shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Dec 17, 2022 12:57:48 GMT -5
Do you like challenges? Do you like cruel design decisions? Are you fond of medium sized maps with both characteristics mentioned above? Then i invite you to play 'Smite', which is a (soon to be) 32 level megawad, entertaining different playstyles and mapping formulas. Dropbox link:https:https:https: https:https://www.dropbox.com/s/fkf8b3nh37s9md3/Smitebeta01.zip?dl=1 (Link updated x5) Newest changes: *Retextured the doors that are openable, and those that are not. *Added more weapons in some maps. *Adjusted the ammo\health balance in most of the maps. *Added explosive barrels to MAP01 *Added a new version of MAP10. -------------------------------------* The lore is in the txt. file inside the ZIP. I was working on this megawad for the past 3 years, here's the first 10 levels, since the other 20 are not fully complete yet. In short, Smite is a hard wad, i hope you'll enjoy it. This WAD is boom compatible (-complevel 9). If you have criticisms or suggessions, write 'em out in detail. Have fun. Some screenshots: MAP01 MAP02 MAP05 MAP06 MAP07: .
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,039
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Post by SilverMiner on Dec 17, 2022 14:08:40 GMT -5
предлагаю: Накати GAMEINFO лумп как в дбп, чтобы iwad doom2 был. В конце ссылки на дропбокс поменяй 0 на 1, чтобы желающих закачать не закидывало сначала на дропбокс, а сразу была скачка
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shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Dec 17, 2022 14:11:36 GMT -5
предлагаю: Накати GAMEINFO лумп как в дбп, чтобы iwad doom2 был. В конце ссылки на дропбокс поменяй 0 на 1, чтобы желающих закачать не закидывало сначала на дропбокс, а сразу была скачка Благодарю.
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40oz
diRTbAg
Posts: 5,536
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Post by 40oz on Dec 20, 2022 9:29:37 GMT -5
I haven't been able to sit at my computer to play doom in a while but I've had my eye on this for a few days now. Can't wait to try it
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shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Dec 20, 2022 10:11:29 GMT -5
I haven't been able to sit at my computer to play doom in a while but I've had my eye on this for a few days now. Can't wait to try it Thanks man!
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Post by lunchlunch on Dec 23, 2022 14:11:31 GMT -5
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,039
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Post by SilverMiner on Dec 23, 2022 15:44:29 GMT -5
Zdoom said: Unknown patch RW26_3 - in texture RW26_3 - the same for RW26_4 and RW26_7
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,039
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Post by SilverMiner on Dec 23, 2022 15:48:10 GMT -5
Map02 is missing A_RAIL1
Map03 is missing NWTR2, crwdl64a, "\ ", a-wood1, bcab_ope, egsuprt3
Map05 crwdh64
Map09 sahwn2
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shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Dec 24, 2022 5:31:39 GMT -5
I fixed the problems mentioned, and a new link will be uploaded today. Only thing i dont understand is the DSDA doom errors. Thanks people.
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shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Dec 25, 2022 10:43:30 GMT -5
lunchlunch , i fixed the textures that seem to be causing problem, can you try to run it?
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40oz
diRTbAg
Posts: 5,536
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Post by 40oz on Dec 29, 2022 14:55:15 GMT -5
shibainumasterMAP01 It's a fine starting map. There's a lot of door textures that aren't actually doors in here. MAP02 In the red key room, the right window has a shotgun guy and imp standing on top of each other, unable to move. I got lost a little bit in this map in some of the dark areas. It's not particularly obvious to me which wall textures open and which ones do not. As stated in MAP01, there's some textures that look like doors that aren't actually doors, and some non-door textures open like regular doors. This is a little unnerving for some parts where I press a switch and I don't know what it did. Does this mean I have to check all these door textures to see if any of them opened? It took me about 16 minutes to beat this one. MAP03 DNF. There's a lava pit in the second room that I think doesn't have a way out of it. This map has a lot of dark rooms and lots of monsters. The hitscanners were really pecking my health away because they'd keep shooting me before I could see them. Some armor would have went a long way here. I had enough ammo but I did feel like I was pretty low at most points. I had to give up and take a break here because the maps are now getting much longer at this point and theres some pretty tough monsters with not many strong weapons to kill them with.
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shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Dec 30, 2022 14:26:54 GMT -5
shibainumaster MAP01 It's a fine starting map. There's a lot of door textures that aren't actually doors in here. MAP02 In the red key room, the right window has a shotgun guy and imp standing on top of each other, unable to move. I got lost a little bit in this map in some of the dark areas. It's not particularly obvious to me which wall textures open and which ones do not. As stated in MAP01, there's some textures that look like doors that aren't actually doors, and some non-door textures open like regular doors. This is a little unnerving for some parts where I press a switch and I don't know what it did. Does this mean I have to check all these door textures to see if any of them opened? It took me about 16 minutes to beat this one. MAP03 DNF. There's a lava pit in the second room that I think doesn't have a way out of it. This map has a lot of dark rooms and lots of monsters. The hitscanners were really pecking my health away because they'd keep shooting me before I could see them. Some armor would have went a long way here. I had enough ammo but I did feel like I was pretty low at most points. I had to give up and take a break here because the maps are now getting much longer at this point and theres some pretty tough monsters with not many strong weapons to kill them with. Thank you for your critique, The thing with doors is that the DOOR3 texture, and also that bronze one (that one without the hazard markings) are usually unopanable (Exceptions are if they're key-marked, or a bronze door in MAP04 that leads you out of a certain area.)
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Post by lunchlunch on Jan 4, 2023 4:28:39 GMT -5
doomshack.org/uploads/SmiteFDAs.zipThere's an existing vocabulary for DOOM players regarding what textures can be interacted with and what they're expected to do. If you're going to use textures in an unorthodox way, you have to be consistent in how you use it. If a door texture is unopenable in one instance, it shouldn't be openable in any instance. There's a lot of wall fixtures in these maps that are low enough on the wall that they can be stepped into. It forces the player to investigate every single one just in case it's a secret (or even the way forward when there's unorthodox door textures being used). You should put these up higher on the wall so it's obvious they're just decoration. Personally I don't like when these flash either, to my mind, that indicates a secret or something intended to be interacted with in some way. MAP01 I played five minutes of this map a week ago but didn't record a demo. I came back to it this week. I remembered there being a lot of boring pistol/chainsaw gameplay so I just tried to get through the map as quickly as possible by running past things when I could. MAP02 Some of the traps were fun, and I really loved the look of this map. It's unclear how to retrieve the blue key, it's a lot of mazey switch-hunting and by the time I reach the key, it feels unsatisfying. MAP03 DNF. When I first started making maps, I used to almost never give out the super shotgun because I thought it was overused and wanted to utilize the single-barrel. It took me awhile to learn that unless this is implemented properly, it just turns levels into a slog. In a tight room against just a few enemies, that's a good way to use the shotgun. Opening giant room after giant room of roaming mobs and shotgunning them all one by one is really boring gameplay. Especially when the player gets killed by one of your traps and has to start the whole thing over again. At a certain point I started just trying to run past everything. It may seem disrespectful but when the map disrespects my time, it becomes the go-to for me. Anyways, that didn't work either so I called the wad quits here. I liked the visuals and even though I complained a bit about the strange progression, I did mostly enjoy that old-school aspect to it. There's just too much doorway-peekaboo and plinking away at things for my taste.
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shibainumaster
Doomer
Kombucha Mushroom person (sits around all day)
Posts: 420
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Post by shibainumaster on Apr 11, 2023 8:28:23 GMT -5
Bumping this thread to inform you all that i have retextured the doors.
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,039
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Post by SilverMiner on Apr 11, 2023 9:04:21 GMT -5
Круто
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