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MajorRawne
Senior Member


Posts: 1342
Registered: 04-10


Since I still only have one map released so far, and that was a tune-up of someone else's, I might as well go balls-out and build something special for this project. I'm calling my map In The Shadow of God and there will be a volcano.

Old Post 03-21-12 23:22 #
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GreyGhost
I have a custom title now!


Posts: 8859
Registered: 01-08


I've gone the other way and borrowed a map idea from the archive but aim to give it more replay value. My map's working title is "The Balls are Inert" which will hopefully make sense when you see the map, provided my scripting skills are up to the task. The map itself is all but done.

Old Post 03-22-12 04:18 #
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glenzinho
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Posts: 750
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Great map by PCorf.... this project's looking better every day!

Old Post 03-22-12 07:55 #
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pcorf
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Posts: 1406
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glenzinho said:
Great map by PCorf.... this project's looking better every day!


Oh thankyou.

To me it was just a really rushed effort. Lotsa copy and paste and some symmetrical areas. I have fun playing it though!

Old Post 03-22-12 10:41 #
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Fiend
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Posts: 622
Registered: 06-04



TimeOfDeath said:
Every single mapper who visits Doomworld makes one short-medium sized single player map for Doom2.


Okay.

This is a boom compatible map I threw together over the last couple of days called "Troll Fortress."

New version:
http://www.mediafire.com/?6tfb2f03cb5ssvy

Last edited by Fiend on 03-22-12 at 19:06

Old Post 03-22-12 18:23 #
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Memfis
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Fiend, two problems with your map:
* sectors 674-675 shouldn't be tagged I think
* sector 299 needs sky transfer

Old Post 03-22-12 18:42 #
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Fiend
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Memfis said:
Fiend, two problems with your map:
* sectors 674-675 shouldn't be tagged I think
* sector 299 needs sky transfer



Ah, crap. Thought I'd gotten all of the sky transfer problems. Thanks for the feedback.

Deleted the old file and changed the link above.

Old Post 03-22-12 19:04 #
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Krispy
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Posts: 1196
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Would it be tacky to put our names somewhere on the map?
What I mean is, shouldn't each map have the author's signature? It would be neat to see everyone's styles.

Last edited by Krispy on 03-22-12 at 21:56

Old Post 03-22-12 21:11 #
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Retog
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Posts: 504
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This sounds cool

Old Post 03-22-12 22:09 #
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Glaice
formerly Mr. Chris


Posts: 4965
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It's a shame I just made a map for Doom II.

Old Post 03-22-12 22:38 #
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BloodyAcid
Senior Member


Posts: 1311
Registered: 09-11


Played Mirror.wad on UV. I got 3 of 4 secrets and all monsters killed in 6:06. A nice wad with good detail and gameplay, although it is essentially the same thing twice, just textured differently.

Old Post 03-22-12 23:55 #
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TimeOfDeath
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FDA demos for all the maps: DMP-TODfda-Mar22.zip (except str1 since I already posted one)

Cool maps, guys. Some notes:

Pricksv3 - like Phml said, this actually requires boom compatibility. Also, all of the missing textures and flats happen in non-zdoom compatible ports because you can't mix textures and flats (you can't use a flat as a texture, and you can't use a texture as a flat). My demo was actually a TDA since I had to use a newer version of prboom-plus but the key config was old on my first attempt, then I got to the first switch but it wouldn't work in -complevel 2 on my second attempt.

ed_abraxas - It looked like there were 3 unclosed sectors, but I couldn't find them with the DB1 error checker (the error checker bugged out). I punched at them in the demo. The demo is actually a 'second demo attempt'. I had already played up until the red switch at the start but then I got a signal 11 error crash and used a different prboom-plus version.

Blood Lake - glenzinho, you said you wanted a red sky for your map. Could you use the boom sky transfers for that?

Old Post 03-23-12 04:32 #
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glenzinho
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TimeOfDeath said:

Blood Lake - glenzinho, you said you wanted a red sky for your map. Could you use the boom sky transfers for that?



I'm new at mapping for ports... can you point me to where one would go about doing this? Also, will this break vanilla compatibility?

Old Post 03-23-12 05:16 #
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TimeOfDeath
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You have to give a linedef's upper texture the texture you want to be the sky (like the red sky for example), give the linedef action 271 and the tag of the sky sector. Use multiple lines with action 271 for each sky with a different sector tag.

I don't *think* the sky transfer will break vanilla compatibility (other than the sky transfer not working). But since this project is separated into different formats, it's up to you if you want your wad added to the boom wads or the vanilla wads.

Old Post 03-23-12 05:56 #
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gggmork
If you can make any sense of this post, congratulations


Posts: 2842
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While making this map I drank like 4 cans of the soft kill poison called mountain dew a day. It was kind of like the 'science' experiment of feeding a spider PCP to see what kind of a web it would build and mostly only green textures 'made sense'.
http://speedy.sh/YgYDR/mappingWhile...MountainDew.wad
boom, doom2, map24 (forgot to change to map01 oops)

Old Post 03-23-12 06:47 #
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glenzinho
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TimeOfDeath: It doesn't have to be a red sky. I'll be happy as long as it doesn't have the city sky, won't suit the level at all :)

Everything in the level is vanilla compatible so I don't want to add Boom stuff just for the sake of the sky graphic.

Old Post 03-23-12 07:51 #
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walter confalonieri
Senior Member


Posts: 2180
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11 maps, already? Hey, that's kind be of cool!
Anyway, on my map i add few more details and searching to balance monster count and ammo\health....

Old Post 03-23-12 11:03 #
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Scypek2
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Posts: 600
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Yay, 11 maps! I'm going to add fixed and enhanced Mirror version soon.
EDIT: Here it is.
https://rapidshare.com/files/2543255648/MIRROR.wad
Changes:
- fixed Arch-Vile room bug.
- fixed rising doortracks.
- added one combined secret.

I played through three of the maps now.
Blood lake - simple, but that's okay. The bigger problem is that I hit the first switch and nothing sensible happened. Also, your mancubus is stuck in a wall.
Bean - Cool music and details, but with texture misalignments. Difficulty level is demanding (or is it? Some people even played through Slaughterfest 2011 after all, so...), but satysfieing.
ed_abraxas - umm... hmm... unique style, that's sure. Would be good as a bonus level. Just fix the leaking sectors in blood/zimmer walkway.
mappingWhileHighOnMountainDew - the most bizarre stuff I've seen. (But maybe I haven't seen really much)
Edit 2: oh wait, that's acually four maps :)

Last edited by Scypek2 on 03-23-12 at 20:18

Old Post 03-23-12 17:02 #
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Krispy
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Posts: 1196
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mappingwhilehighonmountaindew- WTF is this?!?! My computer froze up so badly after I hit the switch I had to shut it down. Nice idea but Jesus Christ it's worse than NUTS.wad.

Old Post 03-23-12 20:23 #
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gggmork
If you can make any sense of this post, congratulations


Posts: 2842
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Krispy said:
mappingwhilehighonmountaindew- My computer froze up so badly after I hit the switch I had to shut it down.


That's weird, my computer is many years old, just an 'average' computer I guess and it plays at a totally normal framerate the whole time. I played it on windows xp in prboom+ 2.5.0.8 (probably any prboom+ would work).
I seem to remember doing a 'virtual memory' speed tweak (I forget exactly, google that and try it maybe, just editing a number somewhere in xp's maze of options). Also when I install windows I get rid of lots of startup crap by typing 'msconfig' in start/run and getting rid of lots of useless bloat services/startup that every driver creator/etc spams your computer with. So maybe that could be why its fast for me, or who knows. Maybe your computer is extremly old.
Or maybe my 'optiplex sx270' is some sort of magic doom-optimized computer.

Old Post 03-23-12 20:45 #
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Krispy
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Maybe it's my computer. I have an optiplex 755 and a gt520 graphics card. Not the best, but it works fine on most games.

Old Post 03-23-12 21:59 #
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Ed
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Ran fine on my rig. Awesome wad, btw.

Old Post 03-23-12 22:00 #
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walter confalonieri
Senior Member


Posts: 2180
Registered: 07-09


here we go a 2nd version of my map, hope it could be better:

http://www.mediafire.com/?wyh7gnc5eb4ur5o

Changelog (for fuck's sake):

[1]added many more monsters from 1st version (since this was the biggest thing you people criticized on it) from 25 monsters to 86 medium\hard monsters... you want it and you've got it!

[2]added more detail (always in classic e3 style) and also added 3 secret rooms and few trap rooms... The table in the marble lybrary room (the one above the cyberdemon throne) got some eye-candy in it (actually books)

[3]added DM starts and guns (untested)

[4]since we can, i've added also added a midi from TNT, you know the classic map31 music...

told me what do you think bye

Old Post 03-23-12 22:05 #
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Jodwin
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Krispy said:
Maybe it's my computer. I have an optiplex 755 and a gt520 graphics card. Not the best, but it works fine on most games.

You should mention your port and the settings used. That's far more relevant than your specs are.

edit: Although gggmork's computer IS super-optimized for Doom. I remember that his map30 for Claustrophobia 2 ran much better for him than anyone else. :P

Old Post 03-23-12 22:13 #
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glenzinho
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Posts: 750
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Scypek2 said:
The bigger problem is that I hit the first switch and nothing sensible happened. Also, your mancubus is stuck in a wall.



Hitting the first switch gives you access to the yellow skull key.

Fixed the Mancubus in the wall, new download link:

http://www.mediafire.com/?866t5gbfujgkd76

Old Post 03-23-12 23:18 #
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walter confalonieri
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Krispy said:
mappingwhilehighonmountaindew- WTF is this?!?! My computer froze up so badly after I hit the switch I had to shut it down. Nice idea but Jesus Christ it's worse than NUTS.wad.


Same thing happened to me... whatever, nice map gggmork!

also, i've played to trollfort of fiend, and i must admit is a cool map!

Old Post 03-24-12 00:02 #
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glenzinho
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Posts: 750
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Seconded Walter, trollfort is awesome! Probably the best so far.... BTW TimeofDeath, when are we gonna see your map?

gggmork - WTF do you put in your Mountain Dew?

Last edited by glenzinho on 03-24-12 at 00:48

Old Post 03-24-12 00:41 #
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Krispy
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Jodwin said:

You should mention your port and the settings used. That's far more relevant than your specs are.



I was using Skulltag. I do admit that it was a pretty impressive map.

Old Post 03-24-12 00:44 #
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BloodyAcid
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Posts: 1311
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gggmork said:
While making this map I drank like 4 cans of the soft kill poison called mountain dew a day. It was kind of like the 'science' experiment of feeding a spider PCP to see what kind of a web it would build and mostly only green textures 'made sense'.
http://speedy.sh/YgYDR/mappingWhile...MountainDew.wad
boom, doom2, map24 (forgot to change to map01 oops)



Crashed my Skulltag when hitting the switch too.

Old Post 03-24-12 01:24 #
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Grain of Salt
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Posts: 790
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__________________
Wine cat: hey help me think of some variation on "male gamers are trash" to be my new signature on doom forums
wwitch: hmmm
wwitch: hard to top that

Last edited by Grain of Salt on 06-01-12 at 17:21

Old Post 03-24-12 01:52 #
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