xvertigox Posted February 24, 2022 Damn, I'm surprised I missed the latest version for several maps... Good catches guys, I'm glad you checked the spreadsheet. In light of this, I will double check that each version is the latest before I play them however please check the spreadsheet anyways and let me know if it's wrong because that would save me a bunch of time. @SCF - It's cool, coop support usually isn't terribly complex. I should have made a small write up earlier with info on how to accommodate coop so I'll do it now instead. If you have doors or barriers that get closed or raised to lock the player into an arena there are several ways to ensure coop compat. One method is to have the door be openable from the outside but not in (i.e put DR action on outside linedef and no action or key action on inside linedef). This isn't ideal, but still works, because it allows players to bypass the lock-in by opening the door for their buddy to escape through. Usually, a good solution is to have the door close and lock behind a player as per usual but then open up a one way teleporter on the other side so players can tele in to the battle but still can't escape. You can do lots with this teleporter, make a cubby that opens up or a platform that lowers to reveal the tele. You can also add multiplayer only things, both weapons and enemies. I would only really recommend doing this in either measured amounts or with considerable testing. It's easy to plonk down a couple of mp only cybers and AVs but unless you've tested and refined it more than likely won't work out well. I would recommend buffing up low and mid tier packs though, to help make it a bit more substantial for coop. I really enjoy doing this, it's a fun process IMO. As for testing, if you have no facilities to test coop don't fret, we can accommodate that - we've had a very gracious offer from @Ralphis to help test the coop support. If you are able to test coop then that's great. Just be aware that Ralphis and myself will check each of the maps for coop support prior to release. If anyone else has questions about coop drop a line here. 5 Share this post Link to post
Gothic Box Posted February 26, 2022 @xvertigox updated Toasted Naan to v2. when I opened UDB tonight I was only planning on fixing bugs I swear rough changelog: - bugfixes, balancing, and minor aesthetic tweaks - modified progression slightly, including changing locations of plasma and BFG and adding more enemies (100% kills is now attainable as well) - expanded outer arena considerably, but the new portion has damaging floor so the player doesn't have that much wiggle room 1 Share this post Link to post
SCF Posted February 26, 2022 @xvertigox I've updated my map, and it should support coop now. Added player starts, and the two rooms that lock you in have teleporters outside. The teleporter rooms are hidden from the automap and close before you leave so you shouldn't even notice they're there in single player. I've tested them by just noclipping out of the room but it should all be working. 1 Share this post Link to post
Thelokk Posted February 26, 2022 Hey @xvertigox probably my DM got buried in the pile - just letting you know that, if possible, I'd like to withdraw from the project. My map was assembled when I had a grand three days of mapping experience, and sadly I simply don't have the time and bandwidth at the moment to revise it to project standards. Sorry about this... 5 Share this post Link to post
xvertigox Posted February 27, 2022 @Gothic Box @SCF Awesome, thanks guys. I've updated the sheet to include your latest versions. @Thelokk Sorry man, my bad, I totally missed it. I've pm'd you now. 3 Share this post Link to post
muumi Posted March 2, 2022 update to temple of froggo - added coop enemies - rebalanced ammunition a bit - fixed some visual issues temple_of_froggo_v3.zip 1 Share this post Link to post
rouge_means_red Posted March 7, 2022 I just noticed the link in the spreadsheet is not the most recent, should be this one: (the file that ends with "v2") 2 Share this post Link to post
MFG38 Posted March 9, 2022 Made another update to my map. Sorry it took longer than I said it would, @xvertigox. Changelog: Rebalanced health/ammo on all difficulties. Added a second Cyberdemon on UV. Overhauled the exit - it's now initially locked and opens with three keys. Cleaned up some redundant vertices. mfg38_diy_v3.zip 2 Share this post Link to post
CblBOPOTKA Posted March 30, 2022 Hi, how the compilation is going? Judging by the report, progress been has stopped. Is it all ok? 5 Share this post Link to post
Nefelibeta Posted March 31, 2022 Yep, I'm also wondering. Combining all maps into one wad shouldn't take that long I think. 3 Share this post Link to post
lunchlunch Posted March 31, 2022 (edited) 😬Maybe somebody should do a welfare check on lead Edited February 12, 2023 by lunchlunch 3 Share this post Link to post
Gothic Box Posted April 1, 2022 Vert hasn't been on dw for 2 weeks. I know he said he's a busy guy, but this is starting to worry me 1 Share this post Link to post
xvertigox Posted April 4, 2022 Hey guys - sorry, I've been real sick (chronic issue) and have been in hospital for a bit. I'm out now and doing better. Sorry about not being able to update, Murphy's law dictated it was the perfect time for my phone to fuck out too. I'm recouping still this week but this weekend I'll be able to smash a whole bunch of work out, I want to get through as much of the approvals as I possibly can so keep your eyes peeled. I'll do the updates to spreadsheet and all that then too. Sorry again for the delay, looking forward to getting this into everyone's hands. 27 Share this post Link to post
CblBOPOTKA Posted April 4, 2022 It's ok, glad you're all right now. No need to rush, work in your comfortable pace. 4 Share this post Link to post
FEDEX Posted April 4, 2022 Hi @xvertigox We all hope you get better, a chronic disease is a real sh*t. Take care 8 Share this post Link to post
ViolentBeetle Posted May 16, 2022 It seems @xvertigox has been offline for a while and didn't update the progress report. Perhaps someone else should take over the compilation? The progress report has all the links to all the wads. I think I could help with that if necessary. Obviously not trying to shame someone for having medical issues interfere with the project, but it would be a shame to have this project stuck in limbo. 10 Share this post Link to post
Peccatum Mihzamiz Posted May 16, 2022 A compilation would be nice. I am looking forward to do some co-op testing on Odamex for this entire set! (also: if you haven't added co-op starts and thought about softlocks: please do :) ) 2 Share this post Link to post
muumi Posted May 17, 2022 I would also be happy to record a playthrough once there is compilation 0 Share this post Link to post
CblBOPOTKA Posted May 17, 2022 (edited) I will try to make compilation today. Btw, @ViolentBeetle, can't find your map, the link from table is broken. 1 Share this post Link to post
CblBOPOTKA Posted May 17, 2022 Compilation. Maps order taken from table. Please tag me if something wrong with your map. DIY_beta1.rar 1 Share this post Link to post
rouge_means_red Posted May 17, 2022 18 minutes ago, CblBOPOTKA said: Compilation. Maps order taken from table. Please tag me if something wrong with your map. DIY_beta1.rar If you got my map from the table then it's wrong since OP never updated the link, my latest map is posted just a few posts above 1 Share this post Link to post
ViolentBeetle Posted May 17, 2022 (edited) 3 hours ago, CblBOPOTKA said: I will try to make compilation today. Btw, @ViolentBeetle, can't find your map, the link from table is broken. This should be it. I should be able to spend some time testing the compilation and produce suggestions on map order. Be on a lookout for snowman throwing the SSG. For some reason previos version broke but I increased length of the scroll line. For the record, SSG should fly towards the player and fall on the ground level. MAP01.zip Edited May 17, 2022 by ViolentBeetle 2 Share this post Link to post
CblBOPOTKA Posted May 18, 2022 (edited) 12 hours ago, rouge_means_red said: If you got my map from the table then it's wrong since OP never updated the link, my latest map is posted just a few posts above Seems like a typo in table, it follows to the right version you've pointed out. Btw, what nickname do you prefer to be displayed in wad? @rouge_means_red 10 hours ago, ViolentBeetle said: This should be it. I should be able to spend some time testing the compilation and produce suggestions on map order. Be on a lookout for snowman throwing the SSG. For some reason previos version broke but I increased length of the scroll line. For the record, SSG should fly towards the player and fall on the ground level. MAP01.zip Completely playable map (and fun). Snowman does its job. I'll include map in next compilation. Edited May 18, 2022 by CblBOPOTKA 1 Share this post Link to post
CblBOPOTKA Posted May 18, 2022 Compilation v1.1 - download changes: Spoiler - Updated map02 by MFG38 - Added map33 by ViolentBeetle - Configured end-to-end maps flow Also made new table to track maps changes 5 Share this post Link to post
ViolentBeetle Posted May 18, 2022 Played it for a bit, up to map 6. My feedback and classification so far so far. Spoiler MAP01: Works as starter map, but perhaps something shorter and more detailed would work even better before it. (Easy) MAP02: Simplistic boss battle. Good episode ender. (Mid bossfight) MAP03: Mid-difficulty, long map. Probably need to have switches with switch textures. (Mid) MAP04: Really hard. MAP05: Easy and Inviting, but very long and suddenly slaughterific. MAP06: Oh my god why. Also I suggest writing its name as “One Bad Map” because my brain kinda filters the number at the start, I imagine a lot of people would filter it as Map 1: Bad Map (Very hard) Proposed order so far: Episode 1: MAP33 (I don't really want to campaign for my own map to be first, but so far I think it would work best) MAP01 (It's pretty easy) MAP05 (It's a bit harder) Episode 2: MAP03 MAP02 (Basically a boss battle) Episode 3: MAP04 MAP06 (Could well be the final map of the set. Hopefully, it's as hard as it gets) 1 Share this post Link to post
ViolentBeetle Posted May 18, 2022 Further playthrough: MAP07: Two megaspheres are not really reachable until it's too late. UMAPINFO ends game here. (High-mid or low-hard) MAP08: Sudden difficulty escalation. Maybe this should be boss level of second episode? Purple pillar is entirely unintuitive but vital. Move it to revenant box perhaps? Or link to opening of the red door? Yellow switch has no indication it requires a key. MAP09: Low intensity fight with limited resources. I don't think it's possible to kill cyberdemon. Weird graphical issue on the wall of a room adjacent to the room controlling exit gate. Could be a good episode opener Resived proposed order: Episode 1 MAP33 MAP01 MAP05 .... MAP02 Episode 2 MAP09 MAP03 MAP07 MAP08 Episode 3 MAP04 MAP06 1 Share this post Link to post
rouge_means_red Posted May 18, 2022 8 hours ago, CblBOPOTKA said: Also made new table to track maps changes It needs to be made public 1 Share this post Link to post
ViolentBeetle Posted May 18, 2022 Some more, probably that's all for today MAP10: I don't get it. Is there a secret exit or something? The map just ended with me having 9% kills. (The one fight I actually found was very very hard) MAP11: Big room with imps and cyberdemons. It's pretty hard, but there's also invulnerability and stuff. (Pretty hard, I guess) MAP12: I'm in a black room and then I die. MAP13: Very strong concept, non-overwhelming slaughter, good for E3 opening Episode 1 MAP33 MAP01 MAP05 .... MAP02 Episode 2 MAP09 MAP03 MAP07 MAP11 MAP08 Episode 3 MAP13 MAP04 MAP10 (???, it's pretty hard, but all fights but one seem to be hidden) MAP06 Unclassified because I don't get it: MAP12 1 Share this post Link to post
ViolentBeetle Posted May 18, 2022 4 minutes ago, Nefelibeta said: Is there a map list? For convenience. https://docs.google.com/spreadsheets/d/1pPUNeYoDzMRvXfCQAWvXUeCfGycelgXNs0o0eGrKCbU/edit#gid=0 2 Share this post Link to post