ace
October 5th, 2006, 03:31 PM
Let me finish gameplay/DM/coop tweaking, and I'll upload the 99% finished product for all tomorrow.
http://img80.imageshack.us/img80/7365/map09finallydoneit3.png
And it just so happens that in Ace-time, it's finally tomorrow, yippee! Alright, alright, seriously, so I pulled a Doom Dude (/me snickers). My fault, honestly. :p
In all seriousness though. The map is officially, finally, 99.99% complete. And as such, while I still do not believe it is ready for upload to the site, it is almost entirely done in every way possible. And lookit that, I'm only two whole months late. Heh.
But anyway. DOWNLOAD:
CLICKY (http://rapidshare.de/files/35642279/Map09.zip.html)
All skills are completely done and tweaked quite extensively. HMP has been toned down quite a bit (though it still won't be a walk in the park at least), ITYTD is (in comparison to the other skills anyhoo) child's play, and UV is the olde version of HMP with tiny tweaks here and there. You'll be in for a fight in UV, that's for sure! ;)
The DM section is also finished, though to be honest I feel as if I sort of threw it together. In all honesty, while I get the basic idea for single player gameplay, I nearly never multiplay, and as such do not have the best idea for balanced DMing. However, I think what I have set up at the moment may suffice well enough, and I tried to keep all the item placements varied balanced and such.
And last, a few problems I've encountered:
I've noticed that in certain ports, one of the turbo doors by the first elevator after you have the blue key doesn't open. I have no idea what causes this; the line's facing the right way, the right flags are set, and it works in most ports, just not one or two (I cannot recall ATM if PrBoom(+) is included).
The caverns section is heavily based on activating switches to gain access to new areas which are blocked off. Because this is the only area for DM, there are chances that at the start not all areas will be accessible. Because you get taken to a random DM start after death, it's not as big a deal because from then on you may end up in the first area and be able to open the rest of them from then on. Until then however players would be stuck to one section. Not my biggest concern ATM though.
The music doesn't really fit with the map really well, mainly because it's so non-theme based and generic of a custom map. I've been looking through various MIDs from various sources, but have yet to find anyt hat fit well. I'll continue seraching, but in the meantime, if anyone has a place where there are some good Doom-ish MIDs or knows of any specific song that would fit better it'd be appreciated. ;)
Due to the lack of a functioning modified Dead Lost Soul thing via DeHackEd, the chasm still doesn't kill players/monsters who fall into it. I have tried a few times but still don't understand DeHackEd for shit, let alone anywhere close enough as is necessary to be able to change the thing as planned before. If you dunno what I'm referring to (I only remembered myself when I spent an hour digging up that quote of myself, what I time-waster I be :p) check these (http://forums.newdoom.com/showthread.php?t=30729) threads (http://forums.newdoom.com/showthread.php?t=30779&page=5).
Because of these problems the map remains 99.99%. Technically speaking, problem one could be considered a bug that would just need squishing starting around December, but the music and DeHackEd thing aren't so in order to get things working right along I would like getting those worked out. But anyhoo, tell me what you think of the map! Any comments/critiquing is highly appreciated, especially on DM and Coop, seeing as they're untested (plus Coop only contains player starts and not any modifications to monster/item placement).
Well, now that I've finished another very long-winded post... *flies away*
http://img80.imageshack.us/img80/7365/map09finallydoneit3.png
And it just so happens that in Ace-time, it's finally tomorrow, yippee! Alright, alright, seriously, so I pulled a Doom Dude (/me snickers). My fault, honestly. :p
In all seriousness though. The map is officially, finally, 99.99% complete. And as such, while I still do not believe it is ready for upload to the site, it is almost entirely done in every way possible. And lookit that, I'm only two whole months late. Heh.
But anyway. DOWNLOAD:
CLICKY (http://rapidshare.de/files/35642279/Map09.zip.html)
All skills are completely done and tweaked quite extensively. HMP has been toned down quite a bit (though it still won't be a walk in the park at least), ITYTD is (in comparison to the other skills anyhoo) child's play, and UV is the olde version of HMP with tiny tweaks here and there. You'll be in for a fight in UV, that's for sure! ;)
The DM section is also finished, though to be honest I feel as if I sort of threw it together. In all honesty, while I get the basic idea for single player gameplay, I nearly never multiplay, and as such do not have the best idea for balanced DMing. However, I think what I have set up at the moment may suffice well enough, and I tried to keep all the item placements varied balanced and such.
And last, a few problems I've encountered:
I've noticed that in certain ports, one of the turbo doors by the first elevator after you have the blue key doesn't open. I have no idea what causes this; the line's facing the right way, the right flags are set, and it works in most ports, just not one or two (I cannot recall ATM if PrBoom(+) is included).
The caverns section is heavily based on activating switches to gain access to new areas which are blocked off. Because this is the only area for DM, there are chances that at the start not all areas will be accessible. Because you get taken to a random DM start after death, it's not as big a deal because from then on you may end up in the first area and be able to open the rest of them from then on. Until then however players would be stuck to one section. Not my biggest concern ATM though.
The music doesn't really fit with the map really well, mainly because it's so non-theme based and generic of a custom map. I've been looking through various MIDs from various sources, but have yet to find anyt hat fit well. I'll continue seraching, but in the meantime, if anyone has a place where there are some good Doom-ish MIDs or knows of any specific song that would fit better it'd be appreciated. ;)
Due to the lack of a functioning modified Dead Lost Soul thing via DeHackEd, the chasm still doesn't kill players/monsters who fall into it. I have tried a few times but still don't understand DeHackEd for shit, let alone anywhere close enough as is necessary to be able to change the thing as planned before. If you dunno what I'm referring to (I only remembered myself when I spent an hour digging up that quote of myself, what I time-waster I be :p) check these (http://forums.newdoom.com/showthread.php?t=30729) threads (http://forums.newdoom.com/showthread.php?t=30779&page=5).
Because of these problems the map remains 99.99%. Technically speaking, problem one could be considered a bug that would just need squishing starting around December, but the music and DeHackEd thing aren't so in order to get things working right along I would like getting those worked out. But anyhoo, tell me what you think of the map! Any comments/critiquing is highly appreciated, especially on DM and Coop, seeing as they're untested (plus Coop only contains player starts and not any modifications to monster/item placement).
Well, now that I've finished another very long-winded post... *flies away*