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NaNoWADMo 2020 - The month-long mapping challenge!

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WIP of MAP02, in which I have probably spent too much time playing with the possibilities of textures and architecture and not enough time building the layout...

 

50450820788_7cd8830677_o.png

 

But this resource WAD has such a nice set of blue tones and they pair deliciously with warm, earthy browns.

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Right, my little wad is coming along nicely. I haven't finished any maps this week, but I've built the hub areas of two of them and finished about a third of another, along with a bunch of miscellaneous rooms.

 

Anyway, here's what I've got down for E4M4. Going for a more Sandy Petersen-esque layout with this one. Lots of random side rooms and such.

Spoiler

DOOM0000.png.eea8c8356f667af226bf3618330a579b.pngDOOM0001.png.6ff26072c4929704a29df220105be824.pngDOOM0002.png.98601c2190cd0f2f0d87caa620a2e387.pngDOOM0003.png.797d976dd9581b4783ef6a5913f6de7f.pngDOOM0004.png.09659c863ab7ecbec38876861ec49638.pngDOOM0005.png.6064f3e2e8ddebb307a7d7ee429e5b2a.pngDOOM0007.png.4ad2eeb1e4a41d1b72225f46a0c228cf.pngDOOM0008.png.99c32f897e41898007dfc6d6b04af165.pngDOOM0009.png.342aba6dcd0a8a6e1c1b1269eb9c6600.pngDOOM0010.png.0ef03daa2cf430033ac6f08aeb6e8321.pngDOOM0011.png.04b96c8bc1b78b2473b6e1c32d7a5796.pngDOOM0012.png.cfd5880dbadca5084a1c994e348a067e.pngDOOM0013.png.137c7ae0b497d10ddd63d04755ce47db.pngDOOM0014.png.ef9ea2014fcd007ae3b31395cd2503ec.pngDOOM0015.png.e899a5ea21183f859cd7b78c46c9bb52.pngDOOM0016.png.b77f55b4259836b8dcab0332fc249c21.pngDOOM0017.png.5860e700ffb8968d39549c435d2f8927.pngDOOM0018.png.d78313ed923c4f0ab15bee9792b9b840.pngDOOM0019.png.14d9ccd37c8a504079369afa8fac2eec.pngDOOM0020.png.fc95f139f70245734d03de52a4f22de8.png

 

And now for the hubs of E4M2 and E4M3:

Spoiler

DOOM0031.png.66f8a5246d6f4b42ac5e76d1ef253b3c.pngDOOM0032.png.5be46872ba4f99d21e8d653a4703e4e1.pngDOOM0033.png.cc5cba54dcf84aba93cee9e3b4cb4610.pngDOOM0021.png.176aa8036a1d2c025fad26779c576d0d.pngDOOM0022.png.c53557646478a01914372cab8398e4ed.pngDOOM0023.png.3a72537e8a7df7e7dec6162587d7b7b1.pngDOOM0024.png.6d7cb8958ea6c784ce5e9cc44f465bf8.pngDOOM0026.png.c0b48a7b0a1515d1c8a8fb332ef0d96b.pngDOOM0027.png.59992c64f12c7d214f6456c44a1357fd.pngDOOM0030.png.b363efa7710f4e0781a9435b2324b548.pngDOOM0028.png.e9895562f65f070155d757c250e6be73.pngDOOM0029.png.35057374bd3d890e976b4a5d7e283c26.png

 

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More progress on my MAP02.

 

Here's what the map layout looks like now.



 

MAP02.png.fa94e6b6eedda7d20a6d1cff2a3e4258.png

 

This is the power generator room. Here's some transformers.

 

Screenshot_Doom_20201012_090445.png.93f8d42db2d9c416dfb8edce2e4a3b77.png

 

When you close the switch, you can see arching.

 

Screenshot_Doom_20201012_090553.png.8dc35606901b3f968c1002e657ffce40.png

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I'm gonna need to step up my game for MAP03. It's frustrating me so much.... well today I'm gonna do some outlining for the direction of the plot so not only I will have a better idea of what I want to map, but so both our map sets are coherent with the other lol.

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I hope I'm not too late to get started. :P

 

I started work on this a few days ago and only just found out about this challenge this morning. Since this is also my first map (if we don't count that one map I started eons ago following along with a tutorial), perhaps I should aim for more of an episode-length project rather than a megaWAD-length one, but who knows.

 

This map has a gimmick, and it's one that I'm not sure I've actually seen before: a pure Tyson map -- no compromises, no starting pistol, no weapons hidden away later in the level. Just you, your fists, a berserk pack, and your knowledge of how to move around efficiently so as to turn swarms of monsters against each other. (Maybe a secret chainsaw; I'm still undecided about that one.) It isn't a slaughter map (not in the conventional sense, anyways), but slaughter experience will probably be really useful. Working title is "Panopticon".

 

As you can see, the opening room (which is more or less all I have so far) is still really flat; I do plan to add some more organic cave-like geometry with a dimly lit river going down the middle, but I've been putting it off because frankly I have no idea what I'm doing. The weird rectangular structure jutting out of the bottom-left of the map is a teleport trap I cribbed from Nine Inch Heels's tutorial on the subject (I'd link but the link function seems to be glitching out on me), and it dumps anywhere from 3 to 6 spectres into the (ridiculously dark) room as soon as you pick up the berserk in the big pentagram circle, while the massive wall opens up in front of you to reveal a cyberdemon (who is basically trapped inside that alcove but can shoot you pretty easily). There's a switch in the cyberdemon alcove (you have to run under him) that opens up that door on the right, but I think I'm going to move it back behind the player start, 1) because it's screwing up the opening visual, and 2) it puts the door in a more visible place after you hit the switch, and you don't have a lot of time to make that connection before you're cyberchow. And that's as far as I've planned ahead (though I also intend to have that alcove overlook a much larger area off to the north that the player has to run through later; I'm thinking lots of lava). I'm explaining this in detail because I'm not sure where to go from here -- the spectre fight is fun, if a bit one-note, but I'm afraid I just don't have a lot of references for how to make this kind of gameplay work.

 

For the record, it's really only the opening room that has the deep red lighting; I suspect an entire level lit that way would be borderline unplayable.

Spoiler

Screenshot_Doom_20201012_140619.png

Screenshot_Doom_20201012_144406.png

dw1.png

 

 

EDIT: I forgot how spoilers worked, whoops.

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1 hour ago, Caru said:

This map has a gimmick, and it's one that I'm not sure I've actually seen before: a pure Tyson map -- no compromises, no starting pistol, no weapons hidden away later in the level. Just you, your fists, a berserk pack, and your knowledge of how to move around efficiently so as to turn swarms of monsters against each other.

That sounds intriguing. I've yet to play a whole melee-only episode. If you finish the wad, I'll be more than happy to playtest it. I must ask, though: do you have to punch that cybie to death? Or would that spoil the surprise?

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On 10/11/2020 at 10:40 AM, TheOrganGrinder said:

WIP of MAP02, in which I have probably spent too much time playing with the possibilities of textures and architecture and not enough time building the layout...

 

I'd already had my mind's eye on a particular set of those AA textures for an upcoming map, but you inspired me to go ahead and lay out that map next.

 

image.png.7e8df7cb4513d42ddcee6009b9c545b1.png

 

(obviously much less pretty than yours, especially at this stage)

 

Editor views of the past couple of days' work for me:

Spoiler


image.png.8a497455fe2dde4fade2dd620a6a6ab6.png

 

image.png.b7857cb8dfb22db5b888c01c3215bc25.png

 

 

Still so many undetailed and/or orthogonal walls! :(

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20 hours ago, Omniarch said:

I must ask, though: do you have to punch that cybie to death? Or would that spoil the surprise?

 

Dear god no, I can only imagine how monotonous that would get. I haven't decided how I want to make that work for people who go for 100% kills, maybe a crushing wall you can switch on at the end of the level.

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So I decided to change my dispay name (formerly known as DragoKnot4200). I decided to make a tech base themed 5 level mini wad, but while working on the second map i wasn't liking how it turned out and decided to stop working on it. I'll post the unfinished map

separately at the end of the month but for now I'm just gonna work on a different map. I wanted to get at least 2 maps done before posting anything but for now here is map 01, a very short entryway level. This wad uses the community chest 4 textures which have NOT been combined with the wad yet and can be downloaded here: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4

Spoiler

953683681_Screenshot(10).png.b8a741ddfb8b5e7874a936c2787dc281.png606268221_Screenshot(14).png.fe450d8d68f6f6d9993a3d927296259c.png

 

Tested in: GzDooM, PrBooM-plus

My map: Entryway.zip

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image.png.26091789410d2d6cd85141f29851e064.png

 

Most recent """"""finished"""""" map.  Second one to take a couple of days.  I feel like I'm starting to get burnt out a little and/or losing my initial focus on cranking these maps out, which, let's be fair, I probably am.  Jimmy I ain't. Still reasonably happy with the concepts and layouts themselves.

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If it's okay I'm afraid I'm going to have to drop out of this event.

 

I misread the rules and thought we started in November, and I just don't really have the time right now.

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13 hours ago, Biff Dunderbuff said:

Tested in: GzDooM, PrBooM-plus

My map: Entryway.zip

I gave the map a whirl this morning and enjoyed it a great deal. I found the monster placement, ammo balance and flow, along with the simple but precise texturing and relaxing midi made for a very chill yet engaging experience. The secrets were nice and fair, too, and fit very well into the overall progression. If I had to offer any criticism I'd say the health was a little generous, even on UV. I think bit of extra punishment would add to the experience, but it is a MAP01, so maybe a little leeway is okay.

 

Overall, this level would definitely convince me to play a miniwad! I wish you well on your mapping endeavours.

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2 hours ago, HQDefault said:

If it's okay I'm afraid I'm going to have to drop out of this event.

 

I misread the rules and thought we started in November, and I just don't really have the time right now.

 

Do it in November then!

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I guess I should post some screens of my project here and not just on the Discord, huh? Here's what I'm working on for Doom 64:
 

Spoiler

 

1.png.671c854081a5bce85f0f095d6f3f6fd2.pngEi96w-zXYAoTpAr.jpg.6e71b75b6b8c5fb363bee87fb845f031.jpg

5.png.891b43f47f3ed8d9427fec9bbb8ab497.png6.png.77b9936e623689425278fdaabc122fdf.png7.png.41b256b8e3bfc9d48a7f4967116b8ee3.pngUntitled3.png.f72d9cc8d9cccf68f4b35f47f84b3167.png

 

 

22 hours ago, HQDefault said:

If it's okay I'm afraid I'm going to have to drop out of this event.

 

I misread the rules and thought we started in November, and I just don't really have the time right now.

No worries. Sorry about the confusion.

20 hours ago, jerrysheppy said:

 

Do it in November then!

Yeah, I mean... there's nothing stopping you.

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So we're at the midpoint of the month and I don't have even MAP02 quite finished yet...

 

50494729018_30027de0f2_o.png

 

(Still to-do: finish the exit area, build the red key arena adjacent to the north-eastern quadrant of the map, connect said north-eastern quadrant to the north-west and south-east quadrants, apply detail consistently, throw in monsters and items and secrets and sky transfers...)

 

Yeah, this one kind of got away from me and I'm not sure what that heralds for the back half of the month; "hopefully MAP02 through MAP08 won't take so long" turned out not to be the case.  Will do what I can do.

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I have 21 maps on playable status so far. Here's some map shots of some of them:
 

Spoiler

 

RAK0pVq.png

YdsqIRo.png

JMonWQU.png

pllYnsd.png

Yat13jN.png

f82QCp9.png

 

Since I'm skipping detailing, no ingame screenshots for now.

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@Gothic, those look pretty good and varied thus far!  Just as an FYI, the translucent wireframe PNGs you've used are a little hard to see against the default forum colour scheme - the black/dark grey outlines don't pop well against the dark teal background.

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Changed the fight in the outside area in map 2; I think this is more challenging and focused than the previous version.

Spoiler

376272167_NaNoWADMo(editarea)at2020_10.1601-10-49.370R3615.jpg.d5fb8522964f327e06d9ab99d850f2a0.jpg1756481084_NaNoWADMo(editarea)at2020_10.1601-10-34.520R3615.jpg.20f48259b4054af50b89e21cd79f87fb.jpg

In the process of making the third map, I need to know if this looks good. I was thinking of doing this in small places around the map to make it more visually interesting, and to make it seem like hell was taking over

Spoiler

1747488090_NaNoWADMo(editarea)at2020_10.1801-40-05.118R3623.jpg.ec24f3248c94ccfa18cf9c945bedd599.jpg1465330516_NaNoWADMo(editarea)at2020_10.1801-40-26.719R3623.jpg.852ab98fd3ef58d8d9dad10c34769158.jpg

Edited by croc_rock : put the pictures under spoilers

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Right, finally finished another map! I actually scrapped a bunch of half-completed maps this week, but kept many of the rooms and ideas, some of which wound up in this map.

 

Spoiler

DOOM0000.png.0b61b1dc5f1cc75053368e1b09ca0a30.pngDOOM0001.png.10a317f0e9afb0c42866e05322fd1f76.pngDOOM0002.png.56faf31105f5a51e21707f13a45d63be.pngDOOM0003.png.3502ee65e56775170e6f17167efe6911.pngDOOM0004.png.53980d8a19962a9e21fb925053569478.pngDOOM0005.png.9b515a5e4a8ad59fad451e02d186aa52.pngDOOM0006.png.e92b2cc8a4edf107ff2e72bbc21ccd37.pngDOOM0007.png.970c843ebdecbeec01c8c249946eee64.pngDOOM0008.png.bd195547ed19d600bf5d2e9ec83361dd.pngDOOM0009.png.60c4318e37b9f78c85305926f642cb31.pngDOOM0010.png.e169ecef52308af63efa1e16b0dbdbbf.pngDOOM0011.png.c0e27de9388fc5062983b3fc35aa3ed0.pngDOOM0012.png.064d63aff020d3dc98738f528af515ca.pngDOOM0013.png.89deab00a55ddc1a63cae06a0151e2db.pngDOOM0014.png.52cb36b802ccf5521122f1e2039abecb.pngDOOM0015.png.71e473a31f8d82b4b60e693dddd5056e.pngDOOM0016.png.474452f728fff1700af0368747e47a06.pngDOOM0017.png.6c0ea0ca1f1e1d8603697a20374effc4.pngDOOM0018.png.d647dc9b3a35af2ce798592a812acb7f.pngDOOM0021.png.1941746398cbe1afdff07b5ddb88e403.pngDOOM0022.png.279a89edf547dfc68fe15d264774cd3f.pngDOOM0023.png.aafec20f6364bde445c442c3388b7dc5.pngDOOM0024.png.8653414c3c07ef9197b49dcdb1cde3ec.pngthy_flesh_removed.wad_E4M2.png.69d6e4688a9ae2bbe5a3d393706e726e.png

 

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3 hours ago, Omniarch said:

Right, finally finished another map! I actually scrapped a bunch of half-completed maps this week, but kept many of the rooms and ideas, some of which wound up in this map.

 

  Hide contents

DOOM0000.png.0b61b1dc5f1cc75053368e1b09ca0a30.pngDOOM0001.png.10a317f0e9afb0c42866e05322fd1f76.pngDOOM0002.png.56faf31105f5a51e21707f13a45d63be.pngDOOM0003.png.3502ee65e56775170e6f17167efe6911.pngDOOM0004.png.53980d8a19962a9e21fb925053569478.pngDOOM0005.png.9b515a5e4a8ad59fad451e02d186aa52.pngDOOM0006.png.e92b2cc8a4edf107ff2e72bbc21ccd37.pngDOOM0007.png.970c843ebdecbeec01c8c249946eee64.pngDOOM0008.png.bd195547ed19d600bf5d2e9ec83361dd.pngDOOM0009.png.60c4318e37b9f78c85305926f642cb31.pngDOOM0010.png.e169ecef52308af63efa1e16b0dbdbbf.pngDOOM0011.png.c0e27de9388fc5062983b3fc35aa3ed0.pngDOOM0012.png.064d63aff020d3dc98738f528af515ca.pngDOOM0013.png.89deab00a55ddc1a63cae06a0151e2db.pngDOOM0014.png.52cb36b802ccf5521122f1e2039abecb.pngDOOM0015.png.71e473a31f8d82b4b60e693dddd5056e.pngDOOM0016.png.474452f728fff1700af0368747e47a06.pngDOOM0017.png.6c0ea0ca1f1e1d8603697a20374effc4.pngDOOM0018.png.d647dc9b3a35af2ce798592a812acb7f.pngDOOM0021.png.1941746398cbe1afdff07b5ddb88e403.pngDOOM0022.png.279a89edf547dfc68fe15d264774cd3f.pngDOOM0023.png.aafec20f6364bde445c442c3388b7dc5.pngDOOM0024.png.8653414c3c07ef9197b49dcdb1cde3ec.pngthy_flesh_removed.wad_E4M2.png.69d6e4688a9ae2bbe5a3d393706e726e.png

 

Oh yes.

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Another map layout complete.  This one is downright petite compared to others I've posted, but still took a while as I did a lot of work with polyobjects and also spent a bit more time than usual on some interesting architecture.

 

image.png.b23174fe55f7154c49903a38eb69ddc8.png

 

I'm a little burned out on the theme I've been using for the past several maps.  I still want to do another couple in this "episode", but I think I'll take a break for now and maybe lay out some base and/or traditional hell maps.

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On 10/18/2020 at 1:51 AM, croc_rock said:

I need to know if this looks good. I was thinking of doing this in small places around the map to make it more visually interesting, and to make it seem like hell was taking over

  Hide contents

 

 

I'm definitely a fan of the concept, but I have to ask: Hell taking over from what?  Both red and green marble blocks are typically used to signify Hell in the Doom visual idiom, so rather than one being Hell and the other being not-Hell, it simply strikes me as Hell with a bit of texture variety.  Not that that's a bad thing per se, mind you.

 

You could consider using more base-ish textures in the not-Hell parts: STARTAN, GRAY* or whatever suits your fancy there.  You could make the transition more jagged or irregular, so it looks more like a pocket of Hell busting into a nice neat hallway.  (Assuming that's the sort of thing you're going for, and not just "Hell remodeling a base corridor".) And of course there are lots of time-honored ways to spice up an area of hellish architecture: inset walls of fire or tortured corpses, pools of blood, SKIN* panels or marble faces amidst the bricks.

 

Edit: If I'm wrong in assuming that you intend the red area to be the hellish intrusion, and it's all part of a hellified corridor, then I think it looks decent-- still quite a bit on the plain side, but nothing a few simple vanilla-level details couldn't fix.

Edited by jerrysheppy

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On 10/19/2020 at 1:12 AM, jerrysheppy said:

I'm definitely a fan of the concept, but I have to ask: Hell taking over from what?  Both red and green marble blocks are typically used to signify Hell in the Doom visual idiom, so rather than one being Hell and the other being not-Hell, it simply strikes me as Hell with a bit of texture variety.  Not that that's a bad thing per se, mind you.

 

You could consider using more base-ish textures in the not-Hell parts: STARTAN, GRAY* or whatever suits your fancy there.  You could make the transition more jagged or irregular, so it looks more like a pocket of Hell busting into a nice neat hallway.  (Assuming that's the sort of thing you're going for, and not just "Hell remodeling a base corridor".) And of course there are lots of time-honored ways to spice up an area of hellish architecture: inset walls of fire or tortured corpses, pools of blood, SKIN* panels or marble faces amidst the bricks.

When I say "hell taking over" I really mean "like some otherworldly force is corrupting whatever hellbase you're in" (and I admit I mostly only did this to break up the visual monotony of the otherwise plain hallways).

 

I think I'm going to scrap this level, unfortunately. It's in a completed state but something about it feels very...amateur-ish.

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Still busy with this third map of mine. It's more or less done. I want to add another area or two. and I need to sweep the thing for texture mistakes. 

Screenshot_Doom_20201020_185459.png

Screenshot_Doom_20201020_185304.png

Map03 Mooncontrol update.png

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Yeah, I've officially slowed down a ton and have pretty much accepted that I'm not gonna hit my initial goal of 24 map layouts in three distinct episodic styles.  My revised goal is to finish laying out three more maps, which will be base maps and will go at the front of my re-envisioned first episode.  But honestly, even if I don't get those "done", I'm not gonna be too mad about it.

 

Here's what I've been slinging linedefs at for the past couple of days-- one of the base maps:

 

image.png.e4bdae540db41bdd94bac101818d8e4e.png

 

OTEX almost has too many pretty options for base and industrial textures; it's very easy to become choice-paralyzed in a way it wasn't with my hell and temple maps.

 

@Dylan Omen: Looking good!

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MAP02: Blue Curacao is at the "as done as I can stand to get it at this point," stage; there are items still to place, encounters to build, and detail to finalise, but right now I am mentally ready to move on to something else.  This will be a month in which I get done what I can get done and if that means two maps, or three maps, that's still more than I started out the month with.

 

50517110431_7c727056fa_o.png

 

And to think this one started out with the notion of a breezy, Heretic-style exercise...

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Yeah, don't think I'll be able to finish what I had in mind for NaNoWadMo on time: had a weekend away where I wasn't able to access my laptop and the inspiration just kinda dried up after that. Still, was fun while it lasted: maybe I'll just keep tinkering away at what I have and release it further down the line.

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