FDA for Large Ancient William done in PrBoom+ -complevel2.... This was a fun fun map. On my first run I almost made it to the end playing gingerly, then I died quick maybe half a dozen times trying to hero it, until finally completing the map where you almost ALMOST fucked me in the very end. Outstanding, hope the demo is as entertaining to watch as it was to play! Just one bug that I can tell involving 3 demons stuck in a floor, you'll see in the demo at the very end, although I did manage to kill them to complete max kills. Other than that this is superb work with great balance of health and ammo. The Ring of Fire circling the perimeter of the map has a touch of the PSX Doom sky about it, just wanted to mention.
Last Edit: May 15, 2019 2:14:00 GMT -5 by glenzinho
- Added a little secret alcove with some armor shards at the starting point - Made the switch to the exit building door open only! - Added a room with a SSG or a Soul sphere in easy skill from supercupcaketactics suggestions - Added more monsters to fight, enlarged the doors, added more opening rooms and made things hopefully toughter from joe-ilya feedback
Damn, I couldn't finish. I think the door at the end is too close to a walkover line, so you can't reopen it if you don't kill the baron in time.
The map was cool! Every fight scenario seemed interesting and different in some way. I particularly liked the use of masterminds at the beginning, and also the western area which turned out to be trickier than it seemed at first. Nice visuals too, I initially thought that this texture pack is way too focused on gray and blue, but you guys are making it work.
The part where you have to shoot the evil eyes confused me though. I actually tried shooting at one of them but it didn't give me any feedback so I discarded the idea. Then I opened the editor and found out that I was on the right track. Maybe you could give these trigger lines a switch texture on the upper side? It won't be visible but it will give them a sound and help the player understand that shooting isn't pointless.
Onya memfy you star! I’ll foolproof that door the Baron opens somehow, tried hard to break it myself but was working properly every time I ran it in PrBoom. I get switch sounds myself on the shootables, at least for two of the three switches without fail every time but I’ll look into that neat trick with the switch texture on the upper and implement. I’ve got a v2 with fine tuning in the works for release tomorrow, I will try and foolproof what you’ve brought up here. About the visuals I too found the resources very restrictive at first but managed to inject as much colour and style as humanly possible, now it’s like a freaking disco heh... Thanks for for the feedback and demo, most invaluable!
edit: v6 is up and hopefully foolproof now, download link a couple of posts above
Last Edit: May 22, 2019 17:55:34 GMT -5 by glenzinho
very cool map! took me a while to crack but I made it in the end. A few suggestions:
-- some of the tv-static portals for monsters seem a little janky. Imps and spectres were getting stuck on the elevators (?) regularly in my playthrough, and there was a little bit of visual weirdness as well around them -- I ran out of bullets/shells in the Evil Eye area and had to rocket myself on one attempt (if I didn't have rockets either it could have been in a DNF scenario). maybe hide some more ammo out of the way somewhere, or perhaps have a secret (not sure where it would fit) or timed thing just to prevent a softlock. -- also in the evil eye area, you might consider putting the block lines farther out (up to 24 units away from the edge of the platform should be ok, not allowing the player to actually fall off). I did something like this for my DBP06 map and I found that moving the block lines away a bit helped immensely to prevent the player getting stuck on corners or the space feeling unnecessarily cramped. Given how deadly RNGesus can make the area if it's in a homing rocket kinda move, the more maneuverability the better imho
Thank you very much Bill! v6 is the current version a few posts up where hopefully I've nutted out the issues with monsters getting stuck in the portals. They may still become stuck, but will now be able to get unstuck quickly and hopefully unnoticed. About the evil eye area: there actually are a couple of ammo boxes hidden inside the portals, one in each, if you can get into them. You don't really want to get into them though at -20% damage so try and shoot straight peoples About the block lines in that area, I've been very careful with where they can actually go: if I adjust them any more it will break certain points of the illusion, or even worse the player can fall into the deep pit getting irrevocably stuck. The inside corners of the "track" have as generous corner shaving as I can give.
Thanks for the feedback and demo, love your work!
Last Edit: May 22, 2019 17:55:52 GMT -5 by glenzinho
That was a really good and interesting run by you Joe (v4 demo).... I have no idea how you fucked up the rev trap as it's literally the same trigger and sector tag as the Archvile which worked for you no probs, I'll have to investigate.
edit: updated to v6 a few posts above, hopefully have foolproofed that exit now
Last Edit: May 22, 2019 17:56:09 GMT -5 by glenzinho
Time to build: about 2 weeks times about 6 hours a day without breaks. I told you I'm a slow level designer.
Bugs: One known. I think it's a node problem. In the room with the soul sphere when I go around 1 corner it's like there's an invisible wall that either stops me or slows me down. There's a donut sector that when activated the problem goes away. I tried rebuilding the pedestal sector but it didn't fix it. I'm using zennode - normal for a node builder. It's the default node builder for doom builder x.
Any ideas on how I might fix it?
What node builder do you use for your projects?
Also if anyone cares to play it, any advice to improve my map would be appreciated. It might be a bit long at 20 minutes (not counting dying).
Hi doomcuredave , nice to see new faces getting onboard! About your questions, anyone can join regardless of experience or skill. It is an extremely rare occurrence, but it is possible your map can be rejected if not up to snuff, but we would try to salvage or get you to improve it before going to such lengths, time permitting of course. Which leads me to your next question: as long as it's submitted before the deadline of the last day of the month, it's all good.
About your bug: I played in ZDoom and didn't get the block or slow down, but there was fraction of a second glitch which leads me to believe there was or is an unclosed sector or some such in that location. These days I'm using the DeepSea nodebuilder and that seems to eliminate more issues like this than any other nodebuilder that comes with the Doombuilder packages.
About the map: I liked it and thinks it makes for added variety for the current month's project. A relatively large monster count, but the weaponry provided makes short work of them. I don't think seasoned Doomers will have much issues difficulty wise in this map, but there is potential for one or two hairy moments if the guard is let down. Mostly the enemies seem to come from front on, but there is a bit of variety in monsters coming from the side or in height differentials so not too shabby in that department. Your stated working time for the map seems decently quick enough for what you've made here, don't need to think of yourself as super slow. I got through your map in just under 10 minutes, not bad, but there is potential for the combat to be tightened up as there always is, but focus on what I've written below as more of a priority for the rest of this month should you choose to keep working on your map.
Some notes about visuals and design: Scale feels a little on the large side, but nothing too egregious and something to keep in mind for the future and not necessarily on this map. Some parts seem a little bland and sparse, but others have things very pleasing to my eye such as the curve of some of your lines and the way you've placed the more decorative textures. I wouldn't focus too much in regards to what I just mentioned above, but something that you could possibly improve before the month is out is the lighting, which overall seems too bright and flat across the map. I would also tweak the texturing in the large outside area and cavern that runs off it, otherwise it's a very acceptable map as I see it.
Good job and thanks for your contribution Dave and hope to see more of your stuff in future DBPs!
Last Edit: May 23, 2019 20:33:16 GMT -5 by glenzinho
Post by doomcuredave on May 23, 2019 21:08:58 GMT -5
Thank you for your kind words about my map. You are a much better doom player than I am. I can't beat it on uv without saving. There's definitely a problem with that room that has the soul sphere. Even in zdoom, I get a flash of something on my screen. I tried dragging most of the vertices in that area looking for an unconnected line. I can't find anything so far.
Is the deepsea node builder the same as deepbsp in doom builder x?
I tried rebuilding the nodes with deepbsp, the problem still persists.
As far as the scale of the rooms, I tried to keep it open as a lot of people seem to complain that a map is too cramped to move. I will have to work on that. On the lighting issue, I didn't know if I would have time to play with that. I agree, I should work on lighting.
Also, I had that last arena area much tougher at first. I couldn't beat it even with a mega sphere. Do you think I should toughen it up on uv? I might try and toughen up that room with the circular roof and the sky showing.
My bad, correct wording is indeed DeepBSP. If you’re still getting the issue, another solution is to delete the sector and draw it again. Possibly you overlapped some lines where the shouldn’t overlap.
About the final fight it’s fine, I would suggest even removing the megasphere but that’s up to you. Difficulty settings in DBPs are a bonus usually and not mandatory, I never do them myself in these projects. If my maps are different on skill levels, see DBP09 for example, it’s because someone else has touched them.
About lighting, you don’t necessarily need to go for the fancy effects, dropping all main light levels by 16 or 32 can work wonders. Good luck dude!
Also name your map!
Last Edit: May 24, 2019 3:38:21 GMT -5 by glenzinho
Decent map you've got it here, while the layout is rather boring room-door-room-door progression, the combat never dragged for too long and was somewhat fun as there's lots of room to move around. There are however more issues, with all of this room to move, the player can easily just run over into the next area without having to shoot, if those two cacos in front of the red door wouldn't be stuck in each other and block me from going inside I could've beaten this map without shooting at all, being able to pacifist a map isn't bad, but in this map it's just easier and less time consuming to run away instead of fight, to remedy overly easy running away tactics, instead of just beefing up encounters (which is just plain wrong) you should make the rooms smaller, just try not to make it cramped though, there's a good middle-ground between too open and cramped that you've got to learn to craft to step up your mapping skills.
I didn't like the secret at all, it's a wall hump secret that enemies can open up anyways. One way to make lighting in this map is to just plop a light source somewhere and make simple sector lighting around it, maybe some cracks in the ceilings. There's also no point in the blue key/door, instead of making the switch lower the blue key, just open up the blue door instead and replace the door with bars, it was weird getting the blue key and then seeing the blue door right after, without having seen it before. I also felt the megasphere at the end was too much, just remove it completely, don't even replace it with a different powerup as I like the way the AV is defending the health packs. A few health packs are in the wall in the air in the red key area.
Post by doomcuredave on May 24, 2019 15:48:36 GMT -5
Thank you for the demo and your advice. I don't know why those monsters opened that door to the outside before you opened it. That room is isolated from sound by those doors. I don't know why they woke early. I even checked my map with sound propagation mode and it should be isolated. When I play the map, I can shoot outside all I want and the monsters don't come out. I'm using prboom+ v18.104.22.168
glenzinho. I fixed my node problem. Fortunately I save to a new file often. I went back and looked to find out the problem started when I added 2 of the monster closets. I deleted and recreated them and now that room is fine.
I made a demo too. I enjoyed going through this map as you're given enough rockets and plasma to kill hordes quickly. I agree some areas are rather bland. The dark room near the beginning with teleporting monsters looks great thanks to the contrast in lighting, but many of the later rooms feature no brightness differencess at all, which makes them a bit boring. If you can find some time to work on this I think you'll get a much nicer looking level. But anyway, it's pretty cool for your first DBP submission.
Post by supercupcaketactics on May 25, 2019 11:33:00 GMT -5
Welcome aboard and thanks for the map doomcuredave ! Here's a demo! I quite liked this map and its simple arena rooms. Gameplay was pretty chill for the most part with a generous resource balance where if I needed health or ammo I could run around and find more I left behind and this map will definitely add some good variety in the pack. My favorite rooms were the ending arena with the rising staircase and the outdoors area with the mountain to climb.
Only suggestion I'll add for the looks of the map is to add some lighting variation as most rooms are the same light which does make things look bland and I think some good lighting work is a wondrous way of easily adding visual flavor. In the demo I'm fighting 2 pain elementals behind a small door and I'm wondering if it would play better if there wasn't a door there at all (I did have fun repeatedly opening and closing the door though to shield me but most people would probably call that bad design). Maybe I'm a little biased in liking this more than other folk maybe since it reminds me of playing a 90s map. I noticed you didn't give your map a name so for now I'll probably name it "Crypt of The Valkyries" if you don't have anything. Don't worry about how the map looks too much since I'll probably touch up on it before release and I wouldn't want you to waste time adding lots of detail (unless you want to practice it). Thanks again for the map and I look forward to seeing what you make next!
Post by doomcuredave on May 26, 2019 15:55:45 GMT -5
Thank you for your demos and words of encouragement. I have been busy updating my map based on the advice given. I will post an update soon.
One other question, or observation. I believe the original post said this is a limit removing mapset. I noticed that everyone else's maps are in boom format. Is there a reason for that? As near as I can figure it, mine is in doom2 format. That's what doom builder x has in game configuration.
Well I can’t speak for everyone, but mine is Doom 2 format. Bill will definitely be Doom 2 format as would Joe. Xyzzy, chaingunner and Walter should know the rules as well, I don’t remember anything in their maps that would be Boom specific. How are you coming to this conclusion Dave? Is it because you’re opening the maps in the editor and it says Doom 2:Boom format? If that’s the case, the Doom Builders often default to that when opening a map for the first time regardless of which format it’s actually in.
Is it because you’re opening the maps in the editor and it says Doom 2:Boom format?
Yes that is what doom builder x shows when I open the maps. Thanks for the info about doom builder's defaults.
Also, as far as a name for my map. In keeping with the into the storm theme I was wondering how "The Hurricane" sounds. Or perhaps "The Perfect Storm". Another one I thought of: "Deluge of the Damned".
Nah you've earned the right to your own name, any of yours sounds fine so pick one.
On Doom formats, a way you can tell if something is Doom v Boom is to check the line trigger numbers in a map. Doom format line triggers will number from 1 to about 140, while in Boom format I believe when you customise line triggers the number is in the thousands
Last Edit: May 26, 2019 19:10:56 GMT -5 by glenzinho