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MFG38

[TIME IS UP!] Literalism - A Boom-compatible CP where we do things by the map title

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Just a heads up that I just started development on my map and if I take too long (maybe a week before the project deadline) I'll revoke my spot so someone can spend a week on their own map.

 

For how the map is going, it's coming out alright. No photos yet as it's too early =P

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@NeedHealth Couldn't be bothered to record my playthrough cause my arm still hurts from the COVID-shot, so here's some general feedback.

 

  • Fun little map. Good balance in terms of traps, enemies, and health/ammo. Challenging but not too difficult
  • Overal level design is great, but some areas are severely lacking in detail / decoration. Which is something I think you know and intent to finish after this round of playtesting
  • I skipped the cyberdemon fight (cause of my arm) until I got the yellow key, then fought it through the bars near the yellow door. I don't think this is intended?
  • Some secret were ridiculously hard to find, partly because you use teleporters that are far from the place you teleport too, with little indication where the secret might be: no markings on the hidden wall, and the button that opens the teleporter to the berserk is the same texture as all adjacent lines. I was only able to find the plasmagun and the blue armor without checking doombuilder.
  • Couple if minor bugs and texture misalignments down below

 

Overall, the level is good, not great, but I doesn't feel like a secret level to me. Secret levels usually have a weird gimmick, serve as an easter egg, or are overtly difficult, and this one has none of these. I understand you need to work with the theme that was given to you, and I don't have a quick fix for you, it's just a general comment. 

 

Good luck polishing and finishing this map.

 

 

 

Spoiler

Bug2.png.cfb231dafc9b305c30e7bd44a38cea76.png

Texture Misalignment

Bug1.png.96d4348e2920117315eb894922b9f968.png

The sectors on the right and left look like click&drag mistakes?

 

 

Bug3.png.224acffdffb64f789fd33ba746130cb8.png

I'd change the floor (and ceiling) texture of the yellow door and adjacent sector, because it looks a bit flat with the same floor as the rest of the hallway

 

image.png.1f8d6a097bdf97983b0186605fd6ebb7.png

This secret has multiple sectors marked as secret. which is a bit abundant

 

Bug4.png.bba5181a578eee3c580f25379a6f1219.png

Slight texture misalignment

 

 

 

 

 

 

Edited by Pistoolkip

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44 minutes ago, 1Destro3456 said:

I don’t feel like I’m going to finish my map, not feeling very inspired, I’m revoking my slot

 

Understandable. I've gone ahead and vacated your slot.

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@Pistoolkip thanks! as ive meantioned, there was supposed to be a lock in after you pick the red key up but i was moving things around right before i uploaded the version you played. That caused the lock in to fail. I've also realised after about half way into the making that this map probably isnt good as a secret map, originally there was a battle with three cyberdemons in a room the size of a matchbox before you could exit. I couldnt make it work the way i intended so it got removed.

Edited by NeedHealth

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21 minutes ago, NeedHealth said:

@Pistoolkip thanks! as ive meantioned, there was supposed to be a lock in after you pick the red key up but i was moving things around right before i uploaded the version you played. That caused the lock in to fail.

 

Yeah I know. But you also mentioned that you were curious about how it would play out now so I thought I would share my experience. Lock-in would probably be better.

 

You can still add something to make it feel more secret-like. Maybe a large, twisted room after the yellow key with lots of Revenants on platforms? Or even Revenants or lifts going up and down in a tech setting? Like it's some hellish machine build by revs? Just a suggestion. 

 

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19 minutes ago, Pistoolkip said:

 

Yeah I know. But you also mentioned that you were curious about how it would play out now so I thought I would share my experience. Lock-in would probably be better.

 

You can still add something to make it feel more secret-like. Maybe a large, twisted room after the yellow key with lots of Revenants on platforms? Or even Revenants or lifts going up and down in a tech setting? Like it's some hellish machine build by revs? Just a suggestion. 

 

Yeah that's right and maybe I'll do this!

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I'm going to reopen my slot, I don't feel like I can finish a map for this.

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45 minutes ago, NeedHealth said:

Yeah that's right and maybe I'll do this!

 

Another idea: You could have a room with some dead revenants (killed by crusher or barrels before they even activate), then have 1 or more Archviles locked away in techy columns, who activate when you enter the room. So they resurrect the corpses when you see the corpses, without being attacked by the AV's. Of course, you still need a way to kill/unlock the AVs after, but they could be killed by a 'kill switch' on the machine

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2 hours ago, Pistoolkip said:

Overall, the level is good, not great, but I doesn't feel like a secret level to me. Secret levels usually have a weird gimmick, serve as an easter egg, or are overtly difficult, and this one has none of these.

I don't really think the map slot doesn't necessarily equal to its categorization (normal or secret) in this project. This probably could be changed by tweaking map order during compilation process.

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2 minutes ago, PinkFlamingo said:

I would like to give this a try. May I have one of the open map slots, @MFG38?

 

Yes, you may. I slapped you down for the MAP16 slot, your title is "Cathedral of Rhyza".

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33 minutes ago, TheNoob_Gamer said:

I don't really think the map slot doesn't necessarily equal to its categorization (normal or secret) in this project. This probably could be changed by tweaking map order during compilation process.

 

That's definitely an option, but that's up to MFG38. However, if I was given map31 or 32, I would make something a little more bizarre. 

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18 hours ago, Krull said:

Hi @MFG38, I'll take the last slot if nobody else will

 

It's yours! Your map title is "Mortal Trap".

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19 hours ago, Bobby “lolmcswagger” said:

GOD DAMNIT I MISSED IT AGAIN

I have a CP very similar to this with maps slots available in the event that this CP ran out of map slots

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Picture of my map progress, it's coming out pretty nicely. I hope to finish this before the 6th (since i'll be out from for 20 days, more than less)

 

doom00.png doom01.png

doom02.png doom03.png

doom04.png doom05.png

doom06.png 

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Spoiler

Screenshot_Doom_20210728_223256.png.cad41370621d93875ce0d6675c2b287a.png


Coming Along. I may have missed it, but are you wanting us to add the custom textures straight into our map, like "Take Two", or are you planning to do that work? (I'm just using the WAD version of OTEX, and trying to limit the variety).

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Making progress on Map29: The Basement Problem. It turns out the basement has a lot more problems than you realized.

 

Spoiler

pX4ssnU.png

 

I don't know how long it'll take me to finish this, but if I'm running out of time I'll just cut the map short, so I'll definitely have something ready by then.

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On 7/28/2021 at 4:26 PM, Pistoolkip said:

 

Another idea: You could have a room with some dead revenants (killed by crusher or barrels before they even activate), then have 1 or more Archviles locked away in techy columns, who activate when you enter the room. So they resurrect the corpses when you see the corpses, without being attacked by the AV's. Of course, you still need a way to kill/unlock the AVs after, but they could be killed by a 'kill switch' on the machine

I was actually thinking about this or maybe i'll do a semi-random teleporter where the last enemy is either a zombie or cyberdemon.

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12 hours ago, Death Bear said:

are you wanting us to add the custom textures straight into our map, like "Take Two", or are you planning to do that work?

 

Ideally the former. Saves me the effort of scanning through an entire texture pack looking for the few textures out of 1,200+ that were used in the map.

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Update: I got the random teleporter to work in boom, either you face a zombieman or a cyberdemon at the end.

 

 

It is pure analog boom jank.

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1 minute ago, NeedHealth said:

Update: I got the random teleporter to work in boom, either you face a zombieman or a cyberdemon at the end.

I assume voodoo sorcery was involved? Sounds interesting. Either way, this seems like the plasma gun can have a potential use now.

 

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29 minutes ago, TheNoob_Gamer said:

I assume voodoo sorcery was involved? Sounds interesting. Either way, this seems like the plasma gun can have a potential use now.

 

Still need to add the check if the player does a pacifist run but it should be no problem. You'll get "punished" with the cyberdemon then.

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3 hours ago, TheNoob_Gamer said:

I assume voodoo sorcery was involved? Sounds interesting. Either way, this seems like the plasma gun can have a potential use now.

 

You start with two monsters, one who is not deaf and will wake up when a shot is fired. The other is on a conveyer belt. Now you exploit the fact that a monster needs to pick a random direction when it hits a wall, then you make it open slow doors on both sides by placing a boom linedef close to the wall it will bounce on. These leads to two closets with linedef action 1 which is merged with an door containing a voodoo doll on a conveyer belt. So the monster opens a door for a vodoo doll and depending on which side it is on this monster either gets crushed(preferably during a big battle to hide it somewhat) or it gets teleported into the final area when you get there and the other monster was crushed instead. it also needs to fall down about -32 after opening the door for the vodoo doll to not have it repeat the action. So you make it walk on a scroll floor.

 

The pacifist check involves an extra linedef -e1 (probably behind a wall) in the monster starting closet leading to a third vodoo doll, which opens the door all the way for the other monster on the conveyer belt to teleport and crushes the first one in it's starting room. Potentially the teleporters to the other closets should be blocked here. This pacifist check vodoo doll is blocked of at some point from doing it's thing after the non-deaf monster teleports the first time. Haven't gotten to so far as to build this and test but in theory it should work.

 

There is some fine tuning in this though, some which might not be obvious. Like the placement of the non-deaf monsters closet with regards to the player so either is side is """"evenly"""" picked and the fact that one door in the non deaf monster closet probably should be lower than the other to compensate somewhat.

 

Pure boom jank.

Edited by NeedHealth

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7 hours ago, NeedHealth said:

You start with two monsters, one who is not deaf and will wake up when a shot is fired. The other is on a conveyer belt. Now you exploit the fact that a monster needs to pick a random direction when it hits a wall, then you make it open slow doors on both sides by placing a boom linedef close to the wall it will bounce on. These leads to two closets with linedef action 1 which is merged with an door containing a voodoo doll on a conveyer belt. So the monster opens a door for a vodoo doll and depending on which side it is on this monster either gets crushed(preferably during a big battle to hide it somewhat) or it gets teleported into the final area when you get there and the other monster was crushed instead. it also needs to fall down about -32 after opening the door for the vodoo doll to not have it repeat the action. So you make it walk on a scroll floor.

 

The pacifist check involves an extra linedef -e1 (probably behind a wall) in the monster starting closet leading to a third vodoo doll, which opens the door all the way for the other monster on the conveyer belt to teleport and crushes the first one in it's starting room. Potentially the teleporters to the other closets should be blocked here. This pacifist check vodoo doll is blocked of at some point from doing it's thing after the non-deaf monster teleports the first time. Haven't gotten to so far as to build this and test but in theory it should work.

 

There is some fine tuning in this though, some which might not be obvious. Like the placement of the non-deaf monsters closet with regards to the player so either is side is """"evenly"""" picked and the fact that one door in the non deaf monster closet probably should be lower than the other to compensate somewhat.

 

Pure boom jank.

Very interesting tidbit of info!

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