[Community Project] 20 Monsters Challenge [RELEASED!]
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.
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.
- Vostyok
- Posts: 1666
- Joined: Sat Jan 17, 2015 8:54 am
- Preferred Pronouns: No Preference
- Location: Discord: Vostyok#3164
- Contact:
Re: [Community Project] 20 Monsters Challenge
Ahhh. Ok. Could make for a more dynamic bug-testing thing.
de-bugging... in VR !!!!1111!!!
de-bugging... in VR !!!!1111!!!
Re: [Community Project] 20 Monsters Challenge
The deadline approaches!
I'm really interested in playing through this map set in it's entirety.
The maps I've played so far were really good.
I'm really interested in playing through this map set in it's entirety.
The maps I've played so far were really good.
Re: [Community Project] 20 Monsters Challenge
You haven't seen the test build, yet. Hehe. I've fixed a huge list of bugs.
Re: [Community Project] 20 Monsters Challenge
I bet. Between 42 maps there would probably be a monster list of bugs. Maybe it might not be a bad idea to release a test version after all the maps are compiled so the community can pick out any weird bugs and issues that might pop up.
Re: [Community Project] 20 Monsters Challenge
That's what's going on in the Discord server. Mappers have access to a regularly-updated test build and BillGuy is doing a kickass job at keeping me busy with bug reports. There are people who beta test the build everyday. The dedication is real. Thread might not get much attention, but Discord is overheating.
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: [Community Project] 20 Monsters Challenge
You said "monster list".Voltcom9 wrote:I bet. Between 42 maps there would probably be a monster list of bugs. Maybe it might not be a bad idea to release a test version after all the maps are compiled so the community can pick out any weird bugs and issues that might pop up.
Glad to know there's a system in place. We don't want this to be DUMP 2, the other one.Lud wrote:That's what's going on in the Discord server. Mappers have access to a regularly-updated test build and BillGuy is doing a kickass job at keeping me busy with bug reports. There are people who beta test the build everyday. The dedication is real. Thread might not get much attention, but Discord is overheating.
Just thought I'd give my two cents. Great work, guys!
Re: [Community Project] 20 Monsters Challenge
I'm going to pretty this up more, but I need some gameplay feedback. I'm particularly concerned with how much health/ammo I give. I have enough, but I also know where everything is. If anyone could try it and tell me what they think, I'd appreciate it. It currently replaces Map01, so just drag and drop.
Thanks!
https://drive.google.com/open?id=0B8COp ... 1FUSHN2SzQ
Edit
Also, I used missing textures to simulate deep water (I know there are more modern ways to do that, but this is my first map and I'd rather stay mostly vanilla for now). Does that break on non-ZDoom ports or anything?
Thanks!
https://drive.google.com/open?id=0B8COp ... 1FUSHN2SzQ
Edit
Also, I used missing textures to simulate deep water (I know there are more modern ways to do that, but this is my first map and I'd rather stay mostly vanilla for now). Does that break on non-ZDoom ports or anything?
Last edited by Janus3003 on Tue Dec 06, 2016 9:56 pm, edited 1 time in total.
Re: [Community Project] 20 Monsters Challenge
Hey I just had one favour to ask about my map called the Crucible. There is one 3d floor in the red hellish area which is currently set to something like 160 light, I would like to change the lighting down to 0 in that 3d bridge. The green nukage on the ceiling was intended to be dark and not visible. Should be as simple as modifying the triangle that correlates to that 3d bridge. Anyways, let me know if that could be changed.
Re: [Community Project] 20 Monsters Challenge
I had no trouble with the amount of ammo/health. I had extra in the end. I played on UV (I don't know if the items are different on lower skills). I also didn't have any visual problems with the deep water (played on the Android GZDOOM port, I'll test it on other ports tomorrow, but the map pack is only intended for ZDOOM derived ports anyway, so I'd say no need to worry).Janus3003 wrote:I'm going to pretty this up more, but I need some gameplay feedback. I'm particularly concerned with how much health/ammo I give. I have enough, but I also know where everything is. If anyone could try it and tell me what they think, I'd appreciate it. It currently replaces Map01, so just drag and drop.
Thanks!
https://drive.google.com/open?id=0B8COp ... 1FUSHN2SzQ
Edit
Also, I used missing textures to simulate deep water (I know there are more modern ways to do that, but this is my first map and I'd rather stay mostly vanilla for now). Does that break on non-ZDoom ports or anything?
Good map - I'm looking forward to the finished product!
EDIT: HOMs do show up in ZDoom. Tapwave and Lud are correct.
Last edited by BillGuy on Wed Dec 07, 2016 2:11 pm, edited 3 times in total.
Re: [Community Project] 20 Monsters Challenge
@Janus: AFAIK missing textures are rendered differently in ZDoom and cause HOMs whereas in GZDoom they simply don't show up.
@Voltcom9: Changed.
@Voltcom9: Changed.
- Tapwave
- Posts: 2096
- Joined: Sat Aug 20, 2011 8:54 am
- Preferred Pronouns: No Preference
- Graphics Processor: nVidia with Vulkan support
Re: [Community Project] 20 Monsters Challenge
Swimmable 3d floors are very, VERY easy to set up and will do exactly what you're looking for.Janus3003 wrote: Also, I used missing textures to simulate deep water (I know there are more modern ways to do that, but this is my first map and I'd rather stay mostly vanilla for now). Does that break on non-ZDoom ports or anything?
Re: [Community Project] 20 Monsters Challenge
Yep, just tried it in ZDoom myself and got HOMs. I'll look up some swimmable 3D floors tutorials.
Thanks for trying it, BillGuy. I haven't implemented difficulty levels yet, and I'm thinking I'll make the current setup HMP. I'm not exactly the best player, so it's a bit difficult for me to gauge how difficult something is for others.
Thanks for trying it, BillGuy. I haven't implemented difficulty levels yet, and I'm thinking I'll make the current setup HMP. I'm not exactly the best player, so it's a bit difficult for me to gauge how difficult something is for others.
Re: [Community Project] 20 Monsters Challenge
Sorry for taking centuries to respond, but I will do exactly this.SoulCircle wrote:I just want to say this, if the creator of Map17 wants to end at an entrance to a mine, it would connect to my map alot better.!
Re: [Community Project] 20 Monsters Challenge
THE END IS NEAR!
MAP23: Titan314
MAP29: Crazi Toni
MAP34: ArtD3n
MAP41: Jeimuzu73
I have not heard from these people AT ALL. I'd really appreciate some progress. Thanks.
EDIT: I have been notified that my tone before the edit wasn't really friendly and I partially agree. I apologize for that.
MAP23: Titan314
MAP29: Crazi Toni
MAP34: ArtD3n
MAP41: Jeimuzu73
I have not heard from these people AT ALL. I'd really appreciate some progress. Thanks.
EDIT: I have been notified that my tone before the edit wasn't really friendly and I partially agree. I apologize for that.
Re: [Community Project] 20 Monsters Challenge
Dec 18 is not too far away... If we don't hear from these guys before the let's say the 14th is it fair to offer off their map spots to people who would want to make another map?
I mean there's lots of people eager to make maps on here so it shouldn't really be an issue to at least fill up the map roster.
I mean there's lots of people eager to make maps on here so it shouldn't really be an issue to at least fill up the map roster.