pcorf Posted July 4, 2015 franckFRAG said:Ok Sir! Map size : 2048x2072 (excepted voodoo dolls sectors) Level name : Meta Exe Level theme : Base/Teck Music : SytheX map07 Textures : Doom2 stock only (excepted "METAL_C" flat, include in the wad More informations in the txt. /!\ The wad use one flat texture "METAL_C" not included in the pccp2tex.wad DL => http://www.mediafire.com/download/0d8cc9u11jd3vdp/franckfrag_meta-exe_pc-cp2_final1.zip Thanks for this excellent map! Added to the list. 0 Share this post Link to post
GregLafitte Posted July 4, 2015 Hey save me a spot I will make a map for this. 0 Share this post Link to post
Doomkid Posted July 5, 2015 Great map franckFRAG - Very clever use of space and shootable switches. This one took me 8 minutes and I really enjoyed it, very fun map with a perfect balance of health and ammo. I got stuck in the Blue Armor secret - After crushing the player at all angles into the gap I did squeeze back through, but there doesn't seem to be a pixel of wiggle room. IF you could expand that by just a few miniscule units it would remove the (very tiny, basically nothing) issue altogether :) I really liked it! 0 Share this post Link to post
pcorf Posted July 5, 2015 GregLafitte said:Hey save me a spot I will make a map for this. Feel free anytime and as I said many times. No need to rush. Doomkid said:Great map franckFRAG - Very clever use of space and shootable switches. This one took me 8 minutes and I really enjoyed it, very fun map with a perfect balance of health and ammo. I got stuck in the Blue Armor secret - After crushing the player at all angles into the gap I did squeeze back through, but there doesn't seem to be a pixel of wiggle room. IF you could expand that by just a few miniscule units it would remove the (very tiny, basically nothing) issue altogether :) I really liked it! Same here. Brilliant map! 0 Share this post Link to post
GregLafitte Posted July 5, 2015 https://www.mediafire.com/?69j6mtyan507p42 This a map I made called "Once nice" many months ago that I was going to use for a similar project but never did. I used Prboom when I made this but it should work for regular boom. 0 Share this post Link to post
GregLafitte Posted July 5, 2015 Ok I will try to change the size sorry about that. How exactly do you see the measurements of the map? I use doom builder 2 0 Share this post Link to post
Impboy4 Posted July 5, 2015 Draw a 2048x2048 box around your level to know your restraints. 0 Share this post Link to post
GregLafitte Posted July 6, 2015 https://www.mediafire.com/?85dltgd80c225rt This should fix the size I had to change some things to make up for the cramped space. 0 Share this post Link to post
pcorf Posted July 6, 2015 GregLafitte said:Fixed the size I had to change some things to make up for the cramped space, Also I remembered to add a text with it. https://www.mediafire.com/?2won8f97za4efqn Once Nice makes sense. Had a look at this map and it needs a serious tune up. Will accept it anyway. 0 Share this post Link to post
franckFRAG Posted July 6, 2015 Doomkid said:Great map franckFRAG - Very clever use of space and shootable switches. This one took me 8 minutes and I really enjoyed it, very fun map with a perfect balance of health and ammo. I got stuck in the Blue Armor secret - After crushing the player at all angles into the gap I did squeeze back through, but there doesn't seem to be a pixel of wiggle room. IF you could expand that by just a few miniscule units it would remove the (very tiny, basically nothing) issue altogether :) I really liked it! pcorf said:Same here. Brilliant map! Hey thanks!! Yeah I seen this bug before to send my map... I forgotten to fix that x) Btw, I forgotten too to add DM Start, is it necessary to add them? 0 Share this post Link to post
GregLafitte Posted July 6, 2015 Thanks for the feedback pcorf I will try to tune it up when I finally get more time off from work. Btw will every map that gets excepted be in the final release? Just wondered if the quality determines that or not. 0 Share this post Link to post
pcorf Posted July 7, 2015 GregLafitte said:Thanks for the feedback pcorf I will try to tune it up when I finally get more time off from work. Btw will every map that gets excepted be in the final release? Just wondered if the quality determines that or not. Not every map gets accepted into the 32 level episode. But there is an extra episode from MAP33 onwards. It is a hard map to tune up, good luck. I say just leave it. 0 Share this post Link to post
Captain Toenail Posted July 15, 2015 Just bumping with a new map, titled Grimm Keep. It's another medieval themed level. http://www.mediafire.com/download/dnmcsm61opb8hb4/CT_GrimmKeep.zip 0 Share this post Link to post
pcorf Posted July 16, 2015 Captain Toenail said:Just bumping with a new map, titled Grimm Keep. It's another medieval themed level. http://www.mediafire.com/download/dnmcsm61opb8hb4/CT_GrimmKeep.zip Thanks for yet another excellent map. 0 Share this post Link to post
Malrionn Posted July 20, 2015 I made a map, a tech base level named The LiftIsolated Outpost. It's a Doom 2 Limit Removing (-complevel 2) map designed for single player and co-op (with difficulty setting), but not for deathmatch. Its size is 2048x2048. It requires the PCCP2TEX.WAD to run correctly. Download link : http://www.mediafire.com/download/znh0okbgkg9f6sb/PCorfCP_Malrionn_TheLift.zip Download link : http://www.mediafire.com/download/ru6slrl1mh5lysb/PCorfCP_Malrionn_IsolatedOutpost.zip 0 Share this post Link to post
scifista42 Posted July 20, 2015 @Malrionn: Here is my FDA. Simplistic but inoffensive gameplay, good visuals, shootable secret doors were OK with me. There were a few things that bugged me, though: Infinitely tall demons blocking me below the lift behind yellow door. Horrendously bumpy stairs in the exit area (the floor detailing is causing the bumpi-ness). Barons in the end being too tedious to fight, not challenging, unfun, better should be replaced. Combat didn't feature enough verticality, or challenge, or excitement, it was just a shooting gallery at its finest. Lastly, the map was disappointing for its name, I've expected that the lift would serve as a central gameplay mechanic - maybe just rename the map. 0 Share this post Link to post
Malrionn Posted July 21, 2015 I have done some gameplay tweaks on my map, taking account as much as I can of the critics. And I change the map name to Isolated Outpost. The download link is at my previous post above. 0 Share this post Link to post
xnv Posted July 21, 2015 Malrionn said:I made a map, a tech base level named The LiftIsolated Outpost. It's a Doom 2 Limit Removing (-complevel 2) map designed for single player and co-op (with difficulty setting), but not for deathmatch. Its size is 2048x2048. Cool little map with simplistic yet pleasing visuals and not hard but fast-paced gameplay. The only thing I don't get why there's an entirely skippable room. Makes me wish I did not turn my maps into some incomprehensible mess. 0 Share this post Link to post
pcorf Posted July 22, 2015 xnv said:Cool little map with simplistic yet pleasing visuals and not hard but fast-paced gameplay. The only thing I don't get why there's an entirely skippable room. Makes me wish I did not turn my maps into some incomprehensible mess. Not a bad map. A bit squarish and puzzling. Architecture simple and good. Good music from TNT MAP01. I'll make another map myself for this when Space Wars is complete. 0 Share this post Link to post
A.K. Posted July 22, 2015 Is it still too late to submit a map for this project? 0 Share this post Link to post
Breezeep Posted July 22, 2015 Not at all! You've got until November to submit your maps. 0 Share this post Link to post
pcorf Posted July 23, 2015 Baphomet_15 said:Is it still too late to submit a map for this project? Go ahead and don't rush with your map. November 1 is the deadline. 0 Share this post Link to post
NuMetalManiak Posted July 24, 2015 Hey it's been awhile. thought I'd update one of my maps. Same gameplay, much more detailed. regarding my other map (solstice.wad), I've been thinking about redoing it too. reason for that is I tried to use intentional use of ghost monsters in it, but it backfired upon testing in certain ports. the GM's work in PRBoom with the proper flags, but not in ZDoom. so should I change that map as well? 0 Share this post Link to post
joe-ilya Posted July 26, 2015 Hey men, incase of you not checking Gmail but still being active, I'm going to post this new level in the thread too. Name : "Lost and found and lost again" Download : https://www.mediafire.com/?ci4uxp4zurzthdg Status : Done. 0 Share this post Link to post
molten_ Posted July 26, 2015 hey pcorf just to confirm, did you get my updated version of city escape? 0 Share this post Link to post
GregLafitte Posted July 26, 2015 I dont know if this happened to anyone else but after the server change when I go on this thread it says 29 maps received instead of 32. 0 Share this post Link to post
pcorf Posted July 27, 2015 molten_ said:hey pcorf just to confirm, did you get my updated version of city escape? Sure did. The original file has been deleted and the new one replaced it. I have just been really busy with many things in life. GregLafitte said:I dont know if this happened to anyone else but after the server change when I go on this thread it says 29 maps received instead of 32. I don't know what happened there. Maybe when DW was moved to another server an older version of this thread was saved. But I fixed it. After the November 1 deadline the maps will be arranged into a beta megawad. joe-ilya said:Hey men, incase of you not checking Gmail but still being active, I'm going to post this new level in the thread too. Name : "Lost and found and lost again" http://i.imgur.com/g3fHr90.png Download : https://www.mediafire.com/?ci4uxp4zurzthdg Status : Done. Not a bad map by the map making machine Joe-ilya, one of your better efforts to date. The music does not suit the map and I will be replacing it maybe with D_DEAD from Doom 2 (MAP10). No guarantee it makes the final episode. Map is roughly 4x 1024 blocks or 2x 1024x2048 vertical blocks. ..[] [][] [].. 0 Share this post Link to post
GregLafitte Posted July 27, 2015 I guess just mark mine as done I hardly have free time to work more on it and you said I should just leave it anyways. 0 Share this post Link to post
joe-ilya Posted July 27, 2015 pcorf said:Not a bad map by the map making machine Joe-ilya, one of your better efforts to date. The music does not suit the map and I will be replacing it maybe with D_DEAD from Doom 2 (MAP10). No guarantee it makes the final episode. Map is roughly 4x 1024 blocks or 2x 1024x2048 vertical blocks. ..[] [][] [].. Any shape of the classic tetris is accepted basically, so that's what I did. Is this MIDI better? : http://midimelody.ru/midi.php?str=%2Fm%2FMetallica%2FMetallica%20-%20Fuel.mid 0 Share this post Link to post