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Obsidian

MAYhem: 2020 Edition - On Idgames!

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6 hours ago, Dragonfly said:

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.

 

Great map, Dragonfly. I played it in GZDoom and didn't notice any visual oddities or functional issues. The map looks really good and the late-stage transformation is very effective. I feel like I'd have liked a secret, but I suspect you've put all 20 sectors to maximum use to get it looking like it does. 

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2 hours ago, Phobus said:

I feel like I'd have liked a secret, but I suspect you've put all 20 sectors to maximum use to get it looking like it does.

 

I too feel a secret would have been good but yeah, all 20 sectors are in use so unless I opt in for one of those cheap fake-wall secrets, I think I'll have a hard time making this work. I'll give it some thought though!

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Crossposting my feedback on @Dragonfly's map from Discord as well; as I'd like to share my thoughts publicly.

Quote

So I beated the map. It's a pretty short and good one, and the whole map isn't too big, either.

 

The overall gameplay + lighting is pretty nice, I think this would be good for an early map slot. 8/10

 

Should also mention that the 3rd nitpick might not show up while playing with GZDoom's OpenGL renderer (Phobus said he didn't find any errors.)

(Here is my gameplay fist-and-pistol-only (tyson) demo, also subtly pointing out some of my nitpicks about the map, which I will write down below. If you have time, please watch it, the whole demo lasts for 2:47 mins - I didn't bother mowing down the final horde because time.)

-The pinky blocking bars might need to be adjusted to prevent shotgun cheesing.

-Sky texture should be changed, especially considering the overall consistent theme and color of the map (I also tried loading the texture pack last, btw)

-The switch that lowers everything in the map (behind the yellow door) has glitchy side midtextures (for this part, please watch the demo if you don't understand.) These should be aligned higher.

-I suggest mixing some shotgunners in the exit.

Demo

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'Ello chaps! I decided just to make 1 level for this project and unlike everyone else it seems, I went a bit LITERAL. XD

My map should contain exactly 20 sectors (in a literal sense of the word: sector when DooM mapping).

 

http://www.mediafire.com/file/py9ibuws94bjb7a/MH20DYNA.zip/file

 

Spoiler

Screenshot_Doom_20200504_123510.png.a6ffb60739b480961011139d3b0fe530.png

Starting room

Screenshot_Doom_20200504_123524.png.9d3315183dd4b2dac5e2c3286592595a.png

Near the beginning

Screenshot_Doom_20200504_123532.png.8913cdf9bb4d77f7ce871c618647dd3f.png

A bit later

 

PS: Was there any rules regarding me adding my own music track? If I can add my own then I'd like to use the one I included in the WAD. If not then feel free to replace it. :)

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14 minutes ago, DynamiteKaitorn said:

'Ello chaps! I decided just to make 1 level for this project and unlike everyone else it seems, I went a bit LITERAL. XD

My map should contain exactly 20 sectors (in a literal sense of the word: sector when DooM mapping).

Your including your own music should be fine.

 

What you've made there is basically a nice-looking, slightly advanced Wolfenstein 3D map. Absolutely no playable height variation, entirely orthogonal walls, but nice texture choices and decent-enough detail. The climax fight is pretty intense and pressures you even if you try and run away, whilst the escalation to that point is nice enough. Logically, as everything seems to be flagged "ambush" anyway, you could join half of the sectors making up rooms in the map and give yourself a lot more to play with, or resort to 10-sector style trickery and join all of the non-key doors as well for even more spare sectors to play with.

 

Not bad, but not particularly creative, would be my summary.

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Day 4 and already things are rolling along nicely. Kudos to everyone who's submitted maps so far: I'm gonna see about writing up feedback posts tomorrow, but for now I'll just post a layout pic.

unknown.png

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I've reacted to feedback given and updated my map accordingly. We now have an entirely new secret area added (with a properly tagged secret sector, improved final battle, fixed some texture things and I've even added more 'detail'. Same download link as before: https://www.dropbox.com/s/k4z530znrs2laeh/DFMAY20.wad?dl=1

 

EDIT: I've got it down to 19 sectors in fact. What shall I do with my extra sector? 2nd secret area perhaps?

 

45b3dba45291504eb661578df8ad37a7.png

Edited by Dragonfly

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33 minutes ago, Obsidian said:

I'm gonna see about writing up feedback posts tomorrow

Well.... I guess I'm gonna put out my cup, just to be safe ;-)

51G0RgCDkbL._AC_SY450_.jpg

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My personal take on @Arctangent's Heavy Lifting (UV, PrBoom+)

 

So I don't know when did this map got submitted; or when did the author decided to participate in the project. Likely through PM on Discord or something like that. You might have missed this because Obsidian doesn't say much about which new map has been released by non-DW users.

 

Anyway, this is yet another small, cramped techbaseTM  map. It's a plasma rifle-centric one. Also a pretty decent map, ammunition and enemies are nicely placed and can easily screw up first-timers.

I also like the neat little details like the viny-gray lifts that store high threat monsters at the beginning of the map and when you open the blue key bars and the armor bonuses that leads to one of the most important switches to progress the map.

 

My main complaint is that unless you realize the main gimmick centering around this map (switches lower all elevators marked with quadruple blue arrow textures - hence the name), you will be dying a lot due to the excessive mid-tier enemies and zombies roaming around the ground; (mancubis, arachnotrons and whatnot) and may have to rely on INFIGHTING. And the lack of SSG (which is kind of understandable given that plasma is plentiful) makes the map a grind (Shells aren't exactly rare, either.). SSG could be stacked on the soulsphere, by the way.

Health may also be a problem (too little stimpacks) due to the problem mentioned above during the first half of the map. And the medkit at the start of the map is basically useless, because once you run past the room, that's basically the point of no return. 

 

The lift that leads to the blue key should be marked clearer (by something like a corpse or simply a blood pool), I spent a large chunk of my time wondering where to go next until I randomly stepped on it; and I think the health bonuses aren't enough; although it is a again a nice little detail; it's too subtle. A (first time) player could easily step on it for some health due to the hectic pacing at the first half of the map.

 

As shown in the demo, the cyberdemon battle can be easily cheesed (I did fight it one-on-one legitimately in my non-demo attempt, though. Proves to be a nice challenge, but the problem is there). This is likely an unfixable issue however, as fixing it may exceed the 20 sectors limit.

 

7.6/10, I like plasma rifles, bonus for the nice MIDI.

Reference playthrough demo in case some of you don't know what I'm talking about.

graymay.zip

Edited by TheNoob_Gamer

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Great map, @Dragonfly - I'm amazed by how much mileage you got out of what looked like a very small area at first, and I should have expected that surprise at the end :) What an amazing transformation - I wanted to attempt something like that but quickly decided I wouldn't be able to pull it off. Definitely one that I want to open up in the editor and look around in to see how it all works. Difficulty is just right for me, able to complete it reasonably comfortably on keyboard but without being absolutely trivial either - the main thing to watch out for are those hitscanners!

 

@DynamiteKaitorn, definitely a simple map but interesting to see what can be done with a more literal interpretation of the rules. I had a bit of trouble finding the switch for the blue key, just as all the walls are pretty similar, and the last trap seems disproportionate (but then, you can just run away from it - maybe place it in a position where the player has to get through?) Even a small amount of height variation on the floors might make it look a bit more interesting!

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Releasing my map also for testing, so far 12 sectors have been used to make the layout, and before detailing it would be wise to save them for potential fixing

There is no midi in yet just to note

Map has been tested mostly on high difficulty setting so far and there is no secret either and there is at least 1 mp only spawn.

Get it here

Spoilers are the screenshots

Spoiler

image.png.acae57bde3f34e5f31c746fe466dd79e.png

 

image.png.c7cba8a6d8a9a31b005c870b5d0b83f2.png

 

image.png.b53b18380fa7f0bf7ba5de465ac75928.png

Yes i am aware that showing your map in the editor isn't a good way to show it but i wasn't in the mood to do in game screens.

 

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I vote we replace a few of the sprites with alt versions from the lost res as well. Alt shotgun and SSG, big trees, skull keys, hanging dudes, skulls on poles, whatever.

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If it's not too late to sign up, I might produce a map for this.

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Oops I added another secret. Use the DL link in my previous post for the updated version :)

 

6257a3b8cf271dca0010cea0e9dc1de5.jpg

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@Arctangent - I didn't have the same problems at the start of the map as @TheNoob_Gamer mentioned above, but then I did read about the blue triangle lifts in the post before trying the map! It's hard to say if I would have got it immediately coming at it blind, but I think it was clear enough... to really make sure the player gets it, I suppose there's room for another switch/platform combination at the start of the map. I do agree about the blue key lift, though - it would be good to mark that better, maybe indent it a bit or just make the top level more visible from the ground somehow to indicate the way up to the player. Otherwise I think it's a good little arena!

 

@Redead-ITA Looks good as well, especially for only twelve sectors! I found this one a bit more confusing as there were a couple of times where it wasn't clear to me how I'd opened something up, and I found it weird that I couldn't approach the big downpour of nukage and got hung up on an invisible wall (important for all the dodging you have to do there). The little corner in the southeast that's open to the sky looks a bit strange as well - from the angle you approach it, it just looks like there's a weird flat hole in the ceiling. It works great as a short map, though - I really like that you see over the big pool from one end first, then get access to the bridge and eventually over to the other side. You've left yourself a lot of room for detailing if you want it!

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3 hours ago, Dragonfly said:

Oops I added another secret. Use the DL link in my previous post for the updated version :)

 

 

How do you take those screenshots?

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39 minutes ago, NaturalTvventy said:

How do you take those screenshots?

Actually I think that's just a Doom Builder shot that's had the menus cropped out.

 

36 minutes ago, Obsidian said:

At a guess I'd say Not a Sourceport, Thank You.

You can spot a NASTY screenshot by the fact the vertical walls will always run perfectly along the Y axis in the screenshot, as the view is isometric.  If the walls are angled at all in the screenshot (as DF's are), it's an editor shot.

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That was just 3D mode in the editor. Logo is there because I edited the crosshair to include it, heh. :P

 

That said, thanks for reminding me about NASTY, Sid. Decided to do a render. :)

 

2f1117af3b367e4ad2829010ee61eb88.png

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9 hours ago, NaturalTvventy said:

I vote we replace a few of the sprites with alt versions from the lost res as well. Alt shotgun and SSG, big trees, skull keys, hanging dudes, skulls on poles, whatever.

 

I had that thought too: for now I'll leave things as they are, but I'd be keen to hear what the consensus is from the other mappers. I'll make a post showing off the sprites in the near future to help people make up their minds.

 

Alright, feedback time!

 

@Arctangent - Heavy Lifting

 

Excellent map! I played a few of the earlier iterations, but I feel like this one improves on the flow of the overall map in small but significant ways: the sign on the lift leading to the key path in particular is a good touch. Combat is good, although I'd recommend replacing some of the cells with shells or bullets so players don't get too reliant on the plasma gun to see them through.

 

@Nine Inch Heels - Coffee Break Torture Porn

 

That sure is a map.

 

...alright, fine. It's not quite my cup of tea, but from what I saw of the demo you sent me it works pretty well and makes good use of the sectors. I IDDQD'd to the end and I can confirm that the end is pretty choice. :D

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Yes, unfortunately I'm unable to provide feedback on Roofi or Nine Inch Heels' maps because god knows I can't survive more than ten seconds in them, but the dodging skills demonstrated in the demos are quite something. (Nine Inch Heels' demo crashes for me just after the mancubus - am I missing something in my parameters?)

 

prboom-plus.exe -file \users\david\dropbox\doomwork\mayhem2020\Coffeebreak_tortureporn.wad \users\david\dropbox\doomwork\mayhem2020\MAY20RES_1.0.wad -playdemo \users\david\dropbox\doomwork\mayhem2020\CTP_NIH.lmp -complevel 9

 

I'll see if I can do an original background music for my own map - does Boom allow for normal MIDIs with no strings attached or does it have to be in MUS format or otherwise limited?

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32 minutes ago, DavidN said:

I'll see if I can do an original background music for my own map - does Boom allow for normal MIDIs with no strings attached or does it have to be in MUS format or otherwise limited?

 

I believe you can use regular MIDIs with no problems from PrBoom. :)

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I daresay I probably won't be able to submit my map until the later half into the month. My perfectionism gets the better of me and I spend way too much time making sure detailing is optimal, in addition to getting them aligned. Rest assured though that it is coming along, just very slowly. Will provide more screenshots in due time.

 

From what I have seen so far, those who have provided pictures of their maps so far have done a fantastic job!

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@Roofi - Complexe Militaro-Industriel

 

Much like DavidN, my meager Dooming skills aren't quite sufficient to see me through this one. I can however compliment the sector usage and architecture, which is rather excellent and utilizes the limited number of sectors well. I even noticed a secret in there. :P Great stuff.

 

@The_SloVinator - Deep Focus

 

A nice, compact design here, with enough height variation to make it feel like a map instead of just a layout. I will say that beyond the opening section the Focus comparison does kinda drop off and I feel like the upper area could've been used a little more, but I think the map stands on its own merits regardless. Excellent visual design too.

 

@DavidN - Wastewater Plant

 

There's something about this map that just screams Doom 1 to me, and I mean that in the best way possible. In a way it was almost disappointing to see the various higher-tier enemies show up: you could easily get away with this map sticking to Doom 1 monsters only and still being fun. That's just my opinion, of course. :P

 

The visuals seem a little on the busy side at times, but they still convey a decent sense of place and the layout is an absolute standout. I love the inter-connectivity aspects a lot and for the most part the gameplay is solid. I say for the most part because...well...

 

Spoiler

As weird as it seems, I feel like the 3 Arch-Viles at the end are a bit much. It's a fairly steep jump in difficulty compared to the rest of the level and between the plentiful fodder for them to reanimate and the lower tier of weaponry that the main gameplay path gives you, it makes for something of a slogfest. I feel like making the switch to Revenants would keep that bit more in line with the general curve of difficulty that the map currently boasts.

 

That aside though, it's a really good map and I'm impressed with the way you worked around the restriction. Props for using those pipe midtextures too. :P

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Thank you @Obsidian and @DavidN for taking a look on my map !

 

I forgot to mention that I set lower difficulties. MAybe it's still too hard on HMP and HNTR?

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I tend to play on UV regardless of the map in question in order to not compromise my perceived testicular mass. :P I'll give it another shot on a lower difficulty setting later and give some updated feedback.

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@DavidN Thanks for letting me know of that issue, i fixed it ASAP.

I also made it slightly clearer to where you need to go next in the area before prior to see the bridge in the middle of the nukage, i've tried somewhat at giving a hint when you press the red skull switch slightly by changing the textures of the lifts.

Other than that it's pretty much the same map.

 

RedMAY2020.zip

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4 hours ago, Obsidian said:

I will say that beyond the opening section the Focus comparison does kinda drop off and I feel like the upper area could've been used a little more,

 

Yea, I derailed after the first area. I guess, you could say that I lost focus. :P

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