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Post by AskYourDrAboutUVFast on Jul 6, 2023 21:18:29 GMT -5
More dsda-demos with saves/loads for DBP_59_full.wad played on UV.
MAP04:
So glad to be playing a glikkzy map again! What can I say about this one? beautiful map, immaculate decoration, each area is unique, fun little easter eggs (Mouse!), love the assistant who follows you around handing out helpful stuff. This feels like a real place, its so outstanding.
A couple small critiques for this one: - I wish you had made the player go grab the shotgun from the assistant first before revealing the switch that opens the bookcase. Too easy for the player to blow past the early shotgun and be stuck plinking down enemies with the pistol which can bog down the start a bit...or even worse, they could miss the opening scene of the assistant gimmick.
- Would have been cool to find a key to open some of the locked doors scattered around the map for secrets or optional areas. I know that was probably a big ask, but just the way all these maps had been so interactive up to this point, I was sort of expecting that would happen in the map when i first saw the doors with the locks. This is not a knock on the map at all, but this has been such a strong start to the wad, i just find my mind running wild and creating unrealistic expectations lol.
Phenomenal map, welcome back.
MAP05:
Cool map, i like the big city setting. There are lots of interesting places to explore and lots of neat little detailing scattered about and secrets to find. Unfortunately I spent most of the demo lost and confused about where to go. Even worse I missed the SSG until the very end of the map, making progress very slow and dragging the map on to almost a 20 minute run-time. A couple notes here for the map:
- If the player should have a weapon to progress through the map, make it so they can't miss it. Stick it on a brightly lit pedestal, in the middle of a wide open area, make it flash or whatever it takes to draw the players eye to it.
- Put the key markers for your locked doors outside of the door frame! This is mapping 101. When you put the markers inside the door frame, I have to literally walk up and hump the door to see them. You might as well not put any at all. When I'm lost at sea in your map, stuff like door markers are my lighthouse! Treat them as such, put them out where they are clearly visible, make them big, and light them up as bright as you can.
- It looks like you got really good mileage out of the custom textures and you were able to use quite a large amount of them which isn't easy to do. However this actually hurts the map in a way. Because when you do this in every area, then all the areas start to blend together. As a player who is unfamiliar with the layout of your map, I have to rely on navigation by landmarks. I'm thinking back on the map now typing this up and here are the areas i remember: platform with airship, the restaurant/bar with the red shawn texture, the building with the cat guy in it, the loan shop, and that is about it. All of those areas have some sort of unique landmark for me to remember it by (airship, NPC, loan shop sign) but one of them i remember from the bright red texture that is plastered everywhere inside (bar/restaurant). The bigger your map gets, the more you have to dial in with a laser focus on a texture theme and landmarks for each area, that way the player can remember them.
- there is a rocket box by the blue key which is sort of hanging off the concrete and hard to pick up.
- spotted a HOM near the exit.
You've shown that you have the creativity to make big and complicated maps, take these lessons and apply them to the next one and you will get better and better.
MAP06:
Very cool map. Love the verticality and how it twists and turns around. I don't even mind having to go all the way up and back down for progression. You should have moved the SSG and put it on the platform where the medikits are. Way too easy too miss it at the start of the map. Appreciate the BFG for that ending, although it would have been cool if it was like a secret and not on the standard progression path, but that is just a nitpick I suppose. This map gives me serious vibes of MAP02 in Monuments of Mars which is my favorite DBP. We need more mountain climbing maps! Bravo.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Jul 6, 2023 21:24:06 GMT -5
already done. ill share his reply when it arrives.
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Post by rancidsam on Jul 6, 2023 21:29:37 GMT -5
the archvile can be used to av jump through a window in the start area to the exit Police, help! 40oz is trying to steal my heart!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 6, 2023 22:16:33 GMT -5
I'm glad to see they took it so amicably 40oz! At the end of the day Hob's Barrow got its name in the mouths of people who otherwise wouldn't be talking about it, and I can't help but think that translated to at least one extra sale beyond your purchase, so it all worked out.
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Post by AskYourDrAboutUVFast on Jul 6, 2023 23:30:34 GMT -5
blue key switch archvile is a bit useless, wish some more low tiers had been set to ambush near the switch to give him something to do. I didn't mention it because I wanted to see if anyone would find it, but the archvile can be used to av jump through a window in the start area to the exit. who needs avj :]
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on Jul 8, 2023 10:41:02 GMT -5
Didn't like the Francoist undertones that are prominent throughout the whole wad. The map where you have to shoot Jews in a Nazi concentration camp was also, to put it mildly, a little odd. The soundtrack ("Cotton Eyed Joe") didn't make it better. On the other hand, the persistent theme of Hunter Schafer and her breast implants could've been more fleshed out. I appreciated what you guys did already - put a secret photo of her tits in every level - but there's so much more that could've been done. Overall decent job fellas.
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Post by elderdragon on Jul 9, 2023 17:10:17 GMT -5
Hi, doomers! I am Torbran, from Elder Dragon Youtube Channel. I just finished Zeppelin Armada megawad (last episode will be on my secondary channel today!), and I have to point out a bug on map 12, that make impossible to proceed through the game. In 6:27 on my video, you can see that the door is open, but an invisible wall is avoiding me to proceed. The project was really fun to play, I have only issues with map 8 (damn lost souls!), because I cannot guess that the npcs were killable in this map (and only in map 8!), and map 15, when the passage through the red key was really obscure (some people were complaining about it too). Besides that, gorgeous maps, great playthrough, I can give a solid 9,5 out 10 to this project! The video showing the broken door:
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Post by AskYourDrAboutUVFast on Jul 9, 2023 19:15:54 GMT -5
Tangentially related side note: who do I have to blame for my new waifu?
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Post by AskYourDrAboutUVFast on Jul 9, 2023 21:38:38 GMT -5
More dsdademos with saves/loads on UV:
MAP07: Very cool sky city theme, I love it. Such a rocking midi as well. Wish we got more maps using this theme. I actually got to test this one during the dev-cycle so I won't go to in depth on it... This map has a lot of that standard snowy DNA that I like, but I think it most closely resembles your submission for DBP54. Its a bit mazey and quite easy to get lost and even all the teleporting enemies aren't quite enough to guide me where I need to go. I think one of the issues that compounds this is that all the little city islands are broken up by teleports. I know it is not always practical to do, but I feel this map would have benefited from having all the areas physically connected somehow, rather than teleports. I feel like the map also suffers a bit in the detail department in certain areas. The most noticeable is the interior of the buildings which sort of just feel a bit primitive, like squares and rectangles snapped together. Some more pillars in these buildings would have done wonders. While I like this map overall, I think navigation-wise this is a step backwards when compared to your recent highs in dbp55/56/57/58. As always I will be keeping an eye out for your next work! - the return teleporter at the end of the blue key area can be pretty hard to see when you drop back down to it. I've seen many people miss it and have to take another lap around the whole building. I think it could help to lower the ceiling above it and slap a teleport gate flat on the ceiling as well so its visible from the blue key pedestal. (maybe light it up as well?) - in the red key arena, the exit teleporter takes waaaaaaay too long to come down. If you don't know to grab the key immediately, its highly likely you will be stuck waiting in this arena for quite a while. My thought here is make the drop time shorter, if the player is scared and just flees out of the arena, so be it. Its tricky enough to hit the switch on the wheel and then grab the key with all the enemies that swarm there, and having to wait in the arena with nothing to do bogs the map down. Also the light switch on the wheel is sorta weird, but what looks not good is how far away from the wheel it sits. From the side you can clearly see its not even attached. Move these lines closer (like 1px gap) for a better illusion, and also get rid of the midtex on the back side.
MAP08:
What a beautiful starting vista. Love the shooting gallery gimmick, although I could see some players accidentally triggering it without knowing (still its hilarious). I kind of wish you could climb up on some more spots where the cats are. It looks like you almost climb up near a few of them. Would have been cool to get out onto more of the ships in the sky. I accidentally punch one of the NPCs and nothing happens in the demo. Not much else to say, great map.
MAP09:
This is a cool concept map! I love the train and how the you used enemies to make the ships look like they were shooting. Really neat. A couple notes on the map and thoughts for next time. The tracks are very narrow and there is no cover for the player. It might have been cool to expand on the tracks more by adding trusses and stairs for like service access catwalks on the sides which would provide cover from the snipers as well as opportunities for other combat encounters rather then just a straight b-line down the tracks and back. It also would have been neat to hop aboard other flying ships and disable them, but I know that its alot of effort to make them not feel samey. its still a neat map. Some notes:
- The cyber is such a bully he killed me a bunch.
- The soulsphere secret platform is very hard to drop onto from the window with all the snipers peppering you. This was the most frustrating part of your map. I would recommend making this platform bigger so its easier to land on, or don't tag it as a secret at all.
- The doors in the house don't make any sound when you open them.
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Post by AskYourDrAboutUVFast on Jul 10, 2023 2:14:39 GMT -5
more dsdademos on UV with saves/loads
MAP10:
Love the hideout a the start. Sick miniature boat doom cute. Mousey to the rescue again! What can I say, you were on fire this month. This map is a ton of fun and blasting big groups of imps is always a good time. If I had to nitpick, maybe the station could have used some benches or something? idk.
- back side of judy npc has a garbled midtexture, should probably be removed.
MAP11:
Great atmospheric map. I love how you keep climbing and climbing in this map. The machinery and gears are very well executed and the ambient sounds really sell the map. Its very cool to see what the scraps from the example map turned into. Final fight got me a few times, those meatballs trapped in the cage are dicks.
- The plasma secret near the start is a little wonky. I found it very hard to pick up the key.
- theres a HOM on the side/behind the berserk switch.
MAP12:
Damn i was terminally out of ammo in this map. Either sprinkle some more ammo pickups around or throw me a berserk early on. A serviceable map that's short and sweet. It lacks your usual monster density and ammo abundance which I've grown accustomed to. Didn't feel like sniffing out any secrets in this one. The door that swings open was pretty cool, probably the highlight of the map.
edit: forgot to mention that the giant switch for the swing open door is sort of poorly placed because it obscures the effect, maybe a smaller switch here would have been better?
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nnn✓ork
Doomer
Dr. Noisystein
Posts: 719
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Post by nnn✓ork on Jul 10, 2023 17:32:33 GMT -5
I only just realized the civilians in Lunchlunch's map, I avoided them during my playthrough out of luck... excellent map.
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Post by AskYourDrAboutUVFast on Jul 12, 2023 1:47:20 GMT -5
More dsdademos on UV with saves/loads. Use latest dsda-doom for playback.
MAP13:
- Right away what a cool opening shot of the city, looks awesome. However if you turn around, the transition from white floor flat to skybox is pretty jarring. It would be nice if you put a raised cloud sector back here to make a smoother transition.
- love the carpeting inside, looks great. Sharp eye for details, love all the layers of sector trim around these rooms. The combat here is fast and frenetic, I love it. I think you could have handed out a few more rockets what with all the clumps of enemies just begging to be gibbed. Maybe you could toss some single rocket pickups in the monster closets? I was a little sad there was nothing in those closets.
- in the yellow key area, the platforms that lower to the water level look a little weird. I feel like you should put a small raised trim sector around these so they don't lower even to the water. Also the fight when you grab the key with the small groups of imps is pretty anti-climatic after getting the plasma gun with a ton of ammo and waiting for those walls to slowly lower. If you want to make me wait, pay me off with something exciting.
- Great abstract exit hallway and nice sector boat at the end!
I think this is the second map of yours I have played and the improvements are noticeable. While I still see you leaning on copy/paste a fair bit, it's not quite as noticeable as it was in your dbp57 map. This map has some very cool visuals, with neat locations that are strung together logically. I like it, keep up the good work.
MAP14:
Oh mata, i'm so sad. It looks like you ran out of time on this one and it feels so empty compared to your usual work. This might be a controversial take, but I think you should finish detailing this map before it goes to idgames. Only one chance before its etched forever in the tablets of history.
- The starting area is a giant HOM in opengl.
- the guy who can't figure out how to open the door flies into the air after its open.
- the pillow on the bed is like atomic green in software shading. You should put a small sector around it and raise the light up to max.
- the door into the base of operations lowers into the ground instead of swinging open.
- there are two imps stuck inside each other in front of the yellow door at the south end of the map.
- later progression was sort of a mess. It took me quite a while to find the switch in the water to raise the bridges. On the rooftops, I slipped around most of the yellow bars and just b-lined it for the exit switch.
Would love to see what this map could have been...
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,208
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Post by Gokuma on Jul 14, 2023 15:00:32 GMT -5
A Connery-esque reading of the map06-07 and map11-12 intermission texts, maybe a little drunken sounding even though I wasn't drunk. Thought I did some decent emphasis though some parts could be a little clearer. Maybe AI can do better. www.mediafire.com/file/o5zeb6cl9b3tcuk/Missive.zip/file Running the wad as it is won't do anything. It's just the two readings as mp3 entries. Have the original wavs. For whoever to use however they want. Whether you want to paste the audio into a playthrough video or make a runnable wad with whatever mapinfo and the audio overlayed over intermission music that goes on a while before repeating. Just something fun(ny) I thought to do. Also working on a map with a modified texture/resource wad (additional textures and so far a handful of blacked out Doom textures restored), if no one has a serious objection. EDIT: Reuploaded. Fixed a line in 1st Missive. I had said "Time itself is my greatest adversary." Rerecorded it as "Time itself has become my greatest adversary" to match the text correctly.
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Post by AskYourDrAboutUVFast on Jul 15, 2023 15:42:23 GMT -5
Finally finishing this up. Last couple dsdademos on UV with saves/loads. Use latest dsda-doom for playback.
MAP15:
I tested this one during the month so I won't leave too much feedback. I've seen a few people get totally lost at the hallway crossroad where the punchable board is and not know how to proceed, and i think this is exacerbated for a few reasons that you should take note of for future maps:
1.) You are introducing a new and novel mechanic into your map. Punching walls to open paths is not really something we have seen in any of the prior maps, and so i think this confuses the player.
2.) The area this mechanic is introduced to the player has too much going on. You introduce this progression mechanic in a large wide open area with lots of other stuff going on like which demands the players attention. This is a huge criss-crossing hallway, with over 15 other doors, some of them unusable, some locked. There are also a boat load of monsters here, some of them quite dangerous, which the player has to focus on.
3.) There is not enough signposting. Sometimes plopping an ammo clip down in front of the shootable thing isn't enough. The player may accidentally pick it up without noticing, or just think its one of the many other randomly placed ammo pickups. You need to do more to draw the players eye toward the progression thing you want them to find.
My advice to remedy this in future maps:
Introduce the mechanic early in your map in a small, linear area, with NO combat. Make sure the players total focus is on progression and don't let them wander around a huge area or distract them with enemies or other doors/switches. Signpost what you want players to do better. It would help to put reward items behind the obstacle you want them to punch (the better the item, the more incentive to get back there). Light up the obstacle, make it blink. It may not make any sense aesthetically, but sometimes you have to sacrifice that for progression. A lost player is a frustrated player, and they will blame that frustration on you, the mapper. Sometimes even that isn't enough, and you may have to literally slap the player in the face by using the midtex alphabet.
Now imagine this: Your map starts with the player in a narrow ventilation duct. They move forward and round a corner to find a wooden beam blocking their way. The wooden beam is lit up to 256 brightness and rapidly blinking. In front of the beam is some bright text that simply says 'BREAK'. Beyond the beam is a shotgun and some ammo they can see. They punch the beam and open the passage, grab the shotgun and then drop down a vent shaft into the current starting area of your map.
Think they still get lost later on when they see a beam blocking a small passage? I bet its a lot less likely...
Otherwise I think this is a fine map. I like how much this feels like a real place as opposed to some of your other maps which are more abstract in nature. It does service to the theme and motif. The library book idea is great. I like how we get to see the more mechanical parts of the airship behind the lavish veneer of the interior.
Final misc notes: - some wood texture misaligns around the dining hall door. - you should set the window that peers into the dining hall to impassable, that way enemy corpses cant be pushed up onto the ledge, happened in this demo, looks a little weird. - Wish you had used a different midtex for the dining hall window. I really like how you can see the key on the table from the halls outside, but the midtex is so busy that it is hard to see through. - The second punchable board at the top of the lift should be thinner so the player can see behind it imo. - The exit teleport in 20k leagues takes waaaaay too long to lower. Should probably either use a lower to 8 above highest floor switch for faster lowering speed, or make the pillar shorter, or do a multi-switch thing with a very short pillar. - The secret for doing all three books could use some re-working to make it worthwhile I think. Currently you can either just lower all three book barriers instantly and shoot the switch, or you can stand on the desk where the books are and SSG the switch to get the secret. I think it would work a bit better if the shoot switch was sunk deeper into that wall and behind three barriers that you lowered when completing each book. Just my opinion. You should maybe make the desk the books are on impassable, since the switch to use each book is the front of the desk. I accidentally was climbing on the desk and using the book from the side wondering why the gate wouldn't open.
MAP16:
I wrote a lot about this map during the dev phase. So not going to say much on it. I love this map, it is really a fantastic work. Reminds me so much of DBP52 MAP10 even though the settings are totally different, but unlike that map, this one actually has some teeth. I know the combat might be a few notches difficulty-wise above what you would normally make for a DBP, buit it's such a fitting climax for the wad and really hits a sweet spot between accessibility and challenge. Diet slaughter. I hope you will continue to occasionally make maps like this in the future.
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Post by Herr Dethnout on Jul 15, 2023 21:26:50 GMT -5
Idk if this was reported, but you can get softlocked in MAP02 I was forced to use noclip on my run, otherwise is impossible to escape. :/
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Fluuschoen
I'm too young to die
All I need is a BFG and some plasma cells.
Posts: 7
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Post by Fluuschoen on Jul 18, 2023 12:58:10 GMT -5
Finished it with continuous play (I'm like never doing that, but the purchasable SSG made a fool out me on the first level; I thought this might be some kind of a hub, which you return to later on, so there are some intended merits – like the ability to buy other kinds of items with money etc. – playing continuous, but apparently it's not), and now finishing it soon with UV/pistol start/no save.
I have to say; if this won't earn a Cacoward, I don't know what will. STUNNING work, the architecture, the texturing, the fine details, the adventure-like elements, the atmosphere, the pretty docile, but fun fights; everything. This became my Top 2 PWAD, right after DBP37: AUGER;ZENITH. It's just a different world you wouldn't mind living inside of. Would love to see it as a full, 32-level megawad, with like 6 months of preparing time, so everybody can go full throttle on their maps.
There are two levels where I encountered some visual glitches with DSDA's OpenGL/Indexed renderer, which are non-existent, if you play with software mode; Map 14 with the port (the water is completely fucked) and the one where you clear the tracks in front of the train (there are some visual errors in the clouds).
Other than this, wow. Just wow. Even more so, because it's -complevel 2, meaning it works with Crispy, which is hard to wrap your head around.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on Jul 18, 2023 13:37:52 GMT -5
Herr Dethnout Fluuschoen Thanks for notes, I think these were both previously reported and are being addressed in a bugfix version. I'm glad you liked it!
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Fluuschoen
I'm too young to die
All I need is a BFG and some plasma cells.
Posts: 7
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Post by Fluuschoen on Jul 18, 2023 13:50:45 GMT -5
Herr Dethnout Fluuschoen Thanks for notes, I think these were both previously reported and are being addressed in a bugfix version. I'm glad you liked it! It was friggin' awesome, man. Basically a first time ever for me finishing something, then starting it all over again. Also cheers for Fallout's 'starting combat round' sound effect. : > Hmm...Fallout...sounds like an nice theme for a future DBP project; Mad Maxian post-apocalyptic goodness across the irradiated wasteland. : >
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Post by Herr Dethnout on Jul 18, 2023 17:40:31 GMT -5
Hmm...Fallout...sounds like an nice theme for a future DBP project; Mad Maxian post-apocalyptic goodness across the irradiated wasteland. : > I'm 100% on this (although I have a complete adversion on Doom 2 mapping heh)
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Post by mrmasker on Jul 19, 2023 11:21:46 GMT -5
I'd love to see a DBP inspired by Classic Fallout, with that old Interplay style with Fallout 1 and 2. Not that I'd be able to map anything, but it'd be cool to see.
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Fluuschoen
I'm too young to die
All I need is a BFG and some plasma cells.
Posts: 7
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Post by Fluuschoen on Jul 20, 2023 19:56:12 GMT -5
I'd love to see a DBP inspired by Classic Fallout, with that old Interplay style with Fallout 1 and 2. Not that I'd be able to map anything, but it'd be cool to see. Yup, 3 and 4 are quite fun too (especially with the right 'reality' mods), but the OG is the original and the 2nd installment. All-time favorite RPGs here. Fallout Tactics is also quite nice in multiplayer. Would be so cool to see a DBP project with the same/very similar theme. The 10 mm pistol for the pistol, the hunting rifle for the shotgun, the sawed-off shotgun for the SSG, the gatling gun for the chaingun, the rocket launcher with the Fallout look, plasma rifle for the plasma gun and maybe the alien blaster for the BFG. And of course a power fist for the fist, damaging sectors for the heavily irradiated areas, keeping the first combat round sound effect used in Zeppelin Armada etc. : > I'd actually help with beta testing.
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Post by AskYourDrAboutUVFast on Jul 27, 2023 18:06:39 GMT -5
DBP59 v1.1 Download + Steampunk weapon skins/soundsDownload + Classic Doom weapons onlyCHANGELOG- Fixed errors in readme and added missing information. - Updated UMAPINFO to fix missing intertext screens. - Updated DEHACKED to fix softlock issues in Zdoom ports. - Updated DECORATE file to allow all kills in Zdoom ports. - Added Cammys MIDI tweaks, thanks! - Added new NPC sprites by 40oz, looking good!
MAP02: - Fixed softlock. MAP04: - progression change, fixed player falling out of window softlock.
MAP05: - Fixed missing textures. MAP06: - Fixed NPC not giving you anything for fetching his tool. MAP07: - Major progression changes, some secrets should be more intuitive, lock in arena pillars lower quicker. MAP09: - One secret removed since it was hard to tag.
MAP10: - Fixed some items stuck in walls. MAP11: - Two secrets should be easier to trigger now. MAP12: - Fixed progression issues in Zdoom family ports. MAP15: - joined exit bars to reduce noise, fixed texture misaligns, progression changes around getting the red key.
MAP16: - Fixed player being able to bypass door open line at start.
MAP17: - Fixed early access to plasma rifle, minor progression changes
MAP18: - Update to credits, restored some cut content. This update contains lots of map fixes and also fixes for behavior on Zdoom family ports. Also the soundtrack has been volume balanced and tweaked by cammy (thank you!). Although permission to use the Hob's Barrow NPC sprites was generously granted by the folks at Cloak and Dagger games, 40oz has made some new NPC sprites that are a bit more steampunk-y.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 27, 2023 18:57:28 GMT -5
40oz and matador might be a good idea to update the OPs for here and Doomworld respectively.
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Post by Herr Dethnout on Jul 27, 2023 21:46:15 GMT -5
This update contains lots of map fixes and also fixes for behavior on Zdoom family ports. Also the soundtrack has been volume balanced and tweaked by cammy (thank you!). Thank god, the Falco Theme for Powerstone was really annoying. Anyway, hopes that it will work with my save
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Gokuma
You're trying to say you like DOS better than me, right?
Resident DB English Teacher
Posts: 1,208
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Post by Gokuma on Aug 5, 2023 16:39:08 GMT -5
Great stuff. Just played three player co-op with multiple instanced LZDoom. I thought I hit PrtSc to grab a screen later on in the action some maps in, but I forgot to hold the FN key on this stupid laptop keyboard so I was just pressing End to no effect. So I all I got is a shot at the beginning. Top two windows are 756x480 and bottom window is 800x600 but I need to output to a larger screen monitor so we can see better and not kill our eyes. I think team damage was off but there were some accidental telefrags. I tried this DBP with the official Doom Classic with its easier to set up splitscreen but the game crashes trying to start a map. Eternity splitscreen fork might work.
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