NuMetalManiak Posted July 27, 2015 Getsu Fune said: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? it seems my question was unanswered and I was completely ignored again. 0 Share this post Link to post
A.K. Posted July 28, 2015 Hey Mr. Corfiatis I have a quick question. You've made the statement that the player cannot leave the 2048x2048 box. Is it ok to put enemies, voodoo doll traps/scripting and other miscellaneous designs OUTSIDE of the 2048x2048 as long as the player can't get to that area? 0 Share this post Link to post
Obsidian Posted July 28, 2015 Baphomet_15 said:Is it ok to put enemies, voodoo doll traps/scripting and other miscellaneous designs OUTSIDE of the 2048x2048 as long as the player can't get to that area? Yep, the only stipulation is that the player cannot escape the 2048x2048 box unless it's via an instant death. 0 Share this post Link to post
pcorf Posted July 28, 2015 Baphomet_15 said:Hey Mr. Corfiatis I have a quick question. You've made the statement that the player cannot leave the 2048x2048 box. Is it ok to put enemies, voodoo doll traps/scripting and other miscellaneous designs OUTSIDE of the 2048x2048 as long as the player can't get to that area? No problems with that. As long as the playing area is 2048x2048! Getsu Fune said:it seems my question was unanswered and I was completely ignored again. Make some changes to the map if you want to. Sorry for not answering straight away, just real life taking over. 0 Share this post Link to post
Malrionn Posted July 28, 2015 Hi, I have made another map, named "Mesotamia 2048". A Boom Compatible (-complevel 9) level harder than the previous level I made, designed for single player and co-op, not really for Deathmatch (player start only). The difficulties are set and the size of the map is 2048x2048. As the other map, it requires the PCCP2TEX.wad. A screen of the map : Download link : http://www.mediafire.com/download/v04asbjzvwcikuz/PCorfPC_Malrionn_Mesotamia2048.zip 0 Share this post Link to post
GregLafitte Posted July 28, 2015 The reason I said mark mine as done earlier is because it says BETA on the list lol 0 Share this post Link to post
A.K. Posted July 29, 2015 Malrionn said:Hi, I have made another map, named "Mesotamia 2048". Not a bad map Malrionn, that Archvile trap however is highly unfair. Paul, will the "jump" and "crawl" features be disabled in a MAPINFO lump for Zdoom ports? 0 Share this post Link to post
xnv Posted July 30, 2015 http://www.mediafire.com/download/cpd5x93e243c84a/xnv-prar.zip This is a map called "Problem Areas". While it's beta quality in terms of gameplay it's mostly finished (unless I broke something right before uploading lol) except some light work and detailing. Any balance/gameplay related tips are more than welcome. 0 Share this post Link to post
pcorf Posted July 30, 2015 Baphomet_15 said:Not a bad map Malrionn, that Archvile trap however is highly unfair. Paul, will the "jump" and "crawl" features be disabled in a MAPINFO lump for Zdoom ports? Yes of course. But I'll download and test the map. GregLafitte said:The reason I said mark mine as done earlier is because it says BETA on the list lol Because the map is an absolute mess and I am planning of tuning up the map later on to make it much better. 0 Share this post Link to post
pcorf Posted July 30, 2015 pcorf said:Yes of course. But I'll download and test the map. I tested both maps and both can be completed without jumping and crouching! So they have been accepted. Mesopotamia 2048 was a great map and Problem Areas was puzzling and tight. Good maps guys. They are listed as beta for now just in case you find a problem. But of course no guarantee they'll make it to the final 32 map episode. 0 Share this post Link to post
Malrionn Posted August 2, 2015 I have made some tweaks to the Mesotamia 2048 map, detailing a bit the roof of the cavern side of the map and changing some monsters (like the double archviles trap). If any feedback don't require to do more polishing, the map can be considered done. Download link (Mesotamia 2048 v2) : http://www.mediafire.com/download/vb108xv77gygc4w/PCorfCP_Malrionn_Mesotamia2048_v2.zip 0 Share this post Link to post
A.K. Posted August 5, 2015 xnv said:This is a map called "Problem Areas". While it's beta quality in terms of gameplay it's mostly finished (unless I broke something right before uploading lol) except some light work and detailing. Any balance/gameplay related tips are more than welcome. Hi xnv, This map is perfect the way it is. Plenty of ammo, each section of the map is hard in its own way. Feels like a balanced but tough DooM map. I really liked the secret for the plasma rifle. I did find a HOM near the elevator towards the exit. Malrionn said:I have made some tweaks to the Mesotamia 2048 map, detailing a bit the roof of the cavern side of the map and changing some monsters (like the double archviles trap). If any feedback don't require to do more polishing, the map can be considered done. Looks cool Malrionn, its much fairer now. I can't even figure out how to get to that BFG off in the distance. :D 0 Share this post Link to post
CapNapalm Posted August 5, 2015 Started a map let's see if I get it done. 0 Share this post Link to post
Phobus Posted August 12, 2015 As an update to this thread, I did start a map using the Dark Forces textures in the texture pack... I quickly came to the conclusion that both they and the map were shit, so I've aborted that attempt and will get something more traditional in for the 1st November instead. Well, probably much earlier :p 0 Share this post Link to post
pcorf Posted August 12, 2015 Phobus said:As an update to this thread, I did start a map using the Dark Forces textures in the texture pack... I quickly came to the conclusion that both they and the map were shit, so I've aborted that attempt and will get something more traditional in for the 1st November instead. Well, probably much earlier :p No worries regardless. Plus Doomed Space Wars is getting closer to it's release. That will make up for it when it comes to Dark Forces textures. 0 Share this post Link to post
xnv Posted August 13, 2015 Baphomet_15 said:Hi xnv, This map is perfect the way it is. Plenty of ammo, each section of the map is hard in its own way. Feels like a balanced but tough DooM map. I really liked the secret for the plasma rifle. I did find a HOM near the elevator towards the exit. http://s1.postimg.org/iynczvc73/Screenshot_Doom_20150802_151140.png Thank you very much for testing! Glad to hear that it's balanced too! I will fix that HOM and add a few missing light effects later and that map is basically finished. 0 Share this post Link to post
A.K. Posted August 27, 2015 I'm almost done with my contribution. Hopefully it will make it to the 1-32 map release. 0 Share this post Link to post
pcorf Posted August 27, 2015 Baphomet_15 said:I'm almost done with my contribution. Hopefully it will make it to the 1-32 map release. Sounds good. Looking forward to it. Make sure it is 100% complete to your abilities of course. 0 Share this post Link to post
Walter confetti Posted September 17, 2015 Just think to bring back this project to life: the House of the Blood of Innocents Description: Originally born as a map for Inkie's birthday, i take more than a day to finish it so i decided to turn it into a map for this project! This map turn out into a scary, haunting mansion with "jumpscares" and "scary" imagery (yeah, similar to the concept of Joe-Ilya's map "Mansion" for mayhem 2048),this map had also some puzzle-ish moments and a hilarious secret room... Build time: 2 weeks on and off New music: "Arrival" by King Diamond tell me what do you think, and if you any bugs just let me known... Send this to pcorf on his mail and here for your delight... 0 Share this post Link to post
Mithran Denizen Posted September 18, 2015 Fun little map, walter! Nice use of sector furniture, too! 0 Share this post Link to post
scifista42 Posted September 18, 2015 The screenshot makes me think that alignment of METAL on the chairs will tease everyone's OCD predispositions. :) 0 Share this post Link to post
Walter confetti Posted September 18, 2015 Mithran Denizen said:Fun little map, walter! Nice use of sector furniture, too! Thanks! 0 Share this post Link to post
pcorf Posted September 19, 2015 walter confalonieri said:Just think to bring back this project to life: http://i.imgur.com/pBAqBBt.png the House of the Blood of Innocents Description: Originally born as a map for Inkie's birthday, i take more than a day to finish it so i decided to turn it into a map for this project! This map turn out into a scary, haunting mansion with "jumpscares" and "scary" imagery (yeah, similar to the concept of Joe-Ilya's map "Mansion" for mayhem 2048),this map had also some puzzle-ish moments and a hilarious secret room... Build time: 2 weeks on and off New music: "Arrival" by King Diamond tell me what do you think, and if you any bugs just let me known... Send this to pcorf on his mail and here for your delight... Thanks for this neat and puzzling little map Walter. Added it to the list on page 1. 0 Share this post Link to post
A.K. Posted September 23, 2015 Paul, as a former young boy of 12 years old. I have played your Twilight Zone mod and found it quite enjoyable. Years later, I have this to contribute to your community project. I hope you and everyone else enjoys it. Map name: ACID REFLUX Project: PCORF COMMUNITY PROJECT 2 Author: Baphomet Port: Boom compatible - Tested on PrBooM Plus 2.5.1.4 and Zdoom 2.7.1 Theme: DooM I base/tech/acid, related to Episode 1 Enemies: Everyone of them, minus the Spider Mastermind. Difficulty settings: Hard Multiplayer: Not programmed to do so, but implemented. Music: Kastle Kaos (Baron Von K.Roolenstein) From Donkey Kong Country 3 by David Wise, Arranged by Dave Phaneuf - found on VGMusic.com Textures: DooM II Stock + PCCP2TEX.wad Other stuff: Have fun, there's plenty going on, you'll never be able to relax. ;) DOWNLOAD HERE:http://www.mediafire.com/download/6y2c2bp1q5ad543/PCCP2_2048_Baphomet_ACID-REFLUX.zip 0 Share this post Link to post
pcorf Posted September 24, 2015 Baphomet_15 said:Paul, as a former young boy of 12 years old. I have played your Twilight Zone mod and found it quite enjoyable. Years later, I have this to contribute to your community project. I hope you and everyone else enjoys it. Map name: ACID REFLUX Project: PCORF COMMUNITY PROJECT 2 Author: Baphomet Port: Boom compatible - Tested on PrBooM Plus 2.5.1.4 and Zdoom 2.7.1 Theme: DooM I base/tech/acid, related to Episode 1 Enemies: Everyone of them, minus the Spider Mastermind. Difficulty settings: Hard Multiplayer: Not programmed to do so, but implemented. Music: Kastle Kaos (Baron Von K.Roolenstein) From Donkey Kong Country 3 by David Wise, Arranged by Dave Phaneuf - found on VGMusic.com Textures: DooM II Stock + PCCP2TEX.wad Other stuff: Have fun, there's plenty going on, you'll never be able to relax. ;) DOWNLOAD HERE:http://www.mediafire.com/download/6y2c2bp1q5ad543/PCCP2_2048_Baphomet_ACID-REFLUX.zip Thanks for this intense map. I have added it to the list. 0 Share this post Link to post
Obsidian Posted September 24, 2015 Not counting my throwaway 1024 maps, how many maps have been submitted so far? 0 Share this post Link to post
Dragonfly Posted September 30, 2015 I am interested in contributing to this project. Something to separate from my main project for a while. Is there any slots left, if so, count me in! If not I'll release the map independently. 0 Share this post Link to post
Walter confetti Posted September 30, 2015 There's time until the 1st of November or until this project leads the 52 map limits (we have 37 by now!) 0 Share this post Link to post
pcorf Posted October 1, 2015 Dragonfly said:I am interested in contributing to this project. Something to separate from my main project for a while. Is there any slots left, if so, count me in! If not I'll release the map independently. Just make a map no bigger than 2048x2048 in size for no more than Boom Compatible. You can use the standard Doom 2 textures or download the texture wad (WOS) on page 1. One more month left and I expect several more maps. But if not, happy with the 37 so far received. 0 Share this post Link to post