[Community Sequel] [FINISHED] 40 Monsters Challenge

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Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

CBM wrote:what do you think of the stone arc? should it be something darker like metal instead?

Use marble instead.

CBM wrote:I'd like 2 more map slots, so I can continue with other maps after this one gets completed

Please tell me which ones.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:
CBM wrote:what do you think of the stone arc? should it be something darker like metal instead?

Use marble instead.

CBM wrote:I'd like 2 more map slots, so I can continue with other maps after this one gets completed

Please tell me which ones.


ok

slots 33 and 34

here is rc1 of map 31, download here:
https://ufile.io/upt5nira
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

For 33 I was thinking About a pyramid... That Will allow me to Play with portals - kind of a Lara croft/indy vibe

For 34 I was thinking About making an Atlantis underwater City with Glass tunnels etc
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

I quite like those ideas. Also, feedback.

[spoiler=MAP31]- Reduce the duration of the message on the top of the screen.
- The kill counter can be a too intrusive imo. Not sure if it's needed anyway.
- There's some Z fighting between the textures where the invulnerability sphere is. The textures flicker if you move.
- Maybe randomly remove 1-3 bridge segments as to increase the danger levels. Make the player have to jump the gap.
- The flickering on the textures because of the brightness change looks rather weird imo. I think it'd look better without it or if it's smoothed out somehow.
- Mark the edges that lead to the lava as monster blocking. Otherwise monsters fall into the lava.
- As much as I like reflective floors, they're too performance intensive for this map. Please remove them. They're much better suited in indoor areas that have lots of one-sided linedefs.
- The MARBFACE textures don't look so good when used as floor tiles.
- The kill script isn't mod compatible. Instead of using a hardcoded 40, use https://zdoom.org/wiki/GetLevelInfo with LEVELINFO_TOTAL_MONSTERS so the script is automatically adjusted to the real number.

That said, as Duke Nukem would say: "aaaaaahhh, muuuuuuuuuch better!"
I love this version of MAP31. Aside from the things mentioned above, this is a good level and I liked it, despite the sheer number of hitscanners. Very good work.[/spoiler]
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:I quite like those ideas. Also, feedback.

[spoiler=MAP31]- Reduce the duration of the message on the top of the screen.
- The kill counter can be a too intrusive imo. Not sure if it's needed anyway.
- There's some Z fighting between the textures where the invulnerability sphere is. The textures flicker if you move.
- Maybe randomly remove 1-3 bridge segments as to increase the danger levels. Make the player have to jump the gap.
- The flickering on the textures because of the brightness change looks rather weird imo. I think it'd look better without it or if it's smoothed out somehow.
- Mark the edges that lead to the lava as monster blocking. Otherwise monsters fall into the lava.
- As much as I like reflective floors, they're too performance intensive for this map. Please remove them. They're much better suited in indoor areas that have lots of one-sided linedefs.
- The MARBFACE textures don't look so good when used as floor tiles.
- The kill script isn't mod compatible. Instead of using a hardcoded 40, use https://zdoom.org/wiki/GetLevelInfo with LEVELINFO_TOTAL_MONSTERS so the script is automatically adjusted to the real number.

That said, as Duke Nukem would say: "aaaaaahhh, muuuuuuuuuch better!"
I love this version of MAP31. Aside from the things mentioned above, this is a good level and I liked it, despite the sheer number of hitscanners. Very good work.[/spoiler]


Thanks.

The type of monster spawned depends on the difficulty settings:
Zombie, shotgun dude, chaingun dude, imp ... But yes mostly hitscanners.. Especially at higher difficulties

I Will take a look at the Stuff you mentioned and make an rc2
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:I quite like those ideas.


Map 31 RC 2 now ready for download...

https://ufile.io/cy9askwk
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

started work on the hell themed atlantis map...

very very very early experiment

Image Image

still just trying stuff...

Image Image
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

experimenting with an alternative to an underwater map... megaspheres and rad suits are placed all over the level

Image Image Image Image Image Image Image Image Image Image
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Excellent work on MAP31. I'll include it in our build now.

EDIT: What music should MAP31 have? Or should I leave it silent?
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:Excellent work on MAP31. I'll include it in our build now.

EDIT: What music should MAP31 have? Or should I leave it silent?


Thanks.
I will let you decide. Any music that gives a castle vibe would be fine I guess.
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

I have no idea. It's your map, I'm not good at picking music for other people's maps. Try looking for something in https://modarchive.org/
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:I have no idea. It's your map, I'm not good at picking music for other people's maps. Try looking for something in https://modarchive.org/


I found the Perfect background music for the map:

https://modarchive.org/index.php?reques ... ery=125286

I know very little about how to include music,
but does it just need to be downloaded, named D_MAP31 and then somehow added to mapinfo?
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

began the pyramid

Image
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Last edited by CBM on Sun Jul 26, 2020 12:19 pm, edited 1 time in total.
Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

CBM wrote:but does it just need to be downloaded, named D_MAP31 and then somehow added to mapinfo?

Correct. Did it a few hours ago.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:
CBM wrote:but does it just need to be downloaded, named D_MAP31 and then somehow added to mapinfo?

Correct. Did it a few hours ago.

ah ok, thanks. Could you post the mapinfo part? just so I know how to do it for the next 2 maps?

is map 31 considered completed now?

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