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Andrea Rovenski

[/idgames] AUTOPHAGY :: 33 Map Megawad :: Limit Removing Classic Vanilla Style [complevel 2]

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Interesting sounding combo, love me some scythe, so there better be some tiny maps in there!

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Wowwowwow this sounds right up my street! Gonna check this ‘un out. 12 day cooking period has me waggling my eyebrows excitedly too. Cool stuff, Andrea! :)

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SWEET! Is that your first full megawad?

 

Also, is there a way to access MAP33 in-game or is it only accessible through the console? I took the liberty to take a peak at the UMAPINFO and I noticed MAP33 leads to MAP34, yet the latter does not seem to exist. Is it coming in a later release?

 

EDIT: I noticed the lack of shotgun in the first three maps despite the presence of shells and shotgunners on unreachable ledges. Is that done on purpose? Either way, I would suggest replacing the secret rocket box in MAP01 with a shotgun as the pistol is a pretty underwhelming weapon and it makes playing through the first three maps more tedious than they should be.

Edited by Rudolph

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Thank you for the kind words and videos, y'all!

 

2 hours ago, Rudolph said:

Also, is there a way to access MAP33 in-game or is it only accessible through the console? I took the liberty to take a peak at the UMAPINFO and I noticed MAP33 leads to MAP34, yet the latter does not seem to exist. Is it coming in a later release?

no, its supposed to crash the game by loading a nonexistent map :)

 

2 hours ago, Rudolph said:

EDIT: I noticed the lack of shotgun in the first three maps despite the presence of shells and shotgunners on unreachable ledges. Is that done on purpose? Either way, I would suggest replacing the secret rocket box in MAP01 with a shotgun as the pistol is a pretty underwhelming weapon and it makes playing through the first three maps more tedious than they should be.

There's a berserk and chainsaw on these maps for a reason my friend 

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1 hour ago, Andrea Rovenski said:

There's a berserk and chainsaw on these maps for a reason my friend 

I guess. I just was not expecting of a vanilla mapset to withhold the Shotgun until MAP04. Oh well. Thanks for the info!

 

And the mapset itself is cool so far: I do like how there is a visual continuity between maps, with every map starting where the previous one ended. I was also surprised to hear one of Bobby Prince's unused tracks in MAP05.

Edited by Rudolph

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These were fun to play, I liked how you managed to progressively ramp up the difficulty. In fact, I played most maps from pistol starts, but I played continuously since MAP28 because of all the archviles. On the other hand, I think you overdid MAP30. It's pure luckfest if you manage to lure the mastermind off the platform and make it infight so you have enough time to make your way to the exit. And wading through lava all along the way. Apart from that, there is a bug in MAP09, player can become stuck behind crates near the blue keyed door. And GZdoom reports some geometry problems:

 

MAP16:
Removing 0-length line 339
Map has 2 unused sidedefs

 

MAP32:
Unknown middle texture 'MAXAU4' on first side of linedef 915
Unknown middle texture 'MAXAU5' on first side of linedef 947

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57 minutes ago, Caleb13 said:

On the other hand, I think you overdid MAP30. It's pure luckfest if you manage to lure the mastermind off the platform and make it infight so you have enough time to make your way to the exit. And wading through lava all along the way.

I could always add more megaspheres, but be sure to look for secrets :) 

 

58 minutes ago, Caleb13 said:

there is a bug in MAP09, player can become stuck behind crates near the blue keyed door.

I think the crate should act as a lift, did you try it?

 

glad you enjoyed over all! thank you for the comments!

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I'm still new in doomworld comunity but it's been amazing how many custom contend you guys make. I Freaking loved "A War on Chrismas" and going to give this one a shot ASAP! Also congrats for the RC1! <3

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I've started last night and finished it today, Been an enjoyable and short megawad, sort of leaning on the easier side on HMP.

But I noticed there's some bugs in MAP04.

The door near the starting spawn is a red key door (Linedef 27), when opening the door, it appears to be out of bounds, when entering outside of the map from the red key door, you can softlock the map and leaving a major HOM effect. I don't know if Linedef 27 was intentionally to be a red door or not.

doom10.png

doom09.png

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2 hours ago, Caleb13 said:

MAP32:

Unknown middle texture 'MAXAU4' on first side of linedef 915
Unknown middle texture 'MAXAU5' on first side of linedef 947

Is that the untextured block in MAP32's megasphere secret?

 

If so, I can confirm it on my end as well.

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Very nice set of small maps. Ideal for a few minutes of Dooming per map with the difficulty not being high but not so easy to be boring.

 

Here are a few issues and nitpicks after playing about 10 maps:
MAP03:
    - small misalignment on line 493
MAP04:
    - seems like the red door action was left on line 27 (and line 3) by accident because it just leads to the void and the player can get stuck there
MAP05:
    - it's possible to get stuck behind a crate (sector 94)
MAP07:
    - from what I can see the secret (sector 51) isn't visibly marked in any way so it would be good to add some hint
MAP30:
    - a soulsphere (thing 213) starts floating if the lift is lowered and then raised again
    - some multiplayer radsuits/megaspheres would come in handy because of the mandatory walk through damaging floor
 

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Definitely feeling the Demonfear vibe here.

 

Great work - just played through the first 16 maps!

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Neat stuff here, definitely getting the vibes you went for. Up to map 16 though I need a break after 33 lol.

 

EDIT: Just finnished up the rest. No glaring bugs on my end! One death in m26, naturally if I can't hide anywhere from an archvile and gunners, but fleeing out paid well enough. Thank fuck I hid behind the first switch in m30 right in time saving me from death to hitscan. I had fun overall. 

 

Few observations:

 

Spoiler

04

- Yes, that RK door lol

 

07

- At first thought this midtex bleeding wasn't intentional, but it also hinted the little secret, so it's useful at least!

- Speaking of the little secret, is the hidden keycards sequence just a personal touch of yours? I did feel compelled to try out gliding to see what the switch was supposed to do -- first two I got with keyboard pretty quick, last I resorted to mouse. I now see the switch might exist to enable an alternative route, if I'm not wrong... Could say this pushed me into doing things I never bother trying :P

 

13

- Minor visual glitch here

 

14

- Another glitch

 

15

- Line 72 is untextured on the lower back side

 

32

- Lines 915, 947 have a texture that appears unknown in the editor, so it might be missing?

 

EDIT:

 

23

- Visual thingy while looking from the berserk spot

 

Thanks for sharing!

Edited by galileo31dos01

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Thank you for the feedback folks! I'll probably post an rc2 sometime soon with fixes to some of the mentioned issues, although I'll probably leave the map04 one in because it's really funny 

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Well, you got me there. Also, I managed to get it shortly after asking: too bad, I cannot delete posts on Doomworld. :(

 

Anyway, in MAP24, after getting the red key, I seem unable to revisit the area after the yellow key door close behind me. Is that intentional?

 

Also, the map ending could be made a little more obvious.

 

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9 minutes ago, Rudolph said:

Well, you got me there. Also, I managed to get it shortly after asking: too bad, I cannot delete posts on Doomworld. :(

 

Anyway, in MAP24, after getting the red key, I seem unable to revisit the area after the yellow key door close behind me. Is that intentional?

 

Also, the map ending could be made a little more obvious.

 

thats interesting, i guess you managed to close a door with "open stay" because I left a linedef on it haha. It could be made more obvious, but I prefer subtlety here

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