@Cuppykeks
Is it going to be a Castlevania theme?
Posts made by kvsari
-
RE: Limit-Removing Heretic Project
-
RE: [I WISH] Co-operative online map making
Have you guys had a look at the Cube Engine? It applies that concept of collaborative map editing and does it in engine.
-
RE: Stupid things in maps that bother you
You love your barrels don't you @Cuppykeks ? What with your pillars with barrel clusters so neatly placed on them.
-
RE: Did you know that in Doom 3 BFG Edition...
Two ammo counters means twice the ammo, right? Also, off center light beam just means the player character is cynical.
-
RE: Your Favorite Doom Map Trap?
My favourite is Hunted from Plutonia. I loved that map when I played it. I think the maze counts as a single trap.
-
RE: How would you change Doom bosses?
Spider Mastermind;
If I could, I would bolt on (or patch in) a full blown RTS AI. This AI would control all the monsters in the level, do the path finding for them, quell infighting (put it on a cool-down to give the player a chance), setup routing to minimize the chance of infight creating crossfires and carry out various tactical maneuvers to bait, mislead and ambush the player. Here the AI is really trying to kill the player and may do something such as pull back all forces and make a single overwhelming attack or something equally effective. If the Spider Mastermind is killed, the AI is switched off and all monsters revert back to their basic DOOM AI.Icon of Sin;
This one would require some serious work on the internals of the DOOM engine. May not even be possible. Make map geometry moveable. Like in Duke Nukem 3D where you had moving platforms such trains (or in Shadow Warrior with the tanks). The IoS would roam the map on a set path and would constitute a miniature level inside the level (perhaps you travel through its exposed rib-cage as it craws about) so the fight would be more of a platforming/movement puzzle. It would still spawn enemies. -
RE: Frightening Experiments 1: Recluse Tech (complevel 21)
@MattFright
Sorry no dice. Still get the problem. Perhaps I should scrap the whole map and start again. There's barely 100 linedefs done as I just started.EDIT: Got it. It's working. It was the 3.1. I'd setup the testing parameters wrong and it was still using the old resource file. Thanks for your help.
-
RE: Amorphous Euphoria - Development Finished
@Cuppykeks
I think I got it. Please do a check on Map07. Please find the wad attached; amoreeuph_v0_kvsari_fix.wadEDIT: I'm caught up with other stuff so if somethings still wrong I won't be able to respond for a few hours. But I think this is it. I used VigilantBSP for the node builder.
-
RE: Frightening Experiments 1: Recluse Tech (complevel 21)
@MattFright
What editor and nodebuilder are you using? I'm using the latest version od UDB and am switching between ZenBSP, DeepBDP and VigilantBSP and still getting a weird error. When I create a sector within another sector and elevate it it's invisible. I've doublechecked that the lindefs aren't self-referencing, that there's textures applied etc. Shows up fine in 3D view but in DSDA-doom on complevel 21 the sector is invisible and gives me HOM's. -
RE: Amorphous Euphoria - Development Finished
Did my map get edited? I remember I had huge trouble with the bridge and I needed to set it up as the last thing I did because UDB would muck it up if I drew a single linedef more after putting in the self-referencing sector.
EDIT: Yup, just checked in UDB. The self referencing sector for the bridge got sliced up. Before any edits are to be done, that self referencing sector needs to be moved out, edits made, then moved back in as the last action.
-
RE: Frightening Experiments 1: Recluse Tech (complevel 21)
@MattFright
kvsari_fe1_v1_fda.zipDNF
I know the map is incomplete but I though to give it a playthrough to see the theme in action. It's very nice! I like the leafy green set deep in a lush forest. Makes the whole place feel alive. I found the map hard and decided to replay it when it's complete. So far so good. But could you spare a little extra ammo and health for poor players like myself? We need the help.One think you should fix is the lift at the start to get your first green armour. You can fall behind the lift and get trapped. Also, there's a HOMs outside after the fight for the plasma rifle.
-
RE: What's your least favorite weapon? (Besides the melee and pistol)
I have to agree with the plasma rifle being bad, sadly. But not for the same reasons;
For me the plasma rifle is an emergency push through weapon for low and mid tier monsters. I do agree that the rocket launcher is superior in the sense that it requires tactical awareness. You can't use the RL as a push through weapon for example. And as a push through, the BFG is far superior.
But this "emergency push through" use of the plasma rifle highlights its major problems. It's slow. The projectiles take time to reach their target which at long ranges means you're likely to miss. Even at medium range with revenants you can miss. The projectiles are also wide which can get them caught around corners and sometimes I wonder if I'm actually hitting the target or just the ledge/corner next to the target. These two issues I think diminish the value of the plasma rifle.
The chaingun, if only it had a higher fire rate (I mean six barrels! It should go brrr) it would make not only a good push through but medium range beamer and long range sniper.
To fix the plasma... I dunno. Perhaps change the projectile to a tracer and up the damage? Then the plasma rifle becomes a SSG type weapon where its single shot, packs a real punch, shoots through targets (because tracer) and long range (because tracer). Thus the SSG is the short range, corner cover, room clearer weapon and the plasma rifle becomes the long range caco/pain elemental killer. Because those two monsters have a nasty habit of being pushed way way away and then all your rockets miss. In this role I think the plasma would become very valuable.
-
Ten Day Vacation
Ten Day Vacation is one of my favourite WADs and my most favourite DBP. It was playing this WAD that helped me decide to start mapping. I commend @joe-ilya for choice of theme as I love it. In fact, I like this WAD so much I have replayed it the most. And, I have just played it again!
Please find attached FDA's of runs through each map. Recorded in DSDA Doom on complevel 2. kvsari_dbp27_fda.zip
MAP01 : "The Title" by 40oz
I like this map for the amount of storytelling you can make as you play. It is dripping with atmosphere.What I do not like is the twitching human at the start in the lonely cave. What's up with that? I think the presence of that decoration subtracts from the variety of storytelling you can do.
MAP02 : "Birdemic 3" by 40oz, Supercupcaketactics, Chaingunner
If the first map was good, this one is an excellent follow on maintaining the high level of quality and storytelling. Perhaps it's because it was stitched together the map has a real "this is the tourist part" and "this is the functional service area that the tourists don't see" part.What I do not like is the abundance of corpses... but it makes sense so isn't as bad as that one twitching one in map 01.
MAP03 : "The Slayover" by Bigolbilly
Very nice map. Short and sweet and a secret inside a secret which originally took me ages to find. Gives you that island hopping feel.MAP04 : "Resort To Violence" by joe-ilya
Another wonderful map. Love the romp through the hotel (and the love bed) ending with a showdown with a mancubis boss in his big blue chair. Once again the storytelling stays strong and true. Loving the holiday theme of the WAD by this point.MAP05 : "Blue Sea" by Zillah
Not too hard. I think it's a villa.MAP06 : "I Poisoned The Water Supply" by A2rob
I can imagine this map to be the utilitarian, grimy functional part of tropical paradise. The necessary water purification plant for example. That would be tucked out of the way of all the hotels, casino's and beaches. Phew.It's HARD! I'm not such a good player and the level is punishing enough without resorting to such high damaging acid. I consider it unfair as much health is placed in the acid. You cannot avoid damage in getting health. Also, some parts force inescapable damage (the platform with the arachnatron where there is the environment suit and switch). I died many times in these sections. I believe greatly reducing the damage amount of the acid floors would double or triple the goodness of this map.
MAP07 : "Gran Jota" by Zillah
A nice breezy map. I very much enjoy this map especially after the nightmare that is the previous map. It makes for good juxtaposition with the previous map. Feels like you've island hopped to some ancient Tiki Temple. Storytelling is maintained.MAP08 : "Bungalow Brawl" by 40oz
Good combat geometry, hard but not too hard, plenty of fights, excellent ammo placement, lots of health. Yep, standard 40oz with another high quality Doom map.But... storytelling.. kinda pauses (doesn't break because it is good combat geometry). I feel as though this map could easily fit in a standard techbase type of WAD and it was given a splash of tropical paint and placed in this WAD instead.
MAP09 : "Praia De Icarai" by Glenzinho
I consider this to be the best Doom map I've ever played. It was this map that made me decide to give mapping a try (eventually, I wouldn't start until much later). Its storytelling potential is immense. It's big and beautiful. And it is internally consistent and hews to a central unifying principle; well it is modeled from a real place after all.MAP10 : "Credit Roll" by joe-ilya
Nice short map. Rick can't roll me. Makes for a good outro. -
RE: Post screenshots of the projects you're working on!!
@MattFright said in Post screenshots of the projects you're working on!!:
Hey all!! I'm always sharing screenies of whatever i'm working on in other forums and discord servers but couldn't help but notice there wasn't a place to do that here, so i created this thread to change that (and so other people can share their cool stuff)
Here's some screenshots of a sample map i'm making for a bimonthly community project i want to start hosting in this forum, starting next month:
Woah, those screenshots look excellent. Also, bi-monthly community projects? That sounds real nice, I could do with a slower pace.
-
RE: Amorphous Euphoria - Development Finished
@cuppykeks
kvsari_sct_pickeldsunday_v1_t1.lmp
Is this what you had in mind when you said absolute freedom? I normally dislike puzzle maps because I usually find them obtuse and they interrupt the flow. But your map is much better than that.The puzzle mechanic is placed front and center as the unifying principle. In fact it is the first geometry based obstacle you encounter. This is good in my opinion. I like how you taunt the player with the easy way out. This puzzle mechanic stays present throughout the map in the form of pillars (or floors) being raised/lowered peppered about. Thus I'm constantly reminded what the mechanic is and I don't confuse the map for an action map that has this annoying puzzle sequence. It's instead a puzzle sequence that has these annoying (I jest) encounters. The puzzle is also unforgiving in that you can be trapped forcing you to suicide in the provided slime pit. Somehow I like this as it makes the map feel pure and it's not being betrayed to some standard of ease. Well done on the puzzle aspect.
You instigate some dicey combat that forces quick responses. This is the good kind of difficulty. Health is scarce but on a map like this with very positional battles I find it appropriate. Also I took some dumb damage.
Overall the map is short but very dense. I got the urge to save-scum my way through due to the nature of the puzzle and how you can trap yourself. Thus I think the pacing is good in that regard as the puzzle blocks different parts of the map giving a very good sense of progression.
The visual style is eclectic like your other map but I like it. I prefer bright and colourful over grey and gloomy and you provide this in spades. The visual style also helps to highlight the puzzle too which is important.
It was a fine map to play. One of the few puzzle levels I found enjoyable. Good work.
EDIT: Don't worry, I didn't savescum. That would have been very rude.
EDIT2: Demo recorded in dsda-doom v0.24.3 -
RE: Amorphous Euphoria - Development Finished
Please find attached version 2 of wizwar. [kvsari]_wizwar_v2.wad
Changelog
- Red star floor lift now single action. Zombies spawn in during lift ascent.
- Replaced two mancubi in red star skull key fight with six imps.
- Widened the sky walk for the blue skull key.
- Adjusted textures inside the tower lift.
- Added ceiling to teleport pad for the red star section.
- Slight geometry changes to final fight. Archvile can still get a little stuck allowing a free hit but it's a mercy.
- Moved teleport closet trigger linedefs out a little in red star room.
- Fixed some texture misalignments here and there.
Please let me know what you think.
-
RE: Amorphous Euphoria - Development Finished
@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. -
RE: Amorphous Euphoria - Development Finished
@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.
-
RE: Amorphous Euphoria - Development Finished
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
-
RE: Amorphous Euphoria - Development Finished
@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.