Obsidian Posted May 4, 2019 (edited) Welcome to MAYhem 2019: Doom for the Doom God! By popular demand, we shall be using Blood (and also Clive Barker's Undying) textures and constructing maps throughout the month of May. All of this will be coordinated in this shiny new Discord server (now closed) and overseen by Marcaek and myself. But that's not all! Courtesy of FloatRand, we have custom DeHackEd work that better fits the themes we're working with: we've got vampires, swamp monsters and the occasional chainsaw-wielding maniac to contend with! There's also new decorations and a couple of new weapons to add a bit of zing to your gameplay experience. An example map can be found here if you wish to see everything in action: just load it up with the resources and you're away. And before you ask, the DeHackEd was Marcaek's idea. WE'RE DONE, BITCHES! Rules. We are working in Boom format (CL11), in accordance with the DeHackEd work. Difficulty settings must be implemented. Let me know if you want additional textures included: so long as it isn't too drastic, I can oblige. This time around I'm going to attempt to get mappers from the MP communities to help with co-op play in the maps. This means that you don't have to worry too much about co-op placement or stuff like, but do try to make sure that your map doesn't contain areas that would futz with more than one player. The server has four groups: Mappers, Testers, Artists and Musicians. Each has access to their own channel in order to keep things tidy (with the exception of the Testers) and if you wish to access a particular one then let me know in this thread. You can have multiple roles as well, of course. The deadline is on the 10th of June at 11PM, Eastern Standard Time (a countdown is provided here). If your work is unfinished when time is up, simply submit what you have: if you've completed enough of it and the consensus is that it's too good to waste, we can give you some additional time to finish it. Let me know if there's anything I've forgotten! Resources: Version 1.0 Resources: Version 1.1 Resources: Version 1.2 Resources: Version 1.3 Resources: Version 1.4 Old beta New beta EVEN NEWER BETA Christmas beta.<---------------------------------- Monster documentation (identifies all the monsters for you) GZDoomBuilder configurations (haven't tested with other mapping tools yet) Edited December 26, 2019 by Obsidian 36 Share this post Link to post
Obsidian Posted May 4, 2019 (edited) A quick texture pack note: I removed all of the ridiculous signs that Blood has to cut down on filesize, but if anyone wants to use a particular one it can be added back in. Edited May 8, 2019 by Obsidian 2 Share this post Link to post
Nine Inch Heels Posted May 4, 2019 I may be hyped, therefore I shall link a song to get others in the mood as well: 7 Share this post Link to post
Walter confetti Posted May 4, 2019 Awesome news! A new mayhem and this time is blood / classic monsters oriented! 2 Share this post Link to post
Roofi Posted May 4, 2019 (edited) I would have liked participating this year , even if the current theme then gives me less inspiration than Mayhem Orange but my studies said no. I will be free at the end of May so , maybe I will try to make a little speedmap... 3 Share this post Link to post
Vyre Posted May 4, 2019 Just thought I'd mention that in GZDoom 4.0.0, the flamethrower leaves a brief afterimage of the tesla coil sprite whenever it touches a wall (pic). It works fine in PrBoom+. 1 Share this post Link to post
floatRand Posted May 4, 2019 6 minutes ago, Vyre said: Just thought I'd mention that in GZDoom 4.0.0, the flamethrower leaves a brief afterimage of the tesla coil sprite whenever it touches a wall (pic). It works fine in PrBoom+. It's likely I have to make Decorate-declarations/versions for those, ouchie. Sorry about that. 3 Share this post Link to post
yakfak Posted May 4, 2019 might sign up as a musician, try and make three or four tunes for folks imo I think I've attempted to contribute something to a mayhem every year since I joined teh forum but something always distracts me, maybe i can break the streak 5 Share this post Link to post
Wereknight Posted May 4, 2019 If you're may be interested I would like to participate with custom HUD and MAYBE title-&-interpic 4 Share this post Link to post
Danlex Posted May 4, 2019 (edited) I would like to make a map. I'll try to make something better than my previous year contribution. Edit: Nah, it is not happening, maybe next year... Edited June 9, 2019 by Danlex 4 Share this post Link to post
DMPhobos Posted May 4, 2019 I'll shouldn't be doing this since i got super busy, but i would love to contribute to this year's mayhem 2 Share this post Link to post
DFF Posted May 4, 2019 (edited) Sign me up for mapping, Literally just finished the Deathwish mod for Blood. Definitely in the mood for cryptic and horiffic doom maps 0 Share this post Link to post
Walter confetti Posted May 5, 2019 Messed around yesterday with the source pack on prboom-plus 2.5.1.3 on both versions of doom builder 2, the classic one and gzdb-bugfix with the configuration file included, and i've got a problem that crashed the port on testing with gzdb. Not sure what made it crash, i'll check out this evening when I get to my pc. On classic doom builder 2 I didn't have any problems. Also I didn't enjoyed the lack of skies over the stock ones... i'll see to add them by myself, if it's accepted... And even add a little compilation of spooky skies I can find around, I spotted already some... 1 Share this post Link to post
Obsidian Posted May 5, 2019 We're perfectly fine with adding new skies. Honestly I did find it kind of odd that they weren't included in the original resources I used. Not quite sure what caused the crash though: see if you can find a copy of any error messages you got and we can piece together a solution from there. 1 Share this post Link to post
Walter confetti Posted May 6, 2019 (edited) Sorry for late, but i have time to send you what bugs i found out (complevel 11): Fireball and Lich monsters doesn't appear in game Flying Brains and mummy appears for a brief moment in game, then disappears but the game still thinks that is still in play. Spoooky! Check the spoiler below for understand what's going on: Spoiler Ghost and Tesla Coil give me a "I_SignalHandler: Exiting on Signal: signal 11" bug message crashing prboom 0 Share this post Link to post
Aquila Chrysaetos Posted May 7, 2019 I shouldn't join, but I will because the last one was a good time. Count on a map from me in time. 3 Share this post Link to post
SOSU Posted May 7, 2019 I'll see what i can make, i might not make anything so i'll try to map something and if it's nearly finished i will ask to join :) I like the spooky stuff so i hope i get more inspired by this than for my typical maps :D 0 Share this post Link to post
Mk7_Centipede Posted May 7, 2019 (edited) +1 cacoward Flamethrower is very cool. Edited May 7, 2019 by Mk7_Centipede 0 Share this post Link to post
nrofl Posted May 7, 2019 I will mess around w/ the textures and monsters. If I get something good started I'll let you know in the disc server. (rhe) 0 Share this post Link to post
dobu gabu maru Posted May 8, 2019 Making a bite-sized boss map for the Maulotaur. The Heresiarch is a cooler enemy & fight, but I already started on this so oh well. Still debating on whether to add some puzzles or not... 21 Share this post Link to post
Magnusblitz Posted May 8, 2019 Dang, nice theme/resource pack... too bad we always do this in May when I'm busy (and even if I weren't I have other maps I need to do...) Maybe I'll find some time... 14 minutes ago, dobu gabu maru said: Still debating on whether to add some puzzles or not... yes 1 Share this post Link to post
floatRand Posted May 8, 2019 On 5/7/2019 at 2:39 AM, Walter confetti said: Sorry for late, but i have time to send you what bugs i found out (complevel 11): Fireball and Lich monsters doesn't appear in game Flying Brains and mummy appears for a brief moment in game, then disappears but the game still thinks that is still in play. Spoooky! Check the spoiler below for understand what's going on: Reveal hidden contents Ghost and Tesla Coil give me a "I_SignalHandler: Exiting on Signal: signal 11" bug message crashing prboom Weird. I'll have to check on these on weekend if I can. What version of PrBoom are you using? And PrBoom+ I assume? 1 Share this post Link to post
Walter confetti Posted May 8, 2019 56 minutes ago, floatRand said: Weird. I'll have to check on these on weekend if I can. What version of PrBoom are you using? And PrBoom+ I assume? Yes, it's prboom-plus. What version I don't recall right now, maybe 2.1.5.3 (at least is what declares my prboom folder). I have to check it out this evening when I get to my pc... 0 Share this post Link to post
Nine Inch Heels Posted May 8, 2019 Figured I'd also share something... It's in early stage tho, so no lighting yet: 15 Share this post Link to post
Wereknight Posted May 9, 2019 i'd expected more time to have but vacation over... sadly. But hey, at least I have done this sky for your needs. 14 Share this post Link to post
bioshockfan90 Posted May 10, 2019 we'll see how far this gets, i have a super busy next couple of weeks but ill try and make time to progress this 9 Share this post Link to post
AconyX Posted May 11, 2019 Hello there. I'm honestly not sure if I'm able to finish this in time, but here is something I've done so far. :P 14 Share this post Link to post