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 Map10 - "And Then You Die"

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deathevokation
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MessageSujet: Re: Map10 - "And Then You Die"   Mar 13 Oct 2015, 03:50

Hey, so I sent this map to Joshy to play and his remarks:

"I think it's good all round. only thing is perhaps monster blocking lines at the 3 hellknight/mancubus trap. i ran past them as it was too tedious to singleshotgun them down, and after grabbing the blue key, there was simply no way to kill the 3 hks since they were crowding the teleport, so some space to move out of the teleport would help"

and then later that day:
"i missed the supershotty, which explained the singleshotting bit"

I guess maybe this boils to maybe 2 SSG locations? I don't know, what do you guys think?
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[WH]-Wilou84
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MessageSujet: Re: Map10 - "And Then You Die"   Mar 13 Oct 2015, 07:44

deathevokation a écrit:
I guess maybe this boils to maybe 2 SSG locations? I don't know, what do you guys think?
Yep, maybe adding one in the little "warehouse" room after that huge outdoor area ( sector 404 ) would be great. Smile

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deathevokation
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MessageSujet: Re: Map10 - "And Then You Die"   Mar 13 Oct 2015, 12:29

[WH]-Wilou84 a écrit:

deathevokation a écrit:
I guess maybe this boils to maybe 2 SSG locations? I don't know, what do you guys think?
Yep, maybe adding one in the little "warehouse" room after that huge outdoor area ( sector 404 ) would be great. Smile
Yeah, I was thinking the warehouse as well. :>
I'll send a new version tonight!
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MessageSujet: Re: Map10 - "And Then You Die"   Dim 01 Nov 2015, 10:53

Hey Adrian !
Would you mind if I had another go at improving this map's visuals ?
I made some very poor lighting effects back then, and my OCD is getting out of control Razz

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MessageSujet: Re: Map10 - "And Then You Die"   Lun 02 Nov 2015, 02:52

Sounds good mate, I hope you're doing fine btw Smile

But I still have the latest version so I'll pm it to you.
OCD is good though, just not good when you try design half a megawad by yourself. Razz

___

Oh and btw, I found an amazing artist to help with the soundtrack Wink

https://www.youtube.com/watch?v=HMEZ1RdD81A

___

oh and another triple post, haha.. but the track doesn't loop at the moment, but this is a placeholder for when I send the map to my VHS Glitch.


Dernière édition par deathevokation le Lun 02 Nov 2015, 03:02, édité 1 fois
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[WH]-Wilou84
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MessageSujet: Re: Map10 - "And Then You Die"   Ven 06 Nov 2015, 07:37

Thanks again for the map !
I've done some minor touch-ups, and will forward it again to you this evening.

Also, that's an incredible song !
I dig these 80' vibes. Gotta watch Kung Fury again later on today I think.

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MessageSujet: Re: Map10 - "And Then You Die"   Sam 23 Avr 2016, 14:16

Damn.... I'm so terrible at keeping track of my work, we should use labels like 11.1, 11.2, and 11.3 in the future. Razz Sad
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MessageSujet: Re: Map10 - "And Then You Die"   Dim 24 Avr 2016, 17:50

Nevermind, did some detective work and found the latest version... which wilou named map11v2 afterall haha tongue
I added a little detail to this map that I doubt anyone except for me will notice but it was a cool idea anyway. Razz

And I made an edit to Chapel of Ghouls, so I guess I'll send the latest versions soon.
The maps feel "done", and I guess they're ready to have final judgement by the team. Very Happy
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MessageSujet: Re: Map10 - "And Then You Die"   Dim 24 Avr 2016, 19:19

Sent the map to Wilou, along with Chapel of Ghouls... hopefully the next E1 collaboration will include both of these.

Cool
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MessageSujet: Re: Map10 - "And Then You Die"   Dim 24 Avr 2016, 19:21

deathevokation a écrit:
Nevermind, did some detective work and found the latest version...
Haha, sorry I completely missed your post. Glad you found out the latest version anyway Wink

As regards to the Blade Runner midi, heh this one always reminds me of this abomination :>
We'll need a midi wizard to edit out the silence at the end, and I'm sure Franck is knowledgeable on that matter.

Thanks again for the updates !

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MessageSujet: Re: Map10 - "And Then You Die"   Dim 24 Avr 2016, 20:50

Hahaha oh no... that wad gives me nightmares. Smile
It definitely masters to perfection what it originally set out to do, though!
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MessageSujet: Re: Map10 - "And Then You Die"   Lun 25 Avr 2016, 00:12

Hey, I just noticed a few visual inconsistencies... going to fix this and send another version later tonight or tomorrow morning.
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MessageSujet: Re: Map10 - "And Then You Die"   Lun 25 Avr 2016, 12:42

deathevokation a écrit:
Hey, I just noticed a few visual inconsistencies... going to fix this and send another version later tonight or tomorrow morning.
Got it, thanks !

I noticed a texture misalignment here :



And I'd like to discuss this secret right here, requiring a jump over some crates :



I just can't do it. I've never been really good at jumps and tricks in Doom, but here this one is guaranteed to cause frustration in anyone who attempts a UV Max demo on this map.
Are you able to pull it off ? Surprised
Or is there something that I'm missing ?

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MessageSujet: Re: Map10 - "And Then You Die"   Lun 25 Avr 2016, 12:57

I'm able to pull it off, I stand on top of the crate that acts like a "lift" and jump off when it's elevated enough. I never designed this secret btw, I do like it... but I'm not opposed to it being nerfed. Razz
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MessageSujet: Re: Map10 - "And Then You Die"   Lun 25 Avr 2016, 13:03

Hahaha, I'm such a tool. Had completely forgotten that those crates could be lowered... xD

Okay then, no worries Smile

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MessageSujet: Re: Map10 - "And Then You Die"   Mar 26 Avr 2016, 18:48

Haha, no worries... I've done worse things, I almost ate my car keys once when I wasn't thinking... my brain was on autopilot. Very Happy
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MessageSujet: Re: Map10 - "And Then You Die"   Mer 24 Aoû 2016, 12:12

Je viens de corriger le bug visuel cité au-dessus. J'envoie la dernière version à Franck et Adrian par mail tout de suite Smile

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MessageSujet: Re: Map10 - "And Then You Die"   Mer 24 Aoû 2016, 18:23

Merci Wilou Smile

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MessageSujet: Re: Map10 - "And Then You Die"   Mer 18 Avr 2018, 19:52

Hey everyone, I hope you're all doing great Smile

I've found a midi that makes the map feel a bit less pretentious, more lively and fits the name "and then you die" much better.. (the blade runner piece is great, but it definitely wasn't made with midi in mind).

I just need to edit the midi a bit since there's about 4 seconds of silence before it actually starts. Did you send the latest version by email, Wilou? I can do a search on your name and add it to the latest version manually or shall I just send the midi by itself to be included in the latest NT resource wad? I'm happy either way.

Not sure if I said this before, but the secret near the two red keys is adorable, haha.

Btw, valkiriforce and myself are picking up Radiation Sickness again!
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MessageSujet: Re: Map10 - "And Then You Die"   Mer 18 Avr 2018, 22:07

Hey Adrian, nice to see you around !
(And thanks for sparking some activity in here :p)

Well, that's great news. The Blade Runner OST never seemed fine to me for this map to be honest, I think I've mentally associated it with this beast of a map and it just doesn't feel right with the tone of "And Then You Die". Pretty pumped up to see what you've chosen then. Smile

The lastest version I have is dated August 24th, 2016, and contains a fix for the texture alignment pictured a couple posts above. I've e-mailed it to you and to Franck on that day.
You can include the midi in this version and send it to Franck and me if that's fine with you !

Thanks in advance.

Also, haha, I haven't made anything for Radiation Sickness in years so it's nice to see you guys picking it up !

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MessageSujet: Re: Map10 - "And Then You Die"   Dim 22 Avr 2018, 17:45

[WH]-Wilou84 a écrit:
Hey Adrian, nice to see you around !
Hey man, nice to see you around, too! Smile

Anyway, while I'm at it I think I might add special touches here and there.. IMO there's 2 or 3 rooms I think that could use some extra attention to fit in with the rest of the map.

Good news is I got the midi working.. I also found another midi for Chapel of Ghouls, I went through the last compilation of E3 maps and saw that there's still a niche for the genre the new midi's going to fill. ;P

[WH]-Wilou84 a écrit:
Also, haha, I haven't made anything for Radiation Sickness in years so it's nice to see you guys picking it up !
Haha.. someone might appear in your dreams with a scythe if you don't touch it soon.  Cool

Anyway, I'll send an email when I'm done.
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MessageSujet: Re: Map10 - "And Then You Die"   Lun 23 Avr 2018, 17:19

Email sent!
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MessageSujet: Re: Map10 - "And Then You Die"   Lun 23 Avr 2018, 17:59

Hey Deathevo Smile Glad that you're still around Smile

I recieved your update of your map, and we are discussing for a new organisation about the project Smile

I will check fastly your map!

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MessageSujet: Re: Map10 - "And Then You Die"   Lun 23 Avr 2018, 23:24

Wow, that new midi for "And Then You Die" is exactly what we needed !
It sounds like something straight out of a Megaman game - I dig that Smile
Would it be possible to get rid of the fading at the end, though, just so that the midi could loop seamlessly ?

As regards to the map, I've replayed the whole thing, it looks neat and is all fine gameplay-wise.

I've also made a few quick visual updates on some of my own edits - let's be frank, some of them looked hideous in hindsight. I'm sending the updated map to you guys as we speak.

Aside from that, I've found that the Red kaycard sequence isn't too hard to break (see attached demo in my  e-mail).
I don't know of a good way to prevent players from doing that, but oh well, let's assume it will be a shortcut for speedrunning purposes. :p

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MessageSujet: Re: Map10 - "And Then You Die"   Ven 27 Avr 2018, 13:02

Hello, everyone.

franckFRAG a écrit:
Hey Deathevo Smile Glad that you're still around Smile

I recieved your update of your map, and we are discussing for a new organisation about the project Smile
Thanks for the warm welcome, Franck.. I hope you're doing well! I'll continue visiting this place from time to time as long as I play Doom, haha.

That's good to hear, I'd be interested in knowing how it goes. Smile

[WH]-Wilou84 a écrit:
Wow, that new midi for "And Then You Die" is exactly what we needed !
It sounds like something straight out of a Megaman game - I dig that Smile
Would it be possible to get rid of the fading at the end, though, just so that the midi could loop seamlessly ?
Glad you like the midi. Smile

I'd been haunting the internet for a third of my "life" (so sad when you put it in perspective, haha) trying to find the perfect midi only to find it by accident by playing a Japanese JRPG, haha. Smile The midi is a little bit of a double edged sword though, haha.

I'm not sure how to play with the volume tbh.. but at the same time I don't mind the fading out since the final riffs and closing atmosphere always were guaranteed to clash violently with the cheesy 80's drumming intro (probably even more so had they led into eachother warning)... it is a 5 minute song so it won't be too stop start, IMO.

tl;dr it's a good midi, I'll destroy you if you touch it!
Cool

[WH]-Wilou84 a écrit:
I've also made a few quick visual updates on some of my own edits - let's be frank, some of them looked hideous in hindsight. I'm sending the updated map to you guys as we speak.
Haha nice update.. to be fair some of mine didn't age well, either (they did look good 5 years, ago). ;P

After playing it again, there are some more areas I'd like to do visual updates on, as well... as well as a gameplay orientated one with regards to putting a few monsters off "ambush" mode. Near the beginning the 64 unit wide door you open using a remote switch has a demon, shotgunner, imp and former human behind it... it's an unnecessary slog with a shotgun IMO since there isn't a threat.. it'd be (slightly) more interesting if we left the demon on ambush mode and let the other three wonder towards the player (and maybe an excuse for the player to save the barrels as a trap for when they arrive). :p

[WH]-Wilou84 a écrit:
Aside from that, I've found that the Red kaycard sequence isn't too hard to break (see attached demo in my  e-mail).
I don't know of a good way to prevent players from doing that, but oh well, let's assume it will be a shortcut for speedrunning purposes. :p
If someone breaks the red key trick then they deserve the red key, IMO. The route is really just short detour anyway.. and it does reward you with a chaingun, ammo and health that are all very useful early on.. so if someone skips it and still beats the level they deserve the victory as well. It also has some monsters along the way so it's not like you can UV max the level without taking the route.

And damn, has this map has come such a long way since I submitted it.. haha, thanks again for the collaboration, man!

Have a good weekend.
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