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Posts by Castle

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 24, 2017 at 1:29 AM

    Here is a 53 minute talk where I go over a ton of information and feedback. Lots and lots of level design discussion.

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    make sure to give me a thumbs up on steemithttps://steemit.com/gaming/@thecas…dback-doomworld

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 15, 2017 at 10:32 PM

    https://steemit.com/gaming/@thecas…se-and-download

    Above is instructions on how to download and play this level. The dev tools for GZDoom have been nothing short of amazing.

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  • WIP in WIP, post your level screenshots!

    • Castle
    • January 12, 2017 at 7:03 AM

    https://steemit.com/gaming/@thecas…-more-than-that

    I talk about the ideas and general design of my Doom 2 level in the works right now.[Blocked Image: http://i.imgur.com/0N2OOCw.jpg][Blocked Image: http://i.imgur.com/FJH65dr.png]

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 10, 2017 at 11:07 PM

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    At this point im losing a pretty good amount of sleep from this XD

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 10, 2017 at 5:50 PM
    Quote from Klems

    On 2017-01-05 at 5:14 AM, Klems said: Here is my feedback:

    http://# Hide contents So I played it on vanilla and recorded a demo, then I got a BSOD (unrelated to the map) at about 2/3 of the map. It was pretty fun all throughout apart from that. The ambush at the 6 buttons/elevators thingy was fun and unexpected. The secrets are well done, the monsters are well used. Good use of the jumping/crouching mechanic. I would've made it more clear that you can use jumping/crouching right at the start of the map, but I guess that's what the green armor secret is here for.

    My main gripe is that there is waaaay too little ammo to work with, more than once I had zero ammo and a bunch of high HP monsters in front of me. I guess that has to do with not using brutal doom more than anything. I'll play on brutal doom, finish it and record a proper demo next time.

    I got stuck after I got the blue key and opened the "main" blue door that leads to a big combat area with pinkies, imps and an archvile. The blue door opened, when I saw pinkies I backed a bit, and the big metal bars that were supposed to block my way back (I assume) closed right in front of me. In any case I had zero ammo left when I opened that door, there is no way I could've won that fight.

    On the balcony with some imps and cacos that is accessible after you pick up the blue key, you can jump inside the arena with a bunch of pinkies and a hell knight. I'm not sure if that's intended but I got stuck here as well with no ammo.

    Right after the starting area, I jumped into the lava looking for a secret. There were no teleporters in the lava and I died. Also I much prefer when the lava is solid rather than "watery".

    I'm not a huge fan of having to kill monsters to open a door, but that's just me. I got stuck in the room with the SSG because I didn't have enough ammo to kill the revenant. I had to go to the blue armor secret to get 4 rockets to be able to kill him and proceed.

    EDIT: replayed it in brutal doom and ammo was indeed only a problem in vanilla. Here's the demo http://www.cjoint.com/c/GAfldPuxNPM

    The fight after the blue door was pretty difficult but fun, I think most of the damage was from these damn respawning imps. I had little ammo to deal with the hitscanners but that's ok. The puzzle area was great and had a nice "oh shit" moment when I realized there was a bunch of invisible archvile and lots of dead bodies around. I'm not exactly sure why there are UAC crates around, doesn't really fit the theme. The skybox doesn't fit either.

    Apart from some ammo issues and a little more polish I'd say it's a pretty solid map.

    Display More

    Awesome feedback! I have been hitting this map really hard in the last few weeks now and a have addressed 99% of the issues you mentioned. yeah you really need to play in brutal for it to play correctly. I have specifically balanced the level around Brutal doom, which may be a bit controversial but I just want to do something new. This week I am going to have a new video showing the insane amount of work that has gone into the level to get it to the point where you played. Then next week it will be more reworking everything while doing commentary on a play through with a streamer named BZPlasma.So you can actually see someone playing the map while I talk about how everything played out.

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    This level has come a very long way in the last week or so and I am not quite done yet even now!

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 4, 2017 at 5:41 PM

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    For more info and to grab the level:

    https://steemit.com/gaming/@thecas…8-ready-to-play

  • WIP in WIP, post your level screenshots!

    • Castle
    • January 3, 2017 at 7:10 PM
    Quote from jebus_c

    On 2016-12-26 at 8:09 PM, jebus_c said: that was cool but the difficulty slumps a bit here and there if the segment started with giving the mega it'd keep the pacing even through the segment and put pressure on the player on repeat attempts

    yeah I have kind of noticed the same. There is another fight later in the level that has much better pacing. There are a couple spots at the moment where I feel like I need to normalize the spikes in challenge and keep a more steady flow of situations.

  • WIP in WIP, post your level screenshots!

    • Castle
    • December 26, 2016 at 11:37 PM

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  • WIP in WIP, post your level screenshots!

    • Castle
    • December 23, 2016 at 1:46 AM

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    I did a round of bug fixing and balancing as per the feedback that I got from Deathmask earlier this week. I still have yet to play a proper 3v3 with people!

  • WIP in WIP, post your level screenshots!

    • Castle
    • December 21, 2016 at 1:26 AM

    More doom madness, I am now determined to finish this level before the new year.

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    I should have some Unreal Tournament 4 capture point showdown updates soon too. but right now I have been going ham on this Doom 2 level.

  • WIP in WIP, post your level screenshots!

    • Castle
    • December 16, 2016 at 2:06 AM
    Quote from will2k

    On 12/11/2016 at 7:20 AM, will2k said: Haven't seen you around here for quite a while :)

    The Doom stuff looks really nice

    I have another doom Video coming out tomorrow where I have a pretty good idea of the full flow of the entire level. In the mean time I have been busy with this beast.

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    Its a functional variation of Control Point Showdown game mode for UT4. It changes how the mode is played in a lot of ways!

    I released the pak file on my Steemit page! Please upvote me if you like to see content like this! Getting upvotes on Steemit actually earns me crypto currency.

    Link to steemit with the download:https://steemit.com/gaming/@thecas…own-ready-to-go

  • WIP in WIP, post your level screenshots!

    • Castle
    • December 10, 2016 at 9:10 PM

    Two things I am working on right now. Working on more than that but here is just two of them! XD

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    https://steemit.com/gaming/@thecas…nts-in-showdown

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    https://steemit.com/gaming/@thecas…library-of-doom

  • Games W.I.P Thread

    • Castle
    • November 7, 2016 at 7:01 PM

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  • Games W.I.P Thread

    • Castle
    • November 7, 2016 at 6:11 PM

    I have just launched a new YouTube channel.

    The first couple of Hellbreaker videos have been already released on my old channel. However I am also going to have new content released on the same day as the old videos. This is mostly so people who only know about the new channel will be able to see where Hellbreaker has begun.

    My goal with the new channel is to have a stronger focus on making and playing first person shooters. This can range from many different toolsets and FPS games in general. Games where the dev tools are super integrated with the game itself will likely get a lot of play here. (Reflex, Snapmap, Diabotical among others.)

    Game play footage will likely range from me talking about the game to simply playing through the game or multiplayer highlights and funny moments.

    The new channel is here. If this interests you then subscribe and enjoy!https://www.youtube.com/channel/UCjENwU44VJOGtfv1RK2DpNg

  • TheCastle - E1M1 WIP (Doom 4 Snapmap)

    • Castle
    • May 23, 2016 at 10:51 PM

    Here is me going over more info and watch me die playing my own level.

    Code: TKK2GDSU


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  • TheCastle - E1M1 WIP (Doom 4 Snapmap)

    • Castle
    • May 23, 2016 at 8:18 PM

    I will do a followup on the level with a video today. Here is a video where I compare level design for doom 2 vs Doom 4. It touches on a lot of topics within the discussion. One of them was about the personification of level designers in modern level design. Which is something I think deserves its own video and is a topic that should be brought up here in Mapcore. Mainly interested in your thoughts on this as CS:GO level design retains a lot of the designers DNA when compared to levels made in other games.

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  • TheCastle - E1M1 WIP (Doom 4 Snapmap)

    • Castle
    • May 21, 2016 at 3:50 PM
    Quote from blackdog

    7 hours ago, blackdog said: Was thinking recently that you weren't posting anything in a while! Looks pretty good! (Have seen only up to where you die first)

    A lot of the stuff I work on anymore isnt really related to mapping. Blueprint projects and such. My next project once I complete this Snapmap is taking on a fortress mode for UT4 and that will take a looooong time before I get around to making the first level for it. :/

  • TheCastle - E1M1 WIP (Doom 4 Snapmap)

    • Castle
    • May 20, 2016 at 5:06 PM

    This might be a change of pace here. I decided to take on Doom 4 Snapmap and see what can be done with it. Here is a play through video and a Dev video. As always all feedback is welcome. I would like to hear what people have to say in terms of the design side of things. I go into a lot of detail but the level is very much still a WIP. I also talk in depth about design theory and how to get into the players mind.

    Playthrough:

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    Development:

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  • Games W.I.P Thread

    • Castle
    • April 11, 2016 at 4:47 PM

    https://forums.unrealengine.com/showthread.php…0665#post510665

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  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Castle
    • April 8, 2016 at 6:51 PM

    Tempting, though I really feel like I should remain focused on my own idea for a blueprint based first person shooter. Hmm..

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