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MFG38

[Now on /idgames!] 3x3: Take Two - 3 flats, 3 textures, 3 monster types speedmaps again!

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2 hours ago, ViolentBeetle said:

Can I make an entire set of textures custom?

 

Absolutely.

 

2 hours ago, ViolentBeetle said:

I am allowed to abuse the limit a bit by stitching 2 separate 64x128 textures together?

 

No.

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18 minutes ago, MFG38 said:

No.

I didn't mean anything egregous, but is it ok to have, say, a brick texture with window and brick texture with a window shifted to the right, and regulate window concentration with offsets?

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@muumi Sorry to get around to writing feedback for you this late, even though I already played the map last night. Anyway, it was a cool map in both visuals and gameplay - it almost feels like you have a natural affinity for working with such tight texture restrictions, judging by this map and the ones you made for the first 3x3. The sector skull and crossbones was a delightful little detail, and the gameplay was pretty fun. No major criticisms on this one from me.

 

@7Soul Another pretty good entry. The visuals were nice, even if they remind me a little too closely of a map in the first 3x3, and the gameplay, while not particularly challenging, was fun. I liked the gimmick you had going with the eye switches on the floors - one of the more creative solutions I've ever seen. However, it looks like you forgot to include the custom waterfall texture to go with your map, as I ran into a huge number of missing textures during my test run. If you'd be so kind as to include that in the .wad and re-upload it, that'd be greatly appreciated.

 

3 minutes ago, ViolentBeetle said:

I didn't mean anything egregous, but is it ok to have, say, a brick texture with window and brick texture with a window shifted to the right, and regulate window concentration with offsets?

 

Sure, that I can allow.

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@Doritos420 Thanks!

 

@MFG38 Nice to hear. I have made many speedmaps where I usually preselect a small-ish group of textures and flats before starting to map. It helps to keep visuals consistent and stops me wasting time by scrolling through textures.

 

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This custom texture I made should be fine, right?

Spoiler

ENwKcUC.png SUP31632

 

It's just a minor edit of the vanilla SUPPORT3 texture, with adjusted proportions. Made the edit so that the black seams would line up more nicely with the grid. (Could get the same effect by splitting lines and adjusting offsets, but this way I can spend that time on more meaningful things.)

Spoiler

FKVFjRW.png SUPPORT3

 

 

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Just now, Worst said:

This custom texture I made should be fine, right?

 

Yep, that's absolutely fine to use.

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19 hours ago, muumi said:

 

Description: Theme with spirit of 90's doom maps but with early 2000 execution. World always needs more sector furniture and doom levels with sauna's. There is lots of enemies but they can be dispatched relatively quickly with heavy weaponry.

 

  Reveal hidden contents

Screenshot_Doom_20210401_213544.png.8b8f472e285f60050d637932b8320d5b.png

 

I'm going to have to check out everything you've mapped because I absolutely loved your map as well. It's right on the money by your description, above. Doomcute, myhouse.wad but good. Also great music choice. This is such a warm but melacholic map, if you just walk around it no-monsters style. I think you did really great. And the encounters are very chunky, close quarters attrition and pushing through fortified rooms. The good lessons from something like Hell Revealed without any of the dreck. 

I loved the means of escape from the map, as well. You did so great with your 3 textures. This is shaping up to be quite a community map set so far!

Only criticism of sorts is those floating arachnos in the final courtyard. I mean, they just float there, it's surreal, it's fine as is. I just wanted to ask if its a mistake or intentional. 

This map really put a smile on my face, needed that. Will go back to hunt for secrets later.

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28 minutes ago, Helm said:

Only criticism of sorts is those floating arachnos in the final courtyard. I mean, they just float there, it's surreal, it's fine as is. I just wanted to ask if its a mistake or intentional. 

 

I'd imagine it's intentional - you can utilize sky floors or self-referencing sectors for those sorts of tricks and various other styles of effects.

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@Helm Thanks. Yeah, its intentional, that chasm is supposed to be like endlessly deep so pillars felt wrong.

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7 hours ago, MFG38 said:

However, it looks like you forgot to include the custom waterfall texture to go with your map, as I ran into a huge number of missing textures during my test run. If you'd be so kind as to include that in the .wad and re-upload it, that'd be greatly appreciated.

 

Oops, yeah I'll update my post

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I will be submitting an entry.  Here's what the (partially finished) central arena will look like.

 

 

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This sounds fun. I've settled on the textures and enemies, now I just need to come up with a few more ideas for fights.

 

p60nSqK.png

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Does SKY being exempt from the texture limit imply that mappers can select a sky transfer as an unofficial fourth texture or does it restrict the use to only the stock Doom 2 skies?

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3 hours ago, BoxY said:

Does SKY being exempt from the texture limit imply that mappers can select a sky transfer as an unofficial fourth texture or does it restrict the use to only the stock Doom 2 skies?

 

You can use a custom sky texture if you want to, as specified in the rules.

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35 minutes ago, MFG38 said:

 

You can use a custom sky texture if you want to, as specified in the rules.

 

Thanks, just wanted to double check if I understood correctly.

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37 minutes ago, BoxY said:

Thanks, just wanted to double check if I understood correctly.

 

No problem, glad I was able to clarify. :)

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Withdrawn from consideration.

 

 

 

 

Edited by A.o.D.

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@A.o.D. It's pretty clear how much effort you put into the map, but it does have a few problems that'll need to be rectified. If I want to start out with the positives, the lighting is on-point, and I liked the beginning with the footsteps appearing and the sense of buildup from it. Your texture choices were also well-thought and helped to create a nice and cohesive visual style. But as far as the gameplay is concerned, I can't say it's quite up to par. For one thing, picking off the Shotgunners and AVs from the safety of the yellow key room with the Chaingun can be really time-consuming and tedious, but getting up close to them isn't really safe either. It does get better after that fight, though even then, the pressure that the AVs put on the player can end up screwing them over pretty badly, especially in combination with the Revenants. And the platforming section right before the exit could use an overhaul - I fell off the platforms more times than I care to admit, even with straferunning, which is obviously needed in order to get past it. Bring the platforms at least a tiny bit closer together and it'll be good.

 

Ignoring what's ultimately just my personal preference, there are a couple more things that need fixing:

  • The EXITDOOR needs to be replaced, seeing as it isn't excluded from the texture limitation.
  • The "death" exit with the AVs needs to be cut. Unless your map ends up being the closing map of the set, it's not very nice to give the player a literal death sentence start in the next map if they pick the wrong exit. Especially considering that whatever map follows isn't guaranteed to have a Berserk or Soulsphere right at the start. Either cut it or turn it into an actual death exit.
Edited by MFG38

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I misread the part where you said ExitSign and for some reason saw ExitDoor, which is definitely a mea culpa.

 

The other stuff..

 

The right exit (the nasty one) can be done without strafe running.  I made sure of that.  The safe one requires it.

 

As for everything else, I clearly misjudged the target difficulty, although I will point out that below UV the map gets much, much easier.

 

I've fixed the texture problem, but I think I'll be withdrawing my map from consideration.  I don't think I can meet your gameplay requirements without a complete reworking of the entire map, and that doesn't sound like a good time at this point.

Edited by A.o.D.

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Update to mine. 

Cosmetic changes everywhere, lighting pass v2, I rotated the opening bit of geometry 90 degrees so you can make a sharp right and you're immediately in the game instead of a full 180, rebalanced a few minor bits and bobs, added loads more health pickups in the final arena. Have another go and let me know if it's smoother going!

https://www.mediafire.com/file/wzgx4vnyq1w9q3p/metal2metal_1.0.wad/file

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@Helm Definite improvement over the first version, though I think the map could still use some extra health pickups. Nothing extravagant, just a few stimpacks here and there should do the trick. Other than that, I have no further improvement suggestions.

 

1 hour ago, A.o.D. said:

I've fixed the texture problem, but I think I'll be withdrawing my map from consideration.  I don't think I can meet your gameplay requirements without a complete reworking of the entire map, and that doesn't sound like a good time at this point.

 

Understandable. It's a bit of a shame because the map does have potential, and I'm sure someone else would enjoy it - after all, taste in gameplay is extremely subjective. It was mostly the AV exit that concerned me in regards to continuous play, for the reasons I stated previously.

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map name: FRICKIN HECK
author: reverie
build time: 12-18 hours? idk
play time: around 5 minutes
music: "easel" by jimmy paddock
textures: the sky is from otex, everything else is vanilla
difficulty settings: yes
ports tested: prboom+
description: three decently sized fights, get the keys go to the exit, nice and simple
                  i wanted to say something else but i forgot

FRICKIN HECK.rar

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@reverie While your map is one of the simpler ones overall so far, it was a surprisingly enjoyable little romp. Having all of the combat scenarios comprise a single enemy type was a positively intriguing design choice - it works quite well here in that the chances of infighting are minimal, meaning that the player has to dispose of each enemy on their own. I also have to appreciate your enemy choices and how they made each fight feel like a unique challenge - the arena with the Pinkies was possibly my personal favorite. And of course, the visuals were also nice. It should come as no surprise that the map somewhat reminded me of Scythe MAP26, not just because of the similar visual style but also the gameplay.

 

If there's one improvement suggestion I can make, I'd expand all of the arenas ever so slightly, just for the sake of being able to maneuver around the enemies slightly easier. They don't need to be much bigger, perhaps about 64px in each cardinal direction. Other than that, I don't have any negative feedback. It's overall a nice level and will make a great late-game quasi-slaughter map.

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@MFG38 hell yeah, had much fun making the map and very glad you enjoyed! seeing how i made this in just a few days, i really hope that ill be able to make another submission by the end of the month
here is the "widened" version of the map, i hope i expanded the arenas enough

FRICKIN HECK.rar

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12 hours ago, reverie said:

here is the "widened" version of the map, i hope i expanded the arenas enough

 

Yep, just the perfect amount of extra space. :D

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This idea looks cool to me so I decided to give it a go!
I wanted to spice it up a bit so I had a randomizer pick 3 textures, 3 flats and 3 enemies for me.
The textures it selected: PIPEWAL1, SKINMET1 and METAL5.
Not too bad, they are quite versatile.
With the flats it was a bit worse: GATE2, LAVA1, SLIME13.
So I had only one "normal" texture to use. As you can guess the level contains a lot of lava and some teleporters :)
I was really happy with the enemies it picked - I won't spoil it here though.
I had very good fun making the map :)

 

Map Name: Metal-pipe-skin
Author: Jacek Nowak
Build Time: 8-9 hours
Play Time: 5 minutes
Music: no
Textures: custom sky
Difficulty Settings: yes but optimized for UV
Ports Tested: prBoom+ 2.5.1.4, GZDoom 4.4.2
Description: There are lots of lava pits in this level but it's still more tech-basy than hellish...

 

3-metal-pipe-skin.zip

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