Benjogami Posted May 7, 2018 (edited) Here's a map: name: Haunter midi: from Daggerfall link: https://www.dropbox.com/s/075hot4k8augiy9/may18p_benjo_v5.wad?dl=1 Difficulty settings and coop are implemented. Thanks Bemused and Killer5 for helping to improve the final fight a bunch. v5 changes: - Fixed timing in secret fight v4 changes: - Added a secret fight - Fixed some texture alignment v3 changes: - One of the imp destinations moved - BFG secret improved - A bit less ammo in the first half - Texture alignment tweaks Edited May 26, 2018 by Benjogami 17 Share this post Link to post
Obsidian Posted May 7, 2018 Excellent stuff, we have our first submission! I popped it in the mappers list and I'll give it a run through tonight. Cheers Benjogami! 0 Share this post Link to post
SiFi270 Posted May 7, 2018 If you want more purple resources, wouldn't Stardate 20X6 and its sequel be a good place to look? 1 Share this post Link to post
Obsidian Posted May 7, 2018 Possibly! I'll leave that to AD for now to avoid confusion. 0 Share this post Link to post
Obsidian Posted May 7, 2018 Alright @Benjogami, just finished playing your map on UV: rollicking good time, gotta say. Here's my thoughts. -There's a couple of small sectors where the sky wasn't transferred: I've fixed that already. -The Grells actually gave me some good trouble, although I eventually managed to nix 'em in the outdoor area where there's more room. If you wanna box the player in a little more, I'd recommend sprinkling some single-use monster teleport lines in the room they come out of: just teleport 'em outside to surprise the player. Silent teleporter if you wanna be a little more evil. :P -The Imp rush is pretty cool, but I'd recommend not teleporting them to the raised areas in the middle of the outdoor area: they're kind of sitting ducks and sometimes there's too many of them for them to even shoot due to clustering. The Archie is a little toothless as well, being all exposed on the raised floor: maybe have it hidden until the key is picked up? I'd add a second Archie around that area too to put some panic in the players, but that's just me. -This one regards one of the secrets. Spoiler The second secret with the BFG is a little un-intuitive: maybe have the non-impassable bars have the translucency effect on them as a subtle heads up? -The marines are kinda neat where they are, but they mostly exist to get slaughtered spectacularly by the Cyberdemons when they emerge. That I'm not so down on though, due to it being fucking funny. :P -The infighting between the Cybs and the Immolators is really goddamn fun to navigate. Kudos, definitely my favourite part of the map. -The Archies are an interesting touch, but as they are you can essentially skip two of them on your way to the exit. Having the monster closets open while the players are in the same pit might help that out. I think that covers it. Despite what the nitpicking might imply, I did indeed enjoy myself playing your map: it's a fine addition to the project. :) 2 Share this post Link to post
TMD Posted May 7, 2018 3 hours ago, SiFi270 said: If you want more purple resources, wouldn't Stardate 20X6 and its sequel be a good place to look? Probably! I had (understandable and totally justified) rights issues last time I used the set so I kind of instinctively went to the other purple resource pack when the purple version came to mind. 1 Share this post Link to post
Pinchy Posted May 7, 2018 Fuzzball is also putting out new things all the time, could be a good debut here 2 Share this post Link to post
Benjogami Posted May 7, 2018 10 hours ago, Obsidian said: Alright @Benjogami, just finished playing your map on UV: rollicking good time, gotta say. Here's my thoughts. [...] Oh man, some mean ideas! ;) You helped me think of a better imp teleport destination; I'll definitely do that. I'll try out a subtle change to the secret as well, but I'm pretty okay with unintuitive in this case. I'm also okay with all the viles in the map being kinda non-threatening, since they're mostly meant be consequential during certain strategies. If the strategy is to hit the switches in an order such that you can exit while avoiding 2 of them, nicely done. :D Which are the offending sky sectors? 1 Share this post Link to post
Argent Agent Posted May 8, 2018 Damn this is something that really mixes up Mayhem. Not sure if I'll be able to get around to making a map for this since I have other projects that have been on the back burner for some time (and university stuff as a priority). Kind of a shame because it seems pretty cool from the resources I've seen so far. 1 Share this post Link to post
Obsidian Posted May 8, 2018 3 hours ago, Benjogami said: Which are the offending sky sectors? They're the sectors tagged 25, the ones used in detailing the building. 0 Share this post Link to post
Crunchynut44 Posted May 8, 2018 Oh forgot to mention ill make a map for this too! :D 1 Share this post Link to post
Aquila Chrysaetos Posted May 8, 2018 I'd also like to contribute a map to this project, but it'll have to wait until I finish my one for Orange. 0 Share this post Link to post
NuclearPotato Posted May 8, 2018 Similar boat with Aquila above me. The map for Purple will probably end up being a speedmap of sorts, unless I get a big burst of energy and finish the map for Orange in record time. 0 Share this post Link to post
Forli Posted May 8, 2018 I might make something for this one. Is using the cutom textures and monsters the only rule? Or are there limits to size, thing count or other things like that? 0 Share this post Link to post
Aquila Chrysaetos Posted May 8, 2018 I should be able to get started on my map for this one tomorrow or the day after. Hopefully I'll be able to crank it out in three or four days like the one for Orange. 0 Share this post Link to post
Benjogami Posted May 9, 2018 Edited my original post with a v3: - One of the imp destinations moved - BFG secret improved - A bit less ammo in the first half - Texture alignment tweaks 0 Share this post Link to post
galileo31dos01 Posted May 10, 2018 WIP cosmetic shit nobody asked for: Because sometimes I need to satisfy my needs. Hope there's space for it! 10 Share this post Link to post
Aquila Chrysaetos Posted May 11, 2018 (edited) Progress bump. Most of my screenshots from this one are on the Post Your Doom Image thread, but I'll put these here. Spoiler The cave of really fucking dark. I've no idea where this is going. I might scrap it or something, we'll have to see. Regardless, I intend to contribute a map to this project just like Orange. Edit: Oh, also, GZDB screenshot, since I just figured this one out. The origin point near the bottom is where the players start. Edited May 11, 2018 by Aquila Chrysaetos 3 Share this post Link to post
therektafire Posted May 11, 2018 (edited) Today I started working on a map for this project 🙂 I already composed a song for it (you can listen to it here https://drive.google.com/file/d/1XJq1N9DsKHwSjRBsJ-CB_OQ_zBCuzG5L/view?usp=drivesdk ) but its an ogg and the midi export of the daw I made it in sucks and is super bare bones so I am enlisting the help of @Jimmy to make the midi sound nice too 🙂 Oh I also plan to try to make the map as absolutely purple as possible, hopefully you won't see any other color by the time I am done hehe 1 Share this post Link to post
Aquila Chrysaetos Posted May 11, 2018 Progress bump. Spoiler It is now possible too obtain all three skull keys. It is also possible to do so in any order. Now exiting is possible. Once I build the exit. Also, GZDB screenshot for those interested. 1 Share this post Link to post
Jimmy Posted May 12, 2018 (edited) Phalanx Compulsion Two MIDIs I'd like to contribute to this project. @AD_79 has already claimed "Phalanx". EDIT: "Compulsion" claimed by @Scotty. Edited May 12, 2018 by Jimmy 7 Share this post Link to post
Dragonfly Posted May 12, 2018 I did a titlepic - if you like it, use it! Counterpart stored in the spoiler below. I will probably work on the dithered nonsense and tidy this up by hand but I'll save the effort in case you have something else in mind. Spoiler 5 Share this post Link to post
Rene Mori Posted May 13, 2018 Oh, man, that sounds quite fun, I would like to participate (well, at least try to, since I'm not exatly most experienced mapper in the universe), but excuse me for my obliviousness, but I have several quite boring questions: What is the difficulty we are supposed to aim at? I'm pretty sure that submitting map with 1000 arch-viles is a little bit too much, but also maps with "vanilla" difficulty is just not enough. Is there any other theme besides making your map so purple until you go fully blind? Or we can go with any setting like "outdoors" or "UAC base" and e.t.c? And the last one will be continuity. Are we supposed to have any? Or does map just needs to be "pistol start" one? Welp, that's pretty much it, I hope I'm not bothering you folks with my idiocy. 0 Share this post Link to post
Obsidian Posted May 13, 2018 (edited) 30 minutes ago, BioRenegat said: What is the difficulty we are supposed to aim at? I'm pretty sure that submitting map with 1000 arch-viles is a little bit too much, but also maps with "vanilla" difficulty is just not enough. There aren't too many restrictions regarding difficulty, outside for the extremes of course. Make your map as difficult or easy as you like within reason and I'll slot it in to make a decent curve of difficulty. 30 minutes ago, BioRenegat said: Is there any other theme besides making your map so purple until you go fully blind? Heh. Outside of what's already in place (using the textures and the monsters), there aren't really any restrictions to speak of. If you have any doubts, feel free to ask me. 30 minutes ago, BioRenegat said: And the last one will be continuity. Are we supposed to have any? Or does map just needs to be "pistol start" one? I'm not too worried about continuity: like I said, I'll be ordering maps on difficulty and that generally tends to help even out any bumps. 30 minutes ago, BioRenegat said: Welp, that's pretty much it, I hope I'm not bothering you folks with my idiocy. Not at all! If you don't ask questions you'll never learn anything. :) Edited May 13, 2018 by Obsidian 4 Share this post Link to post
Rene Mori Posted May 13, 2018 8 minutes ago, Obsidian said: There aren't too many restrictions regarding difficulty, outside for the extremes of course. Make your map as difficult or easy as you like within reason and I'll slot it in to make a decent curve of difficulty. 8 minutes ago, Obsidian said: I'm not too worried about continuity: like I said, I'll be ordering maps on difficulty and that generally tends to help even out any bumps. Ah, right, well that pretty much answers everything. Thank you for a quick response. 1 Share this post Link to post
Rene Mori Posted May 13, 2018 (edited) So, before I continue adding more parts/details, is this aesthetically alright? Or should it be more purple or perhaps just different? 1 Share this post Link to post
Jimmy Posted May 13, 2018 That looks plenty purple to me. 🙂 Nice rocks, too. Definitely be careful with that STARG* alignment though - it's a texture that by nature looks very wallpaper-ish on angled walls. 3 Share this post Link to post
Aquila Chrysaetos Posted May 13, 2018 Looks sharp, bro. It's sure got more purple than mine. Good job on the natural aesthetic, too. 1 Share this post Link to post
Rene Mori Posted May 13, 2018 7 minutes ago, Jimmy said: Definitely be careful with that STARG* alignment though - it's a texture that by nature looks very wallpaper-ish on angled walls. After reading this I decided to check textures, and noticed exactly what you said, now it's fixed, thanks for spot on advice. 4 minutes ago, Aquila Chrysaetos said: Good job on the natural aesthetic, too. Once I noticed that there were some puprle trees, I just couldn't resist making an outside area. Now I have to keep on going with this map and not screw up with gameplay, since it's the most important part after all. 2 Share this post Link to post