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Post by Deleted on Oct 16, 2017 0:24:53 GMT -5
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Post by Deleted on Oct 16, 2017 6:11:55 GMT -5
Yeah, it's a really cool house wad and I thought it was interesting to see valkiriforce doing something in the limit removing format after all these vanilla projects. Map03 was my favorite because of the hectic start and very catchy music. I'd like to create something similar some day but I'm not sure if I can make realistic buildings look interesting.
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Post by Deleted on Oct 16, 2017 6:43:02 GMT -5
I'd like to create something similar some day but I'm not sure if I can make realistic buildings look interesting. The amazing thing to me is that it feels like he used very few sectors/linedefs to achieve this. It’s some mighty tasty work and straddles the line of minimalism & detail for a Doom presentation perfectly for mine. You appear to have had a hand in beta testing, to what extent was your feedback Memfis?
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Post by Deleted on Oct 16, 2017 8:51:00 GMT -5
Not much, I just pointed out some minor visual bugs, such as a sky cutoff on Map03. Btw I really like the secret view at the graveyard on that level, it's kind of touching.
What's interesting about valkiri's wads is that he doesn't use "block sound" lines AT ALL. This was a big shock to me when I first noticed it, as I'm used to thinking that they are almost essential if you want to achieve good gameplay. Now I want to experiment with this too.
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Post by Deleted on Oct 16, 2017 9:59:39 GMT -5
What's interesting about valkiri's wads is that he doesn't use "block sound" lines AT ALL. This was a big shock to me when I first noticed it, as I'm used to thinking that they are almost essential if you want to achieve good gameplay. Now I want to experiment with this too. Oh wow, I almost never use sound block lines too and when I do they're pretty haphazardly implemented or don't work how I originally wanted them to :y
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Post by valkiriforce on Oct 18, 2017 10:15:45 GMT -5
I was going to wash your dishes but the tap wouldn't function Heh, I do wish I'd have put more real-world interactive things like the TV set in there - especially since after I released this mapset I played some Eternal Doom again, and MAP31 has a refrigerator door you can open, a bathtub you can fill with water and lots of other cool stuff like it in there. Oh well, I can't complain because the overall niceness was what I was mostly aiming to achieve. Glad to hear you guys enjoyed it!
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Oct 20, 2017 12:39:13 GMT -5
Not much, I just pointed out some minor visual bugs, such as a sky cutoff on Map03. Btw I really like the secret view at the graveyard on that level, it's kind of touching. What's interesting about valkiri's wads is that he doesn't use "block sound" lines AT ALL. This was a big shock to me when I first noticed it, as I'm used to thinking that they are almost essential if you want to achieve good gameplay. Now I want to experiment with this too. I barely use sound block lines in any of my maps, notice my skillz!!!!! (Really though) Not to be a dick, but your playtesting skills must be very poor, since there's a whole highway slope near the not-so-secret BFG secret in MAP02 with a lot of huge bleeding sectors, especially visible from below after picking the BFG, I'd try to 100% the map if I was in your position. I fucking love this mappack BTW, it looks simplystically stylish like Kama Sutra, only grander, thanks for making this, Valk.
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Post by valkiriforce on Oct 21, 2017 15:05:00 GMT -5
Well, memfis wasn't actually responsible for playtesting the maps - he was just playing them and recording demos for them which I checked out, as far as I know, and answered what few issues appeared in the WAD, such as that bleeding sky flat I fixed on MAP03 and maybe some other errors. Most of the other posts in that thread were just people talking about how they enjoyed it, but I was surprised there seemed to be little to no reports of anything else, so I felt like at least crediting memfis in the text file for pointing those things out, because otherwise for the most part the mapset remains the same as when I first created them save for a few adjustments. I had the same problem with Doom Core - very little testing went into that and I took what little I got out of it when I released that, but for the most part it really isn't that different from how it first came out save for translating each map into vanilla format after some time, which surprisingly didn't require that much work since they were simple maps.
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