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Re: Extermination Day Megawad Project

Posted: Sun Sep 15, 2013 1:22 am
by X-DOOM
Looking good

Re: Extermination Day Megawad Project

Posted: Sun Sep 15, 2013 2:43 am
by LegendaryFalco
well according to his FB page sarge might plan on finishing this up

Re: Extermination Day Megawad Project

Posted: Sun Sep 15, 2013 9:56 am
by Sergeant_Mark_IV
Mogul wrote:If the completion of the megawad doesn't interfere with the release of Brutal v19, then I suppose finish the megawad. Otherwise, we have plenty of great megawads to play with Brutal and it's not necessary to have another one. I would much rather have the "definitive" release of Brutal than have to wait.
For now I am just working on this one hour a week. My current focus in Brutal Doom v19. Only after that I will get fully concerned about this project.


And just for the sake of posting progress reports:
I have been updating some maps so they don't look like exactly like the separated versions already released on /idgames. I am adding more detail, and new areas to explore. On Downtown (After the Holocaust) for example, I found a way to noticeable reduce the lag on old computers when looking at the main square, and I am adding more detail to many areas. Gonna post some comparative screenshots tonight.

Re: Extermination Day Megawad Project

Posted: Sun Sep 15, 2013 12:31 pm
by Silentdarkness12
My honest opinion, sarge:

Release BD 19 asap, then put maybe a third of your time towards Extermination Day, and the rest of it towards Brutal HeXen.

Re: Extermination Day Megawad Project

Posted: Sun Sep 15, 2013 12:46 pm
by Hornetzero
And just for the sake of posting progress reports:
I have been updating some maps so they don't look like exactly like the separated versions already released on /idgames. I am adding more detail, and new areas to explore. On Downtown (After the Holocaust) for example, I found a way to noticeable reduce the lag on old computers when looking at the main square, and I am adding more detail to many areas. Gonna post some comparative screenshots tonight.
Awesome. Your Downtown map is the one I always play for challenges and strategy, and it never gets old. I just wished there were more maps like it and bigger with more urban features. What I would recommend for this map is bullet proof glass on the warehouse building near the truck, and perhaps a Gun shop nearby instead of one too many restaurants. I would also try to do something about the automatic aim screwing debris around the building which has imps above it (the one through which you jump into the lamp post to get to the restaurant. I say this because unless I'm standing really far from this debris, those annoying imps above are safe from my weapons as the shooting never goes where the crosshair aims.

Lastly, please put some more room in the area where you get ambushed by the bruisers to get the yellow key. You are almost, always likely to lose here if you run out of room and have to resort to retreating to the elevators outside.

Re: Extermination Day Megawad Project

Posted: Sun Sep 15, 2013 7:32 pm
by Mogul
Sergeant_Mark_IV wrote:
Mogul wrote:If the completion of the megawad doesn't interfere with the release of Brutal v19, then I suppose finish the megawad. Otherwise, we have plenty of great megawads to play with Brutal and it's not necessary to have another one. I would much rather have the "definitive" release of Brutal than have to wait.
For now I am just working on this one hour a week. My current focus in Brutal Doom v19. Only after that I will get fully concerned about this project.


And just for the sake of posting progress reports:
I have been updating some maps so they don't look like exactly like the separated versions already released on /idgames. I am adding more detail, and new areas to explore. On Downtown (After the Holocaust) for example, I found a way to noticeable reduce the lag on old computers when looking at the main square, and I am adding more detail to many areas. Gonna post some comparative screenshots tonight.
Cool, so Brutal v19 will be out, then some time in the future, the map pack?

Re: Extermination Day Megawad Project

Posted: Wed Sep 18, 2013 4:55 pm
by mumblemumble
Mogul wrote:
Cool, so Brutal v19 will be out, then some time in the future, the map pack?
I'm hoping these map packs intended for BD will be possible on black metal mode. Maybe I just suck major donkey dick but I can't picture beating brutalized doom 1/2 levels on that mode. I also cant picture beating a cyber demon after flipping it off using fists alone, but I'm sure someone out there thinks they can do it. Also, it would be nice to have another map pack made by you mark, I liked your maps.

Re: Extermination Day Megawad Project

Posted: Wed Sep 18, 2013 5:27 pm
by Brujah4
I am looking forward to playing your mappack first for a full brutal doom experience.
Then I can wait for a stable brutal hexen version.

greets
brujah4

Re: Extermination Day Megawad Project

Posted: Wed Sep 18, 2013 7:57 pm
by Sergeant_Mark_IV
Hornetzero wrote:
And just for the sake of posting progress reports:
I have been updating some maps so they don't look like exactly like the separated versions already released on /idgames. I am adding more detail, and new areas to explore. On Downtown (After the Holocaust) for example, I found a way to noticeable reduce the lag on old computers when looking at the main square, and I am adding more detail to many areas. Gonna post some comparative screenshots tonight.
Awesome. Your Downtown map is the one I always play for challenges and strategy, and it never gets old. I just wished there were more maps like it and bigger with more urban features. What I would recommend for this map is bullet proof glass on the warehouse building near the truck, and perhaps a Gun shop nearby instead of one too many restaurants. I would also try to do something about the automatic aim screwing debris around the building which has imps above it (the one through which you jump into the lamp post to get to the restaurant. I say this because unless I'm standing really far from this debris, those annoying imps above are safe from my weapons as the shooting never goes where the crosshair aims.

Lastly, please put some more room in the area where you get ambushed by the bruisers to get the yellow key. You are almost, always likely to lose here if you run out of room and have to resort to retreating to the elevators outside.
Yes, there will be more exploration-focused maps on this megawad. The modified "City Assault" version that will appear in this megawad will be a non-linear map, there will be some very big hellish maps full of exploration, and one map in the Mojave desert. I will chance the warehouse windows into something without glass, and I will remove the SHOOTABLE flag from the debris.
About the yellow key area, I will leave it how it is. That is supposed to be a "timed battle", which you must kill the bruisers before they get able to corner you.
mumblemumble wrote:I'm hoping these map packs intended for BD will be possible on black metal mode.
I wouldn't count on that. Black Metal mode is like a joke mode for people complaining for the recent difficult nerfs happening on the latest versions, and was only playtested on Ultimate Doom. I mean, what's wrong with the ol good Ultraviolence? Isn't it hard enough? These maps are going to be pretty hard with very scarce ammo on UV.

Re: Extermination Day Megawad Project

Posted: Wed Sep 18, 2013 9:12 pm
by LegendaryFalco
id say the hardest i know is possible is plutonia 1 on black metal but maybe plutonia 2 is possible as well

Re: Extermination Day Megawad Project

Posted: Thu Sep 19, 2013 1:05 am
by mumblemumble
Sergeant_Mark_IV wrote: I wouldn't count on that. Black Metal mode is like a joke mode for people complaining.
Yeah, I kinda guessed that. Although it is a nice way to make online mode with 4+ people a little less 1 sided =)
LegendaryFalco wrote:id say the hardest i know is possible is plutonia 1 on black metal but maybe plutonia 2 is possible as well
Nah, I doubt those would work on black metal very well MAINLY because many levels start you out completely fucking surrounded. Maybe its just me, but I think maps which start you off on a map flanked and exposed by 5 chain gunners and 5 shotgun guys is pretty [censored word], simply because its more like a health and armor check than an actual challenge. This is my opinion of course, but using high risks of inescapable damage (being swarmed and without any place for cover) seems cheap.

Course, I again could just be a "crappy" player...I've seen someone beat all of doom2 on black metal, and I've beaten knee deep in dead on it, so I know its not impossible.

Btw, slightly off topic but will there be another thread for brutal doom made at some point? Or will I need to report glitches to you personally, or use fb, or what?

Re: Extermination Day Megawad Project

Posted: Thu Sep 19, 2013 9:07 am
by southpark2010
mumblemumble wrote: Btw, slightly off topic but will there be another thread for brutal doom made at some point? Or will I need to report glitches to you personally, or use fb, or what?
I think making another thread based on a locked one is against the forum rules. Maybe FB, or the Zandronum thread is probably the best option right now.

Re: Extermination Day Megawad Project

Posted: Thu Sep 19, 2013 10:19 am
by wildweasel
Just to be clear, I would really rather there not be another Brutal Doom thread so soon after the last one got closed. I'd rather that particular topic take a long rest at this point, because the thread invited way too much heat.

Re: Extermination Day Megawad Project

Posted: Thu Sep 19, 2013 5:40 pm
by Daft_Guy
This is really a megawad!! :shock:

Re: Extermination Day Megawad Project

Posted: Thu Sep 19, 2013 7:57 pm
by Sergeant_Mark_IV
Progress report:

I have been working on some areas of Downtown. Here are some comparative screenshots showing the version on idgames and the new version.

Image
Here you can see that the area where the cyberdemon comes from is much more detailed, and the bridge doesn't vanishes in the air.

Detail differences are quite notable here. No further explanation is required.
Image
wildweasel wrote:Just to be clear, I would really rather there not be another Brutal Doom thread so soon after the last one got closed. I'd rather that particular topic take a long rest at this point, because the thread invited way too much heat.
That's ok. I already got enough buglists to work on. There's no reason to get that thread unlocked before the release.