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Re: [WIP]Retro Alphabet Showdown v1.1 update 4/2020

PostPosted: Mon Apr 20, 2020 3:48 pm
by zrrion the insect
I have edited the OP to make that part bold.

Re: [WIP]Retro Alphabet Showdown v1.1 update 4/2020

PostPosted: Tue Apr 21, 2020 7:30 pm
by zrrion the insect
Have started working on the unique assets that will be needed for the next map and apart from still needing sounds I have an environmental hazards done:
Image
Quite pleased with how it has turned out.

Re: [WIP]Retro Alphabet Showdown v1.1 update 4/2020

PostPosted: Fri May 01, 2020 12:46 am
by zrrion the insect
The next map is progressing rather nicely. I had a huge outdoor area started but it wasn't feeling right so I scraped it and started over this morning and already I'm liking this map a lot more. If you've played doom eternal I'm sure you can imagine what all the purple is about.


Re: [WIP]Retro Alphabet Showdown v1.1 update 4/2020

PostPosted: Sat May 02, 2020 3:37 pm
by TiberiumSoul
is that purple goop from doom eternal :'D

Re: [WIP]Retro Alphabet Showdown v1.1 update 4/2020

PostPosted: Sun May 03, 2020 6:38 pm
by zrrion the insect
It is indeed. The tentacle monster from eternal won't be present though don't worry.

Re: [WIP]Retro Alphabet Showdown v1.1 update 4/2020

PostPosted: Thu May 21, 2020 11:35 pm
by zrrion the insect

Working on some new textures to break up the palette a bit, liking the results so far

Re: [WIP]Retro Alphabet Showdown v1.1 update 4/2020

PostPosted: Sat Jun 27, 2020 6:04 pm
by zrrion the insect

Re: [WIP]Retro Alphabet Showdown v2.0 update 4/2020

PostPosted: Fri Apr 23, 2021 9:03 pm
by zrrion the insect
https://www.mediafire.com/file/6209ovy1 ... 0.pk3/file

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Updated with a new map. Don't forget to update 64k+ when you play the new map.

Re: [WIP]Retro Alphabet Showdown v2.0 update 4/2020, new map

PostPosted: Sat Apr 24, 2021 12:41 am
by Dynamo
I missed the release of the demo completely, so I'm a first time player here. Overall I really enjoyed the maps (MAP01, MAP03 and MAP04), with the first one being the weakest of the three as it's a tad too linear and flat, but not bad for an opener by any means, while 03 and 04 are both very strong and interesting. The combat is fun and the item balance is well done, I felt shotgun ammo was at times a bit lacking in the final map, and also I really liked the use of portals in the last map and the 3D geometry. The detailing in general is quite nice and the custom textures are great obviously, although sometimes it can be a bit difficult to locate a particular switch or even key, I'm not sure if this is because their placement could be made a bit more obvious or it's simply because they use custom graphics I'm not accustomed to. Took me about an hour to get through it all and I did find most of the secrets. A few minor issues you may not be aware of:

https://i.imgur.com/LD4bC6F.png - This backpack-looking item gives the "You got a pickup." message when grabbing it, which I imagine is unintentional.

https://i.imgur.com/54BiwtN.png https://i.imgur.com/tyyYrtw.png - On this section of the map, two Cacodemons appear to be stuck on top of eachother for me, not sure if this is a mapping error or some weird thing that happened due to portals, but figured I'd bring it up anyway.

Looking forward to more maps!

Re: [WIP]Retro Alphabet Showdown v2.0 update 4/2020, new map

PostPosted: Sat Apr 24, 2021 2:30 pm
by zrrion the insect
For the first issue I had "Backpackitem replaces Backpack" instead of "Backpack replaces Backpack" so that's a simple typo. the 2nd issue is presumably an issue with portals, I'll mess around with thing positions and see if I can't get it working better. there doesn't appear to be a cacodemon placed near this line so I think it really is just getting stuck on the portal. I've changed some linedefs to block monsters to keep them away from the portal line. Hopefully that solves things. I also missed the thing placement for one of the switches so I'll have to fix that too.

MAP01 could stand for a bit of a rework in a few parts, namely the return after getting the blue key perhaps. It's the first map so I'm fine with it being a bit more simple than the other maps but I think improving at least that part of it would help, maybe adding a hallway between the red door and the teleported room would be good too.

MAP04 is not meant to have much shotgun combat so the ammo for the shotgun is intentionally limited. I want the player to be relying on the chainsaw and chaingun to do most of the heavy lifting with the rocket launcher and shotgun rounding things out so it doesn't get samey.