if (GameSkill() == SKILL_VERY_EASY) //“I'm Too Young to Die” in Doom.
{
MinMonsterType = T_ZOMBIE; //4
MaxMonsterType = T_IMP; //5
}
else if (GameSkill() == SKILL_EASY) //“Hey, Not Too Rough" in Doom.
{
MinMonsterType = T_SHOTGUY; // 1
MaxMonsterType = T_CHAINGUY; // 2
}
else if (GameSkill() == SKILL_NORMAL) //“Hurt Me Plenty” in Doom.
{
MinMonsterType = T_CACODEMON; // 19
MaxMonsterType = T_REVENANT; // 20
}
else if (GameSkill() == SKILL_HARD) //“Ultra-Violence” in Doom.
{
MinMonsterType = T_PAINELEMENTAL; // 115
MaxMonsterType = T_WOLFSS; // 116
}
else if (GameSkill() == SKILL_VERY_HARD) // “Nightmare!” in Doom.
{
MinMonsterType = T_STEALTHMANCUBUS; // 123
MaxMonsterType = T_STEALTHREVENANT; // 124
}
all suggested changes added to aztek pyramid map, except the exit rooms... they may seem to be not needed, but I want to keep them.
they have been made more 'pyramid' like too
....
the city map is underway...
when city map is done then an alpha 3 will be posted here... and both maps will use the same spawning system
...detailing in progress in the city...
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sat Sep 05, 2020 8:25 am
by Accensus
howeartistic wrote:Hey y'all! So, here's my progress. I have to polish textures, tweak monsters and items, and finish the last room (it's just a placeholder for the moment, I like to leave it til last and crank er to 11).
I would love your thoughts on it. Oh, I guess the mutator is one colour, I may add damaging floors (floor is lava), but not sure.
I've been having a blast so far! :D Stay safe, my dudes!
Relaying a message from one of the devs who played through it:
- Some texture misalignments were observed. I don't know where exactly, though.
- The blue door has yellow key textures.
- There's a trapped pain elemental that can't do anything to you.
Overall he liked the map.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sat Sep 05, 2020 12:06 pm
by Accensus
Due to IRL things creeping up on me, I am moving the bugfixing phase to now in order to avoid getting myself in too stressful or otherwise risky situations. Starting from the time of this post, any finished maps should not receive any updates. Updating them would mean discarding any fixes we've done, which is out of the question. Exception to that is Rifleman's maps because they're being skipped from bugtesting for now, as I'm waiting from an update from Rifleman himself. Once the maps are updated, they'll be finalized so the team and I can go through them and apply fixes where necessary.
Deadline remains the same. Slots will also not be rearranged until after the deadline.
Thank you for your understanding.
P.S. Occupied slots that I have not received a map for will be forfeit and other maps will take their place when the trimming begins, which will definitely take place, seeing as how we'll barely get to see a full megawad worth of maps for this project.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sat Sep 05, 2020 12:10 pm
by CBM
Accensus wrote:Due to IRL things creeping up on me, I am moving the bugfixing phase to now in order to avoid getting myself in too stressful or otherwise risky situations. Starting from the time of this post, any finished maps should not receive any updates. Updating them would mean discarding any fixes we've done, which is out of the question. Exception to that is Rifleman's maps because they're being skipped from bugtesting for now, as I'm waiting from an update from Rifleman himself. Once the maps are updated, they'll be finalized so the team and I can go through them and apply fixes where necessary.
Deadline remains the same. Slots will also not be rearranged until after the deadline.
Thank you for your understanding.
does this mean that my maps 33 and 34 are scrapped? if yes then I will stop bugfixing them
however I have fixed everything on the aztek map and could post that
also you are missing 12 maps
14 if 33 and 34 are scrapped
your lack of replies to my posts about 33 and 34 + your latests post ...indicates to me that they are scrapped
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sat Sep 05, 2020 12:14 pm
by Accensus
They aren't finished yet as far as I know so no, they aren't scrapped. I only merge finished maps in the dev build, and those maps haven't been merged yet so you're free to do any fixes until the deadline and send them to me when you consider them finished.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sat Sep 05, 2020 12:15 pm
by CBM
Accensus wrote:They aren't finished yet as far as I know so no, they aren't scrapped. I only merge finished maps in the dev build, and those maps haven't been merged yet so you're free to do any fixes until the deadline and send them to me when you consider them finished.
ok
I will post them as a single pk3 file when the city map detailing is completed
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sat Sep 05, 2020 12:25 pm
by Accensus
your lack of replies to my posts about 33 and 34 + your latests post ...indicates to me that they are scrapped
I'm not replying because I haven't played them. One of the co-leaders tried them. He found MAP33 to be confusing and the monster/secret placement not great, but did like the usage of advanced mapping features so there's that. The swinging doors should also open up faster.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sat Sep 05, 2020 6:55 pm
by howeartistic
@9rifleman and @Accensus - Thanks so much for the feedback! Greatly appreciated. Funny, the useless pain elemental was actually a trap that I didn't realized could be avoided!
haha. Good catch. Also, rifleman, you made me blush with that quake 1 comparison! lol I love that gritty slaughterhouse 90s aesthetic.
Lastly, I should have this map wrapped up in a couple days and I'd be down to do another before the end of the month. I was thinking outdoor, maybe a foresty swamp with the dimension travel mutator.
Any requests? I love a challenge!
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sun Sep 06, 2020 1:15 am
by 9Rifleman
Ok, I think I finally cracked 36, so as promised, here all all the maps, ready to be tested
Added second a radsuit to MAP06. It spawns at the start, but only after the flood starts. It's to cover situations, where players in coop die after flood starts, so they still have a chance to finish the map, if the surface level is already too high. There is a risk of players then skipping most of the map, byt then they'd have to know about it, I suppose... Also I delayed the start of the flood, to be able to raise the starting surface level height, it makes the map look better. Now players have 2 minutes before the flood starts and then it takes almost 2 minutes to reach the point of no escape. This can be easily modified, if required.
Have fun and let me know if you find more issues.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sun Sep 06, 2020 4:53 am
by Accensus
I'll update and finalize, which means I won't merge any further updates because the team will handle any future bugfixing. That, plus the constant updating of merged maps is starting to become rather bothersome because I have to go through each file in the wad to see if something's changed.
EDIT: You're missing the submission form for MAP21.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sun Sep 06, 2020 5:14 am
by 9Rifleman
Accensus wrote:I'll update and finalize, which means I won't merge any further updates because the team will handle any future bugfixing. That, plus the constant updating of merged maps is starting to become rather bothersome because I have to go through each file in the wad to see if something's changed.
EDIT: You're missing the submission form for MAP21.
I don't intend to make any further updates unless being told so. I'll paste the form below:
Spoiler:
Author(s): Rifleman
Map Name: Occult Suite
Music: Crusader: No Remorse - Science Station
Slot: MAP21
Mutators: 21
Misc Texture Credits: Ola Björling for OTEX
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sun Sep 06, 2020 5:18 am
by Accensus
Updated. Thanks.
howeartistic wrote:Lastly, I should have this map wrapped up in a couple days and I'd be down to do another before the end of the month. I was thinking outdoor, maybe a foresty swamp with the dimension travel mutator.
Any requests? I love a challenge!
Nothing I can think of.
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sun Sep 06, 2020 7:31 am
by CBM
alpha 3 ready.... aka release candidate 1 for maps 33 and 34
one of my 3D towers, but flooded, and the player has to pick up health etc to constantly keep from drowning while also battling monsters to reach the lowest floor to activate the exit switch
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sun Sep 06, 2020 8:14 am
by CBM
howeartistic wrote:@9rifleman and @Accensus - Thanks so much for the feedback! Greatly appreciated. Funny, the useless pain elemental was actually a trap that I didn't realized could be avoided!
haha. Good catch. Also, rifleman, you made me blush with that quake 1 comparison! lol I love that gritty slaughterhouse 90s aesthetic.
Lastly, I should have this map wrapped up in a couple days and I'd be down to do another before the end of the month. I was thinking outdoor, maybe a foresty swamp with the dimension travel mutator.
Any requests? I love a challenge!
3 suggestions
a map where the doomguy and monsters are huge
a map where the doomguy and monsters are small
an underwater map
preferably all 3 since they need many many maps to reach the planned number of maps
I like your current map and the swamp/dimension thing as well
-------
I need one of the project leaders to try my latest editions (alpha 3) of my maps 33 and 34
(the aztek map has an excuse for the exit rooms now... fire traps, first one requires players to duck and the second requires players to jump)
AND I need an opinion regarding if I should grab a mapslot for the submerged tower map idea...slot 35?
my doomguy grew map is sadly still stuck atm
the doomguy shrunk map is still in development and could soon need a mapslot as well (slot 37?)
I also still have the latest beta of the inner hell gates map, not sure how to make that particular map less confusing though, perhaps it could be split in to 2 maps...
a map that just had the village and the player would run around doing chores and defending the city (slot 38?)
a map that contains the rest minus the city, mountains and towers (slot 16?)
I also still have the old pyramid map, maybe it could be refined in to a sewer like map (slot 29?)
and if none or only some of those are acceptable, then I will just use them (or bits of them) in my own projects, since I now have learned how big a "big" map is supposed to be
I do not think I will be able to make the doomzilla map work as I want....
Re: [Community Sequel] 40 Monsters Challenge
Posted: Sun Sep 06, 2020 11:03 am
by Accensus
Spoiler: Aztek
- The DoomImpBall line spawned at the start can lag the game to a halt. Rethink that trap. The decals spawned from it will also eventually lag the game.
- Weak enemy placement. Pain elementals shouldn't be spammed like that.
- Barely any resources (ammo, health, etc.)
- Virtually unplayable in its state.
The geometry is fine at least. Map didn't seem too confusing. Didn't finish due to reasons stated above.
Spoiler: Monster City
- Z-fighting on one of the upper chimney textures.
- Same deal Aztek.
Remember that these maps will be pistol-started, that means either provide weaker enemies and/or weapons and ammo to deal with them.
I'm also curious: do you even test these maps yourself? Please don't rely on others to beta test your maps all the time and actually try to finish them on UV/HMP yourself, because I can tell that you didn't, or you played them on the easiest difficulty.
Community projects (and all projects in general) don't need quantity - they need quality. At least something that is enjoyable or not frustrating to play, even if amateurish in design. Good enemy and item placement doesn't mean placing 20 pain elementals and giving the player a shellbox and a super shotgun. Play a couple of objectively good maps and look at how they do enemy placement. On that note, don't use scripts to spawn in enemies. You should use the Skill # checkboxes in the Thing properties.
I'd say make one map but make it good than make five mediocre maps for the sake of occupying a bunch of slots.
One last thing to note is that forcing the player to kill all enemies is a gimmick only a handful of people would appreciate. I guess it works on the castle map because the enemies are mostly zombiemen/shotgunners and they don't take long to kill, but once you go above that it becomes frustrating.