Post by supercupcaketactics on May 1, 2019 18:44:00 GMT -5
Howdy everyone! I will be this month's project's glorious le- AAAAAAHHH I'M BEING POSSESSED BY THE FORUM GHOST OF ANOMIMVIO ALSO KNOWN AS 40OZ! Hah, just kidding! DBP 12 has 12 MIDIs and a black and blue texture set of gothic and dark tones with an Aurora Borealis sky. Simply load the resource WAD and make a map that fits the theme!
1. Get your maps in earlier than later so we have time to test it! 2. The project is released when its released, even if no one makes a map for it. 3. Limit Removing format. This means regular Doom 2 in Doom format. 4. Keep your maps short. On a casual playthrough, the goal play time is somewhere around 4-12 minutes. If its much longer than that, the map might get rejected 5. Use your own MIDI if you don't want to use one I put in the resource WAD, however I will change it if it hurts my ears. 6. The TEXTURE1 lump blacks out many of the textures. These textures are restricted. For thematic consistency, you may only use the textures provided in the resource file. Do not include your own textures or modify the resource wad. 7. Do not implement skill settings in your map before sharing it the first time. Leave it up to the testers to decide what's too easy or too hard. 8. Any submitted maps are subject to be modified by me for error corrections or quality control purposes. Deal with it.
Post by supercupcaketactics on May 1, 2019 18:53:53 GMT -5
MIDI List: MAP01: Midnight Call by Mark Klem MAP02: GNA by Mark Klem MAP03: Descent MIDI MAP04: Mark Klem MIDI #3 MAP05: Mark Klem MIDI #4 MAP06: Icarus MIDI MAP07: Organic Gods by Mark Klem MAP08: Mark Klem MIDI #6 MAP09: MIDI in mid-2000s Doom WADs #1 MAP10: CCCool from Rise of The Triad MAP11: 90s WAD MIDI DWANGO MAP12: Into The Storm by Blind Guardian
If you have any suggestions or critique on the resource pack such as being too drab to work with let me know!
chaingunner ain’t playing around yo, nice work! I’ll send demo in the next half day or so.
edit: This is as far as I got for now Chaingunner ... great little map in quick time, nice clean texturing and good demonstration of the pack. My gameplay impression is that it's a little grindy with the weapons given and encourages camp behaviour instead of free flowing action... Perhaps adding another weapon like the RL will improve flow, even in that secret instead of the green armor. There's a lot of meat and no incentive to rush into the fray. Outstanding effort regardless.
Last Edit: May 2, 2019 17:11:05 GMT -5 by glenzinho
Post by supercupcaketactics on May 2, 2019 23:05:15 GMT -5
Thank you very much for the map Chaingunner ! Fun and challenging stuff but not without a few faults. Here is my winning and Crispy Doom UV recorded demo. I got really lucky with the spectres not blindsiding me so much.
Great detail and distinct areas however I wonder what the "correct" way to progress through the map is. The ammo shortages are pretty bad (playing on UV) and so I thought the way to go was to visit the yellow key area first with the chaingun, yet that still had me running out of ammo when it came time to visit the red key throne. I saw the shotgun ammo as the incentive to go inside but that really only works for the blue key area and maybe the ammo should be more visible there too. I agree with glenzinho about adding a rocket launcher but perhaps it being used as the incentive to reach across a room. There are a ton of monsters to blast through and that's fun for me but they end up just making me backtrack when more of them activate and becomes a grind for the red key, and the chaingunner pillars there are especially discouraging of that and a beginner's trap. My winning strategy ended up being to just incite lots of infighting to save as much ammo as I could for myself.
The detail is amazing but you can sometimes get stuck on it, especially the big block of brick near the starting point. I was also surprised about the start with 3 shotgunguys gunning for me. I guess the optimal strategy would be to try circling around but I never tried that. I kind of like that but know it's going to irritate a lot of players.
I like the challenge but it's definitely tough and tight for a DBP map. It's cool with me but at the very least difficulty settings will have to be implemented for sure (as well some addressing of the issues above). Impressive that you did this in just 5 hours, and I'm glad you enjoyed the textures! Thank you again for the map! It's much appreciated
Fantastic map Chaingunner ! Very enjoyable to play despite a couple of faults. I think there's a bit too many turrets in high up places that force you to camp through the door, even if it is just for a little while, removing some of them could improve the map nicely. Ammo was a bit tight, so I'd suggest adding a chainsaw and/or some barrels to make up for it. The shells at the end were too much, I got completely overstocked on shells just for 1 arch-vile which doesn't seem right. I think the imp horde at the end should teleport between each side to make the arch-vile and the imps more threatening, interesting and fun to kill, I'm also not sure why the revenants at the end are deaf, maybe teleport them with the arch-vile instead?
PSA: Joe doesn’t really know how to actually play Doom, bless the poor soul, so feel free to ignore his advice. Just swap out that green armour in the secret for a RL and a total of 10 rockets across the entire map and we all good holmes
Last Edit: May 3, 2019 4:32:21 GMT -5 by glenzinho
Chaingunner excellent map, great visuals and mostly tough-but-fair gameplay that gets more manageable as you learn the map. The size is very DBP-appropriate, reminding me that I could stand to scale down sometimes.
My major complaint is the hot start. At the very least, I would feel better with the monsters starting facing away from you. Otherwise, it sorta feels like "start map --> roll dice to see whether you get 30% HP." I like the idea of adding a rocket launcher somewhere, though for the most part that would probably make the map harder. Joe's ideas about the turrets isn't a bad one, there's a lot of door-camping temptation, although the ammo situation prevents this from getting too out of hand. Have an FDA and watch me hack at it again and again until I get it: www.dropbox.com/s/ajy1cpu5ke0hsdx/bob_fingers2.lmp?dl=1
Yeahhhh with chaingunner’s map and a potential memfymap we’re keeping things fresh. I have aspirations for a map but I’m also putting some work into a future (DBP13?) resource pack. The DBP series is really on a roll!
Great job walterc ! FDA for the map, played very cautiously due to the no health stipulation. The restrictions you've placed on your map are fine I think, whatever helps you get a map done and is enjoyable to play I say. Perhaps a useless secret with one armor bonus could be added in to make 100% items and secrets possible across all compatible ports. Another thing I would suggest is to change that last switch that opens the door where the Caco and Imps are behind to a stay open door, as you'll see in the demo it was a little dull to keep running back and hitting that switch. Other than that I'd say this map is pretty damn spiffy, well done and thank you for your contribution!
Last Edit: May 7, 2019 19:29:58 GMT -5 by glenzinho
Post by supercupcaketactics on May 9, 2019 22:43:15 GMT -5
Thanks very much for the map walterc ! Here is my crispydoom recorded demo.
A nice short and compact map is a great addition to this project! The no health pickup restriction works pretty well unless you get a few chunks blown off from the shotgunners in the main hub area. If you feel you need to add something then maybe some armor at the start would help and on easy mode a soulsphere before the first teleporter would do. I also think that door should stay open, and/or maybe with a wider door for a little extra dodging challenge. I also liked the little town setting.
Chill experience and a nice Doom snack; thanks for the map! Your contribution is well noted and appreciated!
walterc This doesn't feel like a no health map, I still managed to go run and gun as usual and only got damaged by the poor shotgunner placement on the first encounter, I'm just impatient to snipe them all with a pistol, it would be boring that way. At one point you even threw hitscanners at the player with no cover which is just flea market cheap, a pillar would be better and more dynamic than getting lucky in having all of them miss. Most of the rest of the encounters were dull door/corner fights, there was no meat on the bone, monsters did not provide a challenge as you could easily retreat safely most of the time, if the doors would stay open, if monsters appeared in odd ways, if more projectile dodging and health managing was required this could've been an interesting no HP map, but right now it plays like a regular map.
TL;DR If you wouldn't have told me that this map had no HP, I wouldn't have noticed.
This is an easygoing map that takes place on a fictional planet... MY planet! The music provided is a MIDI rendition of "Invisible Sorrow" from Castlevania 64. Thank you SuperCupcakeTactics for bringing this fantastic theme to light; I had a blast making this map.
I don’t have a demo, you killed me good, but I can safely say this is by far my favourite work of yours Xyzzy01 . You’re a cruel bastard and I love you, thank you so much for this map! About the only thing I can complain about is those 7 switches you have to press in the beginning area after having the blue key.. 3 would be sufficient I think for the combat that takes place at that time. Never before have 30 odd monsters been so lethal... Outstanding work, you’re a star! 🌟
Last Edit: May 12, 2019 4:52:10 GMT -5 by glenzinho
Yeah, having to press 7 switches seems excessive. Also these grates near the spawn need the "impassable" flag and it feels weird how you can sort of "touch" the mancubi when they are buried in the ground. It's a cute map otherwise, I like your "pixel art" and drawings on the floor. Here is a demo.
Nice map, Xyz, I managed to beat the map without shooting, until that cyber at the end. Not sure if you want to do something about that cyber, but it was good fun dodging all the enemies, maybe you can make this a no ammo map as a vice versa of walter's no health map.
Nice demos, memfis and joe! Thank you, they were entertaining to watch Also thanks for the kinds words and feedback, especially from you glen, hehe. I could probably do something about those fatsos in the blue key area, but I confess that this map was really designed for Nightmare! difficulty. This is the real reason why the map is easygoing and designed the way it is; the gate at the beginning is passable and those 7 switches exist, extra monster teleport lines placed in the map so monsters can follow you everywhere, etc. It was all for a smoother speedrun, like that "dabadee" demo enclosed in the zip file