Random Map

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Grymmette
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Random Map

Post by Grymmette »

So when I started my livestream business I started a map and worked on it sparingly over the course of the week. It's really short and whatnot, nothing special here. This is the closest thing to a speedmap that I've made.

Just play it if you're bored and wanna kill a few minutes. I just made it for practice. I may or may not add onto it, probably not though. This will most likely just be a single map. The music is by Jimmy and the theme is similar to a map I made for the Harvester map pack earlier this year. The one custom monster is an edited Soul Harvester that I was going to use in a singleplayer map pack I wanted to make (a collaboration project) but it never got off the ground.
Spoiler: Obligatory Screenshots
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Last edited by Grymmette on Sat Apr 07, 2012 12:50 am, edited 1 time in total.
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Caleb13
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Re: Random Map

Post by Caleb13 »

It is neat. I found one little problem though - if you fall into water in that L-shaped corridor near the map start, there is no way out. Also, the concrete "islands" are so near the walls that player can't walk around them while down there.
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Grymmette
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Re: Random Map

Post by Grymmette »

Um, I guess I should have mentioned that there are 3d floors in this map. I assumed everyone was using the latest zdoom svn or gzdoom but I guess one shouldn't assume. I think this is the hallway that you're referring to.
Spoiler:
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Caleb13
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Re: Random Map

Post by Caleb13 »

Ooops, I used Zdoom 2.5.0. Nevermind, then.

Edit: hmm, this is weird. I tried the map with the latest Zdoom SVN (r3517) and I can't climb any of the ladders! But they work just fine in Zdoom 2.5.0 and old Gzdoom I have. Do you have any idea why is that? Or is it just one of the SVN quirks which will be ironed out in time?
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Grymmette
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Re: Random Map

Post by Grymmette »

The ladder linedefs use the thrust z function. When the player bumps the linedef he's thrusted upwards, and it's a repeatable action. I didn't do any fancy tricks to make the ladders work, so it must be an svn bug.
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Caleb13
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Re: Random Map

Post by Caleb13 »

Uh oh. I reported the broken ladders here http://forum.zdoom.org/viewtopic.php?f=7&t=32476. However, Zdoom programmers say that they disabled the "thing thrust Z" function intentionally. Looks like your map will be playable in older Gzdoom versions only...
Gez
 
 
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Re: Random Map

Post by Gez »

The function has not been disabled; it's just that an error in how player collisions were handled was fixed.

Here is the change in question, maybe knowing what was changed exactly will help you fix the map.
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Xaser
 
 
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Re: Random Map

Post by Xaser »

Caleb13 wrote:However, Zdoom programmers say that they disabled the "thing thrust Z" function intentionally.
Huh? Not at all -- why would they remove a legit feature? The "intentional" thing Graf mentioned was a bug fix -- the line action with the ladder isn't actually supposed to trigger, since it's a two-sided passable line. The fact that the "Player Bumps" activation type works in 2.5.0 with this setup is a bug, actually, and a proper fix could be done in-map by changing how the special is triggered.

[EDIT] Gez'd. :P
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Grymmette
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Re: Random Map

Post by Grymmette »

Yeah so making the ladder a solid midtex should fix the problem then. I'll reupload with a fixed version soon.

EDIT: Nevermind, even though it's a solid midtex it's still not thrusting, I guess I'll have to remove the ladders and do something different.
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Nightfall
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Re: Random Map

Post by Nightfall »

I myself just make the solid linedef behind the ladder call ThrustThingZ, the ladder is only for visual.
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Grymmette
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Re: Random Map

Post by Grymmette »

I fixed the ladder issues and reuploaded.
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ChronoSeth
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Re: Random Map

Post by ChronoSeth »

I like it. The theme reminds me of DE, and playing it with eriguns turned out (un)surprisingly well.

I was somewhat disappointed by the rather anticlimactic end, though. Having a simple switch with no obvious purpose as the exit doesn't really work here, IMO.
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VICE
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Re: Random Map

Post by VICE »

Played it through and enjoyed it. I like the twist you gave the soul harvesters, I just wish the map was longer so that I could fight them some more and experience their new gimmick a little longer.
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Re: Random Map

Post by CaptainToenail »

Pretty cool map. :wink:

Ammo and health was a bit tight, and the new ceiling light props do not appear to be fullbright. It needs secrets and some additional side areas to explore, otherwise good stuff. :)

I completed it on UV in 5.50, that was being cautious and exploring the map as much as possible.
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Grymmette
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Re: Random Map

Post by Grymmette »

Well I did consider adding onto it (not the map itself but maybe making a small series of maps or something), so one could write off the shortness as simply being a product of being the first map in a series.

The reality is though that I just made the map to demonstrate some layout concepts so it was never really meant to be long in the first place, whether or whether not I make more maps to follow up this one.

Ammo and health are usually pretty tight in my maps, that's just how I make them, I can understand that type of gameplay not really catering to some people though.

If I do go making more maps then I might go back and add onto this one (some additional areas and secrets). Glad you all enjoyed it though. :)
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