Tango Posted May 17, 2020 3 hours ago, blinds1ght said: Thank you both for the kind words! I'm definitely game, so I've decided to give it another go. Here's what I came up with: hot damn, those screenshots are beautiful. that map looks excellent! 0 Share this post Link to post
TheNoob_Gamer Posted May 17, 2020 17 minutes ago, Revenant said: I noticed a small issue with the resource WAD: there are two different textures named GRAY35 (I assume the larger one was supposed to be GRAY33). So this is why the gray35 in @Dragonfly's map wasn't rendering properly. 3 Share this post Link to post
4MaTC Posted May 18, 2020 Re-refueling base update 2. Removed railing mid-textures, because they look odd in prboom (not GZDoom?) see below screenshot. Same link, as usual. And i just thought: someday there will be (should be) same 20-sectors competition, but in UDMF+acs. This will be legendary. 8) Spoiler 2 Share this post Link to post
DavidN Posted May 18, 2020 5 hours ago, 4MaTC said: they look odd in prboom (not Gzdoom?) Hide contents Prboom and vanilla don’t cut off mid textures at the floor or ceiling - you can get around this by making the sector lighting different on either side of them, but that might be challenging on a 20 sector limit. 0 Share this post Link to post
dac Posted May 18, 2020 15 minutes ago, DavidN said: Prboom and vanilla don’t cut off mid textures at the floor or ceiling - you can get around this by making the sector lighting different on either side of them, but that might be challenging on a 20 sector limit. Yeah, it was a bit easier to create a new midrail texture from the whole patch and set it up as lower unpegged. 1 Share this post Link to post
NaturalTvventy Posted May 18, 2020 (edited) Here's what I believe to be the final version of my map, Monolith, barring any unforeseen issues or my unwillingness to stop fiddling with nobs. Monolith.wad Edited May 31, 2020 by NaturalTvventy 13 Share this post Link to post
Bauul Posted May 19, 2020 Is it ok to use a custom sky, say something from Mek's Box'o'skies? Although first I need to work out how to add custom textures to a Boom-compat wad and not cause PRBoom+ to instantly crash with a "signal 11" error. I'm too spoiled by UDMF where you just copy them into the textures folder. 0 Share this post Link to post
AD_79 Posted May 19, 2020 ^ Copy the Mayhem 2020 TEXTUREX and PNAMES into your wad. Start adding new textures to that. 2 Share this post Link to post
Bauul Posted May 19, 2020 10 minutes ago, AD_79 said: ^ Copy the Mayhem 2020 TEXTUREX and PNAMES into your wad. Start adding new textures to that. That worked! Thanks AD! Grumble grumble I don't have to put up with this TEXTUREX nonsense with UDMF 7 Share this post Link to post
galileo31dos01 Posted May 19, 2020 Update of my map: >>>>>>>>> link <<<<<<<<< - It's 1.1 so it isn't confused with the previous. - Added other player starts and, some mancubi, honestly I don't know what else could go on coop :x - Fixed/modified minor stuff. - Green skybox is in texture2 lump btw, hope that was the correct place (named GALSKY1). 2nd btw, it loads with the 1.1 version of the resource pack. 1 Share this post Link to post
A2Rob Posted May 19, 2020 Update - Just added a some detailing I missed. 2 Share this post Link to post
dac Posted May 19, 2020 Updated my map to alpha 4. Changes since the initial release includes difficulty settings and ammo balance, TODO: coop balancing and some extra detailing. 2 Share this post Link to post
Obsidian Posted May 20, 2020 Apologies for the radio silence! I'll try to leave some feedback posts today and update the resource pack. 6 Share this post Link to post
Revenant Posted May 20, 2020 I should hopefully have a beta version of my map ready to go in the next day or two. Wanted to have it ready this weekend but didn't have as much time to finish it up as I wanted to, but it's getting there. 0 Share this post Link to post
Horus Posted May 20, 2020 (edited) Finally done my submission, I eventually got the hang of the sector limit lol. It's an E4-inspired level. Map Name: Solitude Denied Map Link (latest version): horus_20sectors_v3.zip All difficulties implemented and tested (106 monsters on UV) Co-op starts implemented Sectors used: 20 Music: "Sign of Evil" by Bobby Prince Textures: Requires MAY20RES_1.1 (will not work with 1.0 as it uses the E4 vanilla sky which was added in 1.1) Edited May 25, 2020 by Horus 12 Share this post Link to post
Bauul Posted May 20, 2020 (edited) That was a fun challenge! You really start to appreciate the value of a single sector. Introducing a classic E1 style tech base, albeit with a bit of a... quirk. A group of rather angry quirks that aren't too fond of letting you run around their tech base. Title: The Running of the Bulls Music: Master Militants by Jimmy Sky: WRKSKY08 by Mechadon, from Mek's Box 'o Skies All difficulties implemented and co-op starts added Plays best by far from a pistol-start, but continuous doesn't break it Includes a ZMAPINFO lump to enable a necessary ZDoom comp setting Download link here (updated to v1.1) v1.1 changes Removed decorative explosive barrels Spread the armor out more Any and all feedback welcome! Edited May 23, 2020 by Bauul 14 Share this post Link to post
TheV1perK1ller Posted May 20, 2020 My mapping design is (finally) nearing its completion. I only need to make some additional texturing and populate / alter the map with more monsters and items. I have to say that I have a newfound respect for mappers who can pump out levels in such a short amount of time! This feels like it's taking me forever! At least then I can safely say I have completed my first map! I just hope it holds up amongst the amazing ones already seen. I will try to release the first version in the coming days. 15 Share this post Link to post
TheNoob_Gamer Posted May 20, 2020 (edited) Advanced engine required: Restrictive Boom-compatible ports. Will not work with: Any ZDoom-based ports; and probably (k8)vavoom. (more on that below) Author: TheNoob_Gamer Difficulty settings: Absolutely yes. Build time: 2 weeks, also counting procrastination Music: Warped and Wack by Kyle Dobson/Nabernizer Inspiration: Scythe 2 Map28, Doom 2 map24/AV map29, real life Tested with: PRBoom+ 2.5.1.7, Eternity 4.0 (dev build), GZDoom 4.3.3, LZDoom 2.8.1 I think. 2 of which DON't work. This map abuses voodoo dolls slightly heavily. Finally, I managed to finish my map. Technical info above. Map name is Cyberdismantling. This map is very untraditional, don't expect demon slaying if you are playing alone. -fast launch parameter recommended for veterans. Some very important technical notes: Quote This WILL not work in any ZDoom-based ports, because of how untraditional this map is (or more seriously, ZDoom can't deal with this kind of voodoo doll usage). Please consider switching to something like PRBoom+ or Eternity, they work fine (and just in case, set to -complevel 9/Boom compatibly level in PRBoom+). I haven't think of workarounds yet - setting complevels in these doesn't work, please suggest. Yes, you are supposed to shoot the barrel. If you are having a hard time playing this map, tone down to ITYTD/HMP; freelooking or look at the visual cues. As mentioned VERY earlier in this thread, I am unable to balance 4 players coop due to the main gimmick centering around my map. Instead, 2-player coop is one of my primary focus on this map (you DO get to shoot demons as the 2nd player); though ammo placement (and the MP-exclusive arena) is a bit barebons at the moment. @Obsidian or others, I would be very glad if you can leave some comments of how to do 4 player coop in this. Of course, no DM starts. ScreenshotsTM Have fun! Please load this with the latest (v1.1 currently) resource pack. noob_may20.zip Edited May 20, 2020 by TheNoob_Gamer 6 Share this post Link to post
brightentayle Posted May 20, 2020 Man, speedmapping ain't my forte. https://www.dropbox.com/s/ts5ob9tm1wiz4q9/less shitty but more boring map.wad?dl=1 Posting here just for the hell of it. Largely unfinished, though it's mostly because I'm still thinking of a good way to surround this map in castle walls. I'm quite happy with the starting room, though. 3 Share this post Link to post
DukeOfDoom Posted May 20, 2020 Work in progress, but I am afraid I will not be able to finish the map by the end of May. I hope some extra time will be in June. 1 Share this post Link to post
Scorpius Posted May 20, 2020 (edited) I hope it's not too late to sign up as my inevitable return to mapping! This looks quite interesting so far. sorry if this is a silly question, but is this mandatory to be designed in Boom? 3 Share this post Link to post
TheV1perK1ller Posted May 20, 2020 @Scorpius Not a silly question at all. All maps do indeed have to be designed under the 'Boom' format. 0 Share this post Link to post
Obsidian Posted May 20, 2020 7 minutes ago, TheV1perK1ller said: @Scorpius Not a silly question at all. All maps do indeed have to be designed under the 'Boom' format. I should mention that Boom is indeed the ceiling in regards to compatibility, but if you feel more comfortable mapping in limit removing or even vanilla then you can do so. 3 Share this post Link to post
blinds1ght Posted May 20, 2020 On 5/17/2020 at 4:31 PM, Tango said: hot damn, those screenshots are beautiful. that map looks excellent! Thank you! I thought I was finished with my map after uploading the latest version, but now I've decided that it needs a better finale. It never ends, does it? :) My progress so far: Spoiler 5 Share this post Link to post
Revenant Posted May 21, 2020 (edited) First draft time! Here's "Edge of Twilight". Uses all 20 sectors, starts and difficulty levels are implemented. Music: "Whomp" (original unused version) by Lee Jackson. May replace with something different later. I'm probably going to revise and tweak some stuff later, but after about two weeks of messing around I figured it was at a point where I could get some public feedback. Special thanks to @esselfortium and @_sink for some preliminary testing and ideas. Edited May 23, 2020 by Revenant 9 Share this post Link to post
Obsidian Posted May 21, 2020 (edited) @NaturalTvventy - Monolith I admittedly played the previous version, but what I saw was really damn impressive: loving the grungy Doom 1 feel and the frantic combat. Like TheNoob_Gamer I ended up sprinting past the enemies to the exit when I was trying to beat the map proper, but I made sure to take in the gameplay on subsequent plays and it's really something to sink your teeth into. I also like the teleporters, really cool-looking. @wydoomer - Lab Rat Really liking the aesthetic that you went for in this one, the combination of the stark colours and jagged edges really makes the map feel unique. Beyond that I also enjoyed the progression and the gameplay, with a special shout-out to the Caco fight: really fun while still being tense, I dig it a lot. About the only feedback I have is that the teleporter behind the Hell Knights that are revealed before you pick up the first key teleports back to itself (as does another one that gets revealed, which leads me to believe that they're supposed to teleport to each other instead). Besides that, great job! As for why feedback has been a bit late...(plays on MAP30) Edited May 21, 2020 by Obsidian 5 Share this post Link to post
wydoomer Posted May 21, 2020 Thanks for the feedback. Those portals behind the HKs are configured like that intentionally only to prevent softlock. Those closets are joined to the sector that lowers which allows progression after the first key, so it would be possible to get stuck if you fall in after hitting the first key switch. I suppose it might make more sense to link them 1 Share this post Link to post
Impie Posted May 21, 2020 (edited) Updated Mild Terror at Vacation Station to fix a missing texture or two, and some texture misalignments, and to add a couple signs. @Obsidian finished another map, Cokey-Nuts, with the dungeon track from Startropics. EDIT2: @Obsidian And another called Cemetery Lapdanse, with Streets of Rage for the music. Edited May 22, 2020 by Impie 4 Share this post Link to post
TheNoob_Gamer Posted May 22, 2020 6 hours ago, Impie said: Cokey-Nuts Pretty good map, I like how you spent some sectors to create a somewhat believeable abandoned tropical village here. Combat overall is fine, though it has some issues. Some suggestions: A player corspe at the start would be nice to indicate that something really, really bad is gonna happen. (I heard you like putting stories in your mods, so why not?) Being an open-ended map, I think the berserk and chaingun is pretty redundant. Maybe tone down the ammo placements? (In the cavern area housing the BFG, the entrance could be make bigger to fit the Cybers in) 6 hours ago, Impie said: Cemetery Lapdanse Was not expecting a hellish bar here, nice job! Ammo isn't a problem here, in fact, it's very well balanced that I ended up juggling between the shotguns, the rl and the rifle. However, the yellow door isn't working. I think you have either not assigned a tag yet or assigned a wrong linedef action (shouldn't it be D1?) Also music in both wads not working for me on PRboom+ (I don't know why did you decide to use mapinfo instead of just replacing the music lump name) (Both were tested on UV, -complevel 9) 0 Share this post Link to post
Impie Posted May 22, 2020 (edited) @TheNoob_Gamer I thought it'd be more efficient to use a Mapinfo so when Obsidian adds the maps to the megawad he doesn't have to rename anything. Looks like the yellow doors lost their tag somehow... Thanks for the feedback! I'll tweak the maps a bit. EDIT: maps updated. i think the cybs should be able to fit in that bfg cave now. Edited May 22, 2020 by Impie 1 Share this post Link to post