pcorf Posted December 6, 2018 (edited) 28 minutes ago, Suitepee said: I will be disappointed if this project is left to rot, quite frankly. But there is always the option to release your map standalone to idgames, or hope for the best with DMP2019. Still no activity from @scifista42 since September 24. Highly unusual. Hope he is okay. 1 Share this post Link to post
gaspe Posted December 6, 2018 I did started something for this but gave up after lack of will/inspiration. I guess I'll pick it up again for the next year Mega Project if custom textures are allowed again, or if there's another Omega Project. 0 Share this post Link to post
Uni Posted December 6, 2018 Yeah, I'll probably wait for next year's Doomworld Mega Project. 0 Share this post Link to post
Novaseer Posted December 6, 2018 Me: Sees this thread, thinks 'Oh, nice, I can make something for this!" Me about 30 seconds later: sees deadline is in 25 days, thinking 'Ehh, doable' Me about 30 seconds after that: sees @Bridgeburner56 is in the project, thinking 'no fucking way I can make something even remotely good' 0 Share this post Link to post
Bridgeburner56 Posted December 6, 2018 @Novaseer not gonna lie, I'd kind of forgotten about this *oops* and if the deadline is 25 days there's 0 chance of me making a map :/ I have a rather full plate at the moment But it looks like this is a dead horse anyway? 0 Share this post Link to post
Novaseer Posted December 6, 2018 32 minutes ago, Bridgeburner56 said: @Novaseer not gonna lie, I'd kind of forgotten about this *oops* and if the deadline is 25 days there's 0 chance of me making a map :/ I have a rather full plate at the moment But it looks like this is a dead horse anyway? Fair enough. Yeah, it's probably best to wait it out and see if DWMP 2019 revokes the 'no ZDoom' rule so I (and I guess by extension you, since a lot of your maps I've seen are most likely impossible without) can actually make something. 1 Share this post Link to post
Sasha Posted December 7, 2018 8 hours ago, pcorf said: But there is always the option to release your map standalone to idgames, or hope for the best with DMP2019. Still no activity from @scifista42 since September 24. Highly unusual. Hope he is okay. After deadline, if @scifista42 will not appear, then one of us make new post where he/she compile the submitted maps... 3 Share this post Link to post
pcorf Posted December 7, 2018 35 minutes ago, Sasha said: After deadline, if @scifista42 will not appear, then one of us make new post where he/she compile the submitted maps... That could be a very good idea. 0 Share this post Link to post
Bridgeburner56 Posted December 7, 2018 5 hours ago, Novaseer said: Fair enough. Yeah, it's probably best to wait it out and see if DWMP 2019 revokes the 'no ZDoom' rule so I (and I guess by extension you, since a lot of your maps I've seen are most likely impossible without) can actually make something. I'm actually gonna have a crack at boom next year for Dying Camel's next CP but yeah, UDMF master race :P 2 Share this post Link to post
Marlamir Posted December 8, 2018 On 12/7/2018 at 1:44 AM, Sasha said: After deadline, if @scifista42 will not appear, then one of us make new post where he/she compile the submitted maps... That's sound like indeed good idea. 1 Share this post Link to post
VanaheimRanger Posted December 20, 2018 1 hour ago, Voltcom9 said: The deadline rapidly approaches. But there is still time if anyone would still like to contribute a map! I'm pretty sure this is dead in the water :\ 2 Share this post Link to post
Uni Posted December 21, 2018 Just in case someone has an old version of my map, I am not using it for this project. I'm going to wait for next year's event. 2 Share this post Link to post
Havoc Crow Posted December 21, 2018 (edited) The future of this project seems dubious, but on the off-chance that @scifista42 comes back or someone else takes up the slack, I'm posting my map. Name: Locked Room MysteryDownload: https://www.mediafire.com/file/m7087zxljxybrj1/LockedRoomMystery-final.wad/fileEngine: BoomMusic: "The Lair of Shial" (cblood6) from BloodDescription: The Colonel is dead; suicide seems dubious. Inspired somewhat by the opening of Death Wish for Blood's E1M5: Jigsaw.Additional credits: All custom textures and flats come from cc4-tex, except for those with the prefix JUD. 2 Share this post Link to post
Walter confetti Posted December 21, 2018 On 12/6/2018 at 6:54 AM, AleksB said: Here is my map : https://www.dropbox.com/s/st3qrzpkpbcpdjn/Hells Compost.wad?dl=0 Map name: Hells Compost Compatibility: Vanilla Tested in: ZDoom, Skulltag and GZDoom 3.2.5 Difficulty settings: no Difficulty: Ultra-violence Build time: 2 weeks Tools used: Gzdoom builder, slade3 Resources: Doom 2 stock only Jump/crouch: No Song Credit: Dantes Purgatory-Knightrider of Doom Link doesn't work... 0 Share this post Link to post
mArt1And00m3r11339 Posted December 21, 2018 (edited) I am currently working on a level for this project. I will have to test it out so see what needs to be changed. This is what I have so far. The second room involves activating the switches to ultimately activate the exit and the crushers to crush the enemies so that you will not have to spend a lot of time strafing around to kill the cybers and the revenants. 2 Share this post Link to post
The_SloVinator Posted December 23, 2018 Name: Raided TombDownload: https://www.dropbox.com/s/m694m7sgpthozdt/dwop18.wad?dl=0Engine: BoomMusic: Not sure what's the name of the track but I found it in the Blood music folder. Possibly alpha/beta soundtrack.Description: Tried some Egyptian textures & made a quick map out of it.Additional credits: realm667, Powerslave textures, Blood music 3 Share this post Link to post
mArt1And00m3r11339 Posted December 24, 2018 (edited) Map name: Crushed to Death Compatibility: Boom (+cl 17) Tested in: GLBoom+ Jump/crouch: No Difficulty settings: No Build time: 2 days Tools used: GZDoom Builder, Slade Resources: Community Chest 4 team for the cc4-tex, Demonologist for the rocket, player, and teleporting sounds, Paul Debruyne (Skillsaw) for the Ancient Aliens sound effects, ID Software for Doom 3 sounds (cyberdemon's voice), Brett Harrel (Mechadon) for the pistol sounds Music: "And So I Carry On..." by David Shaw. Description: You start off in a room with hell knights and rockets to blast them with, followed by the fatsoes. The final room is the room with the cybers and revenants and your job is to activate all of the switches needed to activate the crushers before your invulnerability wears off. I included a demo along with the WAD to ensure that it is beatable. This level should take roughly 10 minutes. Crushed to Death: https://drive.google.com/open?id=1DYBRlSTW8x8ndmawMRofxjgipLJgA-vL Edited December 24, 2018 by mArt1And00m3r11339 3 Share this post Link to post
nrofl Posted December 24, 2018 Definitely interested in making a map for this one... 1 Share this post Link to post
Danlex Posted December 24, 2018 8 hours ago, mArt1And00m3r11339 said: Music: I don't know the name of the music but it is the same as level 10 from Slaughterfest 3 (idgames version). "And So I Carry On..." by David Shaw 1 Share this post Link to post
mArt1And00m3r11339 Posted December 24, 2018 31 minutes ago, DanielAlexander said: "And So I Carry On..." by David Shaw Updated the description now. 1 Share this post Link to post
mArt1And00m3r11339 Posted December 24, 2018 My question is: Since Scifista42 has been out for a long time, who is going to lead this project? 3 Share this post Link to post
obake Posted December 24, 2018 1 hour ago, Voltcom9 said: I could assist in compiling but I would prefer that someone more experienced in running projects take the lead. Also, in moving forward would we like this to have a hub map or be a straight set of maps? The way things are now, probably a straight set of maps. If someone does an Omega Project for next year, there will be plenty of more time for a hub map to be made. 2 Share this post Link to post
Walter confetti Posted December 24, 2018 (edited) Yeah, i had the same idea of voltcom9, actually i downloading every map from this project for this reason... The hardest part i think it could be the texture compiling... Anyway, i made a silly thing for this project! Happy Advent! Map name: Propeller-heads Compatibility: Boom (cl 9) Tested in: prboom 2.5.1.4 Jump/crouch: No Difficulty settings: No Build time: 1 hour Tools used: Doom Builder 2, Slumped Resources: Pinchy's map for this project: https://drive.google.com/open?id=1Ss9yXcTM32ipnPpRIImfPXhGPr74BxYa (author gave permission that other people can use the textures in his map for for this project) Music: God ye rest, deadly gentleman by Lee Jackson Description: Original idea for this map was even more insane, but i'm glad of the results of this short affair. DL: omegarbage.zip Spoiler Edited December 24, 2018 by Walter confetti 1 Share this post Link to post
Pegleg Posted December 28, 2018 Right now, there's 11 maps in this potential compilation with 3 days left to go. A couple people have volunteered to compile the maps after the deadline. The question becomes, how much time do we allow for @scifista42 to return? We've seen other CP's where the project lead had supposedly left the community or vanished without a trace only to show up later and reclaim the project. Of course, those projects didn't really have set submission or release deadlines in the same way that this one does, but that's a different story. They also usually had set rules and controls, unlike the "make whatever you like" Omega project, but that's also a different story. Assuming that something tragic hasn't happened (hopefully not--does anyone know?) or that he hasn't just decided to abandon Doom (that would surprise me greatly), how much time is appropriate for us to let these maps (and any more to come in the next few days) sit here untouched awaiting scifista's return to DW? Perhaps I'm jumping the gun (like with the time zone discussion a few months ago), but people have already started to talk about, so I thought I'd put the question out there. I'm all for waiting for scifista to come back; it is his project. But I also don't want to lose maps from the compilation because people decide it's never going to be compiled. 4 Share this post Link to post
Walter confetti Posted December 29, 2018 Say 10, since @AleksB map link doesn't work (at least for me), however i've downloaded all the maps and just waiting for, at least, giving a finalized alpha to play... But i still waiting for end of the year. There's no other way to contact scifista42 over the PMs? 1 Share this post Link to post
Walter confetti Posted December 29, 2018 Awesome interpic! Personally I think to go with the usual way, map ordered by port creation and by date of submission... 0 Share this post Link to post
Major Arlene Posted December 29, 2018 (edited) Well, sliding in with two days to spare, here's a thing. https://www.dropbox.com/s/a7kzb25tzqzhxi0/durcha (2).zip?dl=0 Spoiler Map name: Durcha Compatibility: GZDoom Tested in: GZDoom 3.6.0 Jump/crouch: no Difficulty settings: no Build time: 3 days Tools used: GZDoom Builder, Slade 3 Resources: Realm 667 for custom decorations, Jimmy for Zoontex, and Aquila, leodoom85, DMPhobos, Saad356, and guitardz83 for playtesting Music: Mountain Emperor by Kevin McLeod Edited January 1, 2019 by Major Arlene : lol forgot map title 4 Share this post Link to post
Pegleg Posted December 30, 2018 Here's my contribution to this project. This is a lesson in avoiding procrastination. It's a rather short romp, but still will hopefully hold a bit of fun for people. Title: Port to Port with a Purpose Compatibility: Vanilla Tested in: Chocolate Doom 3.0.0, GZDoom 3.2.5 Jump/crouch: Not disabled, but obviously not designed around it Freelook: Not disabled, but not designed with it Difficulty settings: Yes DM: Starts with minimal additional resources Co-op: Starts only Build time: 6 or 7 hours spread out over 2 or 3 days Tools used: Eureka, Slade Resources: Stock only Music: "The Dave Taylor Blues" by Bobby Prince 3 Share this post Link to post
Obsidian Posted December 31, 2018 oops Spoiler Map name: Regeneration Compatibility: ZDoom Tested in: ZDoom Jump/crouch: Not utilized Difficulty settings: Yes (belatedly) Build time: Close to 10 hours Tools used: DBX, SLADE Resources: MUTINY.wad (permission is granted in the Mutiny textfile) Music: Dismal.wad from http://caseyscaverns.com 4 Share this post Link to post
Philnemba Posted December 31, 2018 (edited) Map name: 512 Reasons why Crates are Awesome Compatibility: Zdoom Jump/crouch: no Difficult settings: none tested on UV Build time: less than about 120-ish minutes tools used: DB2 & Slade resources: none just plain old Doom 2 stock textures Music: midi rendition of main level theme from Robo Warrior Spoiler Spoiler Philomega2018.zip Edited December 31, 2018 by Philnemba : Forgot to post screenshots -_-; 4 Share this post Link to post