TerminusEst13 Posted February 25, 2016 Mapping is hard. A lot of us have been wanting to map for a while, but can't really get over that initial hump. There's only one way to improve, but oh man is it painful to just grind, grind, grind until you get a clue and figure out what to do. We get awesome ideas! Oh, man, this would be so cool! Then we jump in and...stare at the grid for hours. For 2016, I really want to better my mapping abilities and put out some good stuff. Two friends, Mystical and Gardevoir, said that a good experiment might be to try speedmapping. Just get the shit out of the mind and into the editor, stream-of-consciousness work. 4-6 hours, Zandro compatibility, vanilla monsters/weapons. Then a friend decided to jump on board. Then another friend. Then another friend. Then we had a whole bunch of people making maps, vet and newbie alike, all pushing against a 4-6 hour deadline to make some ZDoom maps to jump up and down on. Then we compiled them into a single pack and gave 'em one more run through for polish and decoration. Obviously, we finished. We now present to you, a small hub leading to a handful of different maps. Beat each map to unlock the exit, and exit to win. Gameplay mods should be supported. Pistol start is enforced, though, so something like DoomRLA or Hideous Destructor will likely piss you off. Monsters are vanilla, except for the secret/final map, which comes to a grand total of two new enemies. The primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's a way for the vets to lead on some new mappers, welcome them into something they wouldn't normally try. Please enjoy, a lot of people really fought tooth and nail in order to hurdle over the hump and make it in. Also please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong. https://www.dropbox.com/s/4gkomcyrmz7k88c/DUMP-1.pk3?dl=1 - Download here. (14.2 megabytes) CREDITS: Spoiler Titlepic by Sgt. Shivers Title/victory music is from Super Power League 4 DRL333 for helping out with fixing switches in maps 6, 7, and 15. MAP01: UAC Castle Outpost --------------------------- Mapper: Sgt. Shivers Music: TMNT; Tournament Fighters (SNES) - Big Boss Textures: TNT.wad (Skybox), Doom PSX (Bars) MAP02: Imp Springs --------------------------- Mapper: SmashBroPlusB Music: Stunt Racer FX - Night Owl Textures: N/A MAP03: Some Place in Hell I Dunno --------------------------- Mapper: Gardevoir Music: Jazz Jackrabbit 2 - Jazz Be Damned Textures: N/A MAP04: Piledriver --------------------------- Mapper: _sink Music: Necros - Energia Textures: N/A MAP05: Doomguy Gets Violent Again --------------------------- Mapper: DRL 3.33 Music: Necros - d3 Textures: AD_79 (Violence textures), Mechadon (Skybox), DRL 3.33 (light fixtures) MAP06: Bloody Castle --------------------------- Mapper: Mystical Music: Unreal Tournament - Underworld II Textures: Oblige (Skybox) MAP07: I Forgot To Put Sugar In My Tea --------------------------- Mapper: LaggyBlazko Music: TNT: Evilution - Let's Kill At Will Textures: LaggyBlazko (Snow flats, snowman), Unreal (rocks, clouds), TNT: Evilution (Mountains) MAP08: aaaaa --------------------------- Mapper: Kurashiki Music: L'Arc-en-Ciel - Ibara no Namida Textures: cc4-tex.wad (textures), Kurashiki (skybox) MAP09: tooou --------------------------- Mapper: Toooooasty Music: Necros - paskaa Textures: Oblige (Skybox) MAP10: Fluvial Terrace --------------------------- Mapper: Jimmy Music: James Paddock - Tungsten Textures: rf` (helltex), RottKing (coultex), Jonathan Rimmer (erattex), id Software (old/edited Doom textures) MAP11: The Mothership --------------------------- Mapper: Sgt. Shivers Music: Icarus: Alien Vangaurd - Hydroponics / UFO (TV) - Main Theme Textures: N/A MAP12: asses --------------------------- Mapper: Marrub Music: Final Fight 3 - Pints and Punks Textures: cc4-tex.wad (Textures) MAP13: Ascent and Descent --------------------------- Mapper: TerminusEst13 Music: Necros - Martian Lovesong Textures: plums (Skybox) MAP14: Gatehouse --------------------------- Mapper: Nyss Music: SlayeR - Into The... Textures: N/A MAP15: Infernal Bastion --------------------------- Mapper: LegoCS Music: Tokuhiko Uwabo - Marionette's World Textures: Gothic Texture Pack SECRET: Doomguy Purposefully Wanders About the Omegamatic --------------------------- Mapper: Sgt. Shivers Music: Commander Keen 5 - Be Sphereful with my Diamonds / Mars: The Bringer of War Textures: Commander Keen MAP16: Finishing Up --------------------------- Mapper: TerminusEst13 Music: Overcoat - Drifting / Unreal - WarLord Textures: N/A Sprites: Nazilla by luigi2600 0 Share this post Link to post
gaspe Posted February 26, 2016 I played the maps, it was rather fun overall and there wasn't anything really offensive. Here are some more "specific" comments: Ascent and Descent, Fluvial Terrace, The Mothership, Doomguy Gets Violent Again, Some Place in Hell I Dunno, and Piledriver were allright. Imp Springs: "HDoom got me into demons and I have few regrets" 10/10, cute map with its usage of ZDoom features. tooou: I liked the tower with its 3D floors, a shame for the rushed ending. aaaaa: interesting gimmick of the snow, but I fell that it could be applied in a better way from a gameplay perspective. Bloody Castle: the lift-door before the revenants was a bit bugged (I played on GZDoom though), also idk what's up with the moving wall that activates at the switch at the barons. I Forgot To Put Sugar In My Tea: nice map but I didn't like those spectres. Gatehouse: pretty much allright if not a bit too much slow. I just rushed into the mazed as I didn't feel to explore it. Infernal Bastion: the chaingunners in the pillars couldn't move, nor shoot. I wasn't fond of the gameplay of this one, if you start to put more mid-tier monsters at least put the SSG or a RL. asses: it's completely flat. Also it was really easy to just get past the monsters and skip them after the only big set-up. 0 Share this post Link to post
TerminusEst13 Posted February 27, 2016 Thank you very much! Yeah, Bloody Castle seems to be the buggiest of the batch--we've ended up giving that map a bugfix run over three times and it still insists on breaking in various new and interesting ways. It probably would've just been better to cut it... Well, hindsight is 20/20, I guess. I'll pass along the comments to their respective authors, they'll appreciate the input! 0 Share this post Link to post