Zillah Posted June 30, 2019 (edited) MAP31 is also FINISHED. 36 sectors, 364 things, and 667 pains in my anus. The map is called "Shitgunner" and I traced the layout BY Eye from the "SPOSC1" doom 2 texture. 15 Share this post Link to post
Walter confetti Posted July 1, 2019 i'd like to claim MAP22, already working on it! 0 Share this post Link to post
Super Mighty G Posted July 1, 2019 Well I guess I'll snag map 26. Why is the city episode after hell anyway? Not that it's a problem. Just curious. 0 Share this post Link to post
joepallai Posted July 1, 2019 I like the idea of this challenge; I can see a lot getting done with 40 sectors, 4 enemy types and the limited weapon types. I'll take Map15 if you don't mind. 0 Share this post Link to post
Pegleg Posted July 1, 2019 2 hours ago, Super Mighty G said: Why is the city episode after hell anyway? Not that it's a problem. Just curious. As described in the OP, the general plot is: After you go through the portal in the ruined base, you fight your way through Hell to another portal that is being used as a staging ground for an invasion. Once through, you're in a metropolis that is now demon-infested, so you have to fight your way through it and end the invasion. 0 Share this post Link to post
LowGcifer Posted July 1, 2019 2 hours ago, Super Mighty G said: Well I guess I'll snag map 26. Why is the city episode after hell anyway? Not that it's a problem. Just curious. It was just to be unique from Doom II in terms of episode order. There were a lot of different episode themes discussed. I personally recommended throwing Jungle in as a theme but we decided it'd be frustrating to pull off without Plutonia textures. I think seeing City as the final episode will be interesting because most city levels are not balanced to be placed at the end of a WAD. 0 Share this post Link to post
Solmyr Posted July 1, 2019 I wonder how the city maps would turn out with such limitations. I would like to claim map 05 if you don't mind. 0 Share this post Link to post
LowGcifer Posted July 1, 2019 3 minutes ago, Solmyr said: I wonder how the city maps would turn out with such limitations. I would like to claim map 05 if you don't mind. My guess is that they'll feel similar to the Doom II City levels. Abstract and Twilight Zone-ish. 0 Share this post Link to post
Zillah Posted July 6, 2019 MAP03, which I call "Into the depths bellow..." Is Fin. (except for any bugs I may squash). 1 Share this post Link to post
obake Posted July 16, 2019 My map is complete, and has also been added to the Discord. Any feedback will be much appreciated. A Link Here for those without Discord 0 Share this post Link to post
Zillah Posted July 16, 2019 Hello there. I have finished all my 4 claimed map slots, and all those who are curious may try em out here: Into the depths bellow (Map03) : https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mm03 The Library of Truth (Map27) : https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/library27 Shitgunner and Grosse32 (Maps31-32): https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/shitgunner32 Have a good one y'all, and best of luck to the other creators! 1 Share this post Link to post
obake Posted July 16, 2019 3 hours ago, Zillo “Ziyo” said: The Library of Truth (Map27) : https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/library27 Tried out Library. Fun, though a slow start, shotgunning spectres and lost souls in tight corridors. Though given it is a puzzle map, the pacing makes sense. There are some absolutely awesome parts, such as when the shelves lower in the first room, and the BFG encounter. I believe the run for the yellow key is a bit annoying, having to traverse atop so many shelves. Overall, a good map. I may review the others at some point. 1 Share this post Link to post
Zillah Posted August 2, 2019 On 7/16/2019 at 3:53 PM, obake said: Tried out Library. Fun, though a slow start, shotgunning spectres and lost souls in tight corridors. Though given it is a puzzle map, the pacing makes sense. There are some absolutely awesome parts, such as when the shelves lower in the first room, and the BFG encounter. I believe the run for the yellow key is a bit annoying, having to traverse atop so many shelves. Overall, a good map. I may review the others at some point. Thanks; let me know when ya do. 0 Share this post Link to post
Jark Posted August 2, 2019 5 hours ago, Walter confetti said: How's progress going on this? At the moment, there are 16/32 maps completed - with quite a few of the unfinished maps having been worked on for awhile. From what I gather, mappers with multiple slots (myself included) work on multiple maps (for this project, as well as others) at the same time - meaning they more or less are finished in relatively similar time span, just taking a bit longer than mappers with one slot, so there are quite a few near-complete maps that I know of. With a month left I think we'll easily make the deadline. 1 Share this post Link to post
therektafire Posted August 2, 2019 I received a map slot (map 29) from someone else recently and I started to work on a map, i've made some pretty good progress so far, maybe this will be the first time i actually get a map done for a CP that isn't a speedmapping session lol 0 Share this post Link to post
Walter confetti Posted August 3, 2019 20 hours ago, Jark said: At the moment, there are 16/32 maps completed - with quite a few of the unfinished maps having been worked on for awhile. From what I gather, mappers with multiple slots (myself included) work on multiple maps (for this project, as well as others) at the same time - meaning they more or less are finished in relatively similar time span, just taking a bit longer than mappers with one slot, so there are quite a few near-complete maps that I know of. With a month left I think we'll easily make the deadline. I see, thanks for the answer! I don't have discord on my phone, so I don't know what it happens on this project... 0 Share this post Link to post
obake Posted August 3, 2019 I'm wondering if there are any more suggestions for my map? So far this project is looking fantastic! 0 Share this post Link to post
Jark Posted August 3, 2019 3 minutes ago, obake said: I'm wondering if there are any more suggestions for my map? If you want Obake, I can put it up for playtesting once again in the Discord - PM here though if you have an updated version from the 16th of July version I playtested then and gave feedback to. You could also put it on other servers to trial like JOM. 0 Share this post Link to post
Zillah Posted October 4, 2019 I'm glad the Title was updated, but I think for people who are interested more into the project should get a little taste. To all who haven't checked in a while, Alpha-Testing is underway, all maps are complete, and it's coming along together nicely. 1 Share this post Link to post
Jark Posted October 5, 2019 10 hours ago, Zillo “Ziyo” said: I'm glad the Title was updated, but I think for people who are interested more into the project should get a little taste. More alpha testers are always welcome! If people wish to test then please message me or join the discord, I will then send you the V0.1 alpha. It will not be openly public until most of the bugs and balancing issues have been fixed to a satisfying enough degree - This would be the public beta. 0 Share this post Link to post
Jark Posted December 11, 2019 (edited) Jolly good morning/afternoon/evening! Today is the release of the public beta for Modest Mapping! Of course I won't beat about the bush with how long it has taken, my ineptitude has had a severe impact on this project and its progress but alas - the wait is over! Alpha testing was concluded and with a few changes we felt it was ready to ship for a public beta, while most bugs have been squashed it is possible a few cockroaches might remain. If so, please leave a comment about it on this thread if you are not already in the Discord! Any feedback would be helpful. Feel free to stream or distribute the WAD amongst peers as long as the credits file within is kept in tact! All the best and happy holidays! (The download link is on the OP) 5 Share this post Link to post
Jark Posted January 11, 2020 RC1 is out folks! As stated on the original post, we sorely need episode 4 tested before we can finally release this project! I thank all of you that have stuck with us this far but the finish is in sight! (Download for RC1 on OP) 6 Share this post Link to post
galileo31dos01 Posted January 22, 2020 (edited) Four stars for @JustCallMeKaito's map 07 06, would give it 5 if there were half less health spheres, but great stuff, made crispy doom melt frames which doesn't happen very often. Another 4 stars for map 06 05, cramped zerking revs/spectres and rocketing sergeants/HKs was fun. Those are the only two maps I played til the end (died at the death exit on map 07 as soon as I pressed use on the door, lel). Edited January 22, 2020 by galileo31dos01 : fixed map slots 0 Share this post Link to post
Jark Posted January 22, 2020 @Austinado and @galileo31dos01 thank you very much for playing! Very brave of you to test in Crispy Galileo! The End of Map06 (which is not map07 - apologies for any confusion) is a death exit that requires a few seconds of being dead to end the level. We have tried quicker techniques but unless it is hardcoded we cannot make an instant death exit 1 Share this post Link to post