40oz
diRTbAg
Posts: 5,534
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Post by 40oz on Sept 30, 2022 23:08:41 GMT -5
Havoc in Creation is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. DownloadUpdated: 10/01/2022 09:57AM ET (mediafire link)MAPLIST ■ MAP01: Breaking Point - 40oz■ MAP02: Havoc I - biz/40oz■ MAP03: Infernobox - saltator■ MAP04: Assault on Demon Fortress - CittyKat112■ MAP05: Misery Ridge - 40oz■ MAP06: Havoc II - biz/40oz/matador■ MAP07: Inferno Dance - cyborgbeardman■ MAP08: Apophis - E.M.■ MAP09: Calefactor - shibainumaster■ MAP10: Crossing Worlds - 40oz/sonny666■ MAP11: Havoc III - biz■ MAP12: Havoc in Creation - 40oz
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Post by rudi on Sept 30, 2022 23:35:48 GMT -5
NEW DBP NEW DBP
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Post by AskYourDrAboutUVFast on Oct 1, 2022 6:55:45 GMT -5
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,020
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Post by SilverMiner on Oct 1, 2022 11:50:40 GMT -5
I'm quite impressed with this wad. I might someday take inspiration from it on how to make abstract levels expressive. In the more stable times for me.
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nnnvork
Doomer
Nom-nom Chomsky
Posts: 540
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Post by nnnvork on Oct 1, 2022 12:06:58 GMT -5
The Map05 easter egg. lol.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,070
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Post by matador on Oct 1, 2022 14:20:42 GMT -5
I've cross-posted it at the usual places. Nice job everyone!
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Post by AskYourDrAboutUVFast on Oct 2, 2022 15:20:24 GMT -5
I was a little bummed that I didn't get to test many of the maps this month, so I figured some FDA's and notes on your final products would be nice. All demos recorded on UV with dsda-doom 0.24.3 on DBP52 v1-1
---
MAP01: I actually got to test this one earlier in the month. Fun map. Really liked the aesthetics of the rocket launcher room. Went out of bounds to see if you ever added anything out there, guess not. I liked the tyson start alot but had a friend who is a super-casual doom player try the map and he ran out of ammo.
MAP02: Not going to say anything about my own maps, but some comments on the sections that others detailed: matador - ok right away the floor lighting on the bridge blew me away. Looks like a damn boom lighting sequence! How?!?!? I'm prying open the editor to see how that is done right after I finish this map. Really like the magma falls out here. I like that you split them up into so many little flows, looks very natural. You certainly went more ostentacious on the blue trim then I would have but it looks really damn good and now I'm sort of sad I didn't put colored stripes down any of the other round towers since they look really nice. I was planning to add the red grass out by the camp site so I'm happy to see you went that route. I noticed a slime trail on the cyan crack coming off the castle on the west side and I was never able to remove the slime trail on the brick up on the ramparts either. Great job overall, thank you so much for helping to save this map by detailing the start area! 40oz - I was really amazed that you knocked the main hall portion of the map out so quickly. You are really a skilled and proficient mapper and you draw an incredible amount of elegance from some very simple geometry. The curvy floor detailing is something I never would have thought of doing because it seems so abstract, but it looks really good here. I like your liberal use of SHAWN in these areas, something I need to do more often because it looks great. A few other things that really impressed me: The round elevated pillars over the entrance and stairs up to the monolith. The player may never even glance over at this section of the map but it looks really good. I like the lighting sectors you do on the central pillar over the door and also on the fountain here. They are simple but very effective. I have started incorporting these into my style after seeing you use them to great effect and I think other mappers could take a look at how they are done here and in your other maps in this set and add a nice tool to their map polishing arsenal. The midtexture on the half circle staircase. I know its a simple trick but the midtex use here was like an ah-ha moment when i first saw it. Its such an easy and good looking trick that i used it to fill out some blank walls when rushing to finish Havoc III. A really nice way to squeeze out a "new" texture by combining some existing ones. The scrolling blue texture over the monolith. I tried to make that texture work in a few spots but never liked it anywhere. This is such a natural fit for it. Probably should have done this on all of them tbh. Thanks again for helping to save this map from being scrapped! It was really fun collabing on these maps and I would love to see more of these collaborations in the future. I'm glad these maps turned out to be more atmospheric than combat focused as its a really allows you to showcase the mappers style and revel in the visual details which you both delivered here in spades.
@saltator
MAP03: Man rude start on this one. Glad I circled around the back to find the SSG and armor! The blood detailing on the floor is nice but the pits are way too deep imo and they cause severe "bumpy floor" syndrome. I think you could have used a 4-8 unit depth here and it would be much better because it also affects infighting in this area which I'm guessing is intended since you put a baron here. There were one or two instances in the first demo where I was trying to provoke infighting and the baron steps down in the blood causing a rev rocket to miss him and hit me instead. Its sort of an added annoyance. Crap accidentally overwrote the demo, but I died in this first room 2 times in first demo. Ugh died to a hell knight behind a fake wall. Not a fan of that enemy placement. I would have rather seen anything else come out of that fake wall (lost souls, cacos, PE) if that was the visual effect you were going for. You crush them anyways right after that so whats the point of them other than a possible cheap kill on the player if they get unlucky? Back side of the arch between the first and second room has a bunch of misaligned textures. This big outdoor arena could probably have used some central cover. The high perched revs are quiet annoying here. Maybe you could have tossed some small support pillars along the blood moat? The HK's pinned into the corner are an unusual choice as well. What was the thought there? Sorry got to harp a bit on the blood pit a bit. The slow raising/lowering floor here is probably the most annoying way to traverse out of the pit. It really stalls out the gameplay while you wait for it. Heck, even if you don't fall in, sometimes you have to wait anyways when going for the switch on the island. The pit isn't damaging so there is no real punishment for falling into it other than wasting the players time. I would recommend in the future using a teleport or even better a set of stairs to get out. Putting exit points in more than one area of the pit is always helpful too! If you do have to use a lift for a liquid pit, an easy trick is to put another sector around the lift and raise it a bit out of the liquid and give it a different texture than the liquid. This way the lift won't lower to the same height as the liquid which looks a little odd (since in real life dropping something to water level usually means the water will cover it and your brain kinda subconsiously expects the flat texture to change). The imp pincer attack on the stairs is a neat idea, but a little too easy to sneak past. Not sure what to suggest to remedy this. Wasn't really a fan of the door that closes on you in the hallway after the stairs. At least the encounter wasn't something really egregious like a baron in that narrow hallway, but it just felt like a waste of the players time. Generally my thought here is that if you want to pay off a semi-cliche trap like that it better be a visually impressive reveal of the enemies (example: multiple wall lowering ambush or opening up an area with a unique vista or geometry) and the fight better be worth my time (tricky fight, clever gimmick, or nice reward). You might have been able to do it by building out an arena to the west here, but its a really tricky balancing act either way. Glad you gave out a plasma gun for the exit fight, sadly i missed it until after I had taken out a few of the enemies. The closet this gun is in sort of blends in with the rest of the map, even though its a real important room for the player to check out. A couple ideas on how to make an important item stand out for the future: - Give the pedestal the plasma gun is on a really bright and unique texture. Almost every wall in this room uses the same gray brick texture, so something bright and distinct will help catch the players eye. - Bump up the lighting in here. slap a light texture on the ceiling above the plasma gun pedestal and crank up the lighting to make the gun stand out. - Backlight the room. draw a small square sector at the back of the room and put a unique texture there that stands out. crank up the lighting in this sector. Get really fancy and make the texture scroll or give it a lighting effect like glow or blink. That will draw the player in. I had one of the enemies that came from the exit room take the secret soulsphere teleporter up onto the cliff. Luckily the area up there is so small that I telefragged him, but it looked like it could have been a tough situation. In the future you may want to grab those teleport lines and flag them as block monsters to prevent enemies from walking over them and teleporting into areas they shouldn't be.
I wrote this late at night and forgot to mention that I really like the giant glowing rock wall behind the start. More of that nice contrast plz!
I don't think I've played any of your maps before but you've got a good foundation here with some nice detailing. I want to see you improve and make more maps so hopefully the feedback is not overly negative and you find something constructive here.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,070
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Post by matador on Oct 2, 2022 16:36:41 GMT -5
matador - ok right away the floor lighting on the bridge blew me away. Looks like a damn boom lighting sequence! How?!?!? I'm prying open the editor to see how that is done right after I finish this map. Really like the magma falls out here. I like that you split them up into so many little flows, looks very natural. You certainly went more ostentacious on the blue trim then I would have but it looks really damn good and now I'm sort of sad I didn't put colored stripes down any of the other round towers since they look really nice. I was planning to add the red grass out by the camp site so I'm happy to see you went that route. I noticed a slime trail on the cyan crack coming off the castle on the west side and I was never able to remove the slime trail on the brick up on the ramparts either. Great job overall, thank you so much for helping to save this map by detailing the start area! Thanks! The sequenced lighting is just control sectors and sector effect #8 (light glows). I found out how to do it from some ancient post on Doomworld by Ribbiks. You can put values above 256 and below 0 for sector lighting which won't change the brightness of the sector but it does effect the timing of the light glows sequence. The light glows effect moves from the sector's lighting value to the darkest adjacent light value, so if you have a lighting value under 0 it will stay darker longer and it will stay fullbright longer with a value over 256.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,070
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Post by matador on Oct 3, 2022 2:02:01 GMT -5
Here's an updated version of DBP52 from the bugfix thread: v1.2Changes: - Added in the fixed versions of Maps 2 & 4 - Fixed the softlock in Map 7 (using the 123 function)
Still needs fixing: - MAP01 softlock - MAP10 mastermind teleport bug
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CittyKat112
Doomer
Kitty cat one hundred and twelve
Posts: 632
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Post by CittyKat112 on Oct 3, 2022 5:24:09 GMT -5
Found a very small texture bug in Havoc I (I'm using the latest version): imgbox.com/wFUolCVyThis version of the map seems a lot cooler than the one I bitched about in the development thread.
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Post by AskYourDrAboutUVFast on Oct 3, 2022 14:40:12 GMT -5
Found a very small texture bug in Havoc I (I'm using the latest version): imgbox.com/wFUolCVyThis version of the map seems a lot cooler than the one I bitched about in the development thread. thanks for the report. there is one other texture bug i've found as well.
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Post by AskYourDrAboutUVFast on Oct 3, 2022 20:13:46 GMT -5
Thanks! The sequenced lighting is just control sectors and sector effect #8 (light glows). I found out how to do it from some ancient post on Doomworld by Ribbiks. You can put values above 256 and below 0 for sector lighting which won't change the brightness of the sector but it does effect the timing of the light glows sequence. The light glows effect moves from the sector's lighting value to the darkest adjacent light value, so if you have a lighting value under 0 it will stay darker longer and it will stay fullbright longer with a value over 256. Yeah I took a look in the editor. I had sort of guessed you had stepped the light levels to make them glow in a sequence, and i had already figured out the 0 brightness adjacent sectors after all the glow effects i used in my dbp51 map, but I never would have guessed you could put in values past where the editor clamps them. That is a very cool and obscure trick and it looks outstanding. --- Anyways, more DBP52 FDAs. UV, pistol start, dsda-doom 0.24.3 on the v1-1 wad. CittyKat112MAP04: ahh ok I tested the first version of this map early in the month. First fight is much better now. It's still stupid easy to get cornholed here but at least theres armor and the soulsphere secret is a nice boost. Also thank you, thank you, thank you for providing a chaingun to remove the annoying auto-wep switching mid fight! Interesting that you cut the platforming out, probably a good call. I like the way this room looks even though its pretty simple, probably because of the the lighting sectors. I think you could even pull the lighting sectors farther out into the room since there are no trigger lines here that I could tell. I appreciate that there is no lighting on the roof either above these sectors. One thing i noticed in the v1 of this map is that in the first room the roof was lit up around the manc platform for the glow special and it looked a bit odd to me, I almost mentioned it at the time but decided not to (actually it is still like that). Anyways nice job on the lighting in this room. On to the fight in the red key room: Good composition. I hate specters but this is a fine use here. Looks like it would be real easy to flee this fight up the stairs though. Just some thoughts here for your next map: Perhaps a big body enemy (manc, hk's, cacos, arach even maybe?) should tele in up at the top of the stairs to block players BUT only on one condition, this room needs some pillars! Pillars in this room would do wonders. Provide cover from projectiles, break homing rockets (not really a concern in this room imo), add an extra element of claustrophobia to the fight, but most importantly, make this room look like something other than a big rectangular box with nice lighting. Food for thought on your next go around, more pillars. Oh yeah also, put some sort of item in the monster closets, even if its just health bonuses or something inconsequential. I love feeling rewarded with little goodies after a fight and an empty room feels weird. bleh, died in the tiny hallway. Okay the fight in the big hall is quite nasty now lol. the enemies teleporting into the hallway is pretty evil. This might be my favorite room aesthetically speaking in this map. It is really not much different from the red key room since its also just a big rectangle, except it has pillars and some height variation and they make the fight in here more tense, more fair since there is cover from the enemies, and just a better looking room on the whole. Great job here. oh boy the Yellow key room. I decided to not go for all kills here because you allowed me too. Triggering the fight on the plasma gun is a good idea because players are going to naturally want to grab it but in the future you should really consider adding lines around other important items/switches/doors/etc if you don't want crafty players to bypass your fights. blue key room: You may want to strongly consider putting more time into setting up these fights mechanically in the future. I was able to pick apart this fight very easily by just camping in the entry way since nothing required me to expose myself or go into the room to start the fight. Also I'm not sure why all the HK's are sleeping in front of the switches/keys. Might as well have them awake and contributing to the fight if they are just stuck there. Also in general, putting an enemy on top of the key is not a great move since sometimes their corpse can land right on it and obscure it and cause player confusion. I actually got lucky that the HK corpse landed just behind the key since I hadn't seen it prior to the room being cleared. In this blue key room a much better method would be to carve out a small alcove behind the hk and put the key in there and raise it up a bit off the ground. Make the alcove secotr lines block monsters to prevent the corpse for accidentally sliding up there as well. Tips for next time. MAP05: i like the outdoor area here. Very clean texture work on the metal raised area. I always appreciate a berserk near the start, wish i hadn't grabbed the lamesaw. This is a rockin' midi. The rocket launcher cavern looks great. Nice backlit area behind the RL pedestal. hmm free backpack if you drop down into the blood. soulsphere isn't really much of a secret lol. ahh finally some action after the yellow key grab. Looks like you can skip the rest of the map here but apparently you are aware haha. AMAZING I'm not sure how to feel about the final cyber fight. I wasn't very keen on the pinky+cyber combo. I guess the idea here is that the pinkys are supposed to block up the player movement? Too bad the cyber dispatches them rather quickly. I also feel like the hk and baron wave comes in a tad too late. I had already started working down the cyber before they showed up which made the fight a little annoying i guess. Dunno, just kinda felt like a fumble here. Overall good looking map with nice layout that yearns for more combat. MAP06: No comments on this map except these thoughts on the detail 40oz did in the main hall area: This room looks great. I was definitely planning to use the carpet texture somewhere in one of these maps but wasn't quite sure how I would do it (was thinking with FLOOR1_6). It looks real good here and i like the red marble used on the steps to make it look like it went up the stairs. I lifted that for MAP11 exit. The lava in this room looks incredibly good. I never would have thought to use it because it feels too abstract. The stunner is obviously the shawn arch and the demons head. Nobody will probably ever know but that is some damn fine sector work. Thank you so much for saving this map from the scrap heap!
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CittyKat112
Doomer
Kitty cat one hundred and twelve
Posts: 632
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Post by CittyKat112 on Oct 4, 2022 13:39:43 GMT -5
@ AskYourDrAboutUVFast thanks for the feedback and going over each fight! I probably should've got rid of that teleporter in that room before the plasma gun fight, I think it's a leftover from the very first version, same with the HKs 'guarding' switches even though the ball-busting version didn't have the blue key room lol. But I'd hate it if anyone would choose to camp in the doorway since it essentially makes the fight super easy and boring imo. Tbh all of the fights after the plasma gun room were added as an afterthought just to finish the map before the deadline ends :/ I'll be sure to keep those advices in mind for the next map!
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Post by optimus on Oct 5, 2022 6:34:29 GMT -5
I have a video processing for days (damn youtube). I also was thinking, when a new DBP is out, it's not very obvious that it was out. I have to search on the Doom Projects in between other stuff. The title is "Havoc in Creation". If it was something like "DBP 52: Havoc in Creation" I would more instantly see it. Someone was telling me "It's strange DBP 52 is not yet on Doomer Boards but I see it posted on Doom Wad Archive?" but he missed it as it's not promoted enough with some title with DBP in front that points there.
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Post by AskYourDrAboutUVFast on Oct 5, 2022 21:24:54 GMT -5
@ AskYourDrAboutUVFast thanks for the feedback and going over each fight! I probably should've got rid of that teleporter in that room before the plasma gun fight, I think it's a leftover from the very first version, same with the HKs 'guarding' switches even though the ball-busting version didn't have the blue key room lol. But I'd hate it if anyone would choose to camp in the doorway since it essentially makes the fight super easy and boring imo. Tbh all of the fights after the plasma gun room were added as an afterthought just to finish the map before the deadline ends :/ I'll be sure to keep those advices in mind for the next map! np. judging by the first version of your map, you have a real knack for killing the player lol. With a little practice you'll be making some tricky fights in no time.
---
almost done wit the wad. More DBP52 FDAs, UV, pistol start, dsda-doom 0.24.3, on v1-1 of the wad.
MAP07: Man I really like this midi. the cyan detailing here is really nice. The starting room is sorta weird gameplay wise? Does the gate switch rise up after you hit the other switches? Having to backtrack is a bit annoying.
Second room, this area looks nice but the combat here is a little meh. I sort of just camped out and let everything infight. Didn't really feel threatened here at all. Would have liked to see some stuff teleport in up on the top area maybe. This area would definitely need some pillars if the combat was any spicier tho (imo).
I think the map is finally getting moving now. I like the chaingunner turrets in this next arena. would have liked to see more ground level foes tele in. The players got plenty of cover here and room to run. This room has some nicely detailed walls and the glowing crushers in the walls look cool (even if they are a bit noisy). You could maybe join these crushers to sectors outside the map to remove the noise.
Lots of floor detailing on the way to the platform area. Its simple and subtle but I noticed. I thought it was just the texture at first. I was able to skip the linedef on the teleporter to get out of the lava pit here. May want to double these lines up in the future. Not sure how to get the blue armor in this area. I thought SR50 would make it but alas, no.
The outdoor teleport ambush is a cool concept. Could have benefited from some cover in the middle of the walkway although you may have needed to widen it out (i think that would have allowed you to make this fight bigger. I was sad it ended so quickly). I like that you can get the jump on the mobs while they are clustered on the platform if you are quick enough.
Final area was fun. Thats a healthy amount of revs! I like that they teleport down the pillars. I guess i missed some enemies so i went back to the start. Seems like if you don't shoot in the first room some imps don't tele in. Found the last secret on my way back, not sure when that switch opened up? Fun map although the combat was a bit subdued.
MAP08: haha this map is a little too spicy to pause and type notes during the level. Fun concept here. I died a few times while learning the layout. The traps can be pretty mean but not unfair once you know them. I appreciate all the extra rad suits laying around. This one should keep the maxers busy with the early bfg rush and all the monsters annoyingly placed up on the cliffs. No other real notes on this one except that the double archvile trap at the end with the cyber feels a little BS the first time you play. Fun map, nice job.
shibainumaster MAP09: Ohh boy, i feel really underequipped again at the start. Oh actually i missed the armor and the SSG in my first run. Thanks for making them quick and easy to get this time. Although I've died in the same room twice. Okay why on earth would you make the candle midtex's in the ssg/chaingun area impassable? I got hung up on these and killed. Please, please, please don't arbitrarily hinder player movement like this. It's so frustrating. You seem to love to throw tons of enemies at the player right from the start so we don't really get a chance to survey your level or get our bearings. In this case movement around your map better be damn smooth. This area is crawling with enemies and very, very dark, yet some tiny little 21px midtex in the middle of the floor hangs you up and stops the player dead in their tracks. The worst part is you can't even see what you are stuck on when you get close to it. It looks like you've done this to quite a few of the other midtex sprite replacements as well. I think in the future you should allow the player to move through these even though if it doesn't feel 'realistic'. If I'm not having a good time moving around your level, I'm pretty much not having a good time in your level because movement is everything in this game especially when lots of the upper tier monsters are involved. side note: when using the sprite midtexs make them into an 'X' shape or a '+' shape which will help give them a fake "3d" look. They look really bad when they are just a flat line, like they are cardboard cutouts or something. Here is a link to a thread on how it works: doomer.boards.net/thread/2921/props-discussion-postAnyways, the lighting in this area looks really good. A nice step up from your map last month (although the perfectly round light cones look a little bit odd). The detail work in here is nice as well. I like all the bright sectors inset into the walls. If you want to make an area like this really dark, you should lean heavier into these type of sectors so the dark enemies silouhette against the bright background lighting. Some detailing is a little too dark here though. There is a 'caged' area here with a texture on the back wall of one of the corpses but it can barely be seen because its just way, way to dark. Some lighting inside the cage there would have been nice or you could actually skip this detailing since it can't really be seen anyways. food for thought on the next map. the cave section is very nice looking. I wish you would have leaned in more on the really bright glowing lava on the walls. More of that would help silhouette enemies better. There are some really weird monster block lines near the area where you drop down which makes some of the combat pretty non-threatening here. Oof i teleported onto the yellow key platform right in front of the spider. Not a fan of this. If the player didn't kill the spider prior to teleporting they could get blasted pretty hard here or they would have to bail off the platform, take floor damage, and then have to backtrack all the way back through the cave to get here again. Would rather see some steps leading to the yellow key platform raise up out of the lava and teleport the player in front of those. I guess I took a teleport when jumping off of the yellow key platform? I couldn't really see what was down there. I appreciate that you teleported me right to the door i needed to get to tho. The layout of this map is a little confusing in general. Like there are a lot of varied and unique areas, but some of them just dead end with switches I hit that...i dunno, do something? The outdoor courtyard area behind the red key door is a good example. Just a dead end with a switch? What does it do? I'm not sure. After playing ahead I realize it opens up the path to the exit across the lava, but you could make it do something in the room where it is also. Like have it raise up some stairs to a teleporter that takes you back to the main area or something. Switches like that always work best when the player can easily see what they do. The final fight...boy not a fan of this one, mostly because of the revs. Nothing is worse than sniping revs really far away in a big open area with no cover. Because they are so fast they are really hard to hit with rockets or anything like. You could have replaced all of them with any other monsters that don't have homing projectiles and this fight would have been 10x better imo. Unfortunately I got called away and died here so I DNF this map. Sorry not going to sink another 20 mins on a 4th attempt. This map improves on your map from DBP51 in a lot of areas, but still has a few pitfalls that I think you could easily correct in your next map. I'd really like to see you think more about the combat in each area. Every time it feels to me like just a mish-mash of different enemy types thrown in an area or a closet with little thought given to how they interact with each other, what resources the player has, and how much cover/what kind of terrain is around. Hopefully you can find something constructive in here and keep improving.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on Oct 7, 2022 22:50:06 GMT -5
optimus that's a good point. I have an OCD compulsion not to pad out the thread titles with acronyms and shit I think the way a lot of project threads always have... Community Project #14 NEW RELEASE [Beta], WIP Public Playtesting version 0.0.1, Release Candidate RC3 Download HERE ...in the thread titles is really unattractive. The project is done. Title only! I like it nice and clean! I'm thinking some day, it might be time to make like an actual doomer boards home page where the new releases are the main feature and the forums are the side piece.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,070
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Post by matador on Oct 8, 2022 1:22:19 GMT -5
Having the latest DBP stickied might help solve the problem. Also, maybe there could be a custom DBP icon for DBP threads?
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papasrod
Doomer
why can i not portforward eh
Posts: 23
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Post by papasrod on Oct 11, 2022 8:08:35 GMT -5
Time to grind
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on Oct 11, 2022 8:40:07 GMT -5
Having the latest DBP stickied might help solve the problem. Also, maybe there could be a custom DBP icon for DBP threads? These are cool ideas, thank you
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Post by AskYourDrAboutUVFast on Oct 15, 2022 17:05:33 GMT -5
Final DBP52 FDAs. UV, pistol start, dsda-doom 0.24.3 on v1-1 MAP10: POGS IN THE CHAT. Wow this has to be one of the all-time great maps on my list. Everything...the aesthetic, the midi, the void castle hub, the locations, the archviles, the easter eggs. Loved every minute of it. Congrats on this one. Maybe it's been done before, but it's the first time I've played a map with this concept and its awesome. I could go on and on but I think you already know. Some minor nitpicks with the map: - I think the flavor text in the gift room should have been brighter and stayed instead of being a one time scroll. I could definitely see the player turning around to survey the room and missing it, which would be ashame because its GOLD. - Maybe too many invulns. Most players will probably need one for the last archvile leg, maybe for the one before that as well (idk, i think its do-able). Handing out so many doesn't make them feel as special imo. - I wish you were able to do more sigil eyes. It would have been really cool to have one in every arena which revealed a secret if you got them all. (maybe the extra invuln's could be there?) Again tremendous map. Hats off. I wish it went harder tbh. Side note: this invuln palette is godlike! MAP11: No comments. RL only demo provided. Obviously not an FDA. MAP12: Technically very impressive and extremely creative credits map. I love the candle sequence and the ending archvile frags. I really enjoy the unpegged teal walls turning to red. Absolutely stellar. Funnily enough the vile crushers sort of tap in time with the midi. Its really nice. Well done on this one.
Overall very fun wad. Congrats to all involved.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,070
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Post by matador on Oct 16, 2022 10:01:17 GMT -5
Here's v1.3 from the bugfix thread: DBP52 v1.3Not final, there's still some bugs to be fixed.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,070
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Post by matador on Jun 7, 2023 18:21:49 GMT -5
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