Tracer Posted August 10, 2015 The map set is completed and nxGangrel is working on putting together the beta as we speak. GOTHICTX.wad texture pack required. Found here: http://www.wad-archive.com/wad/Gothic-DeathMatch-2-Graphical-Resource-PWAD Maplist: Spoiler -Starbase levels- Map 01 Entryway: TraceOfSpades Map 02 Underhalls: TraceOfSpades Map 03 The Gantlet: nxGangrel and TraceOfSpades Map 04 The Focus: Tactical Stiffy Map 05 The Waste Tunnels: Tactical Stiffy Map 06 The Crusher: ArchivileHunter -Hell base levels- Map 07 Dead Simple: Wildmajora Map 08 Tricks and Traps: nxGangrel Map 09 The Pit: Ninehills42 Map 10 Refueling Base: Muumi Map 11 Circle of Death: Joe-Ilya -City levels- Map 12 The Factory: SotaPoika Map 13 Downtown: nxGangrel Map 14 The Inmost Dens: nxGangrel Map 15 Industrial Zone: nxGangrel Map 16 Suburbs: Tactical Stiffy Map 17 Tenements: Scotty Map 18 The Courtyard: Joe-ilya Map 19 The Citadel: SotaPoika Map 20 Gotcha!: Wildmajora -Hell levels- Map 21 Nirvana: Joe-ilya Map 22 The Catacombs: nxGangrel Map 23 Barrels o' Fun: TraceOfSpades Map 24 The Chasm: nxGangrel and Scotty Map 25 Bloodfalls: ArchivileHunter Map 26 The Abandoned Mines: ArchvileHunter Map 27 Monster Condo: Tactical Stiffy Map 28 The Spirit World: Tactical Stiffy Map 29 The Living End: nxGangrel Map 30 Icon of Sin: TraceOfSpades and Scotty 0 Share this post Link to post
SuperCupcakeTactics Posted August 10, 2015 Neato map, reminded me of demonfear Also nice ceiling detail :s Not sure if I can help though; I haven't been able to commit myself to mapping lately at all. Near-end-of-summer-break laziness and stress I guess :/ I do like the idea of a Doom 2 replacement that has the goal of just, say, if underhalls had a set number of main areas then the replacement should have the same amount, and shotgunguys teleporting from a secret visible room and the like. 0 Share this post Link to post
nxGangrel Posted August 10, 2015 I was originally thinking since we've got Doom they way id did, and Doom 2 in name only already I won't join in. But to FUCK with it. I'll join in to do the American Mcgee maps. (Not all of them) Once I'm no longer busy, which may be a while, I take my fav level; The Inmost Dens. Also is this project limit removing? Or vanilla? I'm assuming it's the former. 0 Share this post Link to post
Tracer Posted August 11, 2015 As much as I LOVE ZDoom...my nostalgia needs tickling. Just straight up Doom 2 format, vanilla. I'd like to keep it simple, with a heavier focus on gameplay and interesting combat scenarios rather than super extravagant architecture. Also, thank you Cupcake for the compliment. I assume you're referring to the inset lights in the first and second areas, yes? 0 Share this post Link to post
AD_79 Posted August 11, 2015 You say this is for vanilla, yet linedef 30 has a Boom action (15402, does not work in vanilla). Also, if you're mapping for vanilla, make sure you test with ChocoRenderLimits to avoid overflows like these: The first is caused by the unusual ceiling lights, and the second is caused by the differently coloured floor tiles, and the fact that each brown tile is its own sector, not including the sectors being split by the skylights on the ceiling. 0 Share this post Link to post
Tracer Posted August 11, 2015 Just for shits and giggles (and I'll think I'll throw this little easter egg in all of the maps I make from now on), I added an open deck of cards with just the Ace of Spades laying out in front of the corpse. It's my literal calling card. 0 Share this post Link to post
Tracer Posted August 11, 2015 AD_79 said:You say this is for vanilla, yet linedef 30 has a Boom action (15402, does not work in vanilla). Also, if you're mapping for vanilla, make sure you test with ChocoRenderLimits to avoid overflows like these: https://dl.dropboxusercontent.com/u/106557511/tos_entryway_overflows.png The first is caused by the unusual ceiling lights, and the second is caused by the differently coloured floor tiles, and the fact that each brown tile is its own sector, not including the sectors being split by the skylights on the ceiling. That's so strange...I didn't map this in Boom format. Hmm...well, thanks for letting me know. I'll have it fixed. EDIT: Actually, screw it. Just do it in Boom and limit removing. I just remembered that I started in Boom then switched to Doom 2. All the linedef actions still worked for me, so I didn't store it into my memory to remember that I originally did it in boom. Also, limit removing will give the mapper more power. 0 Share this post Link to post
Tracer Posted August 13, 2015 Working on Underhalls now. Does anybody want to remake The Gantlet? 0 Share this post Link to post
nxGangrel Posted August 13, 2015 TraceOfSpades said:Working on Underhalls now. Does anybody want to remake The Gantlet? Me :3 0 Share this post Link to post
Tracer Posted August 13, 2015 nxGangrel said:Me :3 Gantlet is all you, brother. 0 Share this post Link to post
nxGangrel Posted August 13, 2015 also, like I mentioned earlier, I'd like to do map 14: the inmost dens, and map 22: the catacombs. 0 Share this post Link to post
deathbringer Posted August 14, 2015 Ooh, just today I was thinking of doing a Barrels 'o Fun remake called A Barrel 'o Laughs. What I had in mind requires infinitely tall actors to be turned off, though. 0 Share this post Link to post
Tracer Posted August 17, 2015 Here's the beginning of Underhalls so far. You start in the elevator that you walked into at the end of Entryway. 0 Share this post Link to post
Dylan Jarvis Posted August 22, 2015 I Might be intrested in doing a few maps here. I'll look into it. 0 Share this post Link to post
Gentlepoke Posted August 22, 2015 I'm tempted, yet I sense I probably will need to brush up on some tutorials in order to remember how everything fits together. 0 Share this post Link to post
Dylan Jarvis Posted August 23, 2015 Alright I'd like to do MAP04 The Focus 0 Share this post Link to post
Dylan Jarvis Posted August 23, 2015 Lmao done already here's the link. http://www.mediafire.com/download/vp6px2cq3ut3s73/MAP04.wad 0 Share this post Link to post
Tracer Posted August 24, 2015 Tactical Stiffy said:Lmao done already here's the link. http://www.mediafire.com/download/vp6px2cq3ut3s73/MAP04.wad Playtested it just now, dude. I like it a lot! My only issue is that you have an exit switch. I'm trying to avoid those at all costs. Would you be willing to change the exit room to a W1 Exit Linedef Action so that whoever does Map05 can have something to use as a starting area? I want to have aesthetic continuity between maps like in Scythe. Other than that, I found your map to be a blast! 0 Share this post Link to post
vizyeay Posted August 24, 2015 mind if I help out with this? im a semi-beginner and would like to do map09, if i need a partner / someone else who want to do it with me, just PM me, i like to chat thorough skype, so send me details. 0 Share this post Link to post
Dylan Jarvis Posted August 24, 2015 TraceOfSpades said:My only issue is that you have an exit switch. I'm trying to avoid those at all costs. Would you be willing to change the exit room to a W1 Exit Linedef Action so that whoever does Map05 can have something to use as a starting area? Sure can do. I also added a little more detail to the map and changed the green slime to brown slime instead. 0 Share this post Link to post
Dylan Jarvis Posted August 24, 2015 I'll upload the updated version when I get off work. 0 Share this post Link to post
Tracer Posted August 24, 2015 I have posted a demo version of Underhalls for somebody to playtest. The link is in the maplist in the original post. Also, would anybody be interested in joining in on Map09 The Pit? 0 Share this post Link to post
Tracer Posted August 24, 2015 Tactical Stiffy said:I'll upload the updated version when I get off work. Sounds good. 0 Share this post Link to post
scifista42 Posted August 24, 2015 TraceOfSpades said:I have posted a demo version of Underhalls for somebody to playtest. The link is in the maplist in the original post. I've discovered several errors: Chaingunner's lifts are one-time only, they should be repeatable. The blue key trap opens only after the player walks through a certain window, but it's not clear that he's supposed to do it, I almost haven't found it and thought the map was broken. Triggering this trap also raises a bridge to the building which I was already in, but the bridge has a missing lower texture. The wide door next to the nearby teleporter has missing textures on its sides. 0 Share this post Link to post
vizyeay Posted August 24, 2015 Sorry to be kind of nit-picky, I noticed in the original post, you misspelled Nirvana. 0 Share this post Link to post
Tracer Posted August 24, 2015 scifista42 said:I've discovered several errors: Chaingunner's lifts are one-time only, they should be repeatable. The blue key trap opens only after the player walks through a certain window, but it's not clear that he's supposed to do it, I almost haven't found it and thought the map was broken. Triggering this trap also raises a bridge to the building which I was already in, but the bridge has a missing lower texture. The wide door next to the nearby teleporter has missing textures on its sides. The bridge raises so that the demons can have access to you, there is a berserk pack in the window to lure you there, the chaingunner lifts are S1 by design (if you don't go on them fast enough, you miss out), and the missing textures are actual errors and I will fix them. Thank you for pointing them out. 0 Share this post Link to post
scifista42 Posted August 25, 2015 I've probably picked up the Berserk without going through the window and triggering the trap, then forgot that it existed. You could place the trap-triggering linedef a little earlier anyway, so that this wouldn't happen to anybody. 0 Share this post Link to post
Tracer Posted August 25, 2015 scifista42 said:I've probably picked up the Berserk without going through the window and triggering the trap, then forgot that it existed. You could place the trap-triggering linedef a little earlier anyway, so that this wouldn't happen to anybody. Noted, and it will be adjusted. 0 Share this post Link to post
Dylan Jarvis Posted August 25, 2015 http://www.mediafire.com/download/fr7gsgwa8p7zk5b/MAP04.wad new and improved 0 Share this post Link to post
Tracer Posted August 25, 2015 Tactical Stiffy said:http://www.mediafire.com/download/fr7gsgwa8p7zk5b/MAP04.wad new and improved Just got off work. I'll test it when I get home. 0 Share this post Link to post