Ballern.wad (STOPPED! got corrupted and backups overwritten)

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Endless123
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Re: Ballern.wad (get latest file to test current development

Post by Endless123 »

WARCHILD_89 wrote:That´s because sector light is 0.

You have to enable Dynamic lights in the GL options menu ;)

look up the link to the screenshots to see how it should look like


the gap you mean...do you have a screenshot for me?
the gap is here
Spoiler:
its near the end of the map01
HeXaGoN
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Re: Ballern.wad (get latest file to test current development

Post by HeXaGoN »

I don't mean to be harsh in anyway, but this is going to be a bit of negative criticism.
Trust me, your WAD is good in many ways, but these are the flaws I've found.

I tested it all on Ultra-Violence difficulty. I'm assuming you tested your wad on a lower difficulty (e.g. I'm Too Young To Die) or didn't test it at all/at some portions (e.g. where there was no headroom)
The difficulty was more insane than UV should be.
So word of advice: Test your maps on ALL difficulties (excluding nightmare)

I'll point out some stuff I found of minor/major nuisance in MAP01:

[*] Shortly right after the beginning of MAP01, I was faced with a tiny room full of imps.
If you're going to add obstacles like that, you should be giving the player suitable weaponry (e.g. chaingun would be good).
Neither having that many monsters in a room, nor adding a weapon such as the chaingun would be a good idea for any MAP01 (unless your theme basically requires it)

[*] I also found the first secret, and it's impossible to get back to the normal map from it without noclip.

[*] You also put some significantly strong monsters (e.g. Arachnotron) in the map, which in my opinion, isn't a good idea to do until at least MAP05 (unless, again, your theme requires it)

[*] The excessive amount of doors made me extremely confused, and made it somewhat difficult to navigate the level.
Glad you put in the minimap powerup so I could (without cheats) know where I was going though, but you need to work on the amount of doors you have so it's more of action and fast-paced gameplay than opening doors and going through a maze!

[*] The outside areas could be expanded a bit, they feel extremely compressed.

[*] Aesthetically, the maps are very ugly (Either too much *attempted* detail or too little), have little height variation and the textures repeat a lot.
Where there is height variation, it takes away from the map (either looks ugly or makes gameplay difficult/tedious).
Most of your height variation is slopes and small cliffs which are rather small.
If this is one of your first attempts at mapping (which I really don't know if it is or not), then this is actually rather good for that kind of skill level.

Here's some stuff about MAP02:

[*] The start really needs to be lit. Unlit starts aren't good.

[*] If you're gonna lower lifts with "player walks over" triggered lines, make sure that the player can't accidentally avoid it. Because it was dark, I didn't end up walking on the staircase, therefore I didn't trigger the lift. I had to open the automap to see what to do.

[*] I can't get out of the start without noclip. You should make it a bit more straightforward on how to get out of the start.

[*] Again, this map has little variation within it and can be ugly. (Had to noclip to get to this part)

[*] Long narrow hallways w/ damaging floors... that's a no-no.

MAP03:

[*] Some parts I can't get to due to there not being enough headroom to climb areas.

[*] There are some mid-textures where there aren't supposed to be. (e.g. a slime-fall that should be on a lower-texture instead of mid).

[*] Again, little variation.

I also haven't found the exit in any of these maps legitimately, maybe some of you have, but I haven't.

Also, I don't know about you, but I think these maps could use some custom music.

Good maps! And good luck in the future!
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WARCHILD_89
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Re: Ballern.wad (get latest file to test current development

Post by WARCHILD_89 »

Thanks very much for your posts they really help me.

I was wondering about some problems you pointed out so here some facts when I play:

@ Endless123:
I did not find the gap....so either it is a mistake that came up when saving the map or I already removed it in the last few days.

I never got stuck somewhere until now..... jumping and crouching should be enabled.

I do not have any dark areas where you cant see anything....as I said....DYNAMIC LIGHTS ON ! If this does not help.....well that would be very strange... :shock:

I always play in Ultra Violence mode and I´ve got no problem. Every easier mode is too easy for me. And the mod is meant to be tough.
You will always find almost all kinds of Monsters in a map (Map 04 has a Cyberdemon in the end for example)

At the beginning of Map01 there is more than one way to get outside. The first room to the left at the start has a hole in the wall where you can get out by crouching, you find the rocket launcher and the chainsaw so go find some meat! you can also climb up to the two demons by jumping and crouching while in the air. In another room to the left you find a zombieShotgunGuy.....so get his shotgun....


Anyway I´ll see what I can fix. :wink:
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WARCHILD_89
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Re: Ballern.wad (get latest file to test current development

Post by WARCHILD_89 »

Okay sorry the file you played was corrupted somehow. The dynamic lights AND all monsters were missing..... :shock: strange....


Anyway I´ll upload the file again when Map01 AND MAP 02 are FULL finished.
HeXaGoN
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Re: Ballern.wad (MAP01/02/03 in progress)

Post by HeXaGoN »

Ah, so difficulty is your theme!
Well, might as well disregard anything I said about monsters.
(Excepting the part where I had to defeat a cluster of imps w/ a pistol :P)

Anyhow, best of luck to your mod!
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WARCHILD_89
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Re: Ballern.wad (MAP01/02/03 in progress)

Post by WARCHILD_89 »

only a pistol? in the best case you have already a shotgun, a rocket launcher with two shots and a chainsaw.

I guess you did not notice that the corridor at the start has two doors on its right wall that can be openened.
Behind one of them you will find a shotgunguy. I think I have to take another texture to make you see that there are doors that can be opened... the first door to your left is left open, when you get there and crouch out through the hole in the wall you will find yourself outside, okay it is asecret area. But I tested it without getting the items from there.

The room with the imps is possible to get through, you just need to find the shotgun behind one of the doors at the start.


The game is designed not only to shoot your way through, you have to find the secret areas, make monsters kill each other and place your shots very well.Jumping and crouching have to be enabled !
HeXaGoN
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Re: Ballern.wad (MAP01/02/03 in progress)

Post by HeXaGoN »

The secret area that contains the rocket launcher is impossible to get out of without cheats. (Yes, I was using jumping & crouching)
A chainsaw is not good for fighting off that sorta density of enemies, and will get you killed.
Giving weapons to the player via monster drops (since it came from a shotgunguy) is a bad idea if the monster is accompanied by a swarm of other monsters.

That's pretty much all I can say in response to that.
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WARCHILD_89
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Re: Ballern.wad (MAP01/02/03 in progress)

Post by WARCHILD_89 »

Okay thanks for info I´m on it to change these things ;)
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WARCHILD_89
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Re: Ballern.wad (MAP01/02/03 in progress)

Post by WARCHILD_89 »

@endless123:

After a little break at editing I managed to look for that gap and I fixed it. Thank you.

@wtg62:
I think I finally remember why you were not able to get out of the secret area. It´s because I changed the player actor´s height. It was my fault that I forgot to obey that, sry
Endless123
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Re: Ballern.wad (MAP01/02/03 in progress)

Post by Endless123 »

Which one of the links in the previous posts are the up-to-date ones? I'd like to play your maps once again :D
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WARCHILD_89
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Re: Ballern.wad (MAP01/02/03 in progress)

Post by WARCHILD_89 »

ah, sorry I did not upload any update yet but I´m working on it..I should have mentioned it somewhere but I forgot.

At the moment there should be only dead links until I upload the newest version.
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WARCHILD_89
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Re: Ballern.wad (Playable development demo and Screenshots!)

Post by WARCHILD_89 »

Here some current Screenies of Map04


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HeXaGoN
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Re: Ballern.wad (new MAP04 Screenshots)

Post by HeXaGoN »

Looking good.
Hope it plays as good as or better than it looks, though.
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WARCHILD_89
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Re: Ballern.wad (new MAP04 Screenshots)

Post by WARCHILD_89 »

It is mainly a map compilation with original monsters and weapons and the result of learning to create maps in UDMF format.

the only extra thing is that I add any altdeath´s to the original monsters and make their death depend on damage types. But that´s all extra and you´re not supposed to use them. Same thing for the brutal doom style blood.
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WARCHILD_89
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Re: Ballern.wad (Test the newest development version!)

Post by WARCHILD_89 »

new development demo has been uploaded.

Happy testing :D
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