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TMD

Abyssal Speedmapping Session 19 - This time...it's personal

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Do you fucking mind??
Time: 3 hours
Bugs: shit map.
Music: Surf City from Combatamphibians
Themes: all of them

Notes: I actually like this layout. Shame I had to ditch it an hour into mapping because hearing "one hour left" when i had no texturing/lighting/actions/gameplay/thing placement/ANYTHING else done forced me to stop. Will probably revisit it in the future maybe?

EDIT: uploaded new wad to fix a game breaking bug and to upload a new midi

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Breezeep Ballsdeep

Themes: Bridges, Sector Effect 16, Weapon Pedestals
Midi: Walking Through Heck by Jimmy

Fixed a lame line activation to make it earlier.
Actually added a visual cue to the secret in addition to the outside view.

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My map will be uploaded in just a few. I have to wait to be able to test it first. :/

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Name: The Nydus Canal
Theme: Offensively blue (also bridges and 20% damaging floor, and I tried to put some pedestals in but eh)
Music: "Nebulous Brain" by me
Build Time: 4 FUCKING HOURS FUCK A JESUS

barely tested kek

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I'm convinced that Walter Confalonieri's map is impossible to finish, I couldn't proceed any further than to the BFG room.

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I updated my map: there was a floor raised with an untextured side, and since I was there I just added a couple of details in the last room to make it less dull. I forgot to tell that my map is in vanilla. And the next time I have to pick up a funny too.

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Shame I couldn't participate in the mapping this month =/ I'll get to work on some kind of INTERPIC later tonight or tomorrow :V

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My map: 1994-Style Weird Potato
http://www.mediafire.com/download/8aoovrz7u7oq49t/speedy.zip

You are fighting inside a brick-textured potato(!)

It is not too hard. Contains one secret, and a slight variation in difficulties.

Edit 1: Build time: an hour and a half (which explains why it is not so great.)
Edit 2: Darn! I forgot to add the music credits! Music: "LBallad" by yours truly.
Themes: a little bit of all of them, though the pedestals are more full platforms, so I don't know...

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an_mutt said:

I couldn't get out of the plasmagun section, the walls opened somehow badly and created invisible walls, with HOMs and bleeding floors when viewed from above:




EDIT:

4shockblast said:

Does the start of this map require using SR50 with turns? The run appears unmanagable for me, both in PrBoom-plus and Zandronum.

EDIT2: I did it, indeed with SR50 - good.

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scifista42 said:

EDIT:
Does the start of this map require using SR50 with turns? The run appears unmanagable for me, both in PrBoom-plus and Zandronum.

EDIT2: I did it, indeed with SR50 - good.


Yeah, I think you need strafe50, it's a bit tight.

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Updated my map.

-Fixed some texture alignment errors, added some light sources
-Fixed some gameplay related stuff and added monsters
-other shit

EDIT: Updated link to include version with unused textures and flats removed.

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scifista42 said:

I'm convinced that Walter Confalonieri's map is impossible to finish, I couldn't proceed any further than to the BFG room.


I know, unluckily, i'll go fix all the bugs in my map soon.

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http://www.mediafire.com/download/b95ibro45h4akdp/ruier.wad

- Fixed all the broken stuff there was in the map, this is even playable! lacks of Difficulty settings

- Added a new room that leads to the upper teleport section in the northeast lava pit

- Added a trap room that appears after you take the BFG room

- Changed a little the original gameplay (originally it was intended that the cyberdemon teleports around in the map)

- Added new music (D_MESSAG)

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scifista42 said:

The water doesn't hurt in places where the not-yet-raised bridges are.

nice catch.
i don't think i'll fix it though because it's not game breaking and it's a speedmap.

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I noticed one error in my map, and it is easily fixed. Remove the archvile and SSG in sector 1, and the map will be good to go. :)

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https://dl.dropboxusercontent.com/u/6650582/ASS19_beta0a.zip

This is a compilation of the latest versions of all 17 of the levels posted to this thread, with internal DEHACKED and MAPINFO lumps. Sky transfers were added in custom-sky levels that didn't use them (without having to rebuild nodes). Several textures were renamed (and replaced in maps) to avoid conflicts with other textures, most notably the TVR!.wad textures used in Obsidian's map which simply replaced existing Doom patches. Jimmy's level was edited to put the PassThru flag on the action line in front of the red door (again, without having to rebuild nodes), so that you could actually beat the level. It also contains a trap that currently does not go off because the wall that's supposed to drop isn't tagged to anything; it is up to Jimmy to show where the trigger is supposed to be.

All levels are currently arranged in submission order (to this thread). The sole exception is 4shockblast's map, which is placed on MAP32 as a warp-only level because the start of the level requires a speedrunning technique that the average player doesn't know how to use. The order is thus:

MAP01: Dissonance of Cacophony (a.k.a. Your Tastes Are Shit)
       by alterworldruler
MAP02: Demons Steal Doomguy's Baked Alaska
       by Jaws In Space
MAP03: Plagued Depot
       by gaspe
MAP04: Muscle Pond
       by NoisyVelvet
MAP05: Be Patient Honey, I Can't Find My Nipple Blades
       by Obsidian
MAP06: Tekwall Bore
       by AD_79
MAP07: (Keep Arguing About Food and) Be Stoned
       by Walter Confalonieri
MAP08: Think Twice Before You Rush Forward
       by scifista42
MAP09: joe-ilya vs. the Volcano That Tom Petty Shat In
       by TheMionicDonut
MAP10: Through the FIREBLU and Flames
       by SavageCorona
MAP11: Do You Fucking Mind?
       by an_mutt
MAP12: Breezeep Ballsdeep
       by Pinchy
MAP13: AD_79 Goes On a Day Trip to Tokyo and Fights Kim Jong Un's Invading Forces
       by Breezeep
MAP14: The Nydus Canal
       by Jimmy
MAP15: 1994-Style Weird Potato
       by obake
MAP16: Dark Tech Treasure
       by General Rainbow Bacon
MAP32: Untitled
       by 4shockblast

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