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Post by optimus on Dec 30, 2023 6:54:11 GMT -5
Oof, I just finished it. I was on my xmas holidays, having nothing yet, thought I am gonna miss it this time. But then I found out I had the beer virus, so I stuck all day in quarantine at home for like 5 days before new year. So I said, what a good opportunity to just map all day and finish it? Ideas were flowing and it ended up being much larger than I expected. At some point I finished some indoors and thought it's time for an exit. Then I had an idea to add 3 colored keys at different secret locations that will open new areas outside. So I started designing empty huge spaces with islands over lava. Then I realized this means I had to frantically work to fill all those emty outside areas with new structures, even if the concept started as just indoors cement rooms. I don't know balance-wise if it's good, no time to test much. I had to submit as today I am sick free and gonna spend the rest of the year out. It's called Cementine. Hope the doomworld post link gets you there. www.doomworld.com/forum/post/2752843
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Deleted
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Post by Deleted on Dec 30, 2023 9:24:29 GMT -5
Played on DSDA then switched to GZ when I found untagged doors that wouldn't open, no good at demo jutsu so you'll have to make do with general comments.
Overall I really liked it, it has that 'retro slaughter' feel of stuff like Nostril Caverns, or some of the early Slaughterfest maps - the outdoor area reminded me a bit of Okuplok as well, visually speaking. The first 'indoor' fight was particularly fun, I enjoyed just running around waking up stuff in all the adjacent rooms, balling up everything and then strafing my way to victory. Sometimes you just need some more relaxed stuff, where you can chill and watch the kill count grow. I admit I didn't really catch the secret fights thing, so I was a bit surprised when I could just sort of reach the exit. Enjoyed the imp forest, the cybie / spidey duel was fun as well but a bit sparse, could have used some company. I retraced back to the secret fights and they were alright, smaller scale and fun but after the opening I was just sort of hungering for more slaughter lol. Sort of disappointed that the row of torches wasn't a TNT30 throwback. So yeah, enjoyed it a lot overall. Only note is, while DMP targets GZDoom so it wouldn't be an issue in this specific case, I'd still tag the relevant doors with their proper linedef tag as good practice - otherwise future maps (ie you decide to make a DBP map) will be unplayable unless on GZDoom.
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Post by optimus on Dec 31, 2023 3:39:59 GMT -5
Thanks for the review, it's interesting to see other's impressions. Normally when I play a Doom WAD I always like to explore everything before leaving the map, so I didn't gave some thought that some player will rush to the exit if it's possible, even without visiting the rest of the rooms.
Yesterday I tested one playthrough fully with PrBoom+ too, to make sure I didn't miss anything that GZDoom fixes. And i found few issues, mainly some elevatores that didn't work because they weren't tagged. I corrected those. But no problem with doors not opening. Today I downloaded DSDA and tried again a speedy nomonsters playthrough through all the rooms and couldn't find a door that didn't open. I even opened some doors in few secrets and waited inside for the door to close, in case it was on the other side that didn't work. Everything opens for me. However, if I didn't tag even every door, I should from now on. I am used on the fact that certain things didn't need to be tagged (like I missed the elevators the very last time, but the doors were ok), but it's good to be safe.
p.s. There is only one microissue that I see on PrBoom+/DSDA but not in GZDoom. There is a tower with three series of bars. These open with red, yellow, blue keys if you collected them all before. 2 of the three open easilly, the other one (I think the yellow) when I press use on the bars sometimes nothing happens and I have to try few times and ajust my player position/rotation till it happens. It's like it's not always activates unless at certain point. Is it because the bars are too close together and the trigger of other lines take over? Too many linedefs with the same tag, bars merged together in one sector each and open like door? It's a micro issue because if you try again it opens, but you will think momentarilly it fails to work.
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Deleted
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Post by Deleted on Dec 31, 2023 5:19:19 GMT -5
Lol yeah sorry I actually meant lifts.
The bars issue actually happened to me based on whichever was left last - if you angle yourself a certain way it'll be the red ones that don't raise. Definitely a proximity issue, as the bars activate the instant the surrounding linedefs are 'exhausted' so to speak. 16 units is a bit too close for sure. Map loads as Boom so I assume that's the format? if so you can just flag the linedefs as pass-through and there should be no issue. Otherwise space them a tad bit more (iirc the minimum is 32 units but I might be wrong).
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Post by TimeOfDeath on Jan 2, 2024 14:46:30 GMT -5
Dude, DMP2023 was released two months ago
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CittyKat112
Doomer
Kitty cat one hundred and twelve
Posts: 804
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Post by CittyKat112 on Jan 2, 2024 14:54:16 GMT -5
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