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mrthejoshmon
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Map 10 (divide) is now in a playable state!
Download: http://www.mediafire.com/?cxlvrj8nu8ntcvi
Here are some screens from the map:
http://i.imgur.com/Twr6jhu.png
http://i.imgur.com/1uLjooj.png

And it is one of the bigger maps in the megawad!
http://i.imgur.com/a11sQJB.png

Old Post 07-29-13 19:28 #
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mrthejoshmon
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Map 11 (mine) is in a playable state!
Download it here: http://www.mediafire.com/?qdayhhd3ddgix1r
http://i.imgur.com/066b4qG.png
http://i.imgur.com/ouaefT8.png

Old Post 08-01-13 14:27 #
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mrthejoshmon
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Sorry for the out of the blue bump on this thread, I would have added the downloads earlier but I was having problems with mediafire.

Map 12 (Mansion) is now in a playable state, get the map here: http://www.mediafire.com/download/q...655u6u/mans.zip
http://i.imgur.com/DPRE5GF.png

Also WTP recieved some editing (Detail and such): http://www.mediafire.com/download/t...y9m4t/WTP_2.wad
http://i.imgur.com/j4JcqhG.png

2 new maps are in progress.
Map 13: EWTP (Eastern Water Treatment Plant)
http://i.imgur.com/7ryLCqh.png

And a standalone map for TNT in PrBoom called temple:
http://i.imgur.com/kbW1uGO.png

Old Post 09-26-13 21:23 #
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Katamori
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I love in the first shot that you are not afraid of using high and also high-places windows. or arches. Whatever, it's kinda nice.

__________________
Interesting stuff around me:
Channel of Doom Let's Plays
Somewhere in Time project thread
CYBERCRAFT: A cyberpunk RPG for LÍVE

Old Post 09-29-13 15:09 #
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Tango
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It's really neat to see how rapidly your skills are progressing yo

Old Post 10-02-13 21:06 #
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mrthejoshmon
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Update:
My computer has been returned to me (only took em 5 months)
so with acsess to proper equipment I was able to make a 12 map beta:
http://www.mediafire.com/?k7kfilmh17fq4uy
All I need now are testers to point out bugs, suggest possible and any improvements as well as their opinions on the maps (keep in mind some maps are only in playable states and are nowhere near finalization)
any volunteers?

Old Post 10-11-13 13:33 #
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KiiiYiiiKiiiA
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I really like the vibe and style of a lot of the shots. Really pretty interesting. Just as an experiment, try making a map where you force yourself to make everything twice as big as you think it needs to be. Just as a creative thing. It is pretty common among developing mappers to make areas that are a little cramped, myself included.

But that said, I agree with Tango, you are progressing really well. You will get your Doom eye in, and you will get better and better at 'seeing' an area as it should be, and also better and better at sensing when everything is juuuust right.

Good stuff though. Original and interesting.

Old Post 10-11-13 17:30 #
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mrthejoshmon
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Thanks KiiiYiiiKiiiA, I have started to experiment with taller and bigger areas in response to the feed back, I like it! It allows me to put more in the level and have better engagements with monsters. It is definitely a step forward in my eyes

Old Post 10-11-13 18:30 #
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mrthejoshmon
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Sorry for the bump.

There is to be tree bonus maps that come packaged with the megawad, each for the three different IWADs that are not Doom 2:
1 is Temple (A demon temple styled map for TNT Evilution Map22), 2 is Termination (A fast paced overrun base for Ultimate Doom E1M1) and Coolant (A nature styled map for Plutonia Map03), these wads are to allow me to experiment with mapping such as finding new ways to ambush the player or how to deliver more challenge Ect.

Finally, bonus map 1 of 3 is finished!
Cheesy story for /idgames release:
This temple is a demonic marble structure that UAC scientists have so far failed to study due both to its remote location (in the skies of hell) and its bizarre, warped nature. Gateways to mysterious dimensions blast through the bricks and foundations of this place, but that is the least of your worries, you are tasked with getting the hell out of there before you become a wall decoration.

Hint: there is multiple optional areas to this map, however I advise you explore all of it as you will be needing the supplies, my advise is to take the right door first (That blue key will come in very handy, trust me), then the left door (To get the obligatory red key) and then the center door.

Download the map here (For TNT IWAD, map22 slot): http://www.mediafire.com/?d96wbl0dbot5azs
Screenshots:
http://i.imgur.com/ZpmXHsl.png
http://i.imgur.com/Ka6rXLq.png
http://i.imgur.com/6HeJnrE.png
http://i.imgur.com/xLWlZ2z.png
http://i.imgur.com/fs1nN8q.png
http://i.imgur.com/aDZaRh1.png

And on a bonus note, WTP has been finalized. Get the finished version here: http://www.mediafire.com/download/5...zu5hs/WTP_3.wad

Last edited by mrthejoshmon on 11-05-13 at 20:43

Old Post 11-05-13 20:20 #
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mrthejoshmon
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Bonus map 2 of has been finished (Termination of Ultimate Doom): http://www.mediafire.com/?460fbpd7aq2758j

Now this one is an odd thing coming from me, it is a primitive slaughter map style (but it can't really be considered a slaughter map), it has you exploring to find ammo and weapons for use against the horde (information and help about the map in the text file found in the .zip file)

Images taken with ZDoom (as that was one of the testing procedures, test it in PrBoom, then ZDoom and then Zandronum):
http://i.imgur.com/n9fMg4y.png
http://i.imgur.com/Gt3kgy1.png
http://i.imgur.com/kb8VtvK.png
http://i.imgur.com/NVjSBUR.png
(All these shots were done after combat)

Old Post 11-16-13 20:12 #
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mrthejoshmon
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After a very long period of time, Easter Water Treatment Plant (EWTP) has made it into a playable state!
Download: https://www.mediafire.com/?vyrrjb6m8be2mhg

Note: This is easily one of the worst levels in the Megawad, it is rushed and un-inspired (due to me running out of ideas of what to do in a tech base) do the map is a weird primitive slaughter map (like Termination, but not as good) with hardly balanced gameplay, I just wanted to get this (hopefully final) tech base done with but do not be fooled, it is 100% possible to complete.

Expect a war torn street boss battle next...

Also both Incubator and Compound have been finalized:
Inc_V5: http://www.mediafire.com/download/h...ul85/Inc_V5.wad
Comp_V2: http://www.mediafire.com/download/a...s65/Comp_V2.wad

Many major aspects have been changed, Compound looks like an entirely new area.

Old Post 11-22-13 19:18 #
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mrthejoshmon
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Map 14 progress is extremely slow at this moment in time as I am going through and improving the levels from MAP04 to MAP12 as they are quite honestly not up to my standards at all, some maps will be edited and polished, some will have major changes and one or two will have complete re-do's, here is waht I am planning to do:

MAP04: Receiving multiple improvements in terms of spacing out, detail, more consistent themes and entirely new areas (to make the map bigger and better)

MAP05: Starting area needs a complete re-do, Outside portion needs to be bigger and more spacious with more areas of interest, problems regarding player movement and combat in second indoor area will be fixed (I.E fixing the spacing issues in the cramped areas below) and optional areas to be added (those seem to be non-existent as of recently)

MAP06: Oh good god this one is being restarted from scratch, it's awful.

MAP07: Bigger arena for the battle to commence with more enemies and more ways to finish the battle, the exit area is just one room so how how about a crate maze or a complex to go through instead?

MAP08: I love this map but it still needs work:
Optional areas to be added, more than just 2 brick textures around the place (to simulate the feel of many different types of buildings), more enter-able buildings, switch-hunt to get through the gates instead of them being open (It is called Lockdown after all...) and the exit room is going to be a whole building rather than a teleport.

MAP09: This is one small ass ship! Some areas need to be much MUCH larger (the yellow key room being like one god-damn room!), some fights are horrible CQC with hell nobles that result in cheap ass and frustrating gameplay so they need to be spaced out a lot more, spacing out in general and finally a better looking exit room, that ships control center is the most barren looking one I ever seen.

MAP10: This map requires a lot of attention:
Spacing issues ensue again (inevitable fixing begins), The giant reactor room is actually a small corridor (I will make the ledge you are on twice as wide), The outdoor areas require some detail and tuning up in general (The first area looks so god damn barren), the downstairs areas are very cramped slug fests (spacing fixes ensue again), last are is unspectacular (needs more detail... and space) and the exit room needs to be an entire building instead of a teleport.

MAP11: Complete fucking re-do.

MAP12: Not a very big mansion, needs more rooms, more secrets, switch-hunt and a couple other things regarding detail.

All maps will go through some texture changes, monster placement/selection changes and geometry smoothing/flattening.

P.S, this is actually happening and MAP04 is nearing its completion.

And sorry for the bump.

Old Post 01-05-14 21:26 #
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mrthejoshmon
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Improvements to: "Sewers", "Site" and "Rip and Tear" have been done.

All maps have been improved and changed significantly:

Sewers has had many areas spaced out, many ares re-textured (to fit the them better) and even has an entirely new area as well as a highly experimental piece of MIDI music I made:

http://i.imgur.com/smZxy64.png

Download: http://www.mediafire.com/download/v...av8z/Sew_V2.wad

Site has also had many spacing issues fixed, completely re-textured areas and an entirely new section of the map

http://i.imgur.com/vyf6svb.png

Download: http://www.mediafire.com/download/8...a1alpp/Site.wad

Rip and Tear has been entirely re-built from scratch as an entirely different and better map that lasts longer than 3 seconds:

http://i.imgur.com/6HCYGln.png

Download: http://www.mediafire.com/download/x...u7k3sxm/RaT.wad

Old Post 02-13-14 01:25 #
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Avoozl
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Are all these maps separate or are they being packed into one wad?

Old Post 02-13-14 01:48 #
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Ribbiks
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pack'em together and I'll throw some demos n' such your way. I'm too lazy for the severe amount of separate files listed in the OP :p

Old Post 02-13-14 01:54 #
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mrthejoshmon
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It's good you mentioned packing them altogether, I was working on that (including inbetween level patches, what music to use) as I read those replies:

https://www.mediafire.com/?6a6ika3t17sdwnu

Warning: MAP07 to MAP11 are still in beta stages (which is why I am improving them) and MAP14 is unfinished as of now, the music is also experimental as of now (some from Duke 3D and Doom and one I made myself).

Have fun!

Old Post 02-13-14 02:05 #
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Doomkid
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Mrthejoshmon, these maps look awesome. I'll play through them thoroughly and leave proper feedback within the next few days, but the screenshots alone really caught my interest. Lookin good man!

Old Post 02-13-14 10:47 #
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the_miano
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Holy shit, these maps look pretty good. Much better than the Single Player crap I make.

Old Post 02-13-14 20:44 #
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mrthejoshmon
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Doomkid92 said:
Mrthejoshmon, these maps look awesome. I'll play through them thoroughly and leave proper feedback within the next few days, but the screenshots alone really caught my interest. Lookin good man!
Thanks man! Be on the lookout for any texture misalignment or misplacement issues you can find as well as any serious gameplay issues (MAP11 is horrible for gameplay, I am completely re-doing it from scratch).


doomguy93 said:
Holy shit, these maps look pretty good. Much better than the Single Player crap I make.

Thanks, but you wont be saying that when you get to MAP11 :P.

(P.S I actually like some of your SP maps)

Old Post 02-13-14 20:55 #
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the_miano
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(P.S I actually like some of your SP maps) [/B]


Which single player maps of mine have you played?

I'm actually working on one for the Doomworld megawad 2014 project. It's a Wolfenstein 3D themed map.

http://www.mediafire.com/download/j...oomguy93_v2.zip

It has a weird bug where the player shoots and all of the enemies throughout the map are alerted. I'm not sure how to properly fix that. Would you know how?

Old Post 02-13-14 21:02 #
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mrthejoshmon
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doomguy93 said:


Which single player maps of mine have you played?

I'm actually working on one for the Doomworld megawad 2014 project. It's a Wolfenstein 3D themed map.

http://www.mediafire.com/download/j...oomguy93_v2.zip

It has a weird bug where the player shoots and all of the enemies throughout the map are alerted. I'm not sure how to properly fix that. Would you know how?

I played your map called something like Heartless or hearted... I don't remember the name exactly, I liked the fight with the cyberdemon though. It was after you commented on my Egypt.wad video.

As for the enemy problem, you can set monsters to "Deaf" which means they will only activate when a they see a player (They will see you even if they are turned around if you fire a shot though).

Old Post 02-13-14 21:32 #
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the_miano
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mrthejoshmon said:
I played your map called something like Heartless or hearted... I don't remember the name exactly, I liked the fight with the cyberdemon though. It was after you commented on my Egypt.wad video.

As for the enemy problem, you can set monsters to "Deaf" which means they will only activate when a they see a player (They will see you even if they are turned around if you fire a shot though).



Ohhh that one, I now know what you are referring to. It's actually called Relentless, but that is not a single player wad, it's a gothic themed deathmatch wad. I actually have it uploaded it idgames, but I am going to have a new version re-uploaded that fixes a few bugs.

I'll try to set the enemies to "Deaf" hopefully that will work. Thanks for the help!

Old Post 02-13-14 21:59 #
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mrthejoshmon
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I suppose I should put this one here too (It's one of my PrBoom maps so...) I guess it comes into the "Bonus maps" section.
It was a dark and stormy night...: http://www.mediafire.com/download/4...jlbx5/itwas.zip

IWAD: TNT, MAP14.

Also, Cyberden (MAP07) has been improved, Lockdown (MAP08) is currently being worked on (will upload them both when they are both finalized).

Oh, and I am adding music from Duke 3D, TNT, Doom 2, Ultimate Doom and a couple of my very own experimental tracks (that suck).

Old Post 02-24-14 19:25 #
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mrthejoshmon
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Cyberden (MAP07) is complete:
http://www.mediafire.com/download/g...k7ljal/CDen.wad
Cyberden has been expanded and the pointless room at the end with the Baron is now removed.

Lockdown (MAP08) is complete:
https://www.mediafire.com/?asoh11j635ojvzi
Lockdown has been changed drastically involving sections of the map being converted into entirely different styled buildings and rooms, the outside area has had it's geometry smoothed, added new locations, added new enemies, extended existing areas, some ares received improved detail, changed some enemies into useful ones, moved blue key...
The list goes on.

Work now begins on Derelict (MAP09) and Divide (MAP10), maps added to OP and the main megawad file will be updated to include new maps, music and demo's for PrBoom.

Old Post 02-25-14 19:05 #
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mrthejoshmon
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Derelict MAP09 has been finalized (until further revision): http://www.mediafire.com/download/t...jwpsez/derl.wad

Divide MAP10 has been finalized (until further revision): http://www.mediafire.com/download/r...6cq6/divide.wad

MAP11, Mine, is being completely done from scratch as the current version is borderline unplayable and horrible.

Another note is that the recent compilation beta has been updated to contain the current versions of all maps (so unfortunately MAP11 is still the shit one) and with it is music for all maps so far.

http://www.mediafire.com/download/6...7sdwnu/TPBM.wad

Old Post 03-04-14 01:02 #
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mrthejoshmon
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As promised, MAP11's complete replacement is underway, everything is going to be different, more interesting and much better than the current MAP11:

http://i.imgur.com/iB0r7r3.png
http://i.imgur.com/UONk5mL.png
http://i.imgur.com/cWeCFMu.png
http://i.imgur.com/u1nkGmN.png
http://i.imgur.com/TUdliol.png

After exstensive testing, bugs found in previous levels are now being stomped out as well.

When MAP11, MAP12 and MAP14 are done, the main megawad file will be updated with those maps and the mentioned bug fixes.

EDIT: It may also contain a reversed engineered Dehacked file that will add custom level names and intermission text.

Old Post 03-13-14 01:17 #
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Doomkid
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Are you still loking for testers? I'd love to try anything you havent released yet. Looking good as always!

Old Post 03-14-14 09:45 #
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mrthejoshmon
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Doomkid92 said:
Are you still loking for testers? I'd love to try anything you havent released yet. Looking good as always!
Therre was a demo added to the OP if you are interested.

Old Post 03-14-14 11:35 #
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mrthejoshmon
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MAP11 (Mine.wad or "Mines") has been completely replaced by a new and much better map, download that here:
http://www.mediafire.com/download/o...t4ohxh/mine.wad

Also MAP12 was finalized, get it here:
http://www.mediafire.com/download/d...5mh2tn/mans.wad

All that needs doing now is to finish MAP14, and I can release a finished beta with music and such as well as getting to work on the next maps.

Here is a quick rundown on MAP14 so far:

- The map takes place in an old section of the the city, some kind of post war fortification that the demons have conquered.

- Multiple optional areas.

- Central structure will be the main go to point, you just need to figure how to unlock it and then you will use it to unlock a blocked off passage to the final area.

- This is going to be a much larger and more open spaced map than most of the maps included so far, expect heavy resistance.

- Secrets will be made a plenty this time, I almost didn't have any in MAP11.

- Music used will be the Doom 2 intermission music, I think it is underused and I like it so that is why.

- This maps follow up will be called "War Torn", it will be a small but hectic map involving a decimated street, a Spidermastermind roaming around the place (continuous players shouldn't have too much of a problem, pistol start may be tricky) and a cryptic secret level exit.

Old Post 03-19-14 03:57 #
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mrthejoshmon
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http://www.mediafire.com/download/m...8p1fiz/Cast.wad

MAP14 is now in a playable state, 3 new maps are in the works:

"War Torn" (MAP15), otherwise known as "Decimated Streets" is being made now, MAP31 (90's Nightmare) is coming shortly accompanied with MAP32 (Sinner).

Also, the 14 map beta is going to be updated and going to make an /idgames release as soon as I find a good intermission MIDI to use (Also cracking into the .wad will reveal future things such as 2 new MIDI's I made myself that suck and 2 unused Ultimate Doom MIDI's). This will be final form of the beta, no compiled releases will be made until MAP20.

EDIT: Final stage for beta 1 is here: http://www.mediafire.com/download/6...7sdwnu/TPBM.wad

Last edited by mrthejoshmon on 03-24-14 at 05:06

Old Post 03-24-14 02:08 #
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