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Obsidian

MAYhem: 2020 Edition - Beta 1.3 is live!

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@Obsidian I'll just go with "Into Beast's Belly" from TNT. I think it'll fit the nature of the map pretty well, plus it's one of the only MIDIs I know by name. 

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Posted (edited)

@Argent Agent "Sleeping Giants" (ITYTD)

I don't want to spoil too much for others, so:

Spoiler

I think the level design is really clever. Gameplay is divided into two phases, where first the giants are sleeping and the right gear needs to be collected. In the second phase the giants are awake and some of the earlier areas are revisited from a different viewpoint. The second phase isn't really my cup of tea, though. I don't mind to depend on some infighting, but even on ITYTD … wow … that's a lot of monsters ... Maybe I'm getting too old for this. :)

I noticed that the red keycard only appears on UV, which I assume is a bug. It's not required to complete the level, but it makes it impossible to get the blue armor that's located behind the red bars.

Edited by Arno

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Posted (edited)

Minor fixes for Otsegolectric (exit sign texture and exit switch misaligned slightly) and Re-refueling base (monster closet near exit switch now can be opened from the inside). Links are still not changed.

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I didn't play mayhem's maps yet but I have no doubt that my gimmicky slaughtermap would be totally eligible for a secret slot.

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Posted (edited)

Haven't played the beta yet but 5/5 intermission music choice

 

e: Ran through it a bit just to check out the map order; noticed my map is the original version and not the updated one, but that's not a huge deal. I'll give more of the maps a proper playthrough soon!

Edited by Revenant

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Posted (edited)
1 hour ago, Obsidian said:

Which maps should be secret? I welcome all discussion on map placement.

I think my map is absolutely perfect for slot 01 in the set. Nothing says "you're not welcome here" quite like my map does... :P

 

For real though, throw my map in a secret slot or where ever you think it isn't gonna fuck people up during their play-through, and it's all good.

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Posted (edited)
2 hours ago, Obsidian said:

First beta!

Nice! Having played (and given feedbacks/bug reports to ~50%) 70% submitted maps here, here is how I would soft the wad:

 

The Main Pack:

 

Spoiler
  • MAP01: Dragonfly - Wet My Appetite - I think this one serves as a good opener and mid-game map.
  • MAP02: Bubble Home Bunker - DynamiteKaitorn 
  • MAP03: Deep Focus - The_SloVinator
  • MAP04: Wastewater Plant - DavidN
  • MAP05: Daybreak Station - V1PerK1ller - Another indoor map, this should serves as the last one and should be good as a transition to the next one. MAP02-MAP05: All 4 of these are set indoors and are pretty cramped.

 

  • MAP06: Enter the Fist - A2Rob - this map has pretty basic progression but is also somehow pretty challenging. And it's set outdoors. Can swap its place with MAP01.
  • MAP07: Otsegolectric - 4MaTC - 
  • MAP08: Return to Pain Manor - Arno - 
  • MAP09: Cokey-Nuts - Impie -
  • MAP10: Edge of Twilight - Revenant

These maps are set outdoors and have a generally natural theme.

 

  • MAP11: Dens at Night - Good transition to next map - Also has gameplay.
  • MAP12: Get up, Don't Stop - Phobus - I like the idea of a tech station and it has a decent transition exit.
  • MAP13: Urban War - RonnieJamesDiner
  • MAP14: The Three Tower - Mary
  • MAP15: Monolith- NaturalTwenty - These maps are urban themed (which should be included) and Monolith has a good transition exit.
  • MAP16: Silent Starlight - Dac 
  • MAP17 - Mild Terror at Vacation Station - Well, should have a place for space maps. / Tai Tenga's Core - Gerardo194.
  • MAP18: Heavy Lifting - Techbase stuff start happening here. This is too good of a map to miss.
  • MAP19: Re-Refueling Base - Once again, the slot of this map could be swapped with 10.
  • MAP20: Mystery Mayham - Braks / 
  • MAP21: The Running of the Bulls - Bauul - A good mix between gimmick and gameplay.

 

  • MAP22: Spire in the Cascade of Glimmers - You - Weird stuff start happening here.
  • MAP23: The Scar - Xaser - This serves as a good opener to the last episode.
  • MAP24: Cemetery Lapdanse - Impie - I think a bar out of nowhere might be nice.
  • MAP24: Nepal Bird Macssacre - Danlex - Has good gameplay and HOLYSHIT perfect architecture.
  • MAP25: Fleshipice - ???- - Once again, holyshit-tier visuals. Gameplay can't comment on yet so / Solitude Denied - Horus - This has good gameplay.
  • MAP26: A Touch of Evil - Scorpius - A good E4M2 tribute, and generally a good hell map.
  • MAP27: Sea of Blood - sajbear666 - A good classic-styled hell map - This slot could be swapped with 24.
  • MAP28: =D - You - Might be a good map to lead to a secret map. Monster Condo was pretty gimmicky.
  • MAP29: Halo of Flies - Despite having questionable as fuck detailing choices, this map is pretty large and have generally good combat. It has lots of enemies too, making it a good late-game map.: 
  • MAP30: Honestly I haven't got a chance to play everything in here yet, can't comment on this.

 

  • MAP31: Complexe Militaro-Industriel - Roofi / Kukui - gallileodos - I'll say that both of these maps' gameplay is extreme, it's definitely worth the secret map slot. 
  • MAP32: Eh, I don't know. Maybe NIH's map.
  • (MAP33: I think mine can be placed here, considering how untraditional it is and how it doesn't fit all mapping criteria stated in OP - no full 4-player support/ZDoom-based ports incompatible)

Most maps that I've played through so far are really good, so strictly speaking, the only bad maps coming up my mind right now are *redacted* (only 3 maps though, that includes mine for reasons stated above)

 

You could also soft maps by "action-oriented" and "gimmick-oriented". It's easier that way imo, considering the theme of the project, many chose to make maps centering around gimmicks instead.

 

Of course, I might have picked wrong maps in the process, so feel free to share your input.

I probably will give more feedbacks to later maps submitted here - have seen some really good maps that unfortunately haven't received too much comments.

Edited by TheNoob_Gamer

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Going to start playing and recording these tonight, will post them when ready. So I don't have any comments about precisely which map should go where yet, but a couple of thoughts:
- There doesn't necessarily need to be a 'main pack' of 30 maps and a 'beta pack' of 19 maps. They could be split up between 25 maps on one and 24 on the other (similar to MAYhem 2018 I suppose, albeit that was differentiated by colour)

- If the main pack / beta pack route is chosen, it might make sense that for anyone that made 2nd / 3rd maps, these go to into the beta pack, so the main pack has more mapper diversity

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Good evening the community and yes I'm not dead. I see that you have continued the project thank you to the person for having taken my place and I sorry because since there was containment I really no longer had the courage to continue the project still sorry :(

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Posted (edited)

Just a fun idea based on sector effects , you can divide into 3 wads :

 

- "The none-effect Sector": the regular maps which are not difficult or really gimmicky.

- "The blinking sector": Maps which are slightly more gimmicky and/or difficult but still accessible.

- "The blinking damaging sector": Highly gimmicky and hard maps for sadomasochistic players.

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23 hours ago, Arno said:

@Argent Agent "Sleeping Giants" (ITYTD)

I don't want to spoil too much for others, so:

  Hide contents

I think the level design is really clever. Gameplay is divided into two phases, where first the giants are sleeping and the right gear needs to be collected. In the second phase the giants are awake and some of the earlier areas are revisited from a different viewpoint. The second phase isn't really my cup of tea, though. I don't mind to depend on some infighting, but even on ITYTD … wow … that's a lot of monsters ... Maybe I'm getting too old for this. :)

I noticed that the red keycard only appears on UV, which I assume is a bug. It's not required to complete the level, but it makes it impossible to get the blue armor that's located behind the red bars.


How'd that get by me? Guess that's what I get for only testing UV. Fixed! Also removed some monsters from Easy skills (Wait until you see multiplayer on UV and above).
 

M2020_ArgentAgent_SleepingGiants_V2.zip

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Posted (edited)

I'm going through this beta release but I gotta say MAP02 by Nine Inch Heels was very enjoyable. To be honest, I usually look at maps like that in a negative way but that was such a fun little ride. I don't think I've ever head DSPDIEHI so frequent. Also that last bit was awesome, it made me feel like I was playing SkyRoads again in some weird way. Maybe I should revise my feelings about these sort of maps and be a little bit more patient when approaching them, just a thought.

 

I'll try to give a little more in-depth feedback starting from MAP01 later on but I had to drop by and praise the experience.

Edited by Uni

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Glad you enjoyed it. I think the map would have been a lot more annoying if it were longer than it is. I wasn't really motivated to try and make the largest possible map out of the 20 sectors, I just wanted something short with a touch of "gimmick".

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Posted (edited)

I think some weird nodebuilder mishap happened when my map got added to the compilation:

 

Spoiler

 

j1U8LhW.png

 

 

Note the two shell boxes that got lifted up to a different sector's floor height for some reason. Happens at least in EE with the beta WAD, but not with the last standalone version I uploaded.

 

edit: after a second glance, the nodes seem to be the same as the original version of the map, which I could swear worked fine originally... weird. Either way hopefully the updated version will be fine.

Edited by Revenant

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Playthrough is in prBoom+ complevel 9

 


Map - Author - Time (Difficulty)
 

Heavy Lifting - @Arctangent - 00:00 (UV): Pretty fun map overall, liked the plasma focus. Rocket launcher seemed almost unnecessary (plasma ammo was so plentiful I didn't use it)

Coffee Break Torture Porn - @Nine Inch Heels - 12:20 (HNTR): Neat concept, but the platforming section required precision beyond my skill level unfortunately, so I ended up having to skip it (platforming is something inherently tricky to calibrate by difficulty). I didn't work out what to do on the last section

Complexe Militaro-Industriel - @Roofi - 21:50 (HNTR): Yes the HR2 influences are clear to see here, even down to the ammo placement in areas where unintended pickups are easy lol. Fortunately this is far more fun than the average HR2 map. There seems to be a bug with some objects stuck in the floor, as you can see for example in 26:07. Supplies for the PE / manc / arachnotron fight are extremely generous

Deep Focus - @The_SloVinator - 37:50 (UV): No prizes for guessing the influence here! Interesting how the homage is at first very close, before morphing into its own kind of map. Monster placement was pretty good on this one. I did think it had too much shells ammo though

 

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So far While playing some of the maps the ability to speed through is a fun thing to do, aside from that, i've been checking out my map to see if it is the last version and i am glad it is, will look forward to the feedback coming through also.

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The first track of the demo will be that weird ceiling track with that weird ceiling ?, and looking at the 2nd here is pretty bullshit.

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6 minutes ago, Doom fan said:

The first track of the demo will be that weird ceiling track with that weird ceiling ?, and looking at the 2nd here is pretty bullshit.

 

The list is based on order of submission at this point so probably not.

 

Coffee Break Terror had me in stitches tho, partly because of the music, also i really like the Deep Focus map. 

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Posted (edited)

 

Map - Author - Time (Difficulty)

 

Wastewater Plant - @DavidN - 00:00 (UV): A pretty fun poison-themed techbase that certainly keeps you on your toes with the amount of hitscanners and imps at the start, before ramping up to the mid-tiers towards the end. No complaints here!

 

Wet my Appetite - @Dragonfly- 10:35 (UV): This was also pretty enjoyable, especially the hectic final ambush before the exit. The only thing I'm not sure of is the use of a baron by the soulsphere secret - seems a bit strange to 'reward' the player with grind (it didn't help that I only had the single shotgun at that point). I tried to get the second secret but unless I missed something (which could well be the case) I think I was locked out of it by triggering the final battle

 

Bubble Home Bunker - @DynamiteKaitorn 18:10 (UV): It's interesting to have a map that literally interprets the constraint with 20 sectors with none of them joined, which naturally lends itself to a smaller map that's probably best suited to an early slot. The BK trap seems to be a case of door combat (as staying in the ambush area itself is a death trap with that many revenants), although at least it's revenant door combat which makes things a bit more interesting

 

Nukaged-Powered Claustrocomputer - @Redead-ITA - 22:50 (UV): I accidentally played this one on continuous for a while, old habits die hard lol. 22:50 is when the pistol start run starts. The name is pretty accurate as it forces you into some combat scenarios in tight spaces in which it's easy to make a mistake; my favourite was probably the revenant and mancubus trap. The lights in the room towards the end (see 25:20) seem unnaturally thin, they almost look like a midtex, I would widen the wall around them

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Posted (edited)
4 hours ago, Horus said:

Wet my Appetite - @Dragonfly- 10:35 (UV): This was also pretty enjoyable, especially the hectic final ambush before the exit. The only thing I'm not sure of is the use of a baron by the soulsphere secret - seems a bit strange to 'reward' the player with grind (it didn't help that I only had the single shotgun at that point). I tried to get the second secret but unless I missed something (which could well be the case) I think I was locked out of it by triggering the final battle

 

Thanks for playing!

 

The baron is a bit of a dick move, I'll admit. I viewed him as a 'cost' for the soulsphere; an admittedly cheap cost of 'a few shells'. :P

 

As for the other secret, there was a door you didn't investigate much, and a repeatable switch that seemed to do nothing. ;)

 

---------

 

I've not yet had a chance to play my map yet but I'd appreciate it's positioning being early on or even map01 if possible. Or after a death exit if we have any of those? Starting this map with so much as a chaingun from continuous play makes this map a breeze :P

Edited by Dragonfly

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On 6/10/2020 at 3:28 AM, Horus said:

- There doesn't necessarily need to be a 'main pack' of 30 maps and a 'beta pack' of 19 maps. They could be split up between 25 maps on one and 24 on the other (similar to MAYhem 2018 I suppose, albeit that was differentiated by colour)

 

My main reason for dividing them as such is purely for the sake of testing in Boom-compatible source ports: my initial intention was for the final product to be a single wad with a showcase of maps in the main 32 slots and the remaining maps being in a ZDoom-exclusive episode, much like previous MAYhem projects have done with excess maps. I am however open to alternatives considering the unprecedented number of submissions.

 

Quote

- If the main pack / beta pack route is chosen, it might make sense that for anyone that made 2nd / 3rd maps, these go to into the beta pack, so the main pack has more mapper diversity

 

That was exactly my intention: I've been hammering out a potential maplist and I made a point of not having multiple submissions from the same author in the main set. This includes myself, amusingly: I have no intention of giving myself immunity from this rule. :P

 

On a related note, I've updated the beta: Argent Agent and Revenant have the latest versions of their maps and a quick texture hiccup with Danlex has been fixed.

 

 

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22 hours ago, Hawns Braks said:

 

The list is based on order of submission at this point so probably not.

 

Coffee Break Terror had me in stitches tho, partly because of the music, also i really like the Deep Focus map. 

and he had a good track with many many opponents.

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3 hours ago, Dragonfly said:

The baron is a bit of a dick move, I'll admit. I viewed him as a 'cost' for the soulsphere; an admittedly cheap cost of 'a few shells'. :P

 

Definitely on board with the idea of having a 'cost' for the soulsphere, I just think something like a cacodemon + lost soul would have worked better for that purpose, because it's both less grindy and the player can't avoid the 'cost' by fleeing the area

 

 

Get Up Don't Stop - @Phobus (UV) - In a way this seems like a longer version of a 25YOE map. Mostly a fine map, I would have preferred some more ammo at the beginning though. The final battle with the two lifts had issues with stuck monsters, some monster blocking lines might help here

 

P.S. I already played, recorded and gave feedback to Obsidian on map 9 hence why it's skipped here

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@Horus - On the other hand, monster blocking lines would stop half of the threat you suffered from your own rockets, as enemies being able to get to the bottom once the Mancubus out of the way was definitely making life harder for you. I'd recommend leaving the risk of stuck monsters in there - they've got 5 second intervals to get out of the way, IIRC. Thanks for the video!

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Posted (edited)
7 hours ago, Phobus said:

@Horus - On the other hand, monster blocking lines would stop half of the threat you suffered from your own rockets, as enemies being able to get to the bottom once the Mancubus out of the way was definitely making life harder for you. I'd recommend leaving the risk of stuck monsters in there - they've got 5 second intervals to get out of the way, IIRC. Thanks for the video!

 

Haha, very good point! I got worse at the map as time went on as you could probably tell from the video lol

 

 

Map - Author - Time (Difficulty)

 

Mild Terror at Vacation Station - @Impie - 00:00 (UV): Don't know about mild, this was a real struggle with the ammo available, I ended up having to berserk some mancubi, though in retrospect I could have got the RL earlier than I did. As such as soon as I saw the exit I went for it, an ammo-laden secret might have given more incentive to clear out all of the monsters. I loved the MIDI on this map

 

Enter the Fist - @A2Rob - 12:10 (UV): This is a Tyson map with a definite difficulty curve, the start was easy enough and pretty enjoyable, though the height differential of the pain elementals to the player presented some annoyance. The secret was pretty trivial to find, but I wish I had saved it for later when the encounters are far more challenging! I also enjoyed the revenant battle for the YK, after that things became a bit too hard for me, so I was on survival mode rather than max mode. This is clear 'map 21' material

 

Urban War - @RonnieJamesDiner - 22:35 (UV): Awesome map, as I am accustomed to from this mapper! This map really made the most of the 20 sectors, if this wasn't in this megawad I would honestly have no idea this was 20 sectors. Both aesthetics and gameplay are on point, forcing the player to constantly move or die. I was hoping to complete this deathless, alas I died at the final hurdle

 

Kukui - @galileo31dos01 - 38:30 (HNTR): The monster count was enough for me to switch to HNTR this one! For the most part this is a really fun BFG blaster, not a whole lot of strategy other than spam BFG but that's fine from time to time, this would probably be well suited for a secret map. The only thing that I wasn't so keen on was the second (and final) room - it didn't really offer anything new from the first room

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20 minutes ago, Horus said:

an ammo-laden secret might have given more incentive to clear out all of the monsters. I loved the MIDI on this map

If i had any sectors left, I'd have totally done that, but alas...

 

and yeah, i adore that stupid, stupid track.

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@Horus Cheers, thanks for the fda! That was a great run. Several moments where I thought you were dead for sure, but you managed to pull through, haha. Glad to hear you enjoyed the map :D 

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Posted (edited)
16 hours ago, Obsidian said:

That was exactly my intention: I've been hammering out a potential maplist and I made a point of not having multiple submissions from the same author in the main set. This includes myself, amusingly: I have no intention of giving myself immunity from this rule. :P

Why not just have one file with two episodes instead? E1 is Mayhem 2020, and E2 is the runners-up. People are gonna wanna play all the maps anyway.

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