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Post by joe-ilya on Mar 2, 2021 2:46:36 GMT -5
Download final versionDownload RC1Maplist : The Alleyways - joe-ilya Hellfire Heist - matador Rumble In The Rain - 40oz Turf War in Place de France - bearinthawoods L'Etranger - lunchlunch FIN - joe-ilya
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Post by bigolbilly on Mar 2, 2021 7:32:44 GMT -5
Congrats, Joe & co.! Looking forward to playing this
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Mar 3, 2021 6:00:15 GMT -5
A bug report from Demon of The Well: "The revenant standing on the sludge-spout lift out of the sewers in m01 jams the mechanism somehow -- you can press the switch, but the lift won't cycle, and the switch itself becomes stuck in its 'acting' state and can't be repressed, causing a deadgame. This doesn't happen in -nomonsters mode, leading me to assume the revenant is the problem -- presumably he's stuck in the ceiling up top somehow, even though he's supposed to share the same physical dimensions as the player character, who can ride/exit the lift just fine when it's working properly. Weird. FDA/demonstration, prB+ -cl2, skill 4.Use -skipsec 420 or so to go directly to the bug."
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Post by joe-ilya on Mar 3, 2021 6:08:40 GMT -5
I forgot to test my map in -complevel 2, it works fine in my default -complevel 9 setting.
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nnnvork
Doomer
Nom-nom Chomsky
Posts: 540
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Post by nnnvork on Mar 3, 2021 21:08:46 GMT -5
I think I softlocked map01. not sure if same as DotW's. Here's an fda for that map: fda map 01
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 14, 2021 13:02:26 GMT -5
Did you think they aren't coming?
Didn't like this theme so much. Visually it gave me quite a headache, gray everywhere (with the occasional red or black to break) and it all tends to blend together but a good part is due to how prboom handles the colors, it was less unpleasant when I tried to revisit the maps on gzdoom. Kudos for trying to go for something more "artistic" but it failed to me. I don't understnd if this was supposed to have a grim mood, or rather go for melancholic vibes, and the tongue in cheek stuff clashes with that anyway. I think that for the ambition I can compare this to DBP26 but that one was actually successful in its scope because the mappers were able the get the mood of the project while that hasn't happened here. For the dehacked the candle/lost souls was cute but I saw it used only 2-3 times iirc. Then the imp/mancubus and the plasma zombies were other nice additions, they should have been used more too. The flying imp was pointless as none of the maps have an effective use of combats against flying monsters and most of the time you are fighting in closed spaces where the other dehacked monsters would be more effective.
MAP01: 5/10 to be really generous, average flat city alleys level. The fda stops when I got stuck at the end of the sewers, for the same thing that happened to DotW. The slot machines were cool tho. MAP02: Very rough looking in some places but I had a good time in this one. The casino/club theme was well done and it give something more unique to the map, couple with some nice realistic details. The last area, a crate storage, isn't as interesting as the rest. There's an unclosed sector with a hom before the yellow door. Same for the bug on MAP01 this is glaring stuff easy to notice, test better the project the next times. MAP03: What a soporific level. I woke up when that archvile on the way to the RSK got me by surprise. From the black key you can jump into the pit with the revs if you didn't take the soulsphere and get stuck there, see my first death. It's competently made and without apparent flaws, well you can't expect less from 40oz and he didn't disappoint about that. The abstract take on the city theme looks bland here and it shows the limitations of this DBP theme. There's nothing technically wrong here but that's it, this is a well done homework made without any passion.
MAP04: Big, flat, empty. There's some good looking stuff like the skycraper but that was done at the expense of the things that matter, like the motel and the bar that look so low effort. Since you are still new to mapping I suggest you to go for less ambitious stuff and work on a way smaller scale, even more for the DBPs since the deadline is rather strict and you can't afford to spend all the time on building the scenery. Save that for maps were you can take your time, or wait until you have more confidence and experience since the DBPs had good huge level in the past but the mappers knew what they were doing. Not bad the idea of the closets and the waves to refill the big area, but the gameplay is a tedious work of chasing down few monsters. MAP05: Best level. Very solid work and finally some varied visuals that are also more lively and make you truly feel in a place with casinos, clubs and with some more hints of hell too. Not sure why there's a jail here but I liked it, nice surreal touch. To end, slaughterish finale battle, very fun.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 15, 2021 0:58:04 GMT -5
I just noticed I am credited as a playtester, which given how it turned out, made impression I made a sloppy job... actually, I barely tested anything except 40oz map. I really only posted demos and gave feedback for MAP03, and I did play MAP05 but died at the slaughter so I didn't post demo, and intented to play it one more time, but never got to it. The rest of maps I didn't actually check until now xD But I still thank joe-ilya for crediting me anyway. MAP03: What a soporific level. I woke up when that archvile on the way to the RSK got me by surprise. Having an ambush there was my suggestion, although I didn't quite suggest an arch-vile, just "some tough monsters" since when I played the map for the first time, I did expect an ambush there but nothing happened. The bug with soulsphere/rev pit does look like something a playtester should suspect and thus catch. Alas, I didn't, despite having recorded a second demo and also playing a map a bit outside of demo recording. Overall, having more playtesters would be nice. (An advertisement follows) And by the way, it is not necessary to be a mapper to register here and contribute - DBP forum is open and writeable for any registered users and anyone can join and contribute a map to DBP or feedback/demo/video for someone's else map. You don't need to be on "some team" or claim the spot like is required by some community projects, maps never get rejected in practice, etc.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on Mar 15, 2021 3:41:58 GMT -5
MAP02: Very rough looking in some places but I had a good time in this one. The casino/club theme was well done and it give something more unique to the map, couple with some nice realistic details. The last area, a crate storage, isn't as interesting as the rest. There's an unclosed sector with a hom before the yellow door. Same for the bug on MAP01 this is glaring stuff easy to notice, test better the project the next times. Thanks for playing and thanks for the demos! Sorry this one wasn't too your liking but I'm glad you had fun with my map. Sorry about the bugs too, the deadline kind of kicked my ass on this one. I put up my first version of my map on the 28th so only Joe got to test it and I'm not even sure the HOM was there in the version he played, it might've been added accidentally in my update (which was hours before RC1 was released). And I don't think anyone got to test Joe's, first I saw of it was when RC1 was released (interestingly, the map order goes from latest submissions to earliest submissions). Hopefully we can get a bugfixed version up sometime soon, I'd really like to fix up some things in my map since I kind of rushed to make deadline (the warehouse section, in particular, was really rushed). Which areas did you find rough looking? And could you elaborate more on what you liked? I'm trying to make a map for DBP34 so your feedback helps. Plus maybe some of it could sneak into a future bugfixed version. The bug with soulsphere/rev pit does look like something a playtester should suspect and thus catch. Alas, I didn't, despite having recorded a second demo and also playing a map a bit outside of demo recording. If you know there's archviles in that pit, you aren't going to jump in it, so I think it's understandable that this one slipped by - it's the kind of bug you're only going to find on the first time playing if you don't grab the megasphere. Let us know what you though of the rest of the maps!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 15, 2021 9:55:26 GMT -5
The bug with soulsphere/rev pit does look like something a playtester should suspect and thus catch. Alas, I didn't, despite having recorded a second demo and also playing a map a bit outside of demo recording. If you know there's archviles in that pit, you aren't going to jump in it, so I think it's understandable that this one slipped by - it's the kind of bug you're only going to find on the first time playing if you don't grab the megasphere. Let us know what you though of the rest of the maps! I could have discovered it without recording a demo - for example, I could have been just messing around, playing without recording, and on some try, recalling that grabbing soulsphere makes the pit with the revs descend and that the pit can be jumped to, check whether avoiding soulsphere could make it inescapable. That is, I would apply some logical thinking on the matter what progression might be typical for me, and then deliberately going out of the way and seeing if things break. If I did find anything, I could then either try to reproduce it in demo recording, or simply report it. But such bug hunt requires that map is played multiple times and outside of demo testing also, which long or difficult maps that occassionaly get contributed to DBPs tend to discourage for me. I have long since concluded, though, that recording an FDA and maybe a second demo is not sufficient testing coverage by far. That is, one has to put deliberate effort into hunting bugs specifically, whereas I usually focus on giving what it is like to play a given map, especially for the first time, and bugs are either discovered naturally as part of that process, or not.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on Mar 15, 2021 13:51:54 GMT -5
Overall, having more playtesters would be nice. (An advertisement follows) And by the way, it is not necessary to be a mapper to register here and contribute - DBP forum is open and writeable for any registered users and anyone can join and contribute a map to DBP or feedback/demo/video for someone's else map. You don't need to be on "some team" or claim the spot like is required by some community projects, maps never get rejected in practice, etc. quoting this for emphasis! seriously, taking a moment to load up someone's map, play it, and just writing a few passing thoughts is sooooo helpful!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 22, 2021 13:08:51 GMT -5
Which areas did you find rough looking? And could you elaborate more on what you liked? I'm trying to make a map for DBP34 so your feedback helps. Plus maybe some of it could sneak into a future bugfixed version. Don't worry I know that deadlines can be a pain in the ass when you still running to finish at the last minute, it was more a suggestion to joe since he also missed a quite serious thing in his own map and testing the whole project on the right settings before releasing is quite important. Imo the release can wait a day if that's still missing. After revisting your map I don't think it's as rough as I was thinking at first, maybe it was an impression given by the aesthetics that look very messy in this DBP. It's mostly stuff like those empty rooms connectin the caveau and the crate storage area that doesn't have the same attention to detail as the other parts and that sticks out. I liked the realistic details and the attempt to make the player feel like he's really there. The second, and I guess more exclusive, hellish club and the last floor was a good touch and it felt quite fresh too. My favourite part was the fight in the caveau, it's goofy in a way but it cimbined well the realistic element of the map with a fan trap that it's also "randomized".
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Post by joe-ilya on Apr 3, 2021 11:24:20 GMT -5
Download final versionChangelog : - Fixed all the maps (bar MAP05) - Made the rocket and BFG pickups red Will be uploading to IDGames in a couple of days.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on Apr 4, 2021 3:51:23 GMT -5
Download final versionChangelog : - Fixed all the maps (bar MAP05) - Made the rocket and BFG pickups red Will be uploading to IDGames in a couple of days. joe-ilya I'll have an update for you for my map in the next couple of days (there's some vault puzzle issues that I need to address).
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Post by joe-ilya on Apr 4, 2021 5:54:11 GMT -5
Download final versionChangelog : - Fixed all the maps (bar MAP05) - Made the rocket and BFG pickups red Will be uploading to IDGames in a couple of days. joe-ilya I'll have an update for you for my map in the next couple of days (there's some vault puzzle issues that I need to address). Please use the map that's in the final pack to modify it, as it has some bugfixes.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on Apr 15, 2021 16:35:33 GMT -5
joe-ilya I'll have an update for you for my map in the next couple of days (there's some vault puzzle issues that I need to address). Please use the map that's in the final pack to modify it, as it has some bugfixes. Alright joe-ilya, here it is: DBP33 with editsSorry to take so long but hopefully it's worth the wait. I also did GLDEFS for these, if you want to use them. Didn't want this set to not get them because of the current board drama but feel free to not use them if you don't like them. Changes: - Added deathmatch starts (untested though, and it's probably not a great level for it) - Added co-op starts w/ some new monsters (untested, but the gambling opening should work in co-op now) - Added failsafes to prevent players getting locked out of the vault, including a new secret way to get in. - Nerfed an opening puzzle a bit - Teleported the vault imp to the warehouse so players don't miss him. - Added a mancubus in the vault so players don't just run past the vault fight and get the key. - A final ambush with hitscanners to go with the end archvile - Shootable wine racks - Automap clean up - More detailing of some of the blander areas and some slight changes here and there.
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Post by grau on May 13, 2021 6:42:15 GMT -5
only black-white and red gradarions all the time? but why? it would look much better with at least some brown for wood and somewhere green or blue may be, for watter, i belive. gray-red makes me angry)))
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Post by joe-ilya on May 13, 2021 9:55:41 GMT -5
I wanted it to look like early 20th century cinema, and I was already pushing it by adding red.
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Post by joe-ilya on Jun 20, 2021 4:03:16 GMT -5
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nnnvork
Doomer
Nom-nom Chomsky
Posts: 540
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Post by nnnvork on Aug 29, 2021 0:36:49 GMT -5
Finished it.
I played in complevel 2, but realise now it's Boom. Oops! I might've broke Map02 and had to no-clip through a door that opened-closed then didn't open again (white key door). I think I missed out on some rain effects that I was looking forward too.
On the positive-side: The casino/strip-club stuff was great. One of the more interesting themes imo.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,073
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Post by matador on Sept 5, 2021 0:38:22 GMT -5
I think the boom format is meant for Joe's map (Map 1) because there was a bugged lift in the first version that didn't work on comp 2. Map 2 should work in comp 2. There's an imp that opens the vault door via a walkover line once you enter in the password and once you enter the vault you should be locked in until you get the white skullkey (which opens the door normally). There's a ton of walkover lines so the door should stay open for quite a while, so I'm curious to know how you broke it.
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nnnvork
Doomer
Nom-nom Chomsky
Posts: 540
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Post by nnnvork on Sept 5, 2021 18:06:16 GMT -5
matador - Rest assured that I adored the creative setups in the map - I am a huge lover of jank and puzzles myself. One particular sequence that breaks it (I think) is: 1) Set the door password to 3 Fireballs. 2) Pull the left lever, and wait for the keydoor to open then close. 3) Reset all 3 passcode symbols. 4) Set to [Health Bonus], [Fireball], [Health Bonus]. 5) Pull the level, and wait for the hidden far left lever to reveal then reconceil. Result) I think this softlocks the map. I hazard to guess that I did indeed break it, rather than simply misunderstood the puzzle.[/i]
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