Post by bigolbilly on Feb 17, 2019 21:10:54 GMT -5
Great job mantistoboggan , here's an FDA (ZDoom 2.8.1). Just a quick run through, no in-game comments. Really enjoyable stuff, though! We've been needing a map like this. Looks great and plays smoothly--you got me with that shotgunner at the blue key, too. That tech temple is too cool, and there are plenty of other groovy visual flourishes. Glad to have you on board for this DBP!
Will think on the name a little bit...
Last Edit: Feb 17, 2019 21:11:24 GMT -5 by bigolbilly
Post by bigolbilly on Feb 18, 2019 10:33:26 GMT -5
FDA for Lake Titicaco (EE -vanilla mode since I wanted to check how this played with infinite height).
Fun, surprisingly doable even with infinite height. The central circular sculpture is a cool landmark. I feel like the early phase of the map could get frustrating--until you figure out a strategy and whittle down the PEs, you can get taken down or cornered pretty quickly. Needing to rely on the RL of course puts you in major danger of blowing yourself up on a stray lost soul, and even cacoball-hell situations can turn fatal before you know it. The opening stash of medikits can also become a death trap, since the floating monsters can block the way out really easily and swarm you. I wonder if starting the player with blue rather than green armor could mitigate some of the frustration potential, giving the player just a bit more resilience off the top. More radically, you could add a single BFG pickup, so that the player has one big BFG blast to deploy judiciously. That might tip the scales a bit too much, though.
Gameplay changes at the suggestion of bigolbilly, thanks for the feedback bro! Added a couple of secrets, minor timing change, green armor -> blue armor... happy rocketing and stay safe during Rocket Launcher Awareness month, for your family's sake.
Post by bigolbilly on Feb 21, 2019 13:26:17 GMT -5
Time to check in! Of course, we're a week out from the release, so get those maps in. I know we've got some more out there! 8D
The current line-up isn't too shabby as it stands, either. We've got two wild romps from glenzinho, a tasty snack from mantistoboggan, and two good ol'-fashioned billymaps from yours truly. Glen and mantis, feel free to add difficulty settings or any other final polishing you want. Unless anyone objects, I'm going to start implementing difficulty settings early next week in any maps that still need it. IIRC, DBPs have varied on difficulty setting implementation, but I like fully supporting the difficulties, and I actually enjoy the process of rethinking levels that comes with balancing for different skills.
I still need some time to fix some hideous leaks and a couple of visual glitches, but hopefully this version is playable from start to finish I opted for a custom midi, please let me know if it's not approved so I can pick one from the resources
Epic architecture tc! Nice midi too, guess we'll have to see what Billy says. Combat and balance good, nothing bad to speak of there, nice main battle at the exit. Love how you have options for red or yellow key to reach to exit and also optional blue key for megasphere secret. Some negative stuff: some of the outside area suffers severe frame rate drop (mainly ZDoom, PRBoom is okay, so disregard.) Unclosed sectors/bleeding flats as you mentioned regarding visual glitches here and here. ALso one near the red skull key. Not a fan of your choice of damaging water floors when dropping down below, but does this sector on the edge have to be damaging too? To the right of the area in that shot there’s also a place where it looks like you can jump across to some trees on what looks like natural rock steps, but it’s impassable and you fall to damaging floor death. Maybe make that first “step” a little taller to discourage the attempt? Also your map name sucks. Great map, not much to fix... those flat bleeds should be a simple fix. Great work!
Last Edit: Feb 24, 2019 18:50:52 GMT -5 by glenzinho
Post by bigolbilly on Feb 25, 2019 14:32:39 GMT -5
Excellent map thundercunt . Stunning architecture, a nice open feeling and some punchy combat. The final circular area fight really keeps you on your toes and challenges you to manage your space. The opening gives you lots of prioritization decisions, too, and made for decent replay value even through multiple deaths (some a biiiit frustrating, until I figured out to get the SSG and green armor quickly). I'm actually ok with the watery exterior being a death trap, I think it's pretty clear that you definitely don't want to fall down there. All in all, this could be a major stand-out with some final polishing. MIDI is great, too. Where have I heard that before?
Besides the slime trails that glen mentioned, I couldn't seem to get the switch that opens the yellow key path to work in EE -vanilla. Looks like there's a WR line or two in that sunken water area--maybe it's eating the press? Luckily, your non-linear key design paid off more than you even meant it to
thank you guys for your comments. The issues noted were hopefully fixed (I don't even know what made that switch inoperable, but I think it had to do with the W1 effect linedef in front of it). I have no idea how to fix these leaks without deleting and rebuilding the area around, so I opted for only fixing the most flagrant ones.
I recorded a FDA for Lake Titicaco, but I accidentally overwritten it with jxdb09mapv1 FDA and I ragequitted during my attempt at cacolmec after being lethally sniped by a spider mastermind 3 times in a row, so I only have a FDA for jxdb09mapv1