40oz
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Post by 40oz on May 1, 2020 0:13:03 GMT -5
Evil Egypt is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. Download MAPLIST■ MAP01: The Tomb of Archvilotep - thegrb■ MAP02: O Isis Und Osiris - naza■ MAP03: Lions Den - 40oz■ MAP04: Doomguy is a Mummy - mantistoboggan■ MAP05: Atomic Wadjet - doomro■ MAP06: Fear Has Big Eyes - vigilantdoomer■ MAP07: No More Plagues - 40oz■ MAP08: Phallic Separation - dmdr■ MAP09: Kings Embers - 40oz■ MAP10: Cigars of the Pharaoh - bigolbilly■ MAP11: Misri Halek Pt. II - joeilya■ MAP12: Abdicate The Throne - phobus
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Deleted
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Post by Deleted on May 1, 2020 0:50:09 GMT -5
Good work gentlemen and cunts, looking forward to playing thru this one with a fresh set of eyes for once!
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Deleted
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Post by Deleted on May 1, 2020 4:40:08 GMT -5
I'll do a map-by-map breakdown here as I beat them and chuck a general sentiment on Doomworld to help with visibility once I've beaten the set. MAP01 Holy shit 40oz! That's such a transformation on thegrb's map. I'm surprised you din't put yourself in as joint credit. It's a lot more playable now, less obtuse and yet, somehow, still rather difficult. Looks really good for the most part, too. I really like how you can stand your ground against the Hell Knights in front of the exit teleporter with the SSG and beat them, thereby skipping the whole dark temple part of the map and finishing it that way. Obviously that's not the intended way of doing it, but it's viable and took some grit on my part. The effects applied for the secrets and the hell temple at the end were very nice. Rather tough for a MAP01, but the whole set seems a bit harder than I was expecting, so a nice puzzle-y opener with a relatively low monster count (and some jump scares!) was a good choice. The SUPPORT3 pillars in the 64-unit corridor leading from the big room with crushers to the dark temple (via multiple flights of stairs) looks a bit under cooked compared to the rest of the map and you can see the monster closets on the automap once you pick up the computer map, but that's alright. MAP02 naza This seems the same as last time, although I noticed the pyramid start to burn before teleporting inside this time, which was nice. I killed every enemy, so whatever happened last time was either a fluke or has been fixed. I did notice a solid black texture near the exit this time that I didn't last time (screenshot below) but it's not important to fix it. Nice map that plays roughly the same continuous from MAP01, with foreknowledge (although with more breathing room, which is nice). Presents a nice contrast in style with the last map in terms of playing experience. Weirdly retreads the theme of "things getting more evil as I progress", but that's probably going to be frequent in this set. MAP03 Nice polish job here as well 40oz, although it's not far removed from the original version I played. This feels way more like a MAP01 than TheGRB's map, even if it ends up with a lot of Revenants and has the first Cyberdemon of the set. Thematically there's a lot less "evil", and walking in over scenic waterfalls is probably the most "pure" start we've got. MAP04 This felt very similar to when I last played it, but is a little more colourful than I remember. Still a very nice map with great architecture. There's a line that is a teleporter on top of the wall that you can see in the GZDoom automap (I'm pretty sure it's only for monsters, though) but otherwise it's all good! Forgot where the secrets were, but didn't need them as I'm playing continuous. I kept expecting this to feel like a breather map, but I ended up having my megasphere from the previous map whittled away by clever usage of lighter opposition. This remains a very good map @mantistoboggan MAP05 Probably the only in-development map I played multiple versions of, this one still had changed a fair bit for this release. The final battle is now way more chaotic, with all of the enemies teleporting up top. I worked out all of the secrets this time (including my first Tomato of the set!) The ending room is a bit rougher than I remember, but suitably "evil". There's ample supplies now - I could afford to have an accident with a rocket and refill my health after, which wouldn't have been doable in a lot of the early versions. The Lost Souls seem to struggle a bit with the teleporting. I think it's because the line at the end is as wide as they are, so they don't move side-to-side enough to cross any lines in there. As a result, I left with one kill short of the full complement (in GZDoom). Nice work @doomro - you drew first blood with that final battle here. I'll have to take a break for now, but I'll be back for MAP06 and beyond when I can be.
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Deleted
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Post by Deleted on May 1, 2020 5:52:28 GMT -5
Thank you for playing Phobus and an I am glad you enjoyed it.
Will copy paste what I wrote on Discord. Maybe I could get some suggestions.
The Lost Souls are meant to force the player to switch to plasma and use the RL when they get a window. The point is that I want the TP order to be random. So the player always has to keep the pillar in mind but the big monsters always TP first.
It is really tricky because I don't want the player to be overwhelmed with Lost Souls. Just a trickle every so often to prevent him from spamming RL.
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Deleted
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Post by Deleted on May 1, 2020 5:56:25 GMT -5
I already found a bleeding flat in my own map (observable from the bridge, when you are in sector 96) that was introduced after 40oz shared his changes, I will post an updated version soon. Took a while to find out what flat is bleeding and how I can fix it. This will probably desync the demos recorded against released version.
UPD: The bug is not seen in GzDoom (hardware) and GlBoom+. It is seen in PrBoom+ (software) and Crispy-Doom and I provided the fix in development thread which appears not to affect demo sync.
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40oz
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Post by 40oz on May 1, 2020 7:49:30 GMT -5
This was a real pleasure to work on. You guys really pulled together a great mapset. I really love every one of the maps in this set. I'm not sure if this happened organically, or if you guys consciously kept the "up and down" monsters gameplay guide in mind, but every one of these maps has got a good distribution of both types and as such, they are all a blast to play. The rapid testing feedback was really awesome. I really hope other members of this forum will continue that same energy in future projects because it was super helpful. Thanks a lot guys and have fun
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Deleted
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Post by Deleted on May 1, 2020 8:40:23 GMT -5
MAP06 looks a lot better than it used to, but the things I didn't enjoy about early game play are still very much in evidence. Having muscled through it with my continuous playing bonuses, I discovered that there's some clever stuff with items appearing when you return to areas (nice) and a big, easy fight after you pick up the red skull (not bad) that's basically just watched over by an ineffective Arch-Vile (hmm...). The cybers at the end weren't too dangerous, so it's an odd map overall. It also is built suspiciously like a European fortress, even with the Egyptian texturing theme. Plus points for the crying eye at the end of the map - a nice visual.
MAP07 is a nice-looking sequence of slaughter/invasion arenas. Not my preference, so I chose not to engage. Turns out that's remarkably easy to do, as infighting thins the numbers in the first main arena quite easily if you run laps waiting for the gate to lower. The next arena with the Cyberdemons is a little riskier, but still very easy to get the Cybers to chew through the Hell Knights (HKs won for me) before unleashing and baiting the Revenants into the melee and finally getting the Baron of Hell (filling in the role of "Door with health") out of the way and fleeing. I like that it's all nicely balanced and timed to allow for that.
MAP08 Seems similar to the version I tested, but with the pillars bug fixed and a cheeky alteration to the Tomato secret. Still a nice map, colourful and fun!
MAP09 This one only changed subtly since I last tried it, by the looks of things. A little easier earlier on and some minor texture changes are all I picked up. That wave of Revenants at the end is intimidating, but surprisingly easy to take down with rockets and plenty of space to dodge in.
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Deleted
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Post by Deleted on May 1, 2020 8:53:35 GMT -5
Wow this looks great!
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Deleted
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Post by Deleted on May 1, 2020 9:59:08 GMT -5
I'm not sure how, but I broke MAP10 in GZDoom bigolbilly I walked up to the exit and it rose back up. I then couldn't get out of the main arena to try and re-trigger everything and nothing I found or pressed would get the exit back down. Hopefully that was a fluke, or we may soon see some bug reports on Doomworld!
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Deleted
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Post by Deleted on May 1, 2020 11:28:32 GMT -5
I finally configured a button in Crispy Doom (via crispy-doom-setup) to take screenshots, so here is a screenshot of the bug I talked about earlier (only happens in software ports, Eternity is yet another port where it happens, since Eternity is software). Also, Veinen at Doomworld already posted fdas for all maps. I've verified that his demo stays in sync if map from release is overwrriten by the map in the fix I posted.
Also, the following maps: MAP01, MAP03, MAP07, MAP09, give reject overflow warning, if enabled in PrBoom+ (I enabled all warnings when I was hunting down an all-ghosts error in setup I attempted but had to axe in my own map. I will disable them for playing, but I am more comfortable with Crispy Doom for limit-removing stuff at the moment). Looking up in SLADE shows they have zero-sized reject lump. 40oz, you configured your nodebuilder to build maps without reject, didn't you? All the maps without reject are yours except MAP01, but this quirk reveals that it was you who submitted the final version of the map, because everybody else have elected to build reject. Apparently, most limit-removing ports never need one in first place, I am aware reject is an optional optimization if zero-sized reject is allowed by relevant port.
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dmdr
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Post by dmdr on May 1, 2020 19:40:15 GMT -5
aight cracked it.
map01: Nice atmo builder/puzzle map. I gather from the early feeds this has been improved immensely from it's earliest iterations so gratz to all involved, I enjoyed this one quite a bit.
map02: agreed with vigilant that the reworked opening fight w/ the vile kinda sucks compared to the older one, but other than that a nice little map, esp. considering that it was like 2 days work.
map03: Not too different from the version I accidentally played before lolololol. The cyber fight still kinda sucks, an opportunity to telefrag him would have been appreciated.
map04: I didn't even realise Scrang had put out a map for this project so this was a nice surprise! Similar kinda atmo to Scrang's DBP20 effort I think, the visuals were awesome (when I first went out into the area with the radial aqueducts(?) I had to do a bit of a doubletake since I honestly thought that they were sloped sectors) but finished a bit earlier than I might have liked.
map05: Continuous: the only way to play this map amirite @doomro ??????????? The final ambush is much improved generally (and requires a more fun strategy to beat) and there's actually enough ammo now, but I'm not sure there's enough lost souls, try adding about 1000000 more so I can sit there for even longer after everything else is dead holding down the fire button. Anyway olololol jokes aside this map is pretty durn good now but I think that you'd benefit from checking whether things are fun as they are rather than trying to design the map in such a way as to get the player to do what you want them to.
map06: Not much to add, I think the feedback I gave for v7 still very much applies here, esp. about the rather weak red key fight.
map07: fuck this map was hard, in particular I really could have done without the pillars in the blood that mostly seem to be there to block my rockets and trick me into blowing myself up. Also suffers from the first slaughter area being very hard and the final hell knight/cyber fight being much, much easier. Thanks for resisting the urge to spam me with chaingunners but I didn't like this one very much.
map08: shit
map09: I liked the gameplay here but I think this reveals the weakness of 40's monotexturing approach in that it made this harder to navigate than strictly necessary, I was never quite sure where I was relative to anything else. Embrace the funfetti!!!!!!!!!1
map10: Not changed much so far as I can see so my feeds from earlier still kinda apply, ie. it's dope but a little ez, don't change your approach billy. As an aside I reread the eponymous Tantan (as my mate with a French mum tells me the frogs pronounce it) because of this map and the the thing about early Tintin is, it's really stupid! Like he takes off from an airfield in a made-up country presumably quite close to Egypt, evades some fighter planes dispatched to bring him down, and then crash lands in India! You couldn't get away with that today (although in a 2020 comic, instead of just putting his plane into a spin and disappearing into a cloud to get away, he'd jump out of his plane, land on the wing of the enemy fighter, jump into the cockpit, throw the pilot out with one hand while using the other to machine gun the second fighter into oblivion, and then catch Snowy just as his old plane explodes into wreckage so overall despite the geographical infelicities I think it's fair to say old dumb comics are much better than new dumb comics. As a corollary, fuck me that Tintin movie sucks the big dick). Also: Rastapopulous in his first appearance, and the Thompsons are actually kinda good at their job for once, which is pretty jarring. Blah blah, Tintin rules, great map, great choice of theme.
map11: Pretty cool exploratory joemap, reminded me a lot of the final DBP10 map but much better in pretty much every way, although the progression was a bit obscure and the invuln secret was without a doubt the most useless I've ever encountered. Don't know how it stacks up to the AV map of the same name because I haven't played that shit since like 2005 or something. The crosses on the ceiling should have been ankhs (https://en.wikipedia.org/wiki/Ankh) though, come on dude.
map12: Phobus shows you a thing or two here Glen! Awesome map overall that caused me to say many swear words while I was playing it due to my insistence on catching every stray shot right in the dick. Since I can always think of something negative to say, there should have been a final oh-shit moment on the boat, but meh, the praise Phobes is getting for this is well deserved.
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Post by bigolbilly on May 2, 2020 8:31:46 GMT -5
Yo 40, it looks like the veeeeerrry end of my map breaks in GZ—can we patch this? I’ve had three different reports of the start/end lift raising spontaneously on the return trip, all GZ playthroughs so I’m pretty sure it’s port specific (PrB+ -cl 2 runs haven’t had any issue that I know of). With the end being a tad puzzly anyway, I don’t wanna throw people for a loop like that if I can help it!
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Deleted
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Post by Deleted on May 2, 2020 9:41:25 GMT -5
Nice return to a more classic style for a DBP, plus I really like ancient Egypt.
MAP01: Nice to see a new face and please do more maps. I really liked this mysterious puzzle-esque map where the combats aren't the important part. Though it's quite evident that 40oz touched it a bit. The only thing I noted is that the corridor with the windoes before the exit can have some texture alignment and unpegs set correctly. MAP02: I liked a lot this map, tricky but very fun encounters. Good usage of the very simple places. Plus it's cool how the pyramid burns and how the last fight is set inside it. MAP03: It's okay, I liked the introduction. Trading rockets with a cyberdemon is one of the most boring fights you can make. MAP04: Cool ruins, the hypostyle hall is a real standout visually and theme wise. The RK has a nice change with a more colorful place and the floating blocks that adds a hellish touch.
MAP05: The last fight can rather easily fuck you up, for the second time I decided to let the arachnotron live so the monsters can't teleport on the pillar. The space isn't so much and you don't need cacos and lost souls to get you stuck. The green armor isn't so necessary since there's a blue one nearby? Maybe put something else to hint the secret like some colored torches.G Good job overall. MAP06: It look very menacing but it's more manageable. At the RSK I was expecting some real shit to happen. Epic fail trying to 2-shot the last cyber MAP07: It turn easily into an infighting simulator but it's still very fun, the lack of armor in the first part adds challange and the place is designed well. Maybe for the last part I'll swap the green armor with a blue one, at least for easy/medium. Weren't you thinking about the casuals? MAP08: For sure I wasn't expecting those closets when I died. Maybe some more rockets for the middle part, around the RK? I thought having to use that much the chaingun slowed the map too much. MAP09: Not really a fda because I played this when it came out to have a peack at the theme. For a moment I didn't remember where to go, I was sure it was near the blue door but whatever. Killing the snipers in the last area would be a slow boring chore. MAP10: Dope music and very nice concpet. Shame that on the fda I missed to visit the cacos ring, I saw later on a replay that it leads to the secret BFG. The big battle was certainly fun before going back up to the yellow doors was fun. Disregard all the attempts to get wrong the puzzle to get to the exit I understood later the solution. MAP11: This was nice, a bit all over the place visually but I liked the black ceiling and those bright firewal stains. Gameplay was balanced and there's lots of secrets to explore. Most of them are just some goodies in closet so I guess it's hard to always give a real reward, like the invuln that is quite pointless.
MAP12: Fuck yeah Powerslave! Cool scenery, impressive work. I think the terrain plays more at disavantage of the monsters, especially those fences that break easily the big hordes and the cacos but it still worked rather well to create some chaos in the later fights. Props to conclude the map without a cyberdemon battle, actually I think it lacks a something more to climax but it's refreshing to not have the mandatory cybers that many maps have even when it wouldn't be "necessary".
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Deleted
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Post by Deleted on May 2, 2020 13:00:18 GMT -5
Thank you for playing Gaspe and dmdr! Glad you enjoyed it. I put the green armor just in case some people don't find the blue armor. 40oz Don't forget to include the version I included earlier. It makes a small visual change and more importantly tags a secret. Also, I am not that good with monster closets so can you help me out make sure the lost souls in the final fight trickle a bit smoother? They sometimes seem to get stuck, preventing 100% kills.
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dmdr
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Post by dmdr on May 2, 2020 17:50:00 GMT -5
Geez Gaspe, more rockets at the RK?! You ended up with 25 after the fight! Heh well anyway cheers for the demo mate, I was a little shocked you didn't find the SSG secret at the start, you mounted the tiny ledges and everything. Actually 40oz (or anyone else who might know) if you watch that demo you'll note that there's a surviving imp after Gaspe's RK rampage that you can hear but not see. This actually happened to me once in testing -- I think what's happening is the imp is falling into the invisible trenches I put there to keep him in his place (without blocking the caco movement, so monster block lines aren't really an option). I moved the geom a little and it didn't happen again so I thought I'd solved it, so if anyone might know what's causing this so it can be fixed I'd appreciate your insight. Ta.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on May 3, 2020 3:56:51 GMT -5
I think the imp gets knocked away by damage, best solution is to put an opposite of a trench.
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dmdr
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Post by dmdr on May 3, 2020 4:56:40 GMT -5
Monsters getting knocked off things is Boom behaviour though, isn't it? It's happening in vanilla ports here (Gaspe presumably recorded in prboom and I used Crispy to test).
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Post by bigolbilly on May 4, 2020 15:36:52 GMT -5
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Deleted
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Post by Deleted on May 7, 2020 1:25:16 GMT -5
I don't like how releasing (an unofficial?) v2 was handled. The only mention of it was on Doomworld, and you have not bothered to include an updated version of my map (v9 I managed to post in development thread before it was closed), even though it doesn't cause demo desync to demos that were recorded with original version. I thought about asking about v2 prior to its release here, but I was afraid I would look like an attention seeker by reminding about a fix in my map, since I already posted it and others, obviously, want their maps fixed as well and no one really has a priority over anyone. Now I wish I actually did tell about bugfix version more. The v9 version is here doomshack.org/uploads/DBP23_fear_has_big_eyes_v9.wad so you don't have to look. Except it has map in MAP01 slot, and it needs to be put in MAP06 slot in the release.
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dmdr
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Post by dmdr on May 7, 2020 6:23:25 GMT -5
sorry about that Vigilant, the definitely-very-unofficial v2 release was mostly a response to the errors raised in the DW thread and some stuff we uncovered when doing a little impromptu coop testing (+ som UX stuff too, such as the end map, to bring Evil Egypt into line with more recent DBPs) -- it was thrown together over the course of about 4 hours one afternoon and not really planned ahead in any way. Unfortunately since we obviously missed/forgot about your post in the release thread and v9 mostly seems to correct a visual error rather than anything game-breaking another release is unlikely unless another, more severe, bug is found. That said, please do remind us of these things, we won't think you're an attention seeker.
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40oz
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Post by 40oz on May 12, 2020 20:03:58 GMT -5
Guys we gotta figure out how to get ahead of these gameplay mods. source
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Deleted
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Post by Deleted on May 12, 2020 20:54:41 GMT -5
No we don't!
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dmdr
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Post by dmdr on May 13, 2020 1:22:12 GMT -5
what cups said
if people wanna ruin their dooming fun then that's it's own punishment and we shouldn't try to stop them (what's that mod that causes millions of revenants to spawn if you try and play it with brutal doom? that shit was stupid)
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Deleted
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Post by Deleted on May 13, 2020 3:41:23 GMT -5
Yeah, some people cheat through even marginally hard monsters with fastweapons and upload videos of it. Or do weekly playthrough of wads with cheats - I see no use for that.
Designing in such a way that jumping doesn't break or cheese maps may force to make changes for sectors height that are worse for overall gameplay, or even if there is a way to do that, it is time consuming. So I wouldn't bother with that.
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xeepeep
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Post by xeepeep on May 13, 2020 4:01:35 GMT -5
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