You Fix It! - RC2.1 out!

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Craftsdwarf
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Craftsdwarf »

Sounds interesting.
I would like to sign up for E1M6.
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kevansevans
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by kevansevans »

E1M6 is next, so go ahead and start. Let me know when you grab the wad so I can get back to you in the 3 Day time limit.
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Craftsdwarf
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Craftsdwarf »

I have downloaded the wad file and I will soon begin mapping.
By the way, I plan to compile and make resources that will be useful to this project in general (e.g Doom2 textures and enemies), should I place it in my submission or as a separate file?
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kevansevans
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by kevansevans »

Separate file please, that way it'll be easier for future participants to get the needed assets and avoid bloating. I plan on releasing a final .pk3 of this.
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Craftsdwarf
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Craftsdwarf »

Here's the wad.
The map is still rough around the edges but should be playable.
E1M6.wad
(224.06 KiB) Downloaded 61 times
Resource File for map and future participants:
https://www.dropbox.com/s/jpa7t2twwm67h ... E.pk3?dl=0
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Craftsdwarf
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Craftsdwarf »

The map may be too difficult
The puzzle may be broken
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Doomguy914
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Doomguy914 »

You broke the main secret where the berserk pack is for vanilla gameplay. I had to switch to using crouch to get into it. I used mouse look and got rid of auto-aim to contend with the huge jump in difficulty.

I think the worst offender was the secret you made have an instant kill. I won't sugarcoat it. This map is rough around the edges.

However, the visuals and music are very nice. especially when you get the yellow key. You made an odd choice in regards to the blue key though.
Spoiler:
I think replacing a few of the earlier chaingunners with regular zombiemen would make this map more in line with the difficulty curve that has been previously set.

IMO fixing the mandatory crouch section and getting rid of the instant death teleport would do wonders in improving the map's quality.
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kevansevans
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by kevansevans »

Craftsdwarf wrote:Here's the wad.
I haven't finished the map yet and I can already say that this feels far too mean for the E1M6 slot. I'm not going to act like I'm the authority on when a level is too difficult, but on my third death, I shouldn't feel like I need to cheat the game in any way. It sort of feels like you read the "plutonia-ify" part but missed the note that I wanted that for the secret level. I'll grant you some time to work on lowering the difficulty of the map (Since no one is in line), but until then I don't feel like I can accept this as is.

Code: Select all

Do:
- Respect the difficulty curve.

Code: Select all

Do not:
- Add extremely dramatic changes that makes it harder for the next mapper to work with

EDIT: Some extra things to add since I've now snooped inside of the files you've provided

There's a lot of bloat in the resources file. I can excuse the unused Doom 2 enemies, as those can be used later down the line, but I'm not seeing any of the custom textures you've included, or the katana weapon you cited as being the "starting" weapon in the info.txt file. There's also a few empty and untouched rooms present, and I'm being told that you've also broken parts of the previous map.
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Doomguy914
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Doomguy914 »

Here's the video for E1M6. I'll do another one once the map is edited.

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Craftsdwarf
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Craftsdwarf »

I am currently fixing my map, and progress has been made to address concerns regarding broken secrets and overly difficult gameplay.
Thanks for the patience and constructive criticism.
The fixed wad and resource file will come soon (I am currently working on basic ACS scripting to enhance the teleporter puzzle section and to improve the delivery of the joke present within the blue key section. Additional secrets are also planned).
Here's a preview version of the in-progress fixed version for playtesting and additional criticism.
E1M6.wad
(242.93 KiB) Downloaded 31 times
(Note that this is not the final fixed map, and consists mostly of additional detail work, basic bugfixes (e.g the crouch-only secret is fixed through some inelegant fuckery), and monster/object placement that reduces the difficulty of UV and NM playthroughs)

Known issues in this version: The yellow key area cyberdemon arena(a new area to spice up the yellow key section) is too easy (Note that the "starry sky pillar" is intentional) (the player can run up to the yellow key and telefrag the cyberdemon before it even attempts to fire), a DECORATE variant with more aggressive fire patterns will be implemented), red key section along with the outdoors soulsphere secret is still too difficult.

By the way, RESOURCES.pk3 is supposed to be a general and open resource archive.
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kevansevans
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by kevansevans »

So, as I type this I haven't downloaded the wad yet, but I can already tell there's a problem: You're not done with it.

The major reason there was a 3 day limit, aside from this being a speedmap collab, was that each participant literally can not start their part until the person before them is done. And, yes, granted there's no one else is in line right now and is the reason why I gave you the grace to clean up your initial submission, this was meant to be a clean up. Probably my fault for not making that clear, but with your post here, it seems pretty obvious that you're taking a mile here when given an inch, and isn't really fair for other users who probably could've done more with the 5/6 days you've taken so far. The next participant can't work off of your map if you're still going to keep changing it, making us sit here and wait for your several "final" additions.

So the bottom line here, if this isn't at all finished? Can't take it.
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Craftsdwarf
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Craftsdwarf »

Updated resource file:
https://www.dropbox.com/s/jpa7t2twwm67h ... E.pk3?dl=0
Final map:
E1M6.wad
(241.64 KiB) Downloaded 57 times
Drastic Modifications as stated in the last post were scrapped and there are only minor enhancements to the map.
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Doomguy914
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Doomguy914 »

Map works fully with vanilla compatibility now. The yellow key revision will likely kill a player unaware, but they will quickly learn to speed up. A lot less chaingunners and with their new placements come additional lighting to see them. A few new teleport schemes added that doesn't break the difficulty curve, but adds a unique twist. I actually didn't test the BFG secret death teleport because the puzzle is the same as last time.

One thing I will mention is that I think the BFG room still has too many secret sectors that overlap or are so close together, the player can't trigger them all. I ran into that issue on the original upload as well.

There are parts of the map that LOOK like they still break the difficulty curve, but due to the ammo and powerups the player can acquire, it seems fine.
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by Rachael »

Well - 3 days after the OP posted "can't take it if you're not done yet", you finally post it. Considering that each participant is only allowed 3 days total, and you were given quite a bit of grace time on top of that, I don't think it's fair to the other participants that you had so much extra time on it. This is, after all, a speed mapping project.

If I were leading the project with these rules you would have already forfeited your slot. Go straight to jail, do not pass Go, do not collect $200. (Not literally, obviously, just in case that needs clarification...) You'd be done.

I'm sorry, I am just posting my opinion here. For whatever it is worth.

And considering it's based on other people's work I can't even suggest that you release it as a standalone map - you'd need everyone's permission to do that in order to do so separate from the project, first. But if you can get it, that's an open possibility for you, I guess.
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kevansevans
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Re: You Fix It! - E1M6 to E1M8 still open! Volunteers needed

Post by kevansevans »

I guess at this point it does need to be said bluntly. I will not be accepting Craftsdwarf’s submission. The entry has taken too long to finish, and suffers from a handful of problems that violate the goals of each submission.
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