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View Full Version : NDCP maps 2 and 15


Mystic
August 4th, 2004, 02:48 PM
http://www.murray6.pwp.blueyonder.co.uk/andy/newd15.htm

I need to know about anything that needs fixed please, the zip uses the normal password. remember to use the newdtex.wad (textures) with them

FATAL
August 4th, 2004, 06:28 PM
This time the testing part will have to wait till morning (or afternoon, if that's when I wake up. Probably after 13.30 and before 15.00, although today I slept till 17.00).

Hope you don't mind mystic.

PumpkinSmasher
August 4th, 2004, 06:28 PM
hmmm...i would test this for you, but i'm being lazy at the moment. I still need to finish my other map. I think I have map16 to do.

Mystic
August 4th, 2004, 08:22 PM
I know there is something wrong, there always is, I can feel it.

FATAL
August 5th, 2004, 04:53 AM
Ok, I'll test them right away. You'd better hope I'm not grumpy this morning (well, afternoon that is).

Alright then, I tested your map02, and I have couple of things to say.
(I tested with hurt me plenty)

-Firstly, your map contains NO medpacks (a bug?), it made it pretty damn hard, since only source of healing are the 2 berserk packs, the supercharge and the soulsphere.
-I think you forgot that you made the second map. However, the player gets the plasma rifle, and the rocket launcher with loads of ammo to both.
-You meet revenants and pain elementals in your map.
-I couldn't find the switch to open the bars to get to the ending areas, so I had to noclip through. I tried searching for things for over 10 minutes.
-A bit too many shotgunners in my opinion (really not a big minus, but a few shotgunners less would be good).
-The exit room was marked as a secret (bug?).
-One chaingunner was stuck to an edge in the big X room

And to the good points:

+The level desing is bloody awesome (really big plus here, this thingy has a very good map desing), I love the rational tech part.
+The difficulty is good, if we don't count the non-existent medpacks, the plasma rifle and the few strong enemies. 1 revenant would've been enough I believe, but that's just me.
+The map developed very well: You start in some dark cave, and move on to the hi-tech part.

I'll give this one a grade: 7+

If you can fix the medpack issue, and a bit soften the difficulty (with this I also mean the case of opening the bars), I'm sure that this map is worth 8 or even more.

I'll test your second map later.

Mystic
August 6th, 2004, 11:06 PM
damn I must have used legacy switches on those damn closed areas again, different ones this time. I must have done a legacy only thing to the medpacks too, it has them on my pc.
All your points are duly noted and being worked on, thanks Fatal. try it in legacy though so you can see why I thought it was finished.

I like shotgun guys, nice to kill and free ammo for my fav weapon. I never gave much thought to the weapons except not to have a bfg (I dont like the bfg and rarely ever have one in my maps). Im so used to playing DM on doom2 that I absent mindedly figured you already have the plasma rifle on level one. Yeah, I got carried away with the monsters, I forgot its not a stand alone map while making it.

PumpkinSmasher
August 7th, 2004, 06:34 AM
Linedef 3876 has line type 221 - S1 Floor Lower to Nearest Floor....This is a Boom only Linetype. That linedef has Tag 2...lowering one set of Bars.

Linedef 3618...with Tag 3 lowering the other sets of bars has the same problem.

FATAL
August 7th, 2004, 06:38 AM
Ok, so that explains many things.
Are there similar bugs in your second map too? I wouldn't want to test maps with such things, since as you can see, it has some effect to the score.

Mystic
August 7th, 2004, 03:21 PM
map 15 doesnt really use that linedef trick. It was a silly mistake to make, both maps started off as much larger legacy maps with lots of 3D floors, deep water etc. The legacy ones wont get released until after NDCP is finished. I ripped out all the 3D stuff than chopped big chunks out to keep the size down. Then I set about evolving them into themselves.

FATAL
August 7th, 2004, 06:08 PM
What about the health pack thing? Does it affect armours too?

Mystic
August 7th, 2004, 07:59 PM
I dunno yet, Ive only tested them in legacy opengl so far, looks like I have to stop being so damn lazy. Im not sure why the medpacks dont appear, hold on Im just going to take a look again.

Mystic
August 7th, 2004, 08:34 PM
I just played map02 and the health packs are all visible as is the armour. they are all over the place, each of those little ponds in the middle of the tech part have a medpack in the corner, there is another one beside the super shotgun not far from the start. Green armour is in that room opposite the start position, the switch in there is to open the tech area, there is another switch in one of the big computer rooms which opens the other places up, including the bit in the middle. There is blue armour and a soul sphere on top of some crates in the little crate rooms, you have to jump down onto them from the rooms above. I have no idea why that stuff isnt showing up on your pc.
The switches are easy to fix, I just need to dig around for the original linedef types that do the same or a similar trick. I will take your advice about monsters and weapons, even though it breaks my heart to take the revenants and hell knights out.

hehe I just noticed one of my green light/metal textures isnt aligned, just to the left the of the upstairs door. I better check them all again.

Doom_Dude
August 23rd, 2004, 06:28 AM
Sorry for not being involved with whats going on in here lately. I should check these out after trimming my hedge.... fucking spiders are huge out there. :/

Mystic
August 30th, 2004, 02:33 PM
kill the evil little bastards, use the chainsaw on them