@[DarynS](members:daryns:959492) and I have been friends for nearly 30 years, he and I working on various projects together, for many of those years. @[DarynS](members:daryns:959492) has the ability to pick up very quickly on technical matters, learning very rapidly, thereafter able to apply what he has learned with great effectiveness. Whereas I, apparently, have some small knack for making Doom maps. Our two talents compliment each other's perfectly, all of our projects, without exception, emerging remarkably well. Especially our Doom maps. I have dabbled in making maps for Doom since the late 90s, getting my start with DoomEd, then later graduating to DoomBuilder2, when I decided to get back into map-making again. Now, I use Ultimate DoomBuilder, enjoying it very much, and especially its developers' apparent desire to make the full power of GZDoom accessible to as many people as they can.

Report RSS Big Trouble in Little Doom-a!

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Well, maybe not so big, but certainly a little back-setting!

At the end of map06, we gave players the option to deploy a small fleet of drones and a couple of bots, to help defeat the final boss and its minions. However, they made the encounter far too easy, especially the bots. Just sit back and watch the fireworks. Yeah, not a great challenge. It might be fun to watch, once, but... yeah.

So we have been trying to figure out a way to get the bots to ignore the boss. DarynS, our code guru, has been running into hurdles in that regard, though. When we released the map, we just made the boss immune to the bots' and drones' attacks, but all that did was make a mess of plasma players had to fight through. So we've been trying to work out a solution where the bots and drones will simply ignore the boss and only go after his minions.

It's been a case of butting heads against walls in that regard, though. Meaning, no dice. No prizes for us. Or, regrettably, for you.

That means, yeah, we are pushing our update back a few weeks, maybe even a month or more. It's a pain, we know, especially for those of you who are eager for our releases, but we just don't want to dump the same old thing in everybody's lap. We want it right.

On a brighter note, while DarynS has been working to solve that problem, I've been steadily beavering away on the maps. Going through them with a fine toothed comb, I've been considering ammo placement and drops from monsters, in respects to ammo, too. Ammo is becoming a lot more balanced, no longer loading players up with excesses of it, which will hopefully make the game more of an enjoyable challenge for those of you hardcore Doomers who are a fan of our maps. We've even made a new pickup which grants 50 health with no ceiling. Yep, if you have 200 already, this dude will grant you 250. They're going to be rare, though, so you'll need to keep a sharp eye out!

That's all for now. We'll keep you apprised of our progress, and will definitely announce when an update is coming up!

Happy Dooming!

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