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Post by jawsinspace on Sept 9, 2018 12:07:11 GMT -5
Hello Doomerboards. Bloody Rust 3 is done!
There are several Custom / Altered enemies included for you to use -Demon Replacement - Much faster & now fires a projectile (The Spectre remains unchanged) -Baron Replacement - The Hellion from Realm667, an Arch-Vile that doesn't resurrect monsters. -Cyberdemon Replacement - Now the Cybruiser from Realm667 -SS Nazi - Auto Shotgun Guy from Realm667, drops a standard shotgun
Current mappers & maps: Map 1 - Hydrogen Leak - Ahmed
Map 2 - Claustrophobia Machine - nxgangrel Map 3 - Smelting Point - dt_ Map 4 - Lithosphere - Melon & Jaws In Space
Map 5 - The Building - Joe-Ilya Map 6 - Instability - NoReason
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Sept 9, 2018 15:22:44 GMT -5
I'm down to make a map or colab on one, I'm interested in using new monsters in classic environments, never done that before.
I'll title it "Crumbling Area".
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Post by jawsinspace on Nov 2, 2018 13:35:05 GMT -5
I'm down to make a map or colab on one, I'm interested in using new monsters in classic environments, never done that before. I'll title it "Crumbling Area". Have you been working on a map for this wad?
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Nov 8, 2018 3:00:11 GMT -5
I've made a couple of rooms, but got caught up in the nanowad challenge, I'll continue with my submission next month.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Jan 19, 2019 15:16:14 GMT -5
I scrapped my layout and am making a new one, the premise right now is to simply put a simple brown square building in a colourful terrain, the map will be easy-going.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Apr 28, 2019 11:55:27 GMT -5
Sorry for procrastinating on this project for nearly half a year, but I finally got the layout done : i.imgur.com/oc4TIhdh.png
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Post by jawsinspace on Apr 28, 2019 15:15:58 GMT -5
Cool, I hope I can play it soon.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on May 4, 2019 17:38:26 GMT -5
jawsinspace Here's the map!: i.imgur.com/zDXh5HJh.pngTitle : The Building MIDI : Saves The Day - Nightingale Link : www.doomshack.org/uploads/building.wadEDIT : For some reason, a lot of new ugly bleeding sectors are now present, even though they did not occur while testing, I'll fix those later. EDIT 2 : I also accidentally thought that this was limit-removing, so if you're playing on -complevel 9, then a couple of secrets won't give you the rewards, I'll also fix those later.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on May 5, 2019 15:10:34 GMT -5
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on May 18, 2019 19:37:11 GMT -5
Hey, if this is still being worked on at all (which it seems like it is, thanks joe) I'll gladly make a map for the project! I need to get back into mapping again
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Post by jawsinspace on May 26, 2019 16:17:05 GMT -5
Hi, sorry for the late reply, I was in vacation mode the past week. As much as I would like the map of a former Bloody Rust series mapper this project does have all of it's slots filled.
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on May 26, 2019 18:42:09 GMT -5
Ah okay, that's no problem. I wanted to wait for you to get back before I started anything. But thanks
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Post by jawsinspace on Jan 7, 2020 10:58:41 GMT -5
Hello guys, Just a quick update for the 2 Doomerboards members that are part of Bloody Rust 3. Over on Doomworld Alfonzo has been hard at work making 6 custom midis for all 6 maps in the project. Below are the midis for your maps if you wanted to listen to them. As for the rest of the project, as soon as Alfonzo finishes up the last few midis I'll compile everything together & release it. If everything goes well then everything will be done before February. For Joe-Ilya's map Digging Up GhostsFor nxgangrel's map Soul Clamp
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Jan 7, 2020 19:35:34 GMT -5
I was wondering if this was ever going to be released or not.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Jan 8, 2020 11:19:22 GMT -5
Hell yeah, I spent about an hour with Digging Up Ghosts on repeat while playing and looking around my map, finding various moods of melancholy.
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Post by jawsinspace on Feb 29, 2020 11:17:06 GMT -5
Hey guys sorry for the delay, it's taken me a bit longer to get things compiled together than I expected. There will be a beta ready withing the next 2 weeks & then the final release will be on April 1st.
Before that happens Joe & nxgangrel could you give me par times for your maps.
Things to do before beta is ready -get 2 midis -write story -establish par times -finish textfile
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Feb 29, 2020 18:37:48 GMT -5
Par time in my map is 6:00
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Mar 2, 2020 11:39:06 GMT -5
Mine is 2:45
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Post by jawsinspace on Mar 7, 2020 18:21:12 GMT -5
Alright guys here's the beta. Bloody Rust 3 BetaAll of the maps should be completeable in PRBoom, so if they aren't tell me. Final Release will be April 1st.
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Mar 8, 2020 0:30:12 GMT -5
Very nice mapset! That last level though... jesus christ.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Mar 8, 2020 1:50:55 GMT -5
I took a little skim through the mappack, it looks mighty fun and impressive, but I've already managed to find a couple of small errors.
MAP03 has a bleeding sector right at the start. MAP06 has a bleeding sector on the stairs that lead to the last arena.
My map also has one, it's on one of the few gray rock stairs, I'll give a more specific coordinate later, and maybe more once I play through the mapset.
EDIT : Here's the bleeding sector coordinates : X: -100 Y: 1400
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Post by jawsinspace on Mar 8, 2020 9:59:43 GMT -5
Thanks for pointing those out. I switched what nodebuilder I was using & that took care of those issues.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Mar 9, 2020 11:57:02 GMT -5
Here's my playthrough :
The gibbing animation for the auto shotgun guy is not proper and the last frame still has gore in the air.
MAP01 : Solid map, a lot of fun! Great meaty introduction.
MAP02 : Quite the grind at the beginning when pistol starting, I feel like replacing many of the chaingunners and revenants with simple imps would work much better, so many times there was just no time to react, with revenants abruptly teleporting right behind my back, and random chaingunners opening up while no cover is provided, replacing that cheesy AV trap with a revenant would work a lot better to improve flow and let the unsuspecting player have at it without having to grind through resurrected corpses, and make the expecting player actually fight it, without being able to trap it inside its closet.
MAP03 : Best looking map with some great atmosphere! I still have some complaints though, that drop down to the lava on the way to the yellow key has two hell knights that aren't fun to kill with a pump shotgun, I feel like replacing them with a group of imps would work wonders, making them all infight will take more effort and killing less of a grind. Some of the doors that surround the player spawn are untextured and pegged. There's too many pillars in the arch-vile arena that make it not a challenge at all, if it was only two pillars, with one being raised while the other one is lowered, it would be make the player run back and forth behind the pillars while avoiding fireballs and AV fire. Teleporters in the inescapable lava pits would be good, do they really add anything to the gameplay besides bullshit? If you don't want people walking willy nilly on the lava with the radiation suits, then maybe only limit them for the lava-crusher maze so that it won't be abused for safe lava camping. The weird lava lift in the lava-crusher maze is not very clear, why not give it a texture of a lift? I got lost for a bit because of it.
MAP04 : Best gameplay map, with a classy Doom-II atmosphere.
MAP06 : Flow could be improved a bit by removing the small BFG trap and cutting straight to the meat of it, which is the encounter that's afterwards. I'm no slaughterfest expert, but it feels the last arena is way too luck based because of the AVs, because sometimes they'll just start attacking from miles away, maybe another set of pillars will remedy this. There's also way too many enemy types cobbled together over there, the best solution I found was to provoke infighting and only until it all comes down to the remaining hell knights and cacos. If you limit the enemy types to just the AVs, revenants, cybruisers and the complimentary cacos, then the infighting strategy won't be as useful and would encourage players to further use the BFG.
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Post by jawsinspace on Mar 12, 2020 17:15:17 GMT -5
Bug reports/issues for nxgangrel's & joe's maps reported by EffinghamHuffnagel
MAP02 ------- It's possible to run off the side of the walkway, end up in the Yellow Key secret and then up in the PE secret without crossing linedef tag 1 to open the way out of the PE secret; softlocked. The PE secret is empty, so why is it secret? And the lift to get into the PE secret is also tagged secret.
MAP05 ------- Is there a hint to the Berserk secret? The wall textures all match, the light level is low, and the door doesn't show up on the automap.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,071
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Post by joe-ilya on Mar 12, 2020 17:32:42 GMT -5
The hint to the berserk is that it's the only part of the crack in the wall that the player can get inside of.
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