DJVCardMaster Posted June 3 Making a shout-out to mappers whose map is still on a yellow (or orange) status at the spreadsheet, this means some issues have been found and need to be fixed. @Silhouette 03 @PinkFlamingo @Weird Sandwich @ThatWeNGuy @RataUnderground @SharkyChip @Snikle @TheV1perK1ller @OldManHan Issues are pointed out at the spreadsheet. Be sure to add difficulty settings and detail maps where pointed out. You can add additional stuff if you want. I think we will have a 2 month play-testing session until we come with a Release Candidate (August 1st). 3 Share this post Link to post
SharkyChip Posted June 7 New version! We Need To Go Deeper by SharkyChip ZIP file attached. Map is on slot 22 still. Changes: - Balanced difficulty settings a little more (enemies, health and ammo) - Fixed a handful of misaligned textures - Re-textured a handful of areas - Final area is a little different, and less cheesable - More detailing (middle textures and Things) - Fixed secret sector being to small and not tagging appropriately - Cleaned the automap Let me know if there are still things that could be improved. sharkychip-weneedtogodeeper-v3.0.zip 1 Share this post Link to post
RataUnderground Posted June 7 New version of Map12 - Bath - -Added detail -Fixed softlocks -Balanced skill levels -Aligned textures RataUnderground-Bath-v0.2.wad.zip 1 Share this post Link to post
DJVCardMaster Posted June 7 49 minutes ago, RataUnderground said: New version of Map12 - Bath - -Added detail -Fixed softlocks -Balanced skill levels -Aligned textures RataUnderground-Bath-v0.2.wad.zip I've left you some feedback at the Discord Server! 0 Share this post Link to post
DJVCardMaster Posted June 9 Download: New Alpha 1.1 With updated maps and fixed missing or wrong songtracks. Also @SharkyChip someone at the Discord Server spotted that the exit linedef seems unclear. "About map20's exit, maybe put an exit sign? I mistaken the teleporter which would bring player to the beginning as the exit in my playthrough" You might fix that for the next update. 4 Share this post Link to post
SharkyChip Posted June 9 1 hour ago, DJVCardMaster said: Also @SharkyChip someone at the Discord Server spotted that the exit linedef seems unclear Ooh got it, will fix that in the next update 1 Share this post Link to post
SharkyChip Posted June 12 Alright, I'm back with another update. Hopefully the exit is a little clearer now Changes to the exit room: - A little more detail - A proper exit sign - A tiny bit of decoration around the "backtrack" teleport to signal that it takes you back to the beginning - A computer area map - Lowered the brightness of said teleporter to make it stand out less - An automap arrow that points the direction of the exit in case it's still confusing Map in slot 22, zip file attached sharkychip-weneedtogodeeper-v4.0.zip 2 Share this post Link to post
DFF Posted June 13 @SharkyChip Playing through the WAD currently on HMP. Difficulty for HMP feels well balanced so no comments on difficulty setting. One general map note is that all the vine textures bleed through the ceilings and create a bit of a visual issue (such as linedefs 520 and 521). To remove bleeding midtextures, they need to be on a sector edge (so just connect the current lines and make separate sectors) and the sectors must have a height, texture, or brightness difference. Bit of an odd quirk but the most seamless solution is to make separate sectors for the vines, then make the sector brightness say 1 tic brighter or darker. Visually this lighting difference will be indistinguishable but it removes the mid-tex bleeding. 2 Share this post Link to post
DJVCardMaster Posted June 13 29 minutes ago, DFF said: @SharkyChip Playing through the WAD currently on HMP. Difficulty for HMP feels well balanced so no comments on difficulty setting. One general map note is that all the vine textures bleed through the ceilings and create a bit of a visual issue (such as linedefs 520 and 521). To remove bleeding midtextures, they need to be on a sector edge (so just connect the current lines and make separate sectors) and the sectors must have a height, texture, or brightness difference. Bit of an odd quirk but the most seamless solution is to make separate sectors for the vines, then make the sector brightness say 1 tic brighter or darker. Visually this lighting difference will be indistinguishable but it removes the mid-tex bleeding. To fix mid-texture bleeding, it's as easy as reducing/adding one level to brightness, so nobody notice changes in light levels. If the sector at one side of the vine is 160, the next one should be 161 or 159, light levels won't have visual differences. 1 Share this post Link to post
PinkFlamingo Posted June 14 Just wanted to say that I'm still here and I'm working on an updated version of my map ;-) 1 Share this post Link to post
Drywtler Posted June 17 49 minutes ago, Aeddes666 said: Some videos. I didn't knew you could get softlocked like that 💀 will fix in the next version 2 Share this post Link to post
SharkyChip Posted June 29 Alright. It's been some rough weeks so I took some time to actually fix the vine issue. It's fixed. I also did some tweaking to other things too, hoping it makes the map look better. Thank you @DFF and @DJVCardMaster for teaching me how to fix the texture bleeding (I made a map for Doomium on 2022 and had so many instances of bleeding that I didn't know what to do). As per usual, map is on slot 22 Changes - Texture bleeding on the vines is fixed - Changed the midtexture in the room before the blue door - Added a little decoration in said room (i.e. hanging corpses) - Changed the texture next to the red door, as it just looked off (white quartz to black stone) - Changed the sky texture in the final fight room - Added a little texture variety to the final room - Moved the exit sign further back and made it more visible to emphasize where you have to go to exit sharkychip-weneedtogodeeper-v5.0.zip 2 Share this post Link to post
PinkFlamingo Posted July 27 Here's the latest update of my map: PinkFlamingo-Deviant_Depths-V3.zip Changes: - Flipped around difficulties: UV now gives the player a shotgun as a starting weapon, HMP gives you a rocket launcher. - Added some extra ammo on HNTR. - Made sure the player stays within the 1024x1024 limits by adding some blocking linedefs. - Added a bit of extra detail to make the map appear less monotone. Honestly, this was the most difficult part. - Made the map coop-friendly by adding a few multiplayer-only switches. These hidden switches only appear in the central room whenever a player is locked inside one of the other trap rooms. The idea is that while one player is locked inside a trap room, their buddies can open those rooms from the outside in case that player dies... 1 Share this post Link to post
DJVCardMaster Posted July 28 (edited) New Alpha 2.1 with updates to maps!Download ALPHA 2.1 Also, I've decided to set a Hard deadline for September 7th. Most maps are on a finished state, however, you can still submit some changes if you feel like it. Shout-out to mappers whose map is still in a "need fixes" state or need to address some issues for them to be on a "green" state: @Drywtler @MortisCausaDonatio @RED77 @Silhouette 03 @DRON12261 @Weird Sandwich @ThatWeNGuy @dmh094 You can check what those issues are at the project's spreadsheet. You can also check at the Discord's #feedback section. Happy mapping! Edited July 30 by DJVCardMaster 6 Share this post Link to post
DJVCardMaster Posted September 2 Constriction: 1024 is now RELEASED Thanks to everyone involved. It has been lot's of fun. 0 Share this post Link to post