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Post by Deleted on Jan 20, 2018 17:07:41 GMT -5
EDIT: It's canned again, let's move on to better and brighter things... You know I'm serious because it's in comic sans.Hello. I had attempted to make a 1 man 32 map megawad in the past, it failed obviously and went completely under the radar only being released with 17 maps (16 regular, 1 secret). I have not touched it until now, I have recently made a MAP17 for it, here is the updated mapset with MAP17 included (This will not work with other mods like BD or such due to alterations to weapons by me). The maps are actually quite rough and shit until MAP12 and beyond if I'm quite honest, I'd recommend starting there. It is for Doom 2, PrBoom specifically/Boom compatible ports specifically. Download: www.mediafire.com/file/5fu5ihwpk8zr5iy/TPBMnew.zipOld Screens: I am to next completely remove the map "Cyberden" and completely replace it (MAP07) as it is total garbage.
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40oz
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Post by 40oz on Jan 20, 2018 17:14:09 GMT -5
I'm glad you didn't make the 32 map mark because 17 maps sounds like that lovely sweet number of maps id like to play. These days I dont even feel like playing 32 maps from one project even if it was made by the most prodigial transcendental mapper that anyone's ever seen. I look forward to giving this a whack. Thanks for adding it to my playlist bbl /w comments
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Post by Deleted on Jan 20, 2018 17:19:20 GMT -5
I've always thought the name of this project was really weak. What's next, "vanilla mappack"? "ZDoom levelset"? Maybe this is why people don't talk about it much.
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Post by Deleted on Jan 20, 2018 17:35:16 GMT -5
I've always thought the name of this project was really weak. What's next, "vanilla mappack"? "ZDoom levelset"? Maybe this is why people don't talk about it much. I'm sure there is so many other reasons, I can't come up with decent names anyway so the crappy generic safe option was best.
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Post by Deleted on Jan 20, 2018 17:59:07 GMT -5
How about calling it Josh’s Houses of Violent Deaths, or if you want to be DW friendly call it Josh and Sgt Zaniac Have Lunch At Ottos While Watching Punk Aardvarks.
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Post by Deleted on Jan 20, 2018 22:09:25 GMT -5
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Post by Deleted on Jun 15, 2018 15:34:08 GMT -5
Rather than "let sleeping dogs lie", I have decided to slowly creep my way back out of the grave with this project's screaming remains clutched under my arms, off to make my own little Frankenstein's Monster out of it.
I'm going to be "perfecting" the salvageable parts, next (as the linked video shows) I'm extracting and replacing the useless and "dead" parts and replacing them entirely, next I'll add more to it... But first I have give him a new name... I'll get working on that very soon.
As for now, I have destroyed and rebuilt MAP07 from the ground up, here is a demonstration (forgive the poor quality, my greatest challenge is overcoming my abysmal hardware):
MAP07 original:
MAP07 revision:
(Important note, that vid was shot with a broken version of ZDoom, the only version I can "properly" record with, so the map doesn't work as intended)
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Post by Deleted on Jun 15, 2018 15:46:30 GMT -5
Good to see you getting back on the horse Josh. A little feedback based on your video: it's not much different from the original Dead Simple. With the Cyberdemon, it doesn't look like a fun fight with him handicapped by having that slightly shorter ceiling to hem him into the central area. I think you need to cunt up the difficulty a little bit more before that part, and also let the Cybie roam. I'm not talking Ribbiks level masochism, but you're just casually strolling around taking potshots at the mancubi, may as well be playing with iddqd on. You only took any damage due to your lax movement. Don't lose heart bro, no need to radically alter much to just toughen the combat a bit. A little imagination on a couple of things and you should hit that sweet gameplay spot.
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Post by Deleted on Jun 15, 2018 16:06:46 GMT -5
Good to see you getting back on the horse Josh. A little feedback based on your video: it's not much different from the original Dead Simple. With the Cyberdemon, it doesn't look like a fun fight with him handicapped by having that slightly shorter ceiling to hem him into the central area. I think you need to cunt up the difficulty a little bit more before that part, and also let the Cybie roam. I'm not talking Ribbiks level masochism, but you're just casually strolling around taking potshots at the mancubi, may as well be playing with iddqd on. You only took any damage due to your lax movement. Don't lose heart bro, no need to radically alter much to just toughen the combat a bit. A little imagination on a couple of things and you should hit that sweet gameplay spot. Thanks for the feedback. I originally was (much like the OG dead simple) going to have some mancs roaming, I should add them back in. The Cyber is very unthreatening, I'll adjust the level geometry to release him. In the video it is not shown (a broken ZDoom version was used so it doesn't work) but the Cyber was backed up by a small group of 12 hell knights who teleport in and some zombies on a nearby building, I think these add more depth to fight but I'll need to see how a free Cyber will change the flow of that.C I'll get to implementing those ideas soon.
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Post by Deleted on Jun 15, 2018 16:17:17 GMT -5
Well the other monsters alongside the Cyber would definitely make it more interesting I think. Experiment with the free roam just to see what it is like the other way and you can make a better rounded judgement. About the mancs, you could do more than just have them walking around. We've seen Dead Simple remakes for centuries it seems, you could experiment with other monsters alongside them as well, the arachnatrons too.
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40oz
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Post by 40oz on Jun 16, 2018 22:03:43 GMT -5
I played through some of this on twitch today. Very cool designs and I smell a lot of inspiration from a variety of shooter games. I liked a lot of what I played but I found the gameplay to be a bit tiresome. It's pretty heavy on the corridor and doorway fights and the exciting trap encounters were few and far between. By the time I got into the double digit map numbers I found the maps to just be way too swamped with monsters. There was enough ammo to kill them but it was a long boring grind for most of it and I found it to more exhausting than challenging. I wasn't playing with saves for most of it so when I died I'd restart the map from pistol start. The maps were survivable but the beginnings were super hard and grindy, trying to peck away at big and dangerous monsters with substandard weapons. A lot of the better weapons and ammo abundance doesn't come until 50% of the monsters have been killed. Also a handful of these maps ended with powerups and caches of ammo very late in the map where they would have been much more useful earlier on. In my experience, it's often better to hand the player nice weapons and ammo early on and then cut off resources later so the player has to ration out his inventory in play instead of scrape by with but a weak pittance of bullets and shells for the first half of the map.
In general I think I spent most of my time being frustrated while I was playing these maps unless I carried over weapons and ammo from the previous map. There's no denying that you have some a good set of mapping skills but you need to know this about your gameplay -- give the player what he wants first, then deliver consequences later.
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Post by Deleted on Jun 17, 2018 11:07:55 GMT -5
I played through some of this on twitch today. Very cool designs and I smell a lot of inspiration from a variety of shooter games. I liked a lot of what I played but I found the gameplay to be a bit tiresome. It's pretty heavy on the corridor and doorway fights and the exciting trap encounters were few and far between. By the time I got into the double digit map numbers I found the maps to just be way too swamped with monsters. There was enough ammo to kill them but it was a long boring grind for most of it and I found it to more exhausting than challenging. I wasn't playing with saves for most of it so when I died I'd restart the map from pistol start. The maps were survivable but the beginnings were super hard and grindy, trying to peck away at big and dangerous monsters with substandard weapons. A lot of the better weapons and ammo abundance doesn't come until 50% of the monsters have been killed. Also a handful of these maps ended with powerups and caches of ammo very late in the map where they would have been much more useful earlier on. In my experience, it's often better to hand the player nice weapons and ammo early on and then cut off resources later so the player has to ration out his inventory in play instead of scrape by with but a weak pittance of bullets and shells for the first half of the map. In general I think I spent most of my time being frustrated while I was playing these maps unless I carried over weapons and ammo from the previous map. There's no denying that you have some a good set of mapping skills but you need to know this about your gameplay -- give the player what he wants first, then deliver consequences later. Thank you for this, do you have any VODs of the stream I could use for specific reference?
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40oz
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Post by 40oz on Jun 17, 2018 17:48:11 GMT -5
In the first few videos my audio was effed up, i dont realize it until a few people in the chat start helping me around MAP04. The first few maps are pretty casual, I don't recall having many comments other than that the gameplay was pretty plain and simple.
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Post by Deleted on Jun 20, 2018 22:11:38 GMT -5
So I watched the VoD, all 4 hours.
I have extracted some valuable information on what I could do some ideas about "improving" encounters, weapon changes, design changes... Yes.... Buuuut... As right now the current consensus is to scrap it all and never return, perhaps it IS best to let sleeping dogs die, almost everyone but me so far has not enjoyed it so the writing is clearly on the wall at this point (and at this point even I don't like it).
Although before I set fire to it all, I'd like to address a few points I noticed from you in the stream:
About the wad:
- The wad is designed for continuous play but is 100% possible from pistol start on every difficulty setting, you are rewarded for continuous play by items at the exits to prepare you for the next map.
- The rifle was designed to be a more useful pistol by shooting faster and having 0 recoil, you can't make it have more damage without altering base bullet damage itself (and trust me you don't want that). I was actually planning to make the rifle a fast firing AR and the chaingun an ammo puking SMG but I canned this project before I got either idea working, there were plans to make the shotgun a full auto riot shotgun as well but that shit was buggy as hell and the beta had no useful sprites for that and I'm no artist.
- The ammo modification was because I like more conventional firearms based combat, I felt like 600 cells lent too much leeway with the plasma and BFG and the 100 rocket cap was cut to 50 because A: I made the rockets do more damage so 100 of them was just too powerful and B: 100 rockets is ridiculous
Thoughts about the stream and your thoughts, how meta:
(Note, I do appreciate you going through by the way, just some little things I want to say)
- This should be obvious but apparently not, of course I tested it without God mode and all items and of course I enjoyed it at the time (some of the maps I still do), why would I upload them if I didn't? Having you doubt this almost obvious fact came across as bizarre and out of character, almost arrogant even... Then again, if some one is asking that question about your maps you've probably fucked up and have no idea what you're doing, I'm going to go for the latter.
- You complained about the lack of supplies yet almost actually refused to actually look for any, this amused me greatly (especially on MAP13, because when you found them on the like 7th attempt after complaining about the lack of resources it was one of the greatest things ever or on MAP10 where I placed an abundance of health in the two starting rooms that you never actually utilized outside the initial imp encounter). I like to reward those willing to look around and spend time prepping for a fight after one, I've even been told I even offer too much supplies, however I now notice that the mere notion of much need supplies being out there alone is not enough to motivate people to go and find them, perhaps another method of persuasion should be used.
- You implied that it was not fun, too cramped and close quarters yet that is exactly my definition of fun, I love cramped fights with tough monsters. You said that not every room has to have monsters in it, I'd say that's just a wasted combat arena... What I'm trying to say is that our very core tastes are clearly different, you were almost doomed to hate it (and that is fine by me, you clearly did hate it by the way), what I now wonder is "is it Doom?", You're clearly more, let's say "involved" in that question than I, therefore the answer most likely is a resounding "no". "What did I make, exactly?" Is the question I'm now faced with, I can easily point towards Duke 3D being the possible answer (I'd have built it in build if the keys weren't ARSE).
Observations on the observations:
- It's quite clear here that I've made something niche, so niche in fact that I don't think the audience for said niche exists outside of literally one guy. What was a personal fulfilment project probably should've stayed that, a personal fulfilment project rather than a public shitshow. Oh well at least I don't care anymore, I'll just can this again. Perhaps Doom mapping wasn't for me, not everybody has talent after all.
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Post by Deleted on Jun 20, 2018 22:56:20 GMT -5
I haven’t replayed your set yet josh but you should probably tone down on the kind of words from your last paragraph here. A lot of us have been through the “I’m never mapping again” phase, but you probably don’t need to make a cunt of yourself in this way. I’ll give more feedback when I get the chance.
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40oz
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Post by 40oz on Jun 21, 2018 18:05:44 GMT -5
I'm kinda new to the twitch thing. I'm pretty stupid and don't really realize while I'm playing that I'm being listened to. I didn't really anticipate that I'd be showing you the video as I was making it, and from memory I actually don't recall hating any of it. A lot of my opinions are singular opinions not often shared with the masses (look at me, im banned from doomworld after all)
I did however find the large quantities of monsters to be a good deal tiresome to kill, and in turn, made the maps difficult to trudge through. I also think that there's an appeal to "realism" in some of the design which makes much of the maps feel pretty compact. In general that's fine but some larger areas would have enabled me to get some infighting going on so I wouldn't have to shoot everything on my own. I've played at least a couple of your newer maps since this project such as in Nova 2 and TNT Convilution and I remember liking them a lot. There's no denying that you're a fine mapper, and some shifts in how you apply gameplay to the maps would certainly make it a comfortable and relaxing gameplay experience.
I think you're right especially, that it's about time to drop this project to work on your next thing. That's advice I'd give to anyone, not to cling to your old stuff and be willing to drop it off, leave it as is, and take on new endeavours. My first maps were horse shit, and its embarrassing to replay them again today, but they got me to where I am now (y'know... banned from doomworld) and for that I hold them to high esteem. It's always going to be tough hearing unfavorable reviews. It's part of the exercise, I'm afraid. I really believe you have a very short road ahead of you to becoming a solid and highly reputable mapper. I'm not even sugarcoating this. You do fine work, and your earliest maps just aren't your best stuff, just as it is with all mappers.
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Post by Deleted on Jun 21, 2018 21:23:27 GMT -5
Yeah, you have a point there.
Some things aren't meant to be, I knew this, I'll just let this set quietly fade once more, I have another plan I'm going to set in motion very soon actually, something that I think will clear my mind of this one's failure.
Well, I hope it does at least.
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Post by Deleted on Jun 21, 2018 21:50:35 GMT -5
Your comic sans looks like Times New Roman on my cell phone, but it's all good on pc.
Try experimenting with various battles and gameplay before committing to something large. Also as 40oz has been mentioning lately it's all about linedef actions!!
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Post by Deleted on Jun 21, 2018 22:00:47 GMT -5
Your comic sans looks like Times New Roman on my cell phone, but it's all good on pc. Try experimenting with various battles and gameplay before committing to something large. Yeah I had to load up the page on a completely different device to see the full glory of Comic Sans, turns out non Microsoft Products don't show Comic Sans properly because they don't have Comic Sans because Comic Sans is a Microsoft font (and what a beautiful font it is). Anyway, I've got some really odd and uncomfortable little things on the backburner, really seeing how I can break out of my habits in terms of design and gameplay, we'll see where it goes.
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40oz
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Post by 40oz on Jun 22, 2018 7:51:04 GMT -5
Try helping with DBP! Just a quick driveby map to throw in to the package once in a while. They're becoming pretty popular now so you can be sure to find some people making videos and recording playthroughs, so you can almost guarantee quick feedback.
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