[WIP] Caronte 2015 - Beta 2 Posted

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: [WIP] Caronte 2015

Post by Nevander »

PFL wrote:
Nevander wrote:Even without playing it, I would give this a 4.9/5. I can't add that 0.1 until I play it,
:roll: If you ever get a phone call with a Caribbean cruise line win, don't send money.
a. I have never gone on a cruise and don't want to or plan to.
b. I would never send money to a random place or business.
c. This has nothing to do with Doom levels.

If I say that I think the levels look amazing and I give it a 4.9/5, that's my opinion and I stand behind it.
PFL
Posts: 281
Joined: Mon Jul 28, 2008 7:44 pm
Location: .ca

Re: [WIP] Caronte 2015 - Beta 2 Posted

Post by PFL »

Quite buggy in fact. I clipped my way out after, let's say, 2 minutes. There are numerous places where doors won't go up after a few times. In map 7, walking over the red exit circle (lava?) will raise the exit pillar once, then twice up until it nearly reaches the ceiling !!! There are also some locked doors there. There are 2 computer maps hidden in the level !! (at least for now) and there are multiple secret counts for single ones, here and there. And I'll stop it from now. What was beta 1 like !!??

I will keep on playing this 'till the end but frankly, IMO, it doesn't even deserve to be called beta yet. You cannot ask beta testers to spot every step of work needed to achieve a minimal decent working wad. Please imput what it needs in there before asking for testers.
PFL
Posts: 281
Joined: Mon Jul 28, 2008 7:44 pm
Location: .ca

Re: [WIP] Caronte 2015 - Beta 2 Posted

Post by PFL »

@ Nevander: :) So be it; play it and add your 0.1 to your given 4.9 rating ... oooh, that makes an awesome perfect score ...
User avatar
BiyuFG
Posts: 10
Joined: Mon Oct 06, 2014 4:16 pm

Re: [WIP] Caronte 2015 - Beta 2 Posted

Post by BiyuFG »

PFL wrote: Please imput what it needs in there before asking for testers.
Quite the opposite, IMO. I wouldn't know of many of these bugs if no one had played the beta. And yes, it's a beta and not an alpha, as it's completely playable: every level has an exit, nothing crashes the game, etcetera. I'm extremely thankful for your efforts all the same, but if it was release-level I would have released it already. :)

I'm very worried about the doors that you mention won't open, as they are the result of an irregular earlier conversion from Doom to Hexen format and now that's the only surviving version of the map. I've had to fix them all by hand but every time I play the level I find something new! I'm aware there's also some sector tag craziness in MAP07 for the same reason, and I've gone blind trying to fix everything, but there seems like something always escapes my attention. At this point I'm starting to think starting the level from scratch would have been easier! :D

Anything you find, I'll be more than happy to get it fixed!
PFL
Posts: 281
Joined: Mon Jul 28, 2008 7:44 pm
Location: .ca

Re: [WIP] Caronte 2015 - Beta 2 Posted

Post by PFL »

BiyuFG wrote:[Quite the opposite, IMO. I wouldn't know of many of these bugs if no one had played the beta.
That is exactly my point. I am wasting my time doing your minimal amount of work as you would have detected almost every single numerous bad things going in your wad if you had at least done one playthrough before shipment. Then I'd be more than happy to take some quality time to go in detail and find what's left to fix, if any. That maybe why you won't get many other testers on your project. Be our guest first. :)
User avatar
BiyuFG
Posts: 10
Joined: Mon Oct 06, 2014 4:16 pm

Re: [WIP] Caronte 2015 - Beta 2 Posted

Post by BiyuFG »

PFL wrote:
BiyuFG wrote:[Quite the opposite, IMO. I wouldn't know of many of these bugs if no one had played the beta.
That is exactly my point. I am wasting my time doing your minimal amount of work as you would have detected almost every single numerous bad things going in your wad if you had at least done one playthrough before shipment. Then I'd be more than happy to take some quality time to go in detail and find what's left to fix, if any. That maybe why you won't get many other testers on your project. Be our guest first. :)
Oh, but I did, and several times! None of these issues ever cropped up to me, especially not the imp cage one. That's why external beta testing is invaluable. :D

Anyway: every community have their own standards on what's allowable or what's not, and I'm new here. Maybe posting little-tested levels as a public beta is a no-no and I broke a standard. If that's so, I'll be the first to apologize and take it down. The only reason I posted a beta is because I was asked to, here in this thread, and thought it was a good idea that had never occured to me.

If people find posting incomplete and buggy levels to be inacceptable, I'll be more than happy to take the beta to private and not post anything in here until it's more polished (I didn't call it 2015 instead of 2014 for nothing, after all).

In the meantime, thank you for your time, again.
PFL
Posts: 281
Joined: Mon Jul 28, 2008 7:44 pm
Location: .ca

Re: [WIP] Caronte 2015 - Beta 2 Posted

Post by PFL »

YOU DID ?!!! Then I retract with my words.
Post Reply

Return to “Levels”