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- Reduce the duration of the message on the top of the screen.
- The kill counter can be a too intrusive imo. Not sure if it's needed anyway.
- There's some Z fighting between the textures where the invulnerability sphere is. The textures flicker if you move.
- Maybe randomly remove 1-3 bridge segments as to increase the danger levels. Make the player have to jump the gap.
- The flickering on the textures because of the brightness change looks rather weird imo. I think it'd look better without it or if it's smoothed out somehow.
- Mark the edges that lead to the lava as monster blocking. Otherwise monsters fall into the lava.
- As much as I like reflective floors, they're too performance intensive for this map. Please remove them. They're much better suited in indoor areas that have lots of one-sided linedefs.
- The MARBFACE textures don't look so good when used as floor tiles.
- The kill script isn't mod compatible. Instead of using a hardcoded 40, use https://zdoom.org/wiki/GetLevelInfo with LEVELINFO_TOTAL_MONSTERS so the script is automatically adjusted to the real number.
That said, as Duke Nukem would say: "aaaaaahhh, muuuuuuuuuch better!"
I love this version of MAP31. Aside from the things mentioned above, this is a good level and I liked it, despite the sheer number of hitscanners. Very good work.
Accensus wrote:I quite like those ideas. Also, feedback.
Spoiler: MAP31
- Reduce the duration of the message on the top of the screen.
- The kill counter can be a too intrusive imo. Not sure if it's needed anyway.
- There's some Z fighting between the textures where the invulnerability sphere is. The textures flicker if you move.
- Maybe randomly remove 1-3 bridge segments as to increase the danger levels. Make the player have to jump the gap.
- The flickering on the textures because of the brightness change looks rather weird imo. I think it'd look better without it or if it's smoothed out somehow.
- Mark the edges that lead to the lava as monster blocking. Otherwise monsters fall into the lava.
- As much as I like reflective floors, they're too performance intensive for this map. Please remove them. They're much better suited in indoor areas that have lots of one-sided linedefs.
- The MARBFACE textures don't look so good when used as floor tiles.
- The kill script isn't mod compatible. Instead of using a hardcoded 40, use https://zdoom.org/wiki/GetLevelInfo with LEVELINFO_TOTAL_MONSTERS so the script is automatically adjusted to the real number.
That said, as Duke Nukem would say: "aaaaaahhh, muuuuuuuuuch better!"
I love this version of MAP31. Aside from the things mentioned above, this is a good level and I liked it, despite the sheer number of hitscanners. Very good work.
Thanks.
The type of monster spawned depends on the difficulty settings:
Zombie, shotgun dude, chaingun dude, imp ... But yes mostly hitscanners.. Especially at higher difficulties
I Will take a look at the Stuff you mentioned and make an rc2
Accensus wrote:I have no idea. It's your map, I'm not good at picking music for other people's maps. Try looking for something in https://modarchive.org/