Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Obsidian

MAYhem: 2020 Edition - On Idgames!

Recommended Posts

Questions!

1. Do we packaged the map and the texture pack in the same wad?

2. Are we allowed to use the textures in doom2.wad as well or ONLY the texture pack provided?

 

Thx! :)

Share this post


Link to post
7 minutes ago, sajbear666 said:

1. Do we packaged the map and the texture pack in the same wad?

No

7 minutes ago, sajbear666 said:

2. Are we allowed to use the textures in doom2.wad as well

Yes

Share this post


Link to post

So here's a map: Coffeebreak_tortureporn.zip

EDIT: For some reason the demo didn't make it into the zip, so here it is: CTP_NIH.zip

 

It's a speedmappy kind of deal, about 3 minutes of playtime (IGT) in length (MAYbe). I didn't really want to bash my head into the wall that is trying to figure out how I could make the largest possible map, so instead I went with gimmicks. In case something isn't clear, I also added a PrBoom+ demo (cl-9 of course) that shows off almost the entire map. The demo ends at a point where the only way you could loose would be blowing yourself up by shooting at a wall. I just didn't wanna spoil the end. With all that being said, you will need a particular sense of humour to enjoy this map, but don't worry, it'll all make sense once you reach the finish line.

 

-Difficulty settings are implemented

-Coop-Starts are in

-MIDI is "In The Wind" from Gradius (Don't remember which one, but I believe it was Gradius III)

 

 

As for "stats"...

 

It's 20 sectors, of course.

It's got a maximum of 832 things, only 169 of which are monsters (assuming you play on UV). Most things are medkits, so you can't say I wasn't nice for a change.

 

Is it detailed, though? Nah... Nah it ain't... :P

Does it have platforming, though? Yeah, sure does...

Edited by Nine Inch Heels

Share this post


Link to post

Here is my map :

 

doom629.png

 

DOWNLOAD

 

Spoiler

Author : Roofi
Map Name : Complexe militaro-industriel
Build Time : few hours
music : "GADDAC" by Jimmy
Inspiration : HR2's maps TimeOfDeath's maps for the end.
Known bugs : I hope not.
Comments : I love BFG spam. :) There are "a little too much" ammo. :p

 

Saves are recommanded. I beat my own map on UV (see the demo).

 

Good luck have fun !

Share this post


Link to post

What about the soundtrack? Should we put anything in it or do you guys supply it later on?

7 hours ago, Nine Inch Heels said:
7 hours ago, sajbear666 said:

1. Do we packaged the map and the texture pack in the same wad?

No

Not sure if I understand this correctly. Does this mean we need to use that program that removes unused textures from your wad?

Share this post


Link to post

@The_SloVinator I'm fairly certain that custom music is allowed.

 

Regarding texture usage, you start a new map, and import May20res.wad as a resource. The compiled map pack will then have the texture pack contained within it (at least I think that's how it works). You don't have to remove, or alter, any textures. Someone please correct me if I am wrong.

Share this post


Link to post
10 hours ago, sajbear666 said:

Just found out that the TITLEPIC still says 10, it should be 20 right? :)

 

Heh, the TITLEPIC on the screen is the original 10 Sectors one. The computer it's on is the one in Doom Eternal that can run old-school Doom wads.

Share this post


Link to post

Ugh Sector limitations and coop compatability are a dangerous mix.  At least if you are going for trying to make a sector limited map play normally, what with doors and lifts.

Share this post


Link to post

I have to say, I am quite enjoying this challenge. I have not undertaken a map design with a restriction like this before, so I find this to be great in improving my mapping skills. Here is a screenshot on what I have done so far, though texturing is far from finalised. So far, I have used only 8 sectors in total, but we will see how things turn out... hopefully I can submit my first ever contribution to a community project!

 

649484136_mayhem20pic1.jpg.b88dce03e99e98f4e5cc6354be4e2f82.jpg

Share this post


Link to post

Those look great :) I’m definitely finding myself relying more on midtextures - a way to make interesting walls or ceiling variations without sacrificing a sector!

Share this post


Link to post

I haven't made a Doom map in 20 years. Nevertheless, I very much like this challenge. I'm in.

Share this post


Link to post

Damn, good-looking stuff! The restriction does lend itself pretty well to swift mapping, I can attest to that myself. I'm kinda tempted to make a second map actually. :P

Share this post


Link to post

Put me down as a "maybe" for this one, I think - I have an idea to sketch out this week, who knows if I'll actually finish anything though.

Share this post


Link to post

Done! Deep Focus.zip

 

- Difficulty implemented

- Coop starts are implemented & I also added some enemies & weapons only for coop.

- Map was tested on UV only.

- Play the map a couple of times to find a good strategy. ;)

 

Enjoy & give me feedback too.

Share this post


Link to post

@The_SloVinator So far one of my favorite map in this project (Roofi's comes in close second). I played this on UV, demo below.

(8/10)

NOOBMAYFOCUS(slov).zip

Overall it's a pretty nice, short-n-sweet tribute to MAP04, and the detailing is pretty good, especially for a small map. It's also very action-packed.

Ammunition is enough; and enemies are nicely placed.

My nitpicksTM :

-A trial-and-error map, but the overall progression and everything else that's good about the map makes up for this. Still mostly a fair one, I almost managed to beat it (with approx 95% kills) on my first try, only to die by the caged zombies. 

-The twin barrels in 4 shotgunners area are honestly useless unless you are patience enough to lure enemies (I'm assumming pinkies here). I suggest placing those somewhere near the arachnotron.

-The 4 barrels hallway is again useless if you are slow, don't know what just happened or too lazy to explore the map (I initially thought the switch opposite the red key just lower the lift). Could use some more commandos and more barrels; though I suppose this is due to technical limitations.

-The final 2 revenants could have teleported to the starting area or near the exit - I just ran past them (due to my low-ass HP) in my first playthrough. 

Share this post


Link to post
1 hour ago, TheNoob_Gamer said:

@The_SloVinator So far one of my favorite map in this project (Roofi's comes in close second). I played this on UV, demo below.

(8/10)

NOOBMAYFOCUS(slov).zip

Overall it's a pretty nice, short-n-sweet tribute to MAP04, and the detailing is pretty good, especially for a small map. It's also very action-packed.

Ammunition is enough; and enemies are nicely placed.

My nitpicksTM :

-A trial-and-error map, but the overall progression and everything else that's good about the map makes up for this. Still mostly a fair one, I almost managed to beat it (with approx 95% kills) on my first try, only to die by the caged zombies. 

-The twin barrels in 4 shotgunners area are honestly useless unless you are patience enough to lure enemies (I'm assumming pinkies here). I suggest placing those somewhere near the arachnotron.

-The 4 barrels hallway is again useless if you are slow, don't know what just happened or too lazy to explore the map (I initially thought the switch opposite the red key just lower the lift). Could use some more commandos and more barrels; though I suppose this is due to technical limitations.

-The final 2 revenants could have teleported to the starting area or near the exit - I just ran past them (due to my low-ass HP) in my first playthrough. 

Deep Focus v2.zip

 

Changelog:

- Made barrels more useful.

- Added few extra enemies. (Two)

- Final two revenants spawn near the exit & stay there, so they pose an obstacle.

 

Thanks for the feedback.

 

 

Share this post


Link to post

@The_SloVinator Great map :) It definitely starts off like The Focus but then goes off and does its own thing. I definitely had to try a few different routes before finding a strategy that worked, as you manage to drop the player in the middle of a lot of different threats - I think it could possibly have done with a bit more ammunition just after you pick up the yellow key, as I found myself relying on infighting and repeated resurrects/drops a bit. You used lighting effects pretty well for only having 20 sectors to work with!

Share this post


Link to post

image.png.88653d3814c79f9c1b94d85e81ec2240.png 

Might as well be sharing my progress a little bit, so far it's very inspired by E2M2 mostly on the techbase part, i plan to maybe use the rest of the sectors for detailing once i finished withe layout which i am quite close to it.

 

the only challenge i've faced so far was to account for multiplayer because boy... the possibilities to scam the map are high, thankfully it shouldn't be a thing to be relied upon hopefully.

Share this post


Link to post

Just a quick note: I've been messaged about a potential bit of weirdness with some of the textures, so if there's any discrepancies I'd encourage you to post them. Don't want any weirdness slipping into the final product.

 

And excellent stuff, @The_SloVinator and @DavidN! I'll see about doing proper write-ups for each map as I go, but from a quick playthrough I really liked what I saw. :)

Edited by Obsidian

Share this post


Link to post

Okay, map done. Credits are included in the wad itself. I made a custom sky (included) and got permission to include it from Obsidian, I needed a sky that was vertically seamless, and the ones included aren't, heh. (Feel free to use the sky in your own map, texture name is DFLYSKY1!)

 

Screenshots: https://www.doomworld.com/forum/post/2123831
 

Download: https://www.dropbox.com/s/k4z530znrs2laeh/DFMAY20.wad?dl=1

 

If anyone has the time to, please test it. I've implemented difficulty settings, though I imagine for most people this is really easy anyways, as I'm aiming for the map to be MAP01 or close-by with it's size & difficulty. I also cleaned up the automap, so unless there's bugs or gameplay improvements, this thing's done and dusted.

 

Regarding texture weirdness though, the blue lights on they Grey concrete textures don't display like they do in the editor - the texture in question is GRAY35, if anyone can fix / suggest how to fix, I'd appreciate it.

Edited by Dragonfly

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×