just issue with the basic visuals and lack of polish. More preferential desires would be wanting a plasma rifle to stun-lock the spider mastermind so I don't have to wait for the crusher to kill it and risk dying trying to help as I did.
Here's an FDA (first demo attempt): belmont1.lmp
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version 3 of my map, hope that this time will have better gameplay and flow:
euphoria_v3.wad -
@walter-c I'm unable to download your map. Mediafire keeps making me wait and it never starts downloading anything so I'd like to ask you to upload it elsewhere. You can upload and attach files to your posts if that will work well for you.
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Ok, changed the link. Also fixed some minor bugs i found while replaying it this evening.
Hope everything it will be good now!@R3D_Belmont456 cool map, got some strong 90s vibes from it, maybe one of less abstract and more "realistic" map here. I didn't get what the commander keen does and i didn't find the skull keys to activate the switches. The little castles constructions with revenants are pretty neat.