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Post by Deleted on Dec 4, 2019 3:44:21 GMT -5
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Post by Deleted on Dec 4, 2019 3:50:47 GMT -5
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Post by Deleted on Dec 4, 2019 4:02:39 GMT -5
Excellent! Solid set this month, no fat at all. Epic maps too, fill up on fluids before playing peoples!
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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 Dec 4, 2019 6:32:05 GMT -5
I playtested all the maps except for gaspe's and cup's which were hidden away in the super secret Discord server that I can't access, I'll do that, now that they're public. Here's my rejected map for this project, if anyone's hungering for another map with the theme (load it alongside the rest of the maps) It's in slot MAP24, use IDMUS for the first 7 map midis as the wad has none. i.imgur.com/p9LxsAE.pngLink: www.doomshack.org/uploads/blackholesunv2_2.wadBig & special thanks to gaspe, phobus, cuppy, alseen and dmdr, for playtesting and providing feedback, I made sure to comply my map to almost every little thing that was noted, and now the map ended up being so much better than the first version because of that.
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Post by Deleted on Dec 4, 2019 6:37:56 GMT -5
Nah my map just wasn't finished. Gaspe's map really was secret though.
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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 Dec 4, 2019 7:03:21 GMT -5
I thought you posted the finished version in the server.
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Post by Deleted on Dec 4, 2019 9:21:48 GMT -5
Next DBP I host I'll have a custom Trello and Discord server just for that project.
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Post by skdursh on Dec 4, 2019 11:32:34 GMT -5
Looking forward to playing this later today, but shouldn't the file be titled dbp18 instead of umbplat to keep in theme with all the other releases?
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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 Dec 4, 2019 14:03:42 GMT -5
MegaPancakeStrategist MAP01 FDA : www.doomshack.org/uploads/dbp18_map01rc1FDAjoe.lmpIt's heavily flawed with damaging floors, crushers and teleporting enemies all over the place, it wasn't fun having to watch my every step in a map THIS long, rarely did I ever have any moments to breathe, and I eventually lost my temper when you decided to put an arch-vile when the player turns back to explore after reaching the exit, my invul wore off by the time that I was finished with the seemingly last encounter, only to get bombarded with a horde of constantly resurrecting enemies with an arch-vile behind them that I can't shoot at because the map is too cramped and stuffed with corpses. The exit should have an extra of at least 15 or so rockets to be able to take care of that blunder. I died to stupid crap like that, which took the enjoyment out of the map as I was almost finished with it; abrupt crushers out of nowhere, infinitely tall caco bukkake. It's really easy to die when there's so little space and so many enemies around, I can only imagine the hell this must be for a less experienced player who won't find as many secrets and cheese as I did; without finding the megaarmors Wish you'd include a BFG or a plasma gun, you shouldn't hold back on those weapons in a map this big and heavy with enemies, could've made this map more tactical. I found only 1 bug; it's the first pain elemental encounter, it can't attack. I'm also worried about arch-viles resurrecting ghost enemies with all of these close-able doors around the map, which luckily didn't happen somehow. @gaspe MAP02 (Already played, but...) The first encounter is still the lame same, zombiemen or demons are much better enemies for that room than the shotgunners, the only purpose of that encounter now is to take down a lot of HP, you can't really do anything, which sucks. MAP06 FDA : www.doomshack.org/uploads/dbp18_map06rc1FDAjoe.lmpTons of fun, the secrets were fun to figure out and so were all the encounters, looks like it was fun to make too, LOL. I did find 1 bug where for some reason the BFG secret got screwed up when I revisited it while looking for the last secret, once I reached the exit.
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Post by Deleted on Dec 4, 2019 22:42:09 GMT -5
UMBRAL PLATINUM 1.5 is here now so if you haven't played it yet now you really should! Will be updated on the OP too. Fixes/tweaks/improvements on my MAP01 mostly and linedef skip fix on MAP02
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Post by skdursh on Dec 5, 2019 7:46:51 GMT -5
joe-ilya You're coming across as severely butthurt that your map was rejected. Cupcakes map is really well designed with some very satisfying combat encounters. It sucks that you guys weren't able to see eye to eye and that your map wasn't included, but shit happens, get over it.
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dmdr
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Post by dmdr on Dec 5, 2019 8:24:31 GMT -5
whether joe's butthurt or not, I agree with him (for the most part)
I played map01 in 3 separate sessions because it all just got a bit too much after a while. Each encounter was nice individually and I enjoyed each one more as the map went on (the room with the three pillars across the lava with the rev closets and the arach that teleports to the middle pillar was my favourite) but yeah, no breathing space tuckers me out after a while. It kinda felt like 2 or 3 awesome maps mashed into one (and given what cuppy's said about his mapping process on the discord it probably could have been made that way with no loss of quality). I was happy with the e1 arsenal though. Oh and that one abrupt crusher did suck arse.
map02: nice e2 visuals (since I have already gone all in on the MINORITY OPINION in this post: S Petersen is my favourite id level designer; e2 is the best dumb episode, and the elder world is the best quack episode). I agree with joe (again) about the initial encounter kinda sucking, dodging imps would be more fun and you could lead with just a normal green armour too. Other than that this was pretty darn good.
map03: I sort of want to be critical of the incongruous visual styles on display here but on the other hand, this map is fun so I forgive you. Seconding what everybody else said about how sexy the opening vista is too.
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Post by Deleted on Dec 5, 2019 9:55:33 GMT -5
Are you guys talking about the crusher right before you try getting the red key? I'm fine with taking that out. I kinda had to rush things so my map is pretty untested past the yellow key point compared to the earlier stuff. dmdr What do you mean by breathing space? Just a room you progress in with no monsters? Also for MAP02 I suppose I could try experimenting with some imps at the start. I didn't want to change that since I want the damage you take to heighten the tension of the map in tandem with the remixed music while you go forward and seek health. Also the short corridor with the crushers on both sides I'd like to change because I didn't have time to come up with a better part. I could extend the hitscanner and barrel section of the Red Key area (I'm a little proud of what I did in that amount of space). Or I could try implementing some of that breathing space with just exploration. joe-ilya I've since removed the last archvile (what was I thinking? Not thinking at all is what) and am playing with the idea of including a plasma rifle on non-UV modes hidden in the darkness. There IS a plasma rifle with two large cell packs you can find though in a super secret.
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Post by Deleted on Dec 5, 2019 12:31:44 GMT -5
Good one Joe! Yeah I had lots of fun making this map, Cuppy was really able to strike the right chords for me with this theme. Nice catch for the BFG lift bug, I had idea to change that secret but I reverted my decision and forgot that those triggers where still there. You have nothing to worry dmdr, Sandy is cool and his map rocks.
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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 Dec 5, 2019 13:35:10 GMT -5
skdursh How does my feedback suggest any bias? It's all objective, you can even watch my FDA of the map to see the stupid reasons why I died and had to restart the whole map all over again, and eventually rage quitting at the very exit. I simply don't like the map as much as you do, but you're being butthurt over a map that isn't yours, you probably haven't even beaten it without using saves, so you don't know the pain when playing without that clutch. Maybe I seem butthurt because the feedback is similar to what he said about my map, it's more cramped and messy than my rejected map, but for some reason he still rejected my map despite the fact. MegaPancakeStrategist Breathing space doesn't have to be empty, you could just simplify encounters of a few rooms, so the stakes aren't as high as for the rest of the map, rooms without traps basically; you get what you see. There's too many traps at the moment, I feel like you could heavily reduce the amount of enemies that teleport in or pop out of closets, even the most minuscule ones, such as a single chaingunner that traps a player who just went to pick up a batch of health and armor bonuses.
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Post by Deleted on Dec 5, 2019 14:01:24 GMT -5
Oh, yeah then that's not happening since I don't want to neuter my map. I like having new things to shoot a lot of the time and making sure y'all are paying attention (one of my favorite aspects of Plutonia when it isn't overkill). I'll try keeping that in mind a bit for my next map. skdursh thank you for the praise
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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 Dec 5, 2019 14:16:03 GMT -5
Instead of having the chaingunner trap, it could just be preset there before the player even goes inside.
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dmdr
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Post by dmdr on Dec 5, 2019 16:39:02 GMT -5
yee pretty much what joe said, just harder encounters followed by a slightly easier one to give the player a chance to relax a bit. I made this amazing graph that will hopefully illustrate what I mean: Cranking on the difficulty from the start and escalating from there works for shorter maps (because the 'breathing space' there is the exit switch, which is why I said this feels like a bunch of awesome shorter maps mashed together) but yeah when I play longer maps like this one I need a little rest occasionally. HOWEVER since me and joe are the only two people in the world who aren't creaming their jeans over this one (and I at least still thought it was pretty good on aggregate) I wouldn't recommend you make too many, or any, changes based on our feedback, on the basis that you can't please everyone. I would like it if you tried your hand at some shorter maps in the future though (pretty please). oh and yeah that was exactly the crusher I meant. The other ones are fine.
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Post by Deleted on Dec 5, 2019 18:50:56 GMT -5
Oh believe me I really want to make shorter maps. Next ones I make will be shorter I promise. I just find it really hard not to expand on a good room I make because I love in-depth adventures with tons of stuff going on. Especially since with this project I wanted to practice good level design with how the map progresses and opens up (and this is the first Doom map I've made since DBP12). I believe I've done a good job since it's hard to get lost while still bringing understanding to the 3D space of the level with the tactical nature of the lines of sight and differences that 8 unit heights can make. The different "themes" of a few areas help with that too I hope.
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Post by Deleted on Dec 6, 2019 12:28:10 GMT -5
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Post by skdursh on Dec 6, 2019 12:52:52 GMT -5
Maybe it's just a difference in skill or taste in maps or something, but there wasn't really any points in cupcakes map that I felt were unfair or absurdly difficult. Sure the map kept you moving quite a bit to avoid enemy fire or to provoke some infighting, but in every situation I encountered I found that there was still room to move, to position myself correctly and to kill the enemies without dying or suffering too much health loss. I never felt like I was hurting for ammo too badly either, because it was pretty much perpetually kept at the point where you *felt* like you *might* run out of ammo in the next encounter but then a secret pops up or the next encounter would have ammo placed conveniently prior to or within it. Also as a player I tend to punch or use a chainsaw 99% of the time against pinkies, imps when there are 2 or less and also pistol zombies if I have berserk. Maybe try playing it on Hurt Me Plenty or a lower difficulty if UV felt unfair, but for my experience and in trend with the maps that I tend to enjoy the most I found Cupcake's to be really fun and cleverly designed with no glaring defects as far as the progression or combat went. In fact, the first time I played it I was streaming and definitely recall talking about how clever I thought the combat encounters were. And joe-ilya just because I thought you might be a little butthurt doesn't mean I didn't also enjoy your map or that I think that your map should have been rejected, but it's hard to read your review of Cupcake's map and feel like you're being entirely objective and not at all salty after reading through the dev thread.
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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 Dec 6, 2019 13:27:38 GMT -5
Lower difficulties won't save me from forced damaging floors and insta-death crushers that pop out of nowhere, I barely had any difficulty with the enemies (only with two encounters), I don't think the map is all that cramped and difficult, but compared to my map it is a lot more difficult and cramped, which was a basis for rejection. I'd reject all his maps that he ever made, if I was his clone.
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Post by Deleted on Dec 7, 2019 1:16:33 GMT -5
If you were a clone of Cuppy you may just have a 60% chance of making something the rest of us would actually enjoy playing Now use some Anusol and shut the hell up! Nobody cares what you have to say cunt! Stop cunting up the release thread with your subpar effort and butt hurt comments you cheap attention seeking whore
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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 Dec 7, 2019 3:59:50 GMT -5
AHAHAHAHAHAHAHAHAHAHA...
You're so funny when you're drunk, oh my god.
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Post by Deleted on Dec 7, 2019 23:58:40 GMT -5
skdursh Thank you very much Also I didn't know you streamed! I'm interested in seeing that content if you don't mind sharing.
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