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obake

The Omega Project 2019 (now with resource pack v2)

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Hello All,

 

Here is my submission for the Omega2019 "Speed Map"

It is currently replacing map Map01, (Can be changed as needed)

Hell Themed Map

Build time Approx 30 hrs

New Textures, just omegav2 included in zip.

One additional Texture Added- CSKY006  --> id Software
New Midi Music - retrieved from freemidi.org - could not find author.

Port: Limit Removing, tested in GZdoom & PrBoom+, MAPINFO Used to rename level

Skill Levels: implemented, tested in UV max, and in the lower skill levels to a lesser extent.

 

Was design to be completeable without jumping, but jumping shouldn't break the map.

 

If you find any errors, bugs, etc. please let me know :)

 

Download ==> Burning Deep.zip

Map  Updated As of 12/25/19 bug fix in yellow key room & SSG missing from lower area in easier modes

Edited by Steve88

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Alright, just barely sort of making that speedmapping deadline! Here's my submission for the project.

 

>>>>>>>>>> DOWNLOAD (v1.4)

 

Name: Colosseum of the Acid King

Format: BOOM

Tested with: prboom+ (2.5.1.4) and gzdoom (4.2.4)

Difficulty Settings: Yes

Coop: Yes (2-4 players) as of v1.4

 

Build Time: 10 days, give or take

Credits: Jimmy for the MIDI, and Mechadon for the sky

 

Everything else are just stock resources, no custom textures.

 

(So, this works fine in prboom+ but I need to note that the custom sky is only in gzdoom right now (sadly). I wasn't sure how to get the sky texture working in prboom without replacing one of the vanilla skies, which might not work well with the rest of the maps in the project. If someone knows how I can get that sky to work in prboom without having to replace a stock sky texture, please message me.)

 

hookshot_forum.png.6640bb9543925daac9c2e00977c6d7f1.png

 

 

More screenshots:

Spoiler

three_forum.png.ae8dc3cfbc875a7b69bdd4ef320ccd65.png

 

two_forum.png.e7ce64971968551b939e59a16f864e4c.png

 

one_forum.png.ec8130ed11212fc4d4dd0948e41ae35f.png

 

Edited by RonnieJamesDiner

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It's really nice to see this reanimated so close to the end of the year! I look forward to seeing everybody's maps.

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@Steve88 Damn, now that's what I call a hot start! Finished your map on UV in about 23 minutes with 100% kills and 42% secrets. That was a hectic, bombastic adventure, to say the least -- but a very enjoyable ride. At the very beginning, I went blindly running like a madman just trying to find weapons and safety, and wound up going first to the red key / RL area, which felt like a huge mistake, but I made it work eventually. The PE's were the biggest pain in the ass. 

 

I love the sense of non-linearity and connectivity, even though there isn't really much non-linearity. I think the fact that you can wind up just about anywhere from that beginning is a fun bit of chaos. The map is quite nice to look at, with a consistent theme and a wonderful use of textures, shadows, and architecture throughout. The many arenas and skirmishes seemed enjoyable and varied enough to be distinct, with a heavy use of AV's and PE's being used as "priority target" wild cards in most of them. Progression, health, ammo, flow -- it all seemed pretty on point here. I liked the little puzzle-ish pillar room, as well, and realized I could've used that secret to get the red key without having to do that massive fight at the beginning! A neat touch.

 

Overall a very entertaining, balls-to-the-wall map. Great MIDI choice as well.

 

One issue I found:

Spoiler

The pillar with the yellow skull and AV doesn't have a switch to lower if you go up with it, you just get trapped up there.

 

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@RonnieJamesDiner

 

Ronnie, Thanks for the feedback on the level, I am going to give yours a shot today when I get some time :)

I've fixed the bug you mentioned. Should be good to go now.

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@RonnieJamesDiner Holy Heck was that hard on UV, Especially the Blue Key area with a million AV constantly resurrecting a BOH meat shield... combine that with all the cyber demons and effing caco's sneaking up on my ass. The orange and Red keys were not as rough but still a tough challenge. The switch puzzle took me awhile to get the timing on.

 

The map was beautiful as a hell infested slime Colosseum can be XD. I particularly liked the scale of everything, made me feel quite insignificant. I am going to have to steal a few of your design tricks, i really like the use of the mid texture marble with marble posts and green flames on the tops in the background of the map. High quality stuff.

 

Overall great map, though after playing through that I am going to need a drink or seven...

 

 

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59 minutes ago, Steve88 said:

Overall great map, though after playing through that I am going to need a drink or seven...

 

Lol, tis the season! Sorry though, I probably should've mentioned the difficulty. I have a tendency towards "challenge" maps, and HMP would've likely been a more enjoyable experience for you. UV is really designed to be a tough-as-nails journey (at least, the blue key arena for sure), with a few slower moments for pacing. Glad to hear you were able to persevere and complete it, though! Thank you so much for the kind words :)

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I've updated my map to v1.2, with some of the feedback I received from @Fonze. Huge thanks for the FDA! The secrets have been altered slightly (don't want to give away the details, though). And, the final arena has been adjusted so that the initial Cyberdemon gets involved at the same time as the AV/Baron swarm. 

 

New download can be found here (v1.3). I'll update the link in the earlier post, and in the Discord, as well.

Edited by RonnieJamesDiner

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@RonnieJamesDiner

Yo. I really dig the look of the map.

 

I just wanted to let you know that I cannot open the rsk door at the start in prboom+ 2.5.1.5 cl9 using version 1.2 posted just above. Will check it out in gzdoom though.

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On 1/10/2020 at 6:49 PM, Killer5 said:

I just wanted to let you know that I cannot open the rsk door at the start in prboom+ 2.5.1.5 cl9

 

Ohh crap, whoops. So, I was testing with prboom+ 2.5.1.4 and for whatever reason it wasn't giving me that issue. I tested the map on a newer version of prboom+ and I see what you mean. Turns out it was a simple fix -- I had a teleport line too close to the red key switch, and it wasn't letting the use action pass. I've updated the map to fix this. Thank you for the bug report!

 

I wonder why that changed between versions 1.4 and 1.5 of prboom+.  

Edited by RonnieJamesDiner

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I also tried it with 2.5.1.4 and ran into the same problem. I will check out v1.3 though.

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I submitted the initial version of this map on the speed mapping Discord on December 31, 2019, but I forgot to post it here. Since then, I've gotten some feedback and made some changes.

 

astspast_v2.zip

 

Title: Space Transport Station Alpha

Format: Vanilla

Music: Music by Erik Alm from "Scythe" Map 19

Tested with: Chocolate Doom v. 3.0.0, GZDoom v. 4.1.3

Editor used: Eureka v. 1.24, Slade v. 3.1.1.5

 

New textures: OLA_V7_3 by Ola "Ukiro" Bjorling from the Gothic DM II texture pack (GOTHICTX).

 

@obake I also included DNESKY11.png, by Mechadon from Box o' Skies v3. If you could set this as the sky for this map when you compile the set, that would be appreciated.

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7 hours ago, Pegleg said:

I also included DNESKY11.png, by Mechadon from Box o' Skies v3. If you could set this as the sky for this map when you compile the set, that would be appreciated.

Will do.

 

Thanks to everyone who participated! The maps will be compiled within the next few weeks or so. :)

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Here's version 2 of my submission taking into account the feedback I've received. I fixed the potential softlock at the end of the map and added in a player teleport landing I had forgotten to put in. The 'back hallway' to the first stairwell switch was extended so the hell nobles in the alcove there won't aggro while the player is still in the main cathedral area. I also added a rock the player can use for cover from Mancubus/Arachnotron in the southern approach.

 

Slight changes in some detail and a few trigger lines were updated to smooth out gameplay, hopefully. I decided not to lock the player in the central arena, doing this would make the fight more challenging but I think I would rather leave the option open for the player to decide how to tackle the situation. This is the final version of the map unless any major problems are found in the future.

 

Azoth of the Minotaur v2

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