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Joshy
Member


Posts: 538
Registered: 07-08


Aw crap you guys had to do this when I'm really busting my arse on uni stuff. I was hoping to make up for the shitty map I made for the previous 32in24. :-/ Nice going guys, nice going....


:P

Old Post 10-23-11 23:44 #
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Tango
Senior Member


Posts: 1150
Registered: 04-06



Joshy said:
Aw crap you guys had to do this when I'm really busting my arse on uni stuff. I was hoping to make up for the shitty map I made for the previous 32in24. :-/ Nice going guys, nice going....


:P



45-minute speedmap!!! we can even collab if you like :p

Old Post 10-23-11 23:47 #
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Mechadon
Senior Member


Posts: 1787
Registered: 12-06


Yea that layout is really big. I think that's why I wasn't really feeling it after I finished it.

Tango, go right ahead and use that layout if you want. And you can tweak it or completely change it too. You might be able to cut out/downsize parts of it so it's not so large.

I had to run a few errands so I had to stop working on my map. I did sketch out some layouts on paper though so maybe I can finish the one I'm working on and make one more. Might be kinda tight to do in 5 hours though...

Old Post 10-24-11 00:01 #
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walter confalonieri
Forum Regular


Posts: 993
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[B]it's here[\B]:

http://i.imgur.com/Z9Tf5.png
http://i.imgur.com/lwktd.png
http://i.imgur.com/Sm3nL.png
http://i.imgur.com/8JFyU.png

Title: melting universe
Music: Angra - Evil Warning
Build Time: 5 hours and 48 minutes

DOWNLOAD LINK: http://www.mediafire.com/?o2nep29k3hbzfth

i leave the comments and feedback to the specialists...

Last edited by walter confalonieri on 10-24-11 at 01:03

Old Post 10-24-11 00:23 #
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Mechadon
Senior Member


Posts: 1787
Registered: 12-06


Two more layouts.

http://mekworx.phenomer.net/mekastu...mek-layout2.wad
http://mekworx.phenomer.net/mekastu...mek-layout3.wad

Both should be a little more suited to 4-8 players, I think. I'm not sure which one I'm going to start working on first...and I probably won't have time to detail both of them. If anyone is interested in working on one, let me know. I have a sketch for one more layout too, which I can whip up in a few minutes.

*edit*

Working on layout3 now. If anyone wants to take a stab at layout2, go right ahead.

Last edited by Mechadon on 10-24-11 at 01:46

Old Post 10-24-11 00:59 #
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Icytux
Junior Member


Posts: 112
Registered: 06-09


http://www.speedyshare.com/files/30...in2411-icy1.wad

An update to my map, did a few gameplay changes and fixed some glitches.

Old Post 10-24-11 01:04 #
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Joshy
Member


Posts: 538
Registered: 07-08



Tango said:


45-minute speedmap!!! we can even collab if you like :p

I think I'll whip something quickly within one hour later tonight and upload it for shits and gigs; you've convinced me man! ;P

Old Post 10-24-11 01:39 #
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Phobus
Senior Member


Posts: 1482
Registered: 10-06


Name: RooneyTech
Plays on: MAP06
Music: Play That Funky Music MIDI (no idea who the author is I'm afraid)
Production time: Far too long compared to the other map... something like 6 hours
Download: http://www.phobus.servegame.com/doom/ph_32in24-11_2.zip

I'm afraid I struggled to work on this one as quickly, so it's ugly as sin still (and mostly COMPORA and CEIL5_2). I've touched up some bits and even made one room look pretty nice, but basically it's the layout, a vague theme and the gameplay all in.

This one doesn't so much need polishing and finishing, but it is playable from what I've gathered. No screenshot because I'm a bit embarrassed to show it off :(

Old Post 10-24-11 01:39 #
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Jimmy91
rhymes with Midi91


Posts: 1120
Registered: 04-06


Updooted http://www.speedyshare.com/files/30...24-11-jimmy.wad

__________________
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Doom Musicians Guild

Old Post 10-24-11 01:41 #
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Edward850
Member


Posts: 326
Registered: 08-07


Name: TechBase Terror
Music: S3_Idaten_SP_v1-5.mid
Download: http://edward850.soulsphere.org/Pub...hbaseterror.zip

I'm really glad I will get the time to make this look better. Otherwise it might as well be called Startan terror or something.

Old Post 10-24-11 01:51 #
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The Green Herring
Community Chest 4 Leader


Posts: 958
Registered: 05-07


And here's a second layout for you to check out.

http://dl.dropbox.com/u/6650582/32in24-11_TGH2-layout.png
http://dl.dropbox.com/u/6650582/32in24-11_TGH2.zip

This level is on MAP12, because I wish to have SKY2 (the blue, starry sky) for this level.

Title: Auf Wiedersehen, Sonne
Build Time: 4 hours and 55 minutes
Music: Theme of Dark Dizzy's Stage from Mega Man X5, converted to MIDI by King Meteor

EDIT (10/23/2011 10:04 PM PDT): Changed the title from "A Cold Day in Hell" to the title I originally had in mind when I started this map, which is more interesting. :P

__________________
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Last edited by The Green Herring on 10-24-11 at 06:06

Old Post 10-24-11 02:16 #
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dew
Feral Kid


Posts: 1704
Registered: 05-08


whoo:
is the bfg just a decoration? :(
anyways, i think you should just move the spawns over weapons, the pistol spawns just get annoying in high count FFA. also you have SSGs thrown everywhere, but decide to put a SG on a pedestal. i won't lie, i laughed when i saw how it was sitting there all badass, are-you-lookin-at-me style. perhaps an armor instead? :P also the invis should be something else (some armor or a soulsphere perhaps?) and the spawn behind it should go elsewhere. that's a bad place to be spawned without any weapons... and my hatred towards unnecessary invisibility spheres is rather well established by now, i'd say, hehe. it is certainly possible to use them in DM maps, but they have to be pretty much the centerpiece and not just a handout at spawn.
oh... and again, the shellboxes right next to SSGs are unnecessary. you get 40 shells for picking up SG or SSG on nightmare DM.

snakes:
the bright red sky/floor is pretty aggressive on the eyes. :( on the other hand parts of the inside hall are quite dark, so the contrast is that much more eye-stabby. can the sheer redness be toned down a little (or a lot)?
i'd probably go without the pistol spawns and just move at least SGs and CGs under them with SSGs being nearby items of interest. the plasma jump is super-neat, however i'm not sure the weapon itself is worth it enough. the map is fairly simple and arena-like, so how about dropping a BFG there instead and moving plasma instead of the easternmost chaingun? that should keep the guys trying for the jump and the campers waiting under the window. :P
the eastern pit could use a stair exit, maybe at the waterfalls or at the armor... the lift is fast, which is definitely good, but the pit is still quite a blind alley. i'm not sure if the BFG idea would work as i imagine it to, but with a simple design like this, it can be a cool semi-spammy fun fast enough for the FFA fans, or a total BFG spamfest with infinite spawnrape, which will instantly make you the god of mexico.

skillsaw:
damn, that pic looks tasty, but i'm getting nothing from the download link. it just shows me the mediafire homepage. is that just me?

donut:
wow, that second map is of rather unusual design. i don't see any obvious error in need of fixing, so i'll wait with any pontificating after i actually play it live. i think i've seen something remotely similar in one of onslaughts, but i dare not judge.
the revised first map looks neat, hopefully it'll also play good!

clonedpickle:
this could actually be a fun bloodbath. i'm not sure if the double spawns with a single weapon in front of them is a good idea... but hey, it might make spawnrape harder. i'd still get rid of either spawn thing 7 or 8.

wartorn:
the ammo around weapons is mostly superfluous (not the rocket boxes of course). the secret is weird... was it really supposed to be a chaingun inside? i probably wouldn't go for the BFG, but perhaps a soulsphere or a fancy armor inside could work. the timer should be sharper though. this way it's just weird. :P
again, i would just move spawns over weaker weapon pickups. i would also expect a spawn on the eastern mini-fort, it just looks designed for it. :)

walter:
holy crap, dude... that's a weird concept. the shooting switch secret is pretty hilarious, but i have to wonder how this will actually play. it's huge and mostly cavernish, then it changes into super-cramped halls and doorways serving as chokepoints... interesting experiment, but i'm not sure how functional.

Last edited by dew on 10-24-11 at 03:28

Old Post 10-24-11 02:22 #
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Mithran Denizen
Senior Member


Posts: 1093
Registered: 05-10


Here's my feeble offering so far:

http://www.mediafire.com/?0rzo0hkd6lk6yuv

Name: Bordertown
Music: Ninja Gaiden (NES) stage 5-3 (MIDI credits here).
Build time: about 4-5 hours total, on-and-off since last night.

It needs attention in visuals and gameplay, but it's sort of playable at this stage (I hope). While I tried to embrace the AutoTorm Ideal(TM) to save myself time and effort, it could be much Tormier still. Since DM maps aren't something that I have much experience assembling, I'd love to fix up all the things I screwed up if they're pointed out to me. :)


Edit: Screenshots for the hell of it:

http://img189.imageshack.us/img189/...4bordertown.png
http://img535.imageshack.us/img535/...om201110231.png
http://img194.imageshack.us/img194/...om201110231.png
http://img684.imageshack.us/img684/...om201110231.png

Last edited by Mithran Denizen on 10-24-11 at 02:52

Old Post 10-24-11 02:36 #
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Pavera
Senior Member


Posts: 1318
Registered: 07-08


So I spent maybe an hour/hour and a half pondering and I eventually made this: http://www.mediafire.com/?d8hcl6ah98nw5ja

Map Name: Macrocastle
Mapslot: MAP01
Music: d_runnin cause I appreciate that shit.

The detailing is rushed and not my best work by a long shot and I realize it's symmetrical and large. That's why I called it macrocastle. It's not a castle though, I dunno, fuck. Also, I've never made a DM map before so the item placement is probably way off. Whatever man.

EDIT: Whoops, posted wrong version.
EDIT: Whoops, posted wrong version again.

Last edited by Pavera on 10-24-11 at 02:51

Old Post 10-24-11 02:46 #
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Malinku
Member


Posts: 512
Registered: 12-08


Name: Pit of Psychotic Repair
Music: Boss1
Build Time: Around 3 Hours
Link: http://www.mediafire.com/?j34stllsdv5d8ym

Black/Gray Themed Area

http://img231.imageshack.us/img231/6588/screenshotdoom201110232.th.png

Old Post 10-24-11 02:46 #
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Pottus
Junior Member


Posts: 165
Registered: 07-09


Map Name: Hall Of Blood

I decided to do a map for this, no midi just a map I usually do Single Player/COOP maps so this is really one of my very few DM maps. I got to the point on a single player map where I would add a lot more fine details but decided to keep it more open concept so it isn't so cluttered for DMing cheers.

Build Time - 4 hours total off and on throughout the day

http://download843.mediafire.com/9h...4-11_Pottus.wad

Old Post 10-24-11 02:54 #
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RottKing
Junior Member


Posts: 246
Registered: 01-04


i'm not feelin' it today so enjoy my thoroughly disappointing and shitty garbage map


name: Earl Gray
build time: 3 hours
music: sarlac.mid starwars maybe ?? i dunno. brrrrappp
http://rottking.unidoom.org/32in24-11rott3a.wad
http://img32.imageshack.us/img32/6588/screenshotdoom201110232.th.png

Last edited by RottKing on 10-24-11 at 03:00

Old Post 10-24-11 02:55 #
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skillsaw
Junior Member


Posts: 131
Registered: 12-07



dew said:

skillsaw:
damn, that pic looks tasty, but i'm getting nothing from the download link. it just shows me the mediafire homepage. is that just me?



My bad... fixed the link.

http://www.mediafire.com/?g9i6otbwjk6akbj

Old Post 10-24-11 03:05 #
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Whoo
Forum Regular


Posts: 673
Registered: 04-07


Updated map:

http://www.mediafire.com/?j230pb2lq8vkzdp


dew said:
whoo:
is the bfg just a decoration? :(



http://img818.imageshack.us/img818/19/doom00n.jpg

Old Post 10-24-11 03:43 #
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skillsaw
Junior Member


Posts: 131
Registered: 12-07


Title - Graytest Thing Since Sliced Bread
Map# - MAP01
Music - Mega Man 9 Tornado Man's Theme
Build Time - 2 and a half hours
DL - http://www.mediafire.com/?onu5iwxn14tf41w

Picture - http://i188.photobucket.com/albums/z148/pgdebruyne/GrayTestThing.png


Second and final map. I have other things to do now :(

Last edited by skillsaw on 10-24-11 at 12:40

Old Post 10-24-11 03:48 #
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dew
Feral Kid


Posts: 1704
Registered: 05-08


skillsaw:
that's interesting, hehe. the cliff part makes it rather unusual, DM mappers don't do areas like that. gorgeous map. anyways, a few tips:
- get rid of the cells around the BFG and the backpack nearby (or any backpack for that matter) and also the cell pack at the plasmagun. that invites too much BFG spam - just picking it up gives you 200 cells on NM (default deathmatch setting), so you're setting it up for a terminator hunting everyone else with practically 600 cells, heh.
- the soulsphere... well, maybe it could stay. the BA is okay for once, because of the BFG (usually you want just GA in DM as BA is rather overpowered, especially with health packs around).
- as per usual, i suggest placing at least a simple shotgun under every spawn, unless there's another weapon VERY close. pistol spawns are way too easy to harvest with large amounts of players.

i checked revisions from icytux and jimmy, hopefully they'll play good.
blarg i'm dead, i need some sleep.

Old Post 10-24-11 03:49 #
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majik
Warming Up


Posts: 12
Registered: 09-11


http://www.mediafire.com/?q46gt7zecmppaa5

"Fuck Doombuilder"
MAP01.
MIDI : Hit The Lights - Metallica

I tried at least 4 times to make this map. 4 times DB crashed on me. So, here's the finished map, after about an hour of actual mapping-work, 3 hours of r@ging in the irc channel.

Old Post 10-24-11 03:55 #
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TheMionicDonut
Member


Posts: 652
Registered: 04-08


http://www.speedyshare.com/files/30894672/EAHQ01.wad

Name: Electronic Arts Headquarters
Build time: 4 and a half hours of spite
Music: E2M1 (Holy crap original doom music)

When I think about EA, the people involved with it, be it by working for or even supporting, this is the kind of environment I imagine them thriving in, or at least winding up.

Old Post 10-24-11 03:57 #
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Akimbo_Commando44
Warming Up


Posts: 24
Registered: 12-08



dew said:
wartorn:
the ammo around weapons is mostly superfluous (not the rocket boxes of course). the secret is weird... was it really supposed to be a chaingun inside? i probably wouldn't go for the BFG, but perhaps a soulsphere or a fancy armor inside could work. the timer should be sharper though. this way it's just weird. :P
again, i would just move spawns over weaker weapon pickups. i would also expect a spawn on the eastern mini-fort, it just looks designed for it. :)


I took your suggestions into consideration and did a few things. I moved the line activator to the Berserk pack area, hopefully the distance makes things sharper :) I would've kept it as is with a sharpened timer but alas, Boom is a meanie-face and the distance with a 1-second delay would mean that it's theoretically impossible to reach it in that timeframe, atleast while running normally/strafing.

I also gave and take a few spawns in different areas, hopefully they work out. I cut the flubber out too.

Old Post 10-24-11 04:06 #
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Shaikoten
Senior Member


Posts: 1044
Registered: 05-04


Congratulations. Still an hour left and we're well over 32 maps. Told you guys we'd make it!

Old Post 10-24-11 04:07 #
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Processingcontrol
Senior Member


Posts: 1156
Registered: 09-10


Finally done:

http://www.mediafire.com/?5dgnydn2ztcv9mt

Name: New York '77
Location: MAP12
Music: "Subway" from Duke Nukem 3D
Time: 8 hours; I'm really slow :(

Old Post 10-24-11 04:11 #
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Olympus
Junior Member


Posts: 181
Registered: 12-10


http://www.mediafire.com/?tvrd7g79pg5ycxg

Title: Waterways
Music: Star Light (from Sonic the Hedgehog 1, by Riwo)
Time: Around 5 hours, I'm slow

Plays on map12

Old Post 10-24-11 04:11 #
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Joshy
Member


Posts: 538
Registered: 07-08



Shaikoten said:
Congratulations. Still an hour left and we're well over 32 maps. Told you guys we'd make it!

Any chance I could submit a map within the next 12 hours? *puppydogface*

Old Post 10-24-11 04:13 #
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Tango
Senior Member


Posts: 1150
Registered: 04-06



Joshy said:

Any chance I could submit a map within the next 12 hours? *puppydogface*



take 30 minutes right now and make an ugly looking layout, no joke

Old Post 10-24-11 04:20 #
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Shaikoten
Senior Member


Posts: 1044
Registered: 05-04



Joshy said:

Any chance I could submit a map within the next 12 hours? *puppydogface*



In the next 40 minutes and you're golden ;) Remember, you can modify it next week during our review process.

I think when people go through the maps and test them we will be sure to order them in such a way that the competitive-friendly maps get priority and stay within the first 16 to showcase the best of the best from the DM community's perspective.

Old Post 10-24-11 04:21 #
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