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Obsidian

Doomworld Maximum Project 2021 - Compiling...

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Happy new year, everybody! Sorry, I wasn't able to submit anything this time around. Hopefully, this year will be less hectic for me and I'll have more time to invest in larger non-speedrun projects. 

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Posted (edited)

Name: Sludge Factory

Mode: Singleplayer

Format: GZDoom: Doom 2 (UDMF)

Difficulty Levels: No

Tested With: GZDoom 4.6.1

Jumping/Crouching: Yes

Freelook: Yes

Pistol Start: Yes

Textures: Yes, Uses OTEX 1.1 - Ola Björling

Soundtrack: Into Sandy's City - Andrew Hulshult Remix

 

Notes: Designed in a short amount of time, specifically for this DWM Project. Has only been tested by myself and is my first ever release! Feel free to give a test run and please let me know if I've done anything wrong, or you found a bug etc... Still learning.
 

Download: SludgeFac.rar

Edited by CorzaX24

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Posted (edited)

Name: Rushed Job.
Format: Boom (Complevel 9, tested with DSDA).

Difficulty Levels: Yes

Coop/Deathmatch: Only other player starts for coop.

Textures used: 32in24-15tex.wad (Not included in the wad), Mechadon's Box of Skies (Plus text created using Doom Text Generator).

Music: music2.mid from the game Astrobatics, originally composed by Vakhtang Adamiya. 

 

Additional notes: I quickly speedmapped the level this week since I was busy with irl stuff in the last month, hence the name "Rushed Job" :)  


Download link: RushedJob.zip

Edited by Valhen : Added coop info

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Hello, I have managed to cobble together a map 1 hour and around 22 minutes before the deadline. It's a rushed mashup of my canned projects. Don't expect a masterpiece; I'm tired and I am sorry.

 

GZDoom 4.5.0, enable jump/crouch/freelook, standard lightmode+dynamic lights. Requires 'OTEX_1.1.PK3'. Contains new actors, sounds, a new decal, new music pieces, 2 new textures and one 3d model.

 

Jukebox + script are based on Milennia Invasion. Track names show the source of the music. I don't remember how I made that leaf, I think I just scanned a real leaf and photoshopped it.

JMDMP.7z

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Here's the final version of my "2048x2048" map that got slightly out of hand (general fighting area is still within the limit i imposed on myself).


MAP NAME: Demon Demolition
FORMAT: Limit Removing Doom 2 (Tested in DSDA-Doom 0.21.3 -complevel 2)
Author: Knifeworld

IWAD: DOOM 2
Single Player: Intended for!
Deathmatch starts: No
COOP starts: No
Difficulty Levels: None/UV only (not much time, spent it on level design)
Textures: A custom long sky texture of mine
 

MIDI: Fault Zone by MARTIN SKOG, from "Ecco The Dolphin 2: Tides of Time"
Couldn't find the source I remember using in time,
the version listed here is likely (hopefully) the same:
http://www.vgmusic.com/music/console/sega/genesis/
 

Description: YEAAHHHHH BIG EXPLOSIONS
 

DMP_KWDD.zip

doom641.png

doom644.png

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5 minutes ago, Obsidian said:

One hour left to submit your maps!

When can we expect the compiled project to be available do you think?

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3 minutes ago, CorzaX24 said:

When can we expect the compiled project to be available do you think?

 

I'll try and get it out in a timely manner, but currently there's a hearty amount of work that needs to be done to make the whole thing ready for primetime: resource gathering, source citing, graphics, it's gonna keep me busy for a while. I'll get back to you on that one, heh.

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5 minutes ago, Obsidian said:

a special thank you to @Biodegradable for testing people's maps: you're a greater person than I, I can say that with certainty.

 

Aww schucks, I'm just happy to help. :^)

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2 hours ago, Biodegradable said:

 

Aww schucks, I'm just happy to help. :^)

I'd love for you to play test my submission, and give any feedback you have! Just further up on this page.

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4 hours ago, Biodegradable said:

 

Thank you so much for testing it! I'm so pleased that you made it through :)

 

The BFG is mainly a gift for making it; As you saw, if you find and activate the switch in the last room that starts the crushing ceilings, you don't really need to fire a single shot for 100% kills. That is, of course, if you wait for the crushers to do their work.. otherwise you can help with the BFG or just walk out by that point.. like you did ^^

 

Speaking of "finding & activating", there's a secret where you can raise two small covers for that one area with the raising stairs.. but it's cool to see that you made it through without. I knew it was possible but I still thought I'd add something to make it easier for someone less skilled at playing than you (like me, for example) ^^

 

I hope you enjoyed it- thank you for playtesting all these maps (not just mine)!

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59 maps for this project is a pretty big number of maps submitted! Congrats to all!

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2 hours ago, CorzaX24 said:

I'd love for you to play test my submission, and give any feedback you have! Just further up on this page.

 

Consider it done, mate. Needs more sludge!

 

 

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9 hours ago, Obsidian said:

Anyone who's submitted a map before the deadline can update their map as long as the changes they're looking to make aren't too extensive

 

Ehrm.. I.. uhm..

I uploaded an updated version.

 

I realized there's a way to soft lock yourself if you make it onto the walkways on the sides of the starting room without having acquired the key. I didn't add or take away any sectors for the fix, though- I just made two sectors additional blocking rooms that get lowered when the player passes the key door, basically.

 

Here's the file. It's not really a critical bug but I don't like having potential progress breakers like that:

Zylinderkatze-Maximus-MAP15-SLF.zip

 

Sorry.. and thank you!

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4 hours ago, Biodegradable said:

 

Consider it done, mate. Needs more sludge!

 

 

Appreciate the play-through mate! Good to see it being done by someone else! Couple things I need to tweak I think.

The skippable Cacodemons and Barons, didn't mean for them to be skippable.
The Barons not spawning near the end is actually a line trigger under the rocket launcher pickup, didn't trigger for some reason.
The hole in the sewers part, kinda silly. Maybe I should make that blocked or insta death lol.
Couple secrets you missed obviously, maybe they're not obvious enough, or they're just right, hmm don't know.

And... More sludge!

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Good luck with compiling Obsidian and well done to everyone who mapped and playtested ( <3 @Biodegradable).

@Obsidian - I know there's a whole lot of work to do for compiling, if you need a hand with some stuff like making CWILs or something lemme know.

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So what now? Are all the submissions going to be put into a PK3 file like the Master Levels launcher?

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Posted (edited)
8 minutes ago, DoctorNuriel said:

I love the

  Hide contents

gun-shaped part of the map

, that must be some kind of signature, right? Really nice map overall, a solid challenge!

Yes it is hahaha It's the first time I used it. Thanks a lot for playing it, really.

Could you tell me what difficulty did you choose? 

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9 minutes ago, DoomRevolver said:

Yes it is hahaha It's the first time I used it. Thanks a lot for playing it, really.

Could you tell me what difficulty did you choose? 

I played on HMP :)

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On 12/29/2021 at 5:15 PM, DoctorNuriel said:

@Obsidian

I made a few tiny tweaks (and also added music that isn't d_runnin) to Noroi! This is the final-final version for inclusion :)

 

yureimap01_noroi_v3.zip

I just played this, a fun short map. Good work on the Japanese decoration and the music choice.

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8 hours ago, DoomRevolver said:

I just played this, a fun short map. Good work on the Japanese decoration and the music choice.

Thank you so much :)) I always wanted to make a map in this style ever since playing Shadow Warrior '97 and I'm glad folks enjoy it!

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