Sarge
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > tom - 18 maps - part 1 done - part 2 started
Pages (3): « 1 [2] 3 »  
Author
All times are GMT. The time now is 20:13. Post New Thread    Post A Reply
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Crap, this one went pretty good but I missed 2 imps if you want to bother watching a close but failed max (otherwise 5:00, map 4):
http://www.sendspace.com/file/2lvra3
Basically I let the cybers deal w/ the hell knights while I dealt with the arachs and imps.
http://www.sendspace.com/file/2lvra3

Old Post 05-09-09 05:23 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


heh, it looks like you saw one of the imps when your rockets were already on their way to the exit. Cool demo, it'll be added to the zip (but feel free to record a full max if you still wanna).

Map06 is gonna be a doom2 format version of smedley with boom light transfers. Gameplay will pretty much be the same as the zdoom version, but there'll be more cells since the bfg is stronger in zdoom.

Old Post 05-09-09 06:50 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Map 4, 4:38 uvmax after studying a route while looking in doombuilder (one idea was to infight the arachs and hell knights which seems obvious enough, but on this run at least they hardly infought at all- but the mastermind helped). I killed pretty much all the viles as soon as I saw them and no rogue imps this time. I guess these demos will have weird names given that the final wad will probably just be called 'tom' or something instead of 'tom05c' (which I guess stands for 'time of maps'). Feel free to rename or delete any to unbloat the zip or whatever if you want later of course.
http://www.sendspace.com/file/0qbu1g

Old Post 05-10-09 01:56 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Map5, 3:50 max (this time I used your lmp naming format):
http://www.sendspace.com/file/9bedxd
I guessed the berzerk is the best weapon to plow through due to high fire rate and lots of health, so I avoided the chainsaw until the plasma gun so I didn't have to cycle past the chainsaw to the fist.

Old Post 05-10-09 23:22 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Insane_Gazebo
Junior Member


Posts: 177
Registered: 12-07


Would appear that in Zdoom 2.3.1, it's not possible to complete Map05 right now because the stairs you need to raise, are raising too high. (Looks like 32 units, instead of 16 to me.)

Gotta say, still enjoying these maps a lot. Keep it up. I'm sure if you're willing to sacrifice just a bit of your sanity, you can make the 32 map mark :P

Old Post 05-11-09 10:37 #
Insane_Gazebo is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


Download: tom06c - 6 maps

MAP06
http://timeofdeath.wrvids.com/doom/tom06a.jpg
http://timeofdeath.wrvids.com/doom/tom06b.jpg
http://timeofdeath.wrvids.com/doom/tom06c.jpg
http://timeofdeath.wrvids.com/doom/tom06d.jpg
http://timeofdeath.wrvids.com/doom/tom06e.jpg

Map06 needs complevel 9 for rising stairs that lead to the Quake e3m3 area (won't work in zdoom). I might have missed something while changing everything to doom2 format, but I did a godmode run and at least 100% kills/secrets is possible. For more info on this map, see smedley.wad

ggg - Cool demos and strategies again, mega-thanks :) (btw, tom was gonna mean 'time of megawad', if it gets there).

Gazebo - As far as I know, zdoom doesn't support the kind of rising stairs that are in map05 and map06. :/
Thanks, making really short maps and doing remakes from other games is helping the mapping get done and making it fun. Other remakes that I wanna do for this wad are from Quake, GTA3, Zelda, and maybe some random areas in my city that I'll take pictures of.

Edit: added slow map06 max and map04 speed demos

Last edited by TimeOfDeath on 05-12-09 at 04:35

Old Post 05-11-09 22:32 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


That level's bad ass. I rewatched the zdoom demos too. Not sure how much rocket jumping/mouselook/infinitely tall enemies would affect the time difference of boom vs. zdoom. Might take me awhile to tackle that one.



edit: not sure if intentional; type tntem to rid monsters then flip linedefs 1041 & 775 (under the ground). Then flip 1107, and that makes sector 244's walls stop halfway up (but its fixable by re-walking over the line by the blue key).
Also you can kill the spectres by the organ without making noise to wake the monsters (since the bfg takes time to shoot, press fire right before you enter the warp). But doesn't matter since you need to wake up the vile to trigger the bfg.

Last edited by gggmork on 05-13-09 at 02:09

Old Post 05-12-09 11:24 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


About the first thing - yes, the line by the blue key is repeatable because of that. Cool trick for not waking up the monsters in the organ room. Maybe you could release 6/7 cybers before shooting, would it be quicker? I added a 12:42 max to the zip but it still feels slow (also added 1:52 speed). Would it be faster to: after getting the second invul, archvile jump on the light pillar to release the chaingunner stack and lower them (tall actors and no jumping makes that pretty annoying), then kill the monsters outside?

Last edited by TimeOfDeath on 05-15-09 at 06:36

Old Post 05-15-09 06:30 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Here's a close/failed map6 run, wouldv'e been 14ish:
http://www.sendspace.com/file/p4jv8w
I did that 2nd vile jump (to open the chaingunners). Also tried the organ spectres trick but 1 didn't die- it might not be useful anyway because you have to restock on cells.

I'm not sure if its faster/necessary to do your 1st vile jump (that leads to the arachs/cacos), since skipping that seems to cause just as much infighting if you peek out the window a few times- actually I guess your way gives you more bfg ammo at the beginning (edit, not really, not sure why I thought so).

Last edited by gggmork on 05-18-09 at 13:38

Old Post 05-16-09 04:57 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


I only beat it 2wice so far and 14:25 is my best (your route pretty much):
http://www.sendspace.com/file/zosn8w
Your 9:50 zdoom run is crazy fast, but that had a few less monster sections and zdoom behavior. One wall did that stupid abrasive jumpy pixel friction to me and made me miss a lift so I shot the wall.

Last edited by gggmork on 05-18-09 at 13:37

Old Post 05-18-09 13:20 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


Cool, thanks for another demo. I guess it would help stop getting pushed away from walls if the lines were perfectly straight, instead of at a slight angle (the reason they're at a slight angle is to stop how brightness's look on walls that are perfectly straight). Cool idea about ignoring the first vile jump. I think the reason I used it in smedley was because the monsters that teleport in from the dark corridors get activated when the cybers die, and starting the infighting would beat them up a bit.


Download: tom07f - 7 maps

MAP07
http://timeofdeath.wrvids.com/doom/tom07a.jpg
http://timeofdeath.wrvids.com/doom/tom07b.jpg
http://timeofdeath.wrvids.com/doom/tom07c.jpg

Map07 is a remake of the first room in Quake e3m4 (needs complevel 9 for light transfers). I built it the same way as the Quake e3m3 area in map06 - by looking around in-game in Quake on my laptop and trying to draw it in doom builder on my desktop (the silent hill 2 remakes were built the same way, except I had silent hill 2 playing on my ps2/tv). I might rename this wad "time of stolen layouts", but not really.

Last edited by TimeOfDeath on 05-20-09 at 17:28

Old Post 05-20-09 03:24 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Butts
Senior Member


Posts: 1441
Registered: 07-07


This is going to be a sweet megawad. Make a megawad!!!

Old Post 05-20-09 04:10 #
Butts is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


I'll try. :)
I forgot to add coop starts to map07, so it's been reuploaded as tom07d.

EDIT: reuploaded again as tom07e

EDIT: reuploaded again as tom07f

EDIT: added max and speed demos for map07 - getting lucky with infighting is annoying

EDIT: added 3:29 map07 max

Last edited by TimeOfDeath on 05-22-09 at 18:46

Old Post 05-20-09 04:38 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


The lighting explains why some lines were split with a slightly concave vertex. Nice map/demos again. I might be taking a break from doom due to real life shit.

Old Post 05-23-09 03:30 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


Like I said in my PM, mega thanks for all your help & playing and hope to see you again if you take a break. :)

Download: tom08a - 8 maps

MAP08
http://timeofdeath.wrvids.com/doom/deku1.jpg

Map08-10 will be dekutree.wad split into 3 maps.

Old Post 05-28-09 05:32 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


Download: tom10c - 10 maps

The rest of dekutree hasn't been un-zdoomed yet, but two new maps were added. Map12 is the Doom e1m1 memory map I made in this thread (thanks Creaphis). Map13 is seaburt. Also, TheGreenHerring makes a demo appearance on map13 (thanks myk and TGH for helping fix demos). Oh, and map11 is gonna be squane without all the invul spheres, but it hasn't been unzdoomed yet either.

MAP12
http://timeofdeath.wrvids.com/doom/tom12a.jpg

MAP13
http://timeofdeath.wrvids.com/doom/tom13a.jpg

Old Post 06-10-09 06:43 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Yikes, I've yet to thoroughly play the zdoom version of map 11 (the rocket jump demo was completely insane, heh).
Cool, the map1 remake has boosted difficulty (not normal map 1 monsters).
Feel free to beat any of my times if you want of course btw (you can probably beat them all).

Old Post 06-10-09 14:51 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


1:55 uvmax for 12:
http://www.sendspace.com/file/0gsc14

Old Post 06-12-09 14:34 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 8005
Registered: 07-00



myk said:
Yeah, it'll close off anyway.

Nope. I did this with HereticP and the 3d map start thing.

Old Post 06-12-09 14:41 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


ggg - Cool demo :) I copied your route with 1:51. I tried map02 a bit last week, with your route for releasing the viles, but the map felt unfamiliar. I don't know if I'll try the others, your times look fast. You could probably beat any of my times anyway. :P

I think map11 might be annoying with inf tall actors but I'll try to set it up so that you can still rush through and release monsters early, without too much tall actor trouble.

Old Post 06-12-09 19:53 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Best I could do on 7 so far is 3:47:
http://www.sendspace.com/file/0ff7t8
For flying monsters it usually depends on the ceiling height and how cramped the level is, imo. They also sometimes climb 'cliffs', which was the main problem in hell revealed 31; they climb to the top of that center pillar which is miles up.


EDIT: 3:29 is impossible to beat. Here's 3:43:
http://www.sendspace.com/file/rk5nwb


EDIT again: What the hell? 2:53, took enough attempts.
http://www.sendspace.com/file/wdj356
Its just luck since the cybers can get trapped infighting sometimes and time fighting the viles or doing the jumps correctly can vary. All the luck worked well on that run.

Last edited by gggmork on 06-14-09 at 05:13

Old Post 06-12-09 21:26 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
eternal slumber
Newbie


Posts: 7
Registered: 10-04


Cool demo, you made it look so easy. :)
Still no new maps, but today I did a map13 max in 6:33.

Old Post 06-24-09 06:14 #
eternal slumber is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
Super Charge


Posts: 13093
Registered: 04-02



kristus said:
Nope. I did this with HereticP and the 3d map start thing.
Thanks, after checking just now, you are correct. The strange thing is that I had (somehow) tested before posting that. I must have done something wrong.

Old Post 06-24-09 07:01 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Hard to beat 6:33. I tried more and got 6:41 (map 13).
http://www.sendspace.com/file/2ycqk3

Old Post 06-29-09 17:19 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


Nice, I wonder if someone will get under 6?

Download: tom12a - 12 maps

MAP09 - http://timeofdeath.wrvids.com/doom/tom09.jpg
MAP10 - http://timeofdeath.wrvids.com/doom/tom10.jpg

EDIT: map10 max 2:22

Last edited by TimeOfDeath on 07-05-09 at 02:10

Old Post 07-03-09 21:41 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


I got 13 down to 6:26, if you're not sick of seeing runs for that map:
http://www.sendspace.com/file/94fb04

Havn't attempted the zelda trio much at all yet.

Old Post 07-08-09 04:05 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


Cool. :) Nice strategies for taking bites out of the blockades before getting bfg and then killing some cybers while godmoded.

Map14 is gonna be a remake of level 27 from the game Chip's Challenge. It'll be similar to the one from chips19.wad, but in doom2 format.

The zip is getting bloated so I'll probably just release the first 15 maps when they're done and start map16+ as a new wad (part2).

By the way, drummer/composer Eli Litwin sent me some midis to use. He's way cool! Check out his music - http://www.myspace.com/elilitwin & http://www.myspace.com/wolfkraftmetal

Lastly, I've been making some new music too and have named them in honor of GGGMORK, cuz he always demos my maps.

1. The Gardener
2. Girls Part 2
3. Gym Salad
4. Magic Mailbox
5. O (not written yet)
6. R (not written yet)
7. K (not written yet)

Old Post 07-08-09 07:31 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
gggmork
I just felt like complaining about something


Posts: 1121
Registered: 06-07


Heh heh,

damn, almost beat the 6 min mark, 6:03:
http://www.sendspace.com/file/y16jin
(just the same thing as the last pretty much so not really worth watching)

I used to be really into extremly complex/intricate computer-created music. Now I try to make more chip-tune ish melodies but mostly suck at it. Never really got into guitarish or 'live' sounding music as much. I almost always record demos with -nomusic though because it helps me concentrate.

Last edited by gggmork on 07-08-09 at 19:11

Old Post 07-08-09 18:58 #
gggmork is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
TimeOfDeath
effing LAME as always


Posts: 698
Registered: 06-06


Nice. I tried your route but couldn't beat your time, so I tried map02 and did 4:57.

Download: tom13f - 13 maps

Map15 is my first 5 maps from 2005 put into one map (originally from dib28a.wad 'drown in blood', map01-map09-map03-map04-map05, a coopbuild-like infinite ammo coop wad).

MAP15
http://timeofdeath.wrvids.com/doom/tom15a.jpg
http://timeofdeath.wrvids.com/doom/tom15b.jpg
http://timeofdeath.wrvids.com/doom/tom15c.jpg
http://timeofdeath.wrvids.com/doom/tom15d.jpg
http://timeofdeath.wrvids.com/doom/tom15e.jpg

Old Post 07-16-09 23:51 #
TimeOfDeath is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Mr. Chris
Forum Staple


Posts: 2150
Registered: 07-02


Do you run the WAD through XWE's or NWT's cleaning function to reduce size?

Old Post 07-17-09 00:10 #
Mr. Chris is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 20:13. Post New Thread    Post A Reply
Pages (3): « 1 [2] 3 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > tom - 18 maps - part 1 done - part 2 started

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory