[Community Sequel] [FINISHED] 40 Monsters Challenge

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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:One idea is to make the castle a lava pit and have paths and roads be a 3D floor with gaps between the houses and the paths (except for the path that leads to the door). The houses themselves can be normal sectors for the sake of sanity. This means that the player can potentially fall down into the lava if they're not careful. Of course the paths should be wide enough and not Doom II's Chasm-tier 8-map-units-wide sectors.
what do you think of this?

I made the lava floor something that is a real danger now when navigating the level and to enter the castle you need to go to the back and jump over in a place where it is less wide and then tiptoe around the edge of the castle to reach the entryway

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Accensus
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

That's what I meant, looks nice. To add some depth, I'd lower the floor a lot, basically make it a pit, and only have lava at the bottom. If you've watched the first Shrek movie, kind of like the scene where Shrek and Donkey crossed the bridge.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:That's what I meant, looks nice. To add some depth, I'd lower the floor a lot, basically make it a pit, and only have lava at the bottom. If you've watched the first Shrek movie, kind of like the scene where Shrek and Donkey crossed the bridge.
ah yes.. okay... here are some screenshots after adding more torches and drawbridge + main street

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what about getting back up from the lava if it is a pit?
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9Rifleman
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Re: [Community Sequel] 40 Monsters Challenge

Post by 9Rifleman »

I personally consider the rules more of a set of guidelines than laws, so I'll allow this kind of deviation. I think the track for MAP25 is nice so let's keep it. Do see if you can manage to lower the size and get it to loop nicely.
Roger that :) Worst case scenario, I will remove the skybox and just use a normal sky. That's what I had there initially, with a texture that was similar to the skybox one. That alone would save ~2 MB.

@CBM: Nice castle!
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

@CBM: That'll work. Keep it up!
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:@CBM: That'll work. Keep it up!
Thanks :-)

here is the new 'shrek and donkeyfied' main street:

Image

but short of adding stairs, I have yet to figure out how to help the player up again (The player will NOT survive long in lava though)

perhaps the borders could have some rock formations that could serve as stairs?
9Rifleman wrote: @CBM: Nice castle!


Thanks :-)

I plan on filling it up with the finest looking real estate that hell has ever seen :-)
Last edited by CBM on Thu Jul 23, 2020 9:15 am, edited 1 time in total.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

found a solution... I made some rock formations... so now doomguy can get back up after a nice refreshing lava bath

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might change the 'shrek bridge' wood texture...

I figured the lava pit in the courtyard should light up like it does in Shrek

now nukage is crossed when entering the castle

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btw.. the castle uses magic wood that is not affected by lava
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9Rifleman
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Re: [Community Sequel] 40 Monsters Challenge

Post by 9Rifleman »

Got my internet access back today and so I can show you the very first small teaser of 36. This time I wanna go for temple/crypt kind of setting, with some portal mischief and perhaps some moving polyobjects. The name so far is Extispacist's Realm. Mutators for now: 19, 20, 21
Spoiler:
Is it allowed to freeze the player for purposes outside teleport destinations on narrow ledges and such? For example, I had this idea for the end of the map, where I would script a short scene, like a ritual, and would like the player to see it and not interrupt it. So I would freeze him for say, 5 seconds. Or would this stray too far from Doom gameplay?
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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

Fine by me. Use https://zdoom.org/wiki/ACS_NamedExecuteAlways so it works in co-op.

EDIT: Forgot to comment on the screenshots. I do like where that's going. A crypt would indeed be an interesting theme.
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

decided on metal bridges

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9Rifleman
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Re: [Community Sequel] 40 Monsters Challenge

Post by 9Rifleman »

Accensus wrote:Fine by me. Use https://zdoom.org/wiki/ACS_NamedExecuteAlways so it works in co-op.

EDIT: Forgot to comment on the screenshots. I do like where that's going. A crypt would indeed be an interesting theme.
Thanks!

It's still early stage, but for now a little preview of a portal trap. I'm thinking showing a message: If you want the key, you need to jump. :D
Spoiler:
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

added temple and now surrounded by a sea of souls

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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

added another building...

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Re: [Community Sequel] 40 Monsters Challenge

Post by Accensus »

@CBM: This is shaping up to be quite the interesting map. Would likely be much better in terms of performance too. Looking forward to more screenshots and eventually playing the map!

@Rifleman: Dam son. [desire to see more intensifies]
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CBM
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Re: [Community Sequel] 40 Monsters Challenge

Post by CBM »

Accensus wrote:@CBM: This is shaping up to be quite the interesting map. Would likely be much better in terms of performance too. Looking forward to more screenshots and eventually playing the map!
Thanks!

All buildings are now complete, now I just need to tweak scripts and ensure that there are enough items and monsters on the map

what do you think of the stone arc? should it be something darker like metal instead?

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I'd like 2 more map slots, so I can continue with other maps after this one gets completed

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