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Misty

Snow Wave (idgames release)

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I guess most of maps got some breaks then I guess. Still keep reporting, I plan add project changes tomorrow. 

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Finnished this. Pretty fun overall, plenty lovely ideas with mix of chill gameplay and difficult spikes, beautiful artwork, beautiful doomcute, and a cool status bar as well. Personal favs may include 06, 12, 14, 16 and 18, with a honorable mention to 10 for its 3-in-1 concept. The starting hallway in 07, snowman in 08, the santa in map 12 (is he okay?!), the snowflake in 13, the nutcracker or big face in 14, and the caco/TV count as visual standouts for me. The final two maps weren't my cup of coffee though I noticed that the last stretch in 30 looked familiar, though not identical, to the icon setup in 32in12-14, so I suppose it was inspired by it. All other maps were casual fun too.

 

Spoiler

08 to 14 presented no bugs or glitches for me. Can't speak about 20 because I rushed past most everything, as that seemed like the deal. I was gonna perhaps suggest for 13's snowflake fight if there could be a way to make the megaspheres stand out a bit more because they get (almost) completely obscured by the caco corpses, and since the archviles throw you around like a baseball, when I needed to dash into the middle I could not see the megas, most of the times.. to say that even after all was death I could hardly see the ones I didn't take during the heat lol.

 

15

- Small thing about the teleporting elves in the BSK, one final guy spawned something like 30 seconds after all the rest, and thankfully it wasn't nearby the perched mancubi cause I was using rockets at that point. Might need tweaking so there isn't such long delay for any elf.

- Question about the megasphere secret: since there's no point high enough to shoot the switch that opens the door, do you need to use SSG on the revenants and hope a bullet hits the blank? I'm guessing that's the way, though because the switch is very darkened I didn't notice it was there until resorting to iddt at the end of the map. If you stand next to the highest rock, it is slightly visible, so you just need to spot it in time.

- Curiously, sector 881 wasn't lit like the others. Go figure why I notice such things on the fly as opposed to something more relevant like the megas in map 13...

 

16

- Softlock here

- Extremely minor thing, line 8253 has a midtex support in the lower back side, instead of cratvrk1 

- In the secret transition in the void, it's possible to skip the teleport line on the conveyor if you are holding on the forward key. Simple solution is, duplicate the lines, and for players not to hurry up.

- One small suggestion: since there is a teleporter at the end of the map, that takes you back to the start room, there could also be a teleporter back to the exit area as well.

 

17

- In the RSK cavern, I didn't find any way to get out of there after taking the key. This stayed closed. From what I gathered, the platform raised to the top, so you get one chance or you're stuck, I think. Not sure why it's like that honestly, unless it's a mistake?

 

19

- It appears that the cyberdemon in the centre will teleport into the switch "puzzle" room as soon as you land on said room (well, if it finds the teleport lines). It teleported before I pressed any switch, and took advantage of it. The weird thing is that, it's the only fight happening in that room, so the puzzle is kinda empty after it's dead. I may suggest a few teleporting monsters happen as you press switches. 

- Noticed all these items in a voodoo closet outside of the map. Can the voodoo get those or they are part of some specific setup?

 

Thanks for making this! 

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my playthrough of last 10 maps i skip slaughter maps  like 13,14 18 and 19 i tried to maxed but some aren't maxes  map 16 got a bug as shown in demo got stuck in map 17 too

prboom cl9 demos no saves pistol start uv skill 

11too20.zip

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Project is updated to 1.2 version:

 

  • Includes various level updates from mappers. 

Link is the same for now. Keep reports flowing, it helps refine project better!

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Hello, here's beta v1.2.1 update, special thanks to @CblBOPOTKA. Notes:

 

  • Fixed SWITCHES lump (it was sw1 on "on" state for SW2BKZR*)
  • Added respective textures to build and TextureX.
  • Small fix of SZ2ZIM, was extra 2 at the end.
  • Updated Map16. 

Link remains the same for now, keep updates coming, I'd like get this project wrapped up in idgames before February starts!

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Hey @HEXWALKER, do you plan provide updates to your level in upcoming weeks? Just asking, because I'd like to move to next stage soon as humanly possible. 

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Enjoying this mapset a lot! In terms of variety, there are all kinds of maps: some challenge you with tricky fights, others are chill and full of warm and cozy vibes, and some have very memorable special layouts/designs. As for technical feedback, I also systematically get stuck in map17 in the latest version (here's screenshot of this area). Also personally I feel like project could probably benefit from reordering levels a bit, maybe by difficulty or by visual themes, or both.

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@DJVCardMaster seems you need investigate your level and see what's wrong with area. 

 

10 minutes ago, Arwel said:

Also personally I feel like project could probably benefit from reordering levels a bit, maybe by difficulty or by visual themes, or both.


Well, I'm happy with map order, since it was Arsinikk who proposed map order. He's good player and I trusted his judgement. 

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7 hours ago, Arwel said:

Enjoying this mapset a lot! In terms of variety, there are all kinds of maps: some challenge you with tricky fights, others are chill and full of warm and cozy vibes, and some have very memorable special layouts/designs. As for technical feedback, I also systematically get stuck in map17 in the latest version (here's screenshot of this area). Also personally I feel like project could probably benefit from reordering levels a bit, maybe by difficulty or by visual themes, or both.



Wow, it seems like the action gets repeated or something when trying to raise the pillar. It should only raise once, let me check what's wrong in the meantime. I tried to make sure this never happens, but I've failed 😅

EDIT: I've honestly no idea how the pillar raises to the ceiling, I could not replicate the bug  by any means, what port are you using?

Edited by DJVCardMaster

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In map20, there is a secret with SSG before the first fight.

On UV difficulty there is SSG and ammo, but on HMP it's empty for some reason.

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I was in surgery this morning after a bout of appendicitis, i will have a lot of free time on my hands while recovering, so expect it soon. I know I said last weekend, but that is when it flared up. apologies.

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2 hours ago, HEXWALKER said:

I was in surgery this morning after a bout of appendicitis, i will have a lot of free time on my hands while recovering, so expect it soon. I know I said last weekend, but that is when it flared up. apologies.

 

Hope you're doing well! Don't push yourself in any case.

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2 minutes ago, Arwel said:

 

Hope you're doing well! Don't push yourself in any case.

I'm doing a lot better now that I don't have an appendix, haha. I really appreciate the concern though! I am being sent home as we speak.

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7 hours ago, HEXWALKER said:

I was in surgery this morning after a bout of appendicitis, i will have a lot of free time on my hands while recovering, so expect it soon. I know I said last weekend, but that is when it flared up. apologies.

No rush, health is more important. Update can wait until you feel better. 

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Hello, bumping this thread to tell that I'd like to get any updates you have(send them here or in server), I'd like to push this project to idgames archives in upcoming weeks. Prefebly before March 1st. 

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I should have a sizable update very soon. I am not at home at the moment, but I can scrounge up some pictures when I get back. A lot of my update will be making my map a little less linear, as well as fixing a bunch of stuff I am just really not happy with. I'd like to apologize again for my delay, surgery sucks!!!

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Yeah, would be nice to see them! There's still time to finish what you have. That also goes for everyone else too. 

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Nice, keep those updates to maps flowing! If there any problems, please tell to me. I'm watching this thread closely. 

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Hey, most of of fixes are there, but I'm still waiting for Hexwalker's updates that should be done months ago, heh. Sorry for silence. 

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Ahh! I forgot! I'm so sorry, I've been working on a demoparty as well as scrambling to finish up my map for Amalgoom!!! Apologies again, this year has not been kind to me or my schedule and somethings have slipped my mind. 

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Honestly, if you need to cut the map to get the thing out or if you want to fix up the mess I've made yourself, be my guest. Can't apologize enough.

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I can look at your level, if you tell me what needs to be done in order to be finished. I understand that life and issues get in the way, it never hurts to ask help. I would rather get all maps submitted there get in idgames than start cutting things out. 

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I'm going to submit project in upcoming days to idgames archives, sorry for delays(life stuff happened and I easily get distracted), just need look if I didn't miss anything important.

@HEXWALKER from silence and previous posts, I finally understood that you should release your level stand-alone, since I don't think you will provide that update that I asked for and I'm not going to chase you like goose with the knife. It will be the best for both of us. 

 

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