@joe-ilya Yes you can! Just don't make a "low-effort" one and please take advantage of the freedom this projects "theme" allows.
Posts made by Cuppykeks
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RE: Amorphous Euphoria - Development Finished
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RE: Amorphous Euphoria - Development Finished
@ChrisJEPlace I played it yesterday but forgot to record a demo. Did it again today so here's a demo: smegginhell2.lmp
I want to say again that all the details are amazing ohmigosh I love it all so much the health regen station had some waiting time but I was really fascinated with the mirror. I went back and forth a lot because of how cool I thought it was and trying to break it was of low priority. The ghost monsters are fun but both tries I died at the end, though for some reason I kept looking at the map in the final room and that's why I shot a rocket at my face. Great experience!
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RE: Amorphous Euphoria - Development Finished
@Walter-c I'm sorry to hear that! If you can, try giving another update later reaching near the end and maybe we can work something out if you still think you won't be able to finish.
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RE: Amorphous Euphoria - Development Finished
Saw your posts days ago but officially acknowledging them now!
@noisyvelvet Yay!
@Walter-c Looks interesting!
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RE: Amorphous Euphoria - Development Finished
@mattfright Thank you for the map! I had a careful playthrough but it was still a fun and adventurous little romp in the sky. I died once near the start and again right at the very end by falling into the sky abyss. I don't know if you want a little monster blocking barrier to give some punching room or if you already did that for where I first died (above the first shotgun since I tried leaping over to punch the imps). As for my other death.. well, I'm sure a mouse-only player would have survived it hehe. Good visual style! Here's my FDA: mappydemo.lmp
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RE: Amorphous Euphoria - Development Finished
I've decided this project will release August 10th. Plenty enough time for everyone who has a map in progress to finish and it's the most time I'm willing to leave the project open.
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RE: Amorphous Euphoria - Development Finished
Pickled Sunday is now Coffee Click Calligraphy! Sharing Version 2 for any future playthroughs, nothing major just some tweaks is all SCT_CoffeeClickCalligraphy_v2.wad
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RE: Amorphous Euphoria - Development Finished
https://drive.google.com/file/d/1mr05bGn8O7wRhy19YaIb_g0GRLQ997eH/view
MIDIs of music from the Japanese jazz fusion band T-SQUARE, archived and shared by @roofi !
http://woodymonaco.web.fc2.com/midi/midi.html
MIDIs of music from the band Anomaria! Though some of them don't come as MIDI files and need to be converted somehow. -
RE: Amorphous Euphoria - Development Finished
Thank you! Congrats on being the first to reach those blinking curving stairs using the intended route! It's fun watching you piece it together so it's too bad I couldn't see you finish it all the way. Sounds like I need to add another acid pit to "fix" that softlock! Again thanks for playing and enjoying the puzzle!
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RE: Amorphous Euphoria - Development Finished
@segfault Thank you for playing! You skipped some steps of the map by hitting the shootable switches before you were supposed to using freelook. Yeah I have acid pits to burn in if the map breaks from low-compatibility doom quirks or just an easy way to punish a sloppy move. I initially tried to have them escapable by normal means but that was would be changing the map geometry I planned around (platforms moving at 32 unit increments or so) and decided it wouldn't be worth the hassle of trying to change the entire geometry and some intended progression around having escapable nukage pits. So it's definitely a workaround for that while also cutting players some slack if they want an easier time with the map. The only reward for beating the map without using the teleporters is a little congratulatory message at the end and maybe I can communicate the challenge better with something at the start if it's not easy to pick up on. I'm happy you liked it!
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RE: Amorphous Euphoria - Development Finished
@kvsari Thank you very much for playing I really appreciate it! Yes this is along the lines of what I meant by the freedom in this project. My first map was just me focusing on the visual aesthetics in an otherwise pretty normal map but this one I wanted to really branch out and use this as an opportunity to make a real puzzle map.
I watched the entirety of your demo and you ended up skipping a step twice by hopping over the candle posts where I intended there to be even more juggling with the switches. I won't change it though it didn't break the map and creative alternative solutions are good. I enjoyed imagining the gears turning in your head thinking about how to solve and progress through it and it was really interesting to watch play out! Introduction to and the first steps of the main mechanic was a point of care indeed as well as getting just the right amount of use out of it.
Sounds like I did a good job with succeeding in making a puzzle map but I think there's room for improvement for sure ( and now I know what puzzle map to make again two dozen times aside from my "cuppy chaos base" style to refine or combine with hehe). I'm not satisfied with the name of the map though so I might rename it to something like "Coffee Click Calligraphy." Again thank you for playing and I'm happy you liked it
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RE: Amorphous Euphoria - Development Finished
And it's done! Plays on MAP27 for the music. Please let me know what you think!
note to self for next version:
fix texture alignment, make exit door unable to be opened by monsters, better inner lift textures.Also I made a Trello Board for this project to help keep track of things
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RE: Amorphous Euphoria - Development Finished
Alright then let's get to it. Sorry about my absence. This map will take some brainpower (to map anyway).
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RE: Amorphous Euphoria - Development Finished
@chrisjeplace Oooh very creative I loved all the little details you've made. Very promising, keep it up and thanks for sharing! It's all good!
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RE: Amorphous Euphoria - Development Finished
@Walter-c Would you be okay with me merging different version of your map together? Basically to get a better balance of the map between what it was at the start and what it is now.
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RE: Amorphous Euphoria - Development Finished
@kvsari Nice! Thank you for the update. I died at the end due to rocketing myself when the archvile teleported away but that's alright. Good map! I struggle to even have anything to nitpick about, though that may just be due to the fatigue of playing the map I commented on above. Here's my demo and sorry about the little pause near the end: kvsariv2.lmp
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RE: Amorphous Euphoria - Development Finished
@r3d_belmont456 @R3D_Belmont456
OK I played it and I even beat it this time with the help of savescumming for half an hour. The hitscanner snipers in the red room alcoves outside of it are health leeches shooting at you from afar in darkness. When you enter the spidermastermind room to get cover you're assaulted by hitscanners from both sides and it'd e nice if that wasn't the case, in that it would probably work better with projectile monsters like imps that throw fireballs you can dodge instead of having to just tank more damage because the cover only accounts against the spidermastermind and not all the other hitscanners. I still question how much ammo there is since I'm sure I had to find secrets to get the ammo I needed. I didn't even think I pressed the switches in the rooms since they look they've already been pressed since I'm used to them not being lit up at first. Was a pain to get through but I managed.
The commander keen in the barrel revenant room I only noticed due to infinite height blocking my pathing over the secret door.
I reached the final room and it's a clusterfuck. Encounter design is messy and isn't presented well.
For that I recommend you keep the archviles away from the towers perhaps with a barrier of monster blocking lines. Remove the lost soul/pain elementals there entirely as they do nothing but throw bodies to block and trap you. Minor but effective monster nerfs. When you're the map creator you know where everything is and balance around the way you play your own map. As you get better at playing your own map you make it harder and harder to compensate.
EDIT: removed my really long rant. Final version is okay.
Here's my demo it's probably an hour long: belmontv3.lmp
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RE: Amorphous Euphoria - Development Finished
@walter-c Thanks for the update. It flowed better, though the amount of cell ammo is excessive now and the opposition is too little now. Not much reason to enter the "weak" room. Thanks for the re-do on that final area too. I don't really have anything else to say so you can just watch the demo:
waltc333.lmp -
RE: Amorphous Euphoria - Development Finished
@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.