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Obsidian

Doomworld Maximum Project 2021 - On IdGames!

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Name: Routine Checkup
Modes: Singleplayer
Format: Boom
Testing: dsda-doom
Skill Levels: Yes (1-5)
Jump/Crouch: No (disabled)
Music: Fire Hive by Jimmy/Lost in Place by Lippeth

Textures: cc4-tex required

Description: Dropped down to check up on what's been happening in a UAC base. Lo and behold, they've opened another portal to Heckers. It's time to leave. But wait, some imp stole the thruster key for absolutely no reason and now no-one can leave until it's returned.

 

https://drive.google.com/file/d/1tKSzQUJd_ctmyoyY2huALsfXn1D3CstA

 

Screenshot_Doom_20211229_210218.png.fd5dc442d86385fae1c7b13e73d821d8.png

Edited by Vortale

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I almost forgot about this community project, thankfully I have a map finished already. This is the first map for a project I'm working on that takes place on a volcano. Some critique would be nice too.

 

metalfac.wad

 

Some screenshots:

Spoiler

Screenshot_Doom_20211230_171141.png?widt

 

Screenshot_Doom_20211230_171157.png?widt

 

Screenshot_Doom_20211230_171220.png?widt

 

Screenshot_Doom_20211230_171245.png?widt

 

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3 hours ago, BrassKnight said:

I almost forgot about this community project, thankfully I have a map finished already. This is the first map for a project I'm working on that takes place on a volcano. Some critique would be nice too.

 

metalfac.wad

 

Some screenshots:

  Reveal hidden contents

Screenshot_Doom_20211230_171141.png?widt

 

Screenshot_Doom_20211230_171157.png?widt

 

Screenshot_Doom_20211230_171220.png?widt

 

Screenshot_Doom_20211230_171245.png?widt

 

 

They really have to take care what kind of Waste they flush down the Lava Pipes :P

I liked fighting the Silhouette Outsite, also how the Path the Player is progressing open ups.
Nothing really to complain, Map feels overall pretty vanillaish and i had fun with it!

 

The only nitpicky Thing would be one Door that isn't high enough for the Revs Sprites :P

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I completely forgot I even signed up for this and have absolutely nothing to show for it! I have a WIP map that's been in development hell for the best part of 10 months but I don't see it being finished in time for this...

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Hello, I'd like to participate on this

 

EDIT: updated to V.1.5 (balance adjustments)
>Map Name: Annihilation Temple
>Map slot: 01
>Modes: Singleplayer
>Format: Boom
>Testing: ZDoom 2.8.1 / GZDoom 4.1.3
>Skill Levels: Easy skills will remove some tough enemies. Also some health items change depending on the difficulties.
>Jump/Crouch: No
>Freelook: No
>Pistol Start: Yes
>Textures: Doom 2 IWAD
>May not run with: PrBoom/PrBoom+
>Description: this is a hardcore remix of my first ever published wad "Initiation Temple". It's meant to be a challenging experience while keeping the classic Doom 2      style.

>Download: Annihilation Temple V.1.5 by DoomRevolver.rar

>Original post: 

>Gameplay running on GZDoom 4.1.3: 

 

 

Edited by DoomRevolver : file update

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Last update before publishing!

 

Yes. What? Yes.

 

After a bunch of back and forth I am now at a point where I consider my level ready for the masses. However, I want to give it one last line of tests.. and also find a good MIDI to go along with it, because why not. Then I also want to write a short file-id.diz for old time's sake. But it's 3am so.. not now.

 

The last two days have been very productive! Check it out (if you dare):

 

Spoiler

 

Oh! Brave you!

 

done1.png

 The cleaned-up version of the previous preview..

 

done2.png

..a later part of the map, outside!

 

done3.png

And this is inside, I guess? Okay!

 

 

I intentionally "hid all the things" in the screenshots.. though if that would've given anything away.. who knows?

 

I'll wrap the file up tomorrow and upload it. Whee!

 

 

UPDATE: Ran into a little bit of a Drawsegs problem and will have to remodel the last room a bit.

Spoiler

 

bug.png

Just.. ew.

 

 

Edited by Zylinderkatze : delay due to drawsegs

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I've decided to take a crack in Ultimate Doom Builder and here's the results:

 

Rock_Solid.zip

 

Name: Rock Solid

Author: A gamer with a blue fish profile picture that upload this

Release date: Today

Port: Vanilla

Music used: Jeremy Doyle - "Ripsnort" (aka Icarus Alien Vanguard MAP21 music)

Build time: 5 hours i think idk

Tested with: Chocolate Doom 3.0, Eternity Engine 4.02 Forseti

Difficulty settings: No, I'm lazy

Note: This map is a slaughtermap, or slaughter-lite I guess

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Pyramap1.1.zip

 

I've made a little Update with a own drawn custom Exit Sign (normal and reversed) and changed some Textures and Highs of the Exit Room,
to make it more clear that you are upsite down if you go through the Teleporter.

 

pm11.png.ee0de0144da3a7b5fc4880bf9a43aa54.png

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3 minutes ago, lokbustam257 said:

@Obsidian maybe this is the time you update the "List o Mappers" post?

 

Heh, I'll be updating that tomorrow with all the submissions: it's a slightly daunting process, but it'll be important once compiling rolls around.

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20 minutes ago, Obsidian said:

Happy New Year from New Zealand! Submissions close in 24 hours. :)

 

 

Happy New Year!

 

What a way to start 2022.. compiling several heaps of wads into some semblance of sense :D

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Submitting a map

Name: Not an Island

https://www.dropbox.com/s/80r40iu5shkn0iv/Not an Island Standalone build3112 boundtotex.wad?dl=1

Mapslot 1

Music: e3m1 from Doom

Coop is possible

Tested in PrBoom 2.03, PrBoom+ 2.5.1.4 cl 9, Zdoom 2.8.1 and ZZdoom

Best played in Zdoom 2.8.1

Screenshot(not the best view heh)

Spoiler

Screenshot-Doom-20211231-141926a.png

 

Texture pack that's enough to run the map:

https://www.dropbox.com/s/2vqz11z2wjyw225/prcp2texv1.wad?dl=1

Credits(not tooting my own horn):

To authors of content from prcp2texv1 used in this map: t.v. for pl2 stuff, Jimmy for finaldoomtex things, Gothic for metal things from PatchedTex, Joshy for blue colormap, Scypek2(iirc) for piranhas patch.

Sunbeam for LiveReverb (ACS and decorate powered mod, can be removed if the script messes up the final wad)

 

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Hey look! I'm done!

So proud. It'll be my downfall.

 

Map Name: Oops! All Cyberdemons
Map slot: 15
Modes: Singleplayer
Format: Vanilla
Testing: Chocolate Doom
Skill Levels: The enemies are the same in all difficulties, only the power-ups are adjusted.
Jump/Crouch: No, might break progression
Freelook: At your own risk
Pistol Start: Yes
Textures: Doom 2 IWAD

Music: "The Cut of Your Gib" by @Lippeth! What!
Description: Another one of those "concept maps". Ew. You basically have to cooperate with your worst enemy until they've served their purpose.

You'll know when that is.

 

Download: Zylinderkatze-Maximus-MAP15.zip

 

Screenshots (click to enlarge):

final01.png final02.png final03.png final04.png

 

Please Enjoy!

 

 

_____________________

UPDATE!

I replaced the file (small texture alignment fix) and changed the link to go to the download page instead of the file directly.

I think Mediafire likes that better.

 

Sorry for the inconvenience!

Edited by Zylinderkatze : Updated the file & link

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Map Name: Metal Martian Menagerie

Map Slot: 1

Modes: Singleplayer

Format: Limit-Removing

Application Used for Testing: Crispy Doom 5.10.3

Skill Levels: Some enemy adjustment differs between the skill levels, not much difference otherwise.

Jump/Crouch: Not allowed/applicable.

Freelook: Not advised.

Pistol Start: Yes.

Textures: Doom 2 IWAD + Beta Textures + PatchTex (Gothic) + Additional Flats (Nick Baker).

Music: Escaping the Darkness by Myrgharok (From Ultimate MIDI Pack).

Description: Your basic Techbase tomfoolery.

 

Screenshots:

DOOM0000.png.a43267e486dc547ae089bebab43697ed.png

DOOM0003.png.dec14f7f48486b5f8a475e605c696450.png

 

Link (Includes necessary map & texture files): Here.

Edited by Quin

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Map Name: Temple of the Errant Souls
Map slot: 01
Modes: Singleplayer
Format: UDMF
Testing: GZDoom 4.5.0 / GZDoom 3.2.4, but most likely it works in older versions
Skill Levels: No
Jump: Yes, required, but not fully tested
Crouch: No
Freelook: Yes, recommended
Pistol Start: Yes
Textures: Doom 2 + cc4-tex
Music: Freedom_Planet_-_Pangu_Lagoon_1.mid by Sc00ts (taken from vgmusic.com)
May not run with: Ports that don't support "Line Set Portal" action or 3D floors (non GZDoom ports (?))
Extra notes: All lines are hidden in the automap. Map is a bit big and FPS lowers in some parts on my PC.

Description: This map was intended for a personal abandoned project I worked on 2016. The mapset was based on gimmicks, and this map in particular heavily uses Line Portals so it can be very confusing to explore. It's basically a maze. Combat is not very exciting as the original mapset was inexpertly thought to be a non-linear hub and AI doesn't behave well with portals. This version was hurriedly balanced and textured, but at least it's better than the version from a week ago lol. Also it features a secret exit that requires all keys (uses normal exit action as rules states) and iirc you can get locked out after finding the normal exit. Weird map that I just want to get out of my system, but I hope you like it as few years ago I thought it was my coolest map ever.
 

Download: https://drive.google.com/file/d/1UfUREF7uAbZzLFq-45C_6Z1CFbUuQso9/view?usp=sharing

Edited by Worm318 : extra notes

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So I was hoping that December would be an opportunity for a "sprint" of sorts to get things finished up but due to some family medical issues and the fallout from that I've had significantly less free time than I'd counted on, plus I got my booster shot earlier today and that's knocking me right the heck out.  So it's looking like my intended submission won't be completed before the deadline; congrats to all who managed their time over this past year better than I did, and thanks @Obsidian for running the whole project.

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I'd originally meant to use another map for this, but I got overly
ambitious and didn't have enough time to finish that one, so I used
an older level of mine.

 

Name: Baggage Reclaim
Map slot:MAP01
Format:UDMF, tested with GZDoom(but might work with other souce-ports?..)
Jump/Crouch/Freelook:yes
difficulty levels:either 'Hurt me plenty' or 'ultra-violence'
music: first map theme from Descent 1 by Parallax Software
textures: default, plus a few by Cage, zirrion the insect, Nightmare, Malinku, Earthquake
(specific credit listing in the pk3)
description: a short level meant to be part of a pack of levels set in
an airport/spaceport where a cyberdemon stalks the player(or vice-versa)
across levels. relatively easy.

 

Download: https://drive.google.com/file/d/1HQfyFCb0rNF4qASCRqldJbsb2ZCIA-KB/view?usp=sharing

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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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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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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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