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It definitely grew more organically. I wanted to have as many "Oh, I'm back here now!" moments as I could so I tried to build everything super close together which meant I could always just lower one wall and bring you back into the main area whenever I wanted. And then when you're back in the main area there's always something new for you to notice which will progress the map further. Also with how there's new monsters teleporting in all the time, I wanted them to always be able to get to you, which helps with how the main area branches into everything else and all the walk-on lifts the monsters can use. I think one of the only "safe" rooms is the rocket shop room, with how you can raise those metal pillars at the entrance behind you so you can shoot rockets into the hole without worrying about anything sneaking up on you. I'd like to say there being no map was to make everything seem all mysterious but I genuinely just couldn't be bothered hiding all the lines so it would look nice and clean haha. It also just makes the secrets marked on the map easier to see when they're not surrounded by tons of lines. I definitely want to make more maps like this that loop back into themselves a ton, but much more bite-sized cause this took AGES to make. I might try and figure out a way to make my destructable walls more modular as well so I can use them more (maybe just like a mid-texture crack in the wall would be better). I only used them 3 times in this map cause it's such a pain having to copy-paste all its components, so it would be nice to get them being more of a main feature of a map.
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Thank you so much for playing! It means so much to me for anyone to say this is one of their favourite maps so thank you so much for that! -Ah, I'm getting light headed... Say, I don't think anyone's figured out the secret exit yet and it's been long enough, so if you ever wanna check that part out-
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Grimosaur changed their profile photo
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Out now on idgames! This is now the final version of the wad (the same as version 3 except I fixed some monsters waking up when they weren't supposed to if you moved to a certain spot in the starting room). And thanks to Not Jabba for featuring this wad in their Not the Cacowards picks! I was FREAKING OUT seeing that notification come up, so to actually get a Silver for this is absolutely wild for me! I've also cleaned up the original post and made it look a little more concise. The way those screenshots are formatted might get screwed up for some people though, ah what the hell. (also lmao at the Magma song titles getting absolutely slaughtered in the converted idgames text file)
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Boom compatible monster triggerable gunfire linedefs?
Grimosaur replied to Grimosaur's question in Editing Questions
That's ok, I found a work around for this by using a self referencing sector instead if an invisible wall. The self referencing sector allows monsters to see you through it and shoot through it, while still being impassable (It's just because I completely forgot you had to use a dummy sector to get self referencing sectors to move haha). And I just forgot that the "monsters activate" option for generalised actions only comes up for lifts and doors which is why I didnt see it before, so that should all be fine to get the effect I'm looking for now. Its just figuring out how to make projectile weapons trigger gunfire linedefs so every weapon can smash the windows. Like somehow changing every projectile's properties to fire a 0 damage hitscan on every tick, and maybe trying to make a glass shatter actor with proper bouncing glass shards but that might be asking too much for Boom, I'll try and figure out how dehacked and custom actors work if that's possible. -
Boom compatible monster triggerable gunfire linedefs?
Grimosaur posted a question in Editing Questions
Is there any way in a Boom compatible map to make gunfire triggered linedefs triggerable by monster gunfire? I don't know if it's possible with a dehacked patch or if dehacked just doesn't have access to the flags that would make it possible, but if yes, would it also be possible to make projectile weapons trigger gunfire linedefs as well? I'm trying to figure out if the breakable glass effect used in AUGER;ZENITH can be improved so monsters can shoot through the glass themselves, but I suppose the creators of it have probably gone through all of this already and a shootable invisible wall really is the best Boom can do. And can self-referencing sectors definitely not be lowered or moved in any way, they're always completely static? Just checking haha -
Not Jabba's Not the Cacowards Review Corner (rd reviews Heaven Stroll)
Grimosaur replied to Not Jabba's topic in WAD Discussion
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO -
Ok, I've updated the download and released Version 3 of the map. Pretty much just a load of tweaks to make things a TEENSY bit easier to understand on a first go-around... mmmaybe... The "stop start" switch in the arena fight now closes up on you so you know when you can't press it anymore, and one doorway is now changed to metal bars instead of just a wall so you know to come back to it to see if they have lowered. Some new monsters also teleport out from the doorway to bring your attention to it and see it's been lowered. And the numbered doors you're meant to keep returning to are now marked on the map to try and make it a little more obvious that you're really just meant to keep returning to that place over and over to progress. This will probably be the last release before the final idgames release (if I can even figure out how to upload stuff to idgames) so make your final objections NOW! I don't know if anyone's managed to figure out the "true ending" yet but just know it really is some straight bs so pplleeaassee don't feel the need to beat everything saveless and make a save before the final "fight" starts because it really is just a silly thing And just a final 'tip' if you could call it that: I find that the most fun way to play this map is to not try and kill everything as they teleport in and to instead just let them roam about the map, especially during the part when you're returning to the numbered doors. It's a lot of fun turning the whole map into one giant infighting monster party instead of grinding away at everything individually and only moving on once everything has been killed- that isn't really how this map is designed.
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Glad you enjoyed it! The one secret you had left to find was in the optional area with the revenant/imp fight behind the destructable wall. You open it up by finding a way to pick up the seemingly inaccessible health potion up on the ledge on the left after you enter the room. It is kind of a weird secret, I probably should have made it a switch you can only press when you get up on the ledge but I couldn't place it in a way you couldn't just press it from down below, so I made it a health potion you need to pick up instead. The last 4 monsters are in that secret as well and the very last monster is in the secret exit ...Maybe if you can somehow find a way to survive that long fall you can get to it...? But please use saves for the secret exit because the final showdown there is a very silly endurance test you have to do haha, I really never designed this map with single-segment in mind, if you couldn't tell. The switch in the arena fight freezes all the monsters in place for about 15 seconds, the numbers counting down are a cooldown on the switch and when it reaches 0 you can press it and it will freeze the monsters again. It's a cool idea but probably not executed very well. I think I'll tweak the arena fight a bit and make that switch easier to understand, maybe by blocking it off when it's on a cooldown. The brown sewage texture changes to the alternate version of that texture to show you when things are frozen, but the texture is so similar you can barely see the difference, I'll probably change it to nukage or something else so you can clearly see what's going on. And the numbered teleports close off just to make it easier to see which one you're supposed to go in next when you keep returning to that room. There's no need to enter them for a second time because there's nothing that you can only access from the teleporter (like when you thought the final secret was behind a wall beside the teleporter exit in the revenant/imp fight room). They're only for placing you in the map somewhere to force you to traverse your way back to the numbered teleporter room. Thanks for noticing the Going Down influence as well! Its style was the main inspiration for this map. I mean... it's got a lot of mileage aye? Nah but there's not much change between the first and newest version. The only differences really are an extra archvile in front of the switch you press at 37:35 to make it more noticeable, the bars at 2:02:40 being removed so you can progress through that way, and changing around the items in the rocket vending machine so that the computer area map is the first item you collect from only a single rocket. To be honest I think you do an alright job of figuring out where to go, it's just that you spend SO MUCH time looking for secrets and having to keep reloading saves from very far back over and over again. Like when you spent almost an hour just not going through the yellow door when you had the key and walking back through the map looking for secrets like mannnnnn... I mean a lot of my secrets are really bizarre kinda timed switch thingies and a lot aren't accessible until later in the map anyway so it's a bit needless to be looking for that long. The softlock in the crusher trap after killing the cyberdemon is something you're meant to escape from. If you look through the windows there's a shootable switch which lowers the walls and you can get out. With that cyberdemon encounter you can also escape by running away from it because the bars blocking the invulnerability at the start of the corridor lower and you can press the switch and escape back out into the main area. The progression of the map is definitely intended to have this weird, non-linear feel to it. I liked the idea of a map that keeps evolving over time and new places open up without you really knowing how everything gets triggered, like a map where you keep just happening upon the correct way to progress. But I realise it's probably all a bit much haha, I'll try making things a little more obvious with some updates but I feel like I may have made the marmite of doom maps with this haha! ...(oh and it's funny how that hud exposes my silly hud easter egg with the yellow key lmao)
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Nah it's ok, I think it's good seeing how players react to things on a first playthrough cause it's letting me polish up the map by streamlining all the places people get stuck first time around. I'm glad the hints helped, but it would be nice if the map could communicate things better on its own, so that's why I like making the changes. They're all just small tweaks anyway, just stuff to get the player to notice something faster is all I'm adding. It's good to get everything all polished up before I'll be putting a final version of the wad on idgames as well. And that mega armour secret is actually opened by a different switch on the inside of a wall you didn't open up this time around, I think you were just misremembering how you got it last time haha!
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Ok, I've updated the map and added difficulty settings (816 enemies on Hey Not Too Rough, 1068 enemies on Hurt Me Plenty and 1601 enemies on Ultra Violence) I also increased the brightness on some textures, specifically the destructable walls and made them glow so they're more noticable. Added some more ammo, and made the computer area map the first thing you get from the rocket shop, costing only one rocket (which is given to you in the same room), and from there secret hunting should be made a lot easier. I Also added one extra archvile but it's really only to get you to notice a newly revealed switch which is crucial to progress. Rockets are key!
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That's a hell of a way to die right at the end there! There's a shootable switch to get out of that crusher trap but you're definitely not supposed to get trapped in there with a cyberdemon as well! At that part you can get back into the main area if you hit the skull switch behind the invul instead of pushing the cyberdemon back. I probably should have mentioned in the main post but all those 'lever switches' don't further the progression in the map and are only for secrets. Many of the walls they lower are blocked off until you progress further in the map. So if you can hear something lower but it's behind a wall, just leave it for now and you might open up a path for it later on in the map. That's how a lot of secrets in this map go. That "exit" switch is especially decieving with the amount of noise it makes. That's for a secret that opens up much later in the map. Another thing is that those walls with the rocket symbol on them can be destroyed if you shoot a rocket at them to open up some optional areas. That's another thing I should have mentioned, that rockets in this map might as well be keys themselves with all the stuff they're used for. I'll definitely be making some changes to the map to try and make it a bit less cryptic where it is you're meant to go next. I'll be honest I was going crazy seeing you miss the codes for so long, I probably should put its texture on full-bright so they're easier to notice. And that hell knight horde after picking up the blue key is kinda dumb I realise, the map could use with some more ammo as well, you would have had a bit more if you went through the destructable walls though. Also this map is kinda set up in a way that you shouldn't feel like you have to kill everything you see, especially the big hordes that teleport in. It's better if you just leave them to roam and save your ammo for later. I'll be adding a difficulty for hurt me plenty that removes a lot of the monsters so it should feel a little more balanced then. Some hints on the automap would be good as well (though I might be falling into "bad level design arrow" territory but ahhhhhh")
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Hmm... well they're in the map somewhere, maybe you could join them? Nah, but- heres some screenshots of some of the voodoo doll stuff the map uses. SPOILERS for the map of course:
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Haha! Maybe I was just a little bit off in saying this map had about an hour of playtime. Keep in mind I never playtested this with anyone so if anyone has any complaints with the progression of the map, please tell me and I can make some changes. For hurt me plenty I'll probably just half the amount of teleporting monsters and honestly, I think that would be pretty well balanced then. If you have 1 key then you have access to Mr. Vending. You need to shoot rockets into the hole to unlock the yellow key and all the other items there are optional. If you dont have enough rockets you'll have to find some more while exploring but if you still can't find any, just idclip through the pillar and collect the computer area map, because I've changed how it works in this map to make it much more useful. It really should be the first thing you unlock from the rocket shop anyway and I'll change it to be like that in the next update so dont think of it as cheating.
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DOWNLOAD: UDUVUDU This is a single map (plus epilogue) for Doom 2 designed to be boom-compatible and played with complevel 9 in the source ports PrBoom+ or Eternity. THIS WAD IS NOT COMPATIBLE WITH GZDOOM. because GZDoom changes Boom's physics, many of the voodoo dolls break and the map can become unbeatable. So please play on any fork of PrBoom+ or Eternity instead. ~ ~ ~ This wad is my attempt to cram as many stupidly complex voodoo doll contraptions into a single map without it collapsing into a singularity, or setting fire to the atmosphere, or something. This map contains destructable walls (more like "rocket doors" but you know what I mean), Quake style walk-on lifts, automatic crushing doors, combination lock with multiple codes randomised for each new playthrough and an item vending machine using rockets as currency This map has two exits: one standard and one secret "true" ending, which there is a point-of-no-return upon entering. You should have all secrets and one enemy left before entering the secret ending if you're going for full completion. I made this wad specifically for Boom compatible ports like PrBoom+ and Eternity, but because GZDoom changes Boom's physics, many of the voodoo dolls break and the map can become unbeatable. So please play on any fork of PrBoom+ or Eternity instead. This map is damn long and damn hard so PLEASE use saves on your first playthrough. You can still beat a map without dying while using saves ya know? All midis are made by me, but only MAP01's midi, "Frosty", is my own original composition, the rest are songs by other people I've transcribed to midi: The main menu music is "Üdü Ẁüdü" by Magma MAP02's music is "De Futura" by Magma End-level music is "La Daẁotsïn" by Magma -Well, aren't you just a doll! ~ ~ ~ SCREENSHOTS
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I got a static electric shock from a potato couple days ago. Tricksy buggers they are.