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Dusty_Rhodes

[SLOTS TAKEN!] Community Trunk, a cp in the style of CC1 and CC2

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3 hours ago, xdude_gamer said:

 

I helped a friend named @Paf make some MIDIs for his NaNoWADMo challenge, and I really liked them, so I linked them here. Since they are mine technically, they're allowed for use.

[OST] PafWADMo.zip

Thanks for creating them, BTW!

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6 hours ago, xdude_gamer said:

"We'll get a deadline figured out when people are finishing their maps"

 

And as I said it will be a few more months until I start work on my map. But you'll get it in the new year and it will be (hopefully) hard.

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3 hours ago, Kool Belzero said:

Damn, I didn't expect the slots to be filled up so quickly

If you want, you can have my Map 27 slot?

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1 hour ago, pcorf said:

 

And as I said it will be a few more months until I start work on my map. But you'll get it in the new year and it will be (hopefully) hard.

Exactly. No reason to rush anybody. I'll be excited to see what you all come up with!

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3 hours ago, Dusty_Rhodes said:

Exactly. No reason to rush anybody. I'll be excited to see what you all come up with!

 

Zone 400 MAP26 but fitted with twin turbo .... nah just kidding. It will be a unique map to all my others for sure.

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9 hours ago, Dusty_Rhodes said:

Also I have no idea what's with the sky. I'll replace it with another one, it's from TNT Evilution, so you'd think it'd be aligned. I'll get it fixed.

 

Actually looks more the one from Plutonia... I have to check the wad in Slade

If you wish, i can give you some help with the source wad, as i said before...

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9 hours ago, Walter confetti said:

 

Actually looks more the one from Plutonia... I have to check the wad in Slade

If you wish, i can give you some help with the source wad, as i said before...

Sure, I'll take some help. What do needs to be done?

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Ok, here's a zip with various akyes for episode 3:

hell RSKY3 candidates (plums, plutonia, chaine,other).zip

 

And here's what you need to do with multiple sky patches, you just need to add the second (or more) sky texture near the main sky texture:

Spoiler

Immagine-2021-10-14-005021.png

But first, you have to change the x image size in slade from 256 to 512 (if your sky have 2 patches) or to 1024 (if your sky have 4 patches, like the skies in TNT)

Edited by Walter confetti

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3 hours ago, Nefelibeta said:

Please tell me that we are getting Mucus Flow-like maps.

Hopefully, but I don't actually think we'll get one. A shame, really.

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1 hour ago, Vladguy said:

Hopefully, but I don't actually think we'll get one. A shame, really.

I love that map, BPRD really was an artist first, amazing architecture design there..

 

Except it wasn't tested using Boom..

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Glad to see that you were able to rename the project and restart it

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Screenshot_Doom_20211014_203353.png.f992fc32112286cf9cefd99803c9e535.pngScreenshot_Doom_20211014_203413.png.3db618015730e83fdf2a35fefbf1113f.pngexpanding the slime fields. redesigning the arch.

Edited by Dubbag

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20 minutes ago, xdude_gamer said:

looks great

thank you

 

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Here's what I have for map 06 at the moment for anyone wanting to playtest. If you have anything to say about the visuals, difficulty, gameplay, or overall suggestions I'd be happy to hear them. Also, I'm still deciding a name for the map and the current midi (from Dusty's midi pack) is mostly placeholder. Something a bit more oppressive than inspiring would likely fit better.

 

Tested in Crispy Doom, and I'm aware that the bfg is inaccessible at the moment.

ct map06 spineapple tea playtesting.zip

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8 hours ago, Spineapple tea said:

Here's what I have for map 06 at the moment for anyone wanting to playtest. If you have anything to say about the visuals, difficulty, gameplay, or overall suggestions I'd be happy to hear them. Also, I'm still deciding a name for the map and the current midi (from Dusty's midi pack) is mostly placeholder. Something a bit more oppressive than inspiring would likely fit better.

 

Tested in Crispy Doom, and I'm aware that the bfg is inaccessible at the moment.

ct map06 spineapple tea playtesting.zip

 

What am I supposed to do in the room with Cyber? The map is quite awesome, like a mini Sunlust map with vanilla coating.

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1 minute ago, game said:

 

What am I supposed to do in the room with Cyber? The map is quite awesome, like a mini Sunlust map with vanilla coating.

Nothing yet, that's why the bfg is inaccessible at the moment. I wanted to get some play testers to try it out before going too far so that's technically the end of the map right now. Thanks for playing it.

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6 minutes ago, Spineapple tea said:

Nothing yet, that's why the bfg is inaccessible at the moment. I wanted to get some play testers to try it out before going too far so that's technically the end of the map right now. Thanks for playing it.

 

Have you played it in both gzdoom and prboom+? I have considerably more trouble with the archviles in the latter for some reason. I had to keep loading and loading. It kinda relies on luck of having them spawn in a way that doesn't surround you, or when they are distracted resurrecting. I can't criticize it yet to be honest. Maybe it's balanced right. The map is meant to be tricky, after all.

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21 minutes ago, game said:

 

Have you played it in both gzdoom and prboom+? I have considerably more trouble with the archviles in the latter for some reason. I had to keep loading and loading. It kinda relies on luck of having them spawn in a way that doesn't surround you, or when they are distracted resurrecting. I can't criticize it yet to be honest. Maybe it's balanced right. The map is meant to be tricky, after all.

I've only tested it in Crispy and ZDoom (once to hear the midi in a different sound font). I'll set up Prboom+ when I get home and see if it plays any different. When it comes to the difficulty of it, I usually go by the logic of "if it's disgustingly difficult for me, it's probably at least somewhat challenging to Doomworld" since I don't have as much experience as some other people here. That being said, I'd estimate I have about a 2/10 chance of beating the archvile room at any given attempt which, like previously mentioned, means maybe a 6 or 7/10 for others. In terms of gameplay I'm kind of dissatisfied with the arena you fight them in because it just feels like it just hits the bare minimum requirements for fun. Sprucing it up and making it more interesting is on my to do list. 

 

Edit: also if you're having a lot of trouble with the archviles, you can actually bait one into the teleporter and telefrag him if you're quick. If you're not though, he might start resurrecting what you killed at the start. Figured that out by accident while playtesting it and thought it was hilarious.

Edited by Spineapple tea

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11 hours ago, Spineapple tea said:

Here's what I have for map 06 at the moment for anyone wanting to playtest. If you have anything to say about the visuals, difficulty, gameplay, or overall suggestions I'd be happy to hear them.

The starting room could use some touches in terms of detail, there are a few texture alignment hiccups and the Vile-Sandwich where you get the SSG is mean, considering there are only two pillars you can use as cover. And perhaps make the bars in the SSG room lowerable from the other side, in case you need some medikits?

 

I like the Cyberdemon fight, though it's really circle-strafe to win and you can flee to the other room where the Cacos and Revenants are and the Cyber can duke it out with the other guys without you having to do anything.

 

Good map nonetheless!

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3 minutes ago, thiccyosh said:

The starting room could use some touches in terms of detail, there are a few texture alignment hiccups and the Vile-Sandwich where you get the SSG is mean, considering there are only two pillars you can use as cover. And perhaps make the bars in the SSG room lowerable from the other side, in case you need some medikits?

 

I like the Cyberdemon fight, though it's really circle-strafe to win and you can flee to the other room where the Cacos and Revenants are and the Cyber can duke it out with the other guys without you having to do anything.

 

Good map nonetheless!

I'll probably add some 16 wide light textures in each pillar to make the room a bit brighter and more interesting to look at and the starting room has a makeover scheduled. I'll make sure that you can raise the bars too, maybe having a switch reveal itself crossing a linedef to the red key. Also, did you manage to actually kill the cyberdemon? I wouldn't have thought it's possible without some good infighting -- not that it wouldn't be possible in the final version. I see him as more of an obstacle than a monster.

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Oh, I thought you deliberately made it so the archviles (and then revenants) follow you to the starting area as you retreat to that room after teleporting. Adding more detail is always a nice thing, especially since you revisit that room for hiding purposes.

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2 hours ago, Spineapple tea said:

Also, did you manage to actually kill the cyberdemon?

No, I didn't. If you manage to get him to infight with everyone he still would have enough health to tank ~20 rockets. And if you intend to make the Cyberdemon an obstacle, add a crusher to make the player save ammo.

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