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 Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)

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deathevokation
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Lun 13 Avr 2015, 18:31

Here; -

Just remember it's unfinished.
Smile

edit: removed link
Sent via pm


Dernière édition par deathevokation le Lun 13 Avr 2015, 21:28, édité 1 fois
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Lun 13 Avr 2015, 18:34

Thanks Deathevo! However, I prefer that you send the link in private message Smile

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Mar 14 Avr 2015, 23:38

Thanks for sending me the map !

I've played it, and yeah it's really promising. I'll be glad to help, and my main concern will be : "Not ruining your original ideas", I promise Wink

I like the setup, the player can almost do whatever he likes. Some parts of the map are also quite pretty as they are now, I must say Cool

I'm partial to not having a way to lower the pillar to the Berserk if it's raised too much. It means that you can fail to get the secret and not be able to reach it any more.
But it's my only gripe, and a very minor one, so it's fine Smile
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Jeu 16 Avr 2015, 21:27

Ok, so I have a couple questions for you here Mr. Hanekom Smile

1) What is your idea regarding the ending of the map ?
As I see it, there are three keys you can gather in any order you like ( which is great ), and also a red door and a blue door. Haven't seen a Yellow door, was it supposed to be included as the exit door or something after some switches are activated behind Blue and Red doors ?

2) Do you have any speedrunning tricks in mind for this map, or even a UV Speed route ?
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 18:43

Ok, I placed Chapel of Gouls in slot22. I think that it's a good placement according with my map 21.

Edit, I quickly replaced some marble textures by those of NT :


Screens:
 

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Dernière édition par franckFRAG le Dim 19 Avr 2015, 21:20, édité 1 fois
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[WH]-Wilou84
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 21:19

I've started working on this, hopefully all my edits can be finished within a fortnight.
Plenty of varied and interesting shapes, something I'm unable to do on my own maps. Having a blast working on it Smile

Slot 22 will be perfect for it, thanks Franck !
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 21:21

Je viens d'éditer mon post, si tu veux avoir une idée de la map version NT Smile

Edit, ah tu y travaille dessus, peut-être veux-tu que je t'envois la map retexturée? Il s'agit seulement de remplacement de texture, il n'y a pas de modification de secteur.

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Dernière édition par franckFRAG le Dim 19 Avr 2015, 21:24, édité 1 fois
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 21:24

Cool, j'aime ce vert Wink

Il nous manquait effectivement pas mal de textures de marbre vert dans le wad de ressources ( tout ce qui est têtes de lion etc. ), c'est bien de les avoir ajoutées !

Par contre, si on bosse tous les deux en même temps sur cette map, ça ne va pas servir à grand chose.
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 21:28

Héhé, oui j'ai été surpris de ne pas voir de texture de marbre vert dans le wad ressource, c'est un comble! Sinon, ba oui ça risque d'être problématique de bosser à deux dessus xD Je ne sais pas où tu en es, mais comme je l'ai dis à mon post au dessus, j'ai seulement fais du "find and replace". Je pense qu'il vaut mieux que je t'envoie la map, le remplacement de texture m'a pris 10 minutes Smile

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 21:34

franckFRAG a écrit:
Héhé, oui j'ai été surpris de ne pas voir de texture de marbre vert dans le wad ressource, c'est un comble! Sinon, ba oui ça risque d'être problématique de bosser à deux dessus xD Je ne sais pas où tu en es, mais comme je l'ai dis à mon post au dessus, j'ai seulement fais du "find and replace". Je pense qu'il vaut mieux que je t'envoie la map, le remplacement de texture m'a pris 10 minutes Smile
Eh bien, j'ai ajouté 300 secteurs sur la map pour le moment...
J'imagine que ces nouvelles textures seront dans le prochain wad de ressources ? Smile
Si oui, je peux attendre que ce wad soit prêt, et faire un "Find & Replace" comme tu l'as fait.
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 21:38

Je viens t'envoyer le dernier wad ressource et la map pour te donner une idée Smile

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 19 Avr 2015, 21:46

Merci à toi, c'est très joli !
Je vais voir comment je peux ajouter plus de vert du coup Wink

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Mar 21 Avr 2015, 19:37

Hello Wilou!

[WH]-Wilou84 a écrit:
I'm partial to not having a way to lower the pillar to the Berserk if it's raised too much. It means that you can fail to get the secret and not be able to reach it any more.
But it's my only gripe, and a very minor one, so it's fine Smile
You're kind of right about it being able to be raised too much, but I like it and it makes it a secret kind of. That quirkiness makes it quite a unique and almost 'puzzle' secret that makes you go 'aha!' and gives the room a little character. ;P
That area was actually designed by Rauno Marks. I've already deleted a ton of his stuff already,  so maybe we can keep that? I don't want him to hate me even more Razz

[WH]-Wilou84 a écrit:
Ok, so I have a couple questions for you here Mr. Hanekom Smile

1) What is your idea regarding the ending of the map ?
As I see it, there are three keys you can gather in any order you like ( which is great ), and also a red door and a blue door. Haven't seen a Yellow door, was it supposed to be included as the exit door or something after some switches are activated behind Blue and Red doors ?
I had an idea but I think it's really an unepic and generic way to finish the level off, given that I ran out of space there... if you have any ideas feel free to join them somehow, as long as we keep the map kind of short and sweet. Smile

[WH]-Wilou84 a écrit:

2) Do you have any speedrunning tricks in mind for this map, or even a UV Speed route ?
I never have ideas for tricks to be honest, I'm useless when it comes to speedrun tricks, so I just focus on UV max haha. Dunno, feel free to add some if you can find any. Smile

PS: I'm glad you're enjoying working on the map! :>

Cheers everyone, have a great week
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Mer 22 Avr 2015, 22:04

deathevokation a écrit:
That area was actually designed by Rauno Marks. I've already deleted a ton of his stuff already,  so maybe we can keep that? I don't want him to hate me even more Razz
Haha, okay, no worries there, it's definitely gonna stay in. Smile
Observant players will surely figure it out anyway.

As for speedrunning tricks, the least we could do is allowing a glide at the red bars, so that the player would only need two out of three keys.

Working on the YK part at the moment. I'm trying to make something as fast-paced and entertaining as the other two key parts, we'll see how it goes !
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Jeu 23 Avr 2015, 12:21

Cool Smile
I'm really looking forward to seeing what you come up with, and I really like the idea of every mapper doing a different route, dunno if that's ever been done before on a 3 man collaboration? Razz
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Sam 02 Mai 2015, 14:57

J'ai terminé mes petites modifications sur cette map. Cool

Changelog :
- Ajout du passage vers la clé jaune : un peu de caverne et de marbre
- Ajout d'un passage de fin, avec un piège
- Quelques tricks sont permis pour la route d'UV Speed : glide + Rocket Jump ( et on n'aurait besoin que de la clé bleue avec cette route )
- Des monstres et des items ont été rajoutés pour le mode Co-op
- Un peu de détail a été rajouté ici et là

D'un point de vue gameplay, l'idée générale est la même : le Cyberdémon est une menace qui ne pourra pas être éliminée avant que l'on trouve d'autres passages et suffisamment de ressources.
Un petit piège a été ajouté à la toute fin de la map, histoire d'échauffer un peu les joueurs avant les grosses maps de l'épisode 3.

Pour le thème, je suis resté assez fidèle à l'esprit de la map de base, tout en mettant de la peinture "nécrotique" un peu partout.... Smile

Je suis en train de tester le mode Co-op avec PrBoom en -solo-net.

Je peux vous envoyer la map si vous voulez Wink


deathevokation a écrit:
[...] I really like the idea of every mapper doing a different route, dunno if that's ever been done before on a 3 man collaboration? Razz
Hehe, well I think it's been done yeah, a 4-people collab map called "Quadruple Threat", by Jodwin, 40oz, The Green Herring and Super Jamie Smile
Each author had a dedicated section of the map.
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/p-r/qthreat.zip

I could send you the updated version of "Chapel of Ghouls" if you'd like to see how I tortured your map Smile
But maybe it would be wiser to wait until your exams are over !
You tell me. Smile

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Sam 02 Mai 2015, 20:57

Cool! And thanks for finishing it, man!

I guess it's better to just send it to me now because otherwise I'll be thinking of this map during the exam haha, but send it ASAP! Smile

I can't type long messages because I'm power studying so I'll be able to give you a general 'yay!' or 'nay!' haha

Maybe at some point I can add even more stuff... not extend routes, but just optional areas and stuff, I had some ideas last time I tried it out. Razz

But really, thank you!
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Sam 02 Mai 2015, 21:33

deathevokation a écrit:
I guess it's better to just send it to me now because otherwise I'll be thinking of this map during the exam haha, but send it ASAP! Smile
Haha ok, fine then, check your mailbox Cool

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 03 Mai 2015, 03:28

Lovely work man, really! Thanks a lot, you've done a great job! I'll give you more extensive feedback when I'm done with my exam, seriously, I need to stop coming here, my next post will be when I've finished my exam haha. There are some things I'd like to change, but we'll talk about that after I'm done and I have a clear mind. The only thing I can think of right now is the marble / metal door of this texture wad being used in the opening room, it'd set a nice dramatic tone for the rest of the map and add character to the room. Razz
http://www.doomworld.com/vb/wads-mods/72609-gothics-boredom-inc-textures/

But a quick question, what are the permissions of the Requiem music? I think the level needs a track that's slightly less all over the place.... busy detailing + busy music can become overwhelming. Smile

ps; you forgot to credit Rauno Marks for the red key route. Mad
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 03 Mai 2015, 10:38

deathevokation a écrit:
I need to stop coming here, my next post will be when I've finished my exam haha.
xD
Easier said than done :p

I wish you success.

As for permission on Requiem music, you may use its midis as long as due credit is given.
I grow fond of the midi you used in Chapel of Ghouls though, goes very well with such a dark and scary place. Smile

deathevokation a écrit:
ps; you forgot to credit Rauno Marks for the red key route. Mad
?
His name is "written" on the automap credits as well. Cool

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 03 Mai 2015, 12:00

Ohhh... I guess Zdoom automap doesn't zoom that far out then.. anyway, what do you think of that marble door texture in the link I sent you? Smile
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 03 Mai 2015, 12:08

deathevokation a écrit:
Ohhh... I guess Zdoom automap doesn't zoom that far out then.. anyway, what do you think of that marble door texture in the link I sent you? Smile
It's a great texture yeah Cool
Although it doesn't really seem like a door to me. More like a decorative panel.
I believe that if you replace the door texture by this marble one, maybe it would be best to have a lowering floor instead of a door, that would lower once and for all when the player makes his way forward.

It would also make the Cyber much more effective, since it would reduce the cover in the starting area.

What do you think ? Smile

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 03 Mai 2015, 12:28

Maybe it lowers to 8 units above highest floor when you activate it? That way you can pretend it's a wall, and I'll pretend it'd a door. haha Razz
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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 03 Mai 2015, 13:19

deathevokation a écrit:
Maybe it lowers to 8 units above highest floor when you activate it? That way you can pretend it's a wall, and I'll pretend it'd a door. haha Razz
Okay, yeah it's fine !

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MessageSujet: Re: Map 23 - Chapel of Ghouls (by Adrian Hanekom, Rauno Marks and [WH]-Wilou84)   Dim 03 Mai 2015, 16:37

Oh and to address, an earlier point;

[WH]-Wilou84 a écrit:

As for permission on Requiem music, you may use its midis as long as due credit is given.
I grow fond of the midi you used in Chapel of Ghouls though, goes very well with such a dark and scary place. Smile

I was also fond of the midi, but maybe I listened to it too much, and it's kind of nice to play the map at your own pace... dunno, haha... another reason for using a entirely different midi, I wanted something with church organs that helped bring the chapel atmosphere forth, so that the name 'Chapel of Ghouls' could fit a bit better, instead of vaguely fitting the the main room.

I actually found something that's very atmospheric that was written for a lesser known 96 wad, or atleast it's lesser know now.... it's kind of a bonus because it's always nice to have a midi from something (as well as getting one composed etc) that the average Doomer hasn't heard... makes the map more unique and an entirely new experience instead of bringing up memories of the another map with the same midi. But I think I'm preaching to the choir, haha.

Anyway... try resist replying until the 6th, haha... so that I don't feel obsessive compulsive about responding, haha.
tongue

All the best, man. Smile
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