joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
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Post by joe-ilya on Aug 7, 2021 11:58:24 GMT -5
Streaming :
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Post by middleclassworm on Aug 7, 2021 16:03:37 GMT -5
MAP13 is an absolute masterpiece and one of the best maps in the whole DBP series. Cyberdemon-Archvile fight is just *chef's kiss* nxGangrel please make more maps.
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Aug 9, 2021 9:42:38 GMT -5
^Um, thank you?! Assuming that wasn't sarcasm I don't intend on doing any more DBP maps but I'll make a few here and there. You should also look up Doom 2 Redux. I made like 9 maps on it.
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Post by middleclassworm on Aug 9, 2021 10:56:58 GMT -5
That wasn't sarcasm, I was genuinely impressed by your map. A very strong installment overall - especially the final stretch (MAP13-16). Dunno why it generate so little attention so far. Deserves much more!
And yeah, I'll definitely need to give D2R a shot. I ignored it for the longest time because remakes of the IWAD maps are not exactly my thing, but now I'm more interested to see, what's it all about.
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MegaPancakeStrategist
You're trying to say you like DOS better than me, right?
IF YOU ARE READING THIS YOUR MAP NEEDS MORE LIGHTING VARIATION
Posts: 1,011
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Post by MegaPancakeStrategist on Aug 9, 2021 14:26:28 GMT -5
All the DBPs need to go on ModDB. It's a really good place to upload Doom WADs.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 9, 2021 21:00:04 GMT -5
MegaPancakeStrategist, yeah, except ModDb has weird interface, where it is easily to confuse the mod with the base game and hard to locate the mod one actually came for. Basically, good for uploads, not to convenient to make sense of for downloaders. I get confused every time and usually click away from mod onto game, then get mad and that website designers.
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Aug 15, 2021 7:52:34 GMT -5
Do you guys even do any difficulty balancing? Gave this a shot and couldn't get past map03. on ITYTD for Christ's sake.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,190
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Post by matador on Aug 15, 2021 12:57:52 GMT -5
Do you guys even do any difficulty balancing? Gave this a shot and couldn't get past map03. on ITYTD for Christ's sake. Generally, there's no difficulty balancing on these. Sometimes people put them in but I don't know if there are any of these where every level has them. As for this one, I don't think there's any difficulty balance on any of the maps. It'd be nice to have though.
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Aug 15, 2021 16:31:20 GMT -5
Do you guys even do any difficulty balancing? Gave this a shot and couldn't get past map03. on ITYTD for Christ's sake. Get good nerd.
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Aug 15, 2021 18:06:12 GMT -5
That's not fun.
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Post by lunchlunch on Aug 15, 2021 18:25:49 GMT -5
xeepeepMy map (Slot 14) has the different difficulties implemented and balanced
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,190
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Post by matador on Aug 16, 2021 23:51:58 GMT -5
xeepeepWhat did you think of my map (Map 1)? Also have you played DBP33? IMO, that's probably the easiest one so you might like that one. There's a tricky part at the end of Map 1 in that set but it might not be too bad on ITYTD.
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Aug 17, 2021 4:43:07 GMT -5
Couldn't figure it out and skipped to map02 😅😭
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Aug 17, 2021 8:37:21 GMT -5
ill keep it in mind xeepeep. it sucks you werent having a good time. Maybe the plutonia textures and references inspired mappers to make it pretty tough? We always need playtesters so im very grateful youre volunteering your time to test the next one. its much nicer to get your input before its done rather than after.
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Post by lunchlunch on Aug 20, 2021 1:12:24 GMT -5
Wasn't able to playtest many of these maps, so I thought I'd do a playthrough and share some of my thoughts about the maps. MAP01 matadorGreat map, saw this in a much earlier state, but felt it was too soon to give a ton of feedback on at the time, I could tell there was going to be so much more to it. It's massive compared to its size before. Aesthetics are nice, the fights are good, it's fun to explore. MAP02 mattfrightThis map was super nerfed. There was probably somewhere in between its current difficulty and its original difficulty it could have been balanced to, if it even needed it. I loved it the way it was honestly. MAP03 kvsariEnjoyed the changes that were added to the map, still never found the secret key. MAP04 40ozGot stuck after grabbing the blue key. The bars stay up but there's a teleporter by some boxes that you can use to go back to the top floor. Was it always this way? I legitimately thought I was softlocked because I couldn't find the teleporter until I watched Bugo's playthrough. Other than that, great map. Really like the look of this one. MAP05 SilverMinerI think the changes work well here, good job. MAP06 a2robReally great looping layout with memorable fights. For some reason the structure of it reminds me of your HFFM map, but it could be just how you design maps. Unfortunately I still haven't gotten around to playing Running Late so I wouldn't totally know. In the later stages of the map, there's plenty of health but it seems pretty stingy in the beginning, that's my only complaint. Great map, enjoyed it. MAP07 @joeilya I'm impressed you got this to not only a playable state, but it's detailed and balanced well. I remember thinking there was a lot of work to go when I looked at it in the editor. Really cool map that's fun to explore. Though it is long so it really really sucks to blow yourself up with the rocket launcher, which happened to me a couple times, considering it's your main weapon and there's an annoying amount of lost souls. The 'Exit Open' signs were a clever touch, I really dug that. MAP08 JadingTsunamiProgression is a little obtuse and I was so low on ammo at the end I was forced to chaingun the exit-blocking barons but beyond that it's an enjoyable romp. MAP09 ChainieFun level, the key traps were fun, particularly the one that's entirely lost souls, I'd like to do something like that in the future. MAP10 FryukoAmazing level. Love the structure, detailing, combat configurations, everything. Probably my favorite map of yours I've played so far. MAP11 40ozGreat structure/layout, fun fights. Could have used some ammo placements in the end fight. I finished the map with 100 bullets, 20 cells (with no BFG or Plasma Rifle) and 0 everything else. MAP12 40ozProbably my favorite map of yours in this project. There's lots of things that make different moments of the map stand out from each other. The skeleton maze was the highlight for me. I liked how earlier in the map you're not afraid to let the player feel stuck but not for long enough that they get frustrated (Having to figure out going through the waterfall and figuring out that you have to drop down to reach the switch). MAP13 nxGangrelI almost love this map. My main problem is balancing, mostly with ammo, but with health too. It's frustrating to play games of peek-a-boo around corners, taking things super slowly, forcing enemies to infight to save ammo, and then still finding myself down to a damn chainsaw multiple times. Even when you're designing an ammo starvation map, keep in mind you're going to play your map better than anyone. You know where all the enemies, item placements, secrets, etc are. You're going to make every shot count. Nobody else is. So I would've suggested maybe take whatever amount of ammo it takes you to beat the map and add an additional 10-20% of that for everyone that's not you. There's some nasty chaingunner traps, particularly nasty when I'm coming into every room low on health. It's totally Plutonia, but it's really degrading to die to something like that halfway through a map that ultimately took me twenty-nine minutes to complete. Eventually I started using saves when I got hit with that chaingunner trap near the key with the raising lava. Even with the soulsphere secret, I don't enjoy that trap. The floor's pretty bumpy in a lot of areas. In places where you're just doing something for detailing, you can hold down shift while you drag the sector up and down for smaller increments than DOOM's standard of 8, so that the bumpiness isn't as exaggerated. I like to use a lot of 2 unit and 4 unit sector heights for detailing stuff, I think that helps against bumpy floor syndrome. There's a lot of things I love in this map. It's quite the adventure, the fights are tough and often claustrophobic, and well orchestrated. Progression is normally very well done, especially for such a labyrinthine map, using sounds that allow the player to hear where something opened and only takes a short investigation to find the path. I was still sometimes a little lost but not often. The ammo starvation is ultimately what brought my enjoyment of the map down. MAP15 deathbearHoly fuck, what a map. The spawling layout, clever arenas, beautiful detailing, intuitive progression, all perfect. Probably my favorite of the set. This is damn fine mapping. MAP16 dmdrI really enjoyed the map this time around, it's quite the slaughtery little finale. I love the amount of archviles here. It really works well now and I had tons of fun with it. MAP17 40ozNice credits map.
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nxGangrel
Doomer
Live bodies, Live Food
Posts: 219
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Post by nxGangrel on Aug 20, 2021 14:46:00 GMT -5
The ammo starvation is ultimately what brought my enjoyment of the map down. Thanks for the review! The map was rushed, which is why the placements aren't all that great. But I do purposefully have hard difficulty in mind... which is why I normally don't get involved in other projects. The ironic part is that I thought I added too much ammo and health when I did some fixing. Also I did the bumpy floors on purpose since I thought it was funny. Anywho, I'm trying to get back into mapping.. again.. for like the umpteenth time, so I intend on working on more solid levels in the future.
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 719
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Post by nnn✓ork on Aug 22, 2021 21:29:42 GMT -5
This was solid all around.
I switched to HNTR for nxGangrel's because I don't manage ammo well. It was "forced linear skinny path" for the most part which I don't usually like, but it connected together in a cool way. Not bad. My favorite was Map07 by joeilya. I'm sure some people don't like the progression as they stumble around for the last mancubus pit they missed, but I loved this map.
I gotta circle back to the rainy Casablanca set. I quit playing the beta version because the first few maps had some gamestopper bugs, but I liked what I was seeing otherwise.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,190
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Post by matador on Aug 24, 2021 2:41:20 GMT -5
This was solid all around. I switched to HNTR for nxGangrel's because I don't manage ammo well. It was "forced linear skinny path" for the most part which I don't usually like, but it connected together in a cool way. Not bad. My favorite was Map07 by joeilya. I'm sure some people don't like the progression as they stumble around for the last mancubus pit they missed, but I loved this map. I gotta circle back to the rainy Casablanca set. I quit playing the beta version because the first few maps had some gamestopper bugs, but I liked what I was seeing otherwise. Glad you liked the set overall. And yeah, circle back to DBP33 - RC2 should fix all the bugs.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 27, 2021 7:45:39 GMT -5
From now on any futher DBPs will be featured on Russian Doom Community site, I'll make sure to post them here as soon as new ones are come out. Currently covered latest two, so that to be AUGER:ZENITH and this one. Great job with both, folks, I'm pretty sure each next one will come even better.
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SilverMiner
You're trying to say you like DOS better than me, right?
Posts: 1,342
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Post by SilverMiner on Jun 18, 2024 4:24:05 GMT -5
Map05 main building's origin 57.14928535410335, 36.73366044789528
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