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xvertigox

[CP] DIY - Get imaginative with bold colors and MBF21 [WIP - Compiling]

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actually as long as I'm posting, wrt skies there's no reason not to include as many as you can be bothered making since between UMAPINFO and sky transfer linedefs the mappers can have their pick. I use no fewer than 4 skies in mine and that's just two rooms and a couple of corridors.

UMAPINFO may not be able to do hub maps but it can do episodes so maps could be grouped by theme/gameplay style/difficulty (as you please) anyway. hub maps are fucking tedious too, I always forget which level I've played and end up walking through the same doors multiple times.

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Totally true @dmdr I'll try to knock up a few more in the next couple of days. If anyone else wants to make some post them in this thread and if they suit I can add it to the resources. I think the star sky is the most important one but I do wanna make the 'blue skies and fluffy white clouds' sky too.

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8 hours ago, SCF said:

I started messing around a bit with these textures, but I just couldn't come up with a good way of using them and I was starting to lose motivation. But then I had a different idea. Maybe 16 colors is just too many.
 

  Hide contents

XNUVsHz.png

 

Only just started, but I should be able to get somewhere with this. Feels nice just fiddling with geometry and not having to worry about aligning textures.

This looks like game Superhot.

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@xvertigox I've taken it upon myself to convert the two long plutonia skies in a variety of garish shades. I think they look alright.

 

wad here: plutskies.zip

 

(also pls confirm you saw my updated map, I'm paranoid the page break hid my post)

 

screenies:



doom01.png.6034e9cac9c115ff90c0b2022906ea9c.pngdoom00.png.ebad237b14863b0ba69c4d701a085478.png

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13 hours ago, xvertigox said:

Totally true @dmdr I'll try to knock up a few more in the next couple of days. If anyone else wants to make some post them in this thread and if they suit I can add it to the resources. I think the star sky is the most important one but I do wanna make the 'blue skies and fluffy white clouds' sky too.

@xvertigox Three MIDBARS textures are nice, but it might be good to have black, gray and white MIDSPACE too!

Something like this:

Spoiler

SPCBLK.png.44022f11b8974c3e6bba3081b763c79b.pngSPCGRY.png.3e2f46687f4334b2fc4fc75796a76f06.pngSPCWHT.png.cb0c1fb0da641d371fae01ef0b2037f4.png

There are SPCBLK, SPCGRY and SPCWHT textures.

Edited by RastaManGames : Added names for PATCHes.

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Hi, here's a v2 of my submission (still WIP):
fellv2.zip

Details:

Spoiler

+New 2nd fight

+New secret fight

+Reworked first fight

+Basic co-op starts + resources

The secret fight is accessible from the 2nd room fight.

Spoiler

it's in the northwest corner, there is a gap that you can squeeze through. it does NOT require any glide tech, you can just get the right angle and walk in


Considerations and stuff:
2nd fight will probably get reworked into 3-4 archviles. 6 is a bit tedious.

secret fight might need some changes like where the rocket launcher is. it's intentional that you can walk around and grab it early, that might change.

redo aesthetics + add more. this version was mostly a focus on getting more than one core fight in place. stuff like inconsistent switch heights will also get addressed.

still need difficulty settings

might be some inconsistent linedef triggers, i tested as best as i could

automap sectors/line visibility hasn't been refined, it's just default currently.

 

Also re: UMAPINFO stuff: Episodes or something based on aesthetic style or relative difficulty would be pretty cool. I'm just throwing in my two cents because my map is definitely falling into esoteric and difficult territory.

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On 1/5/2022 at 2:10 AM, xvertigox said:

Doom It Yourself (DIY) is a bold, bright and colorful MBF21 community project [...]

 

Doom It Yourself is a source port.

Please consider if re-using the name of an existing (albeit defunct) project is the right thing to do.
Personally I think you should rename, but I would understand if you thought otherwise, given the original's age and obscurity.

 

I'm sorry to be annoying but I feel I have to bring this up. I know all the good names were taken years ago. But I think even defunct projects should not necessarily be subject to name recycling if they are still in "living memory" (obviously it's different if there's no-one around who remembers the old one). Also while the new project is still new enough that a name change is not too significant a burden (this project is only a few days old, although again I am sorry I did not see this thread sooner.)

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1 hour ago, RjY said:

 

Doom It Yourself is a source port.

Please consider if re-using the name of an existing (albeit defunct) project is the right thing to do.
Personally I think you should rename, but I would understand if you thought otherwise, given the original's age and obscurity.

 

I'm sorry to be annoying but I feel I have to bring this up. I know all the good names were taken years ago. But I think even defunct projects should not necessarily be subject to name recycling if they are still in "living memory" (obviously it's different if there's no-one around who remembers the old one). Also while the new project is still new enough that a name change is not too significant a burden (this project is only a few days old, although again I am sorry I did not see this thread sooner.)

 

I swear this is the first time I hear of this. A bit too obscure and old for being an issue, I'd say. Not to mention they're two entirely different products. 

Edited by Thelokk

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2313.jpg.a8ca0290fb580ca02a2675303a26a6e1.jpg

 

Vector Drawing

Overlay superimposed with Reshade

 

Pick opengl and pick sweetfx after installing reshade on builder.exe

Place your graphic in the textures folder

Open builder, switch to 3D mode, press home, bind "effect" toggle

Adjust the Layers filtre, measure the required display on screen 

Switch to design mode

Go to builder settings/controls and bind snap to geometry key

Use this toggle to snap to vertices

 

- Stretch the image vertically in effect settings so that it's better seen in-game

- If the effect freezes the design mode, save and reopen the map

- If zoom falls out of alignment, save and reopen the map

- alt+g disables the grid

Edited by game

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Gosh, i start to like this resource pack. Its lack of details forcing me to do some things with geometry and lighting.

Edited by RastaManGames

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Map name: Pririrutsenne

Midi: Riviera: The Promised Land - Self-discipline sequenced by SevenChaos (Small edit to loop by me)

https://drive.google.com/file/d/1MvwXWsQwQQnesgSonuCk9RbFjyLDzTua/view?usp=sharing

 

Command lines for playing

dsda-doom.exe -iwad doom2.wad -file DIY_resources_v1.1.wad Pririrutsenne.wad -complevel 21

It has difficulty settings implemented

UV: Intended ammo balanced to be enough to win without much difficulty, platforming has markers for the first lap

HMP: More ammo to spam a bit BFG and Rockets, platforming has markers

HNTR: Ammo situation same as HMP, platforming is easier and secret fight has an Invuln.

 

Side note: The map has 2 exits if needed for Map15 can be placed there otherwise can go anywhere

Edited by Master Medi : Reupload of WAD I didn't change the midi correctly

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NO641LX.jpg

 

This is my retrace painting of Skarlet for the heart of my map. 

 

Despite standing higher, it's not clearly seen in high resolution (640x400) and almost inrecognizable in classic resolution (320x200) so I think a floor painting should be smaller and unevenly distributed - narrow at the bottom and gradually more stretched at the top. Might improve but I'm not very dissatisfied with it.

 

YypTmP1.jpg

 

320x200 after a bit of stretching. Clearly overdetailed but never mind. Forgot I play on low resolution.

Edited by game

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I did some playtesting and UV-Max every map submitted and wanted to give feedback.

Overall, I really like the aesthetic of every map I've played.

 

c-sector by @CBM

Fun short map. I like the detailing in the tunnel/sewer area with the crossroads. It's quite on the chill, easy side with the 3 megaspheres, a couple could be removed on higher difficulty and the map will still feel fine.

 

map by @7Soul

This is a very cool looking map. I enjoy the computer chip sector art and everything. Fun fights. The tiny embedded switches within the embedded frames embedded in the walls are annoying to hit while trying to go fast.

 

fell by @Maribo

You've added a lot since the older version. Lovely pacifist gameplay. I'm loving how this plays overall and cool visuals in the darker rooms. I got trapped in the pit in the secret fight that all the monsters are in, but I heard this fight was getting changed so you probably already know.


stupid slaughter by @dmdr

Some quick and easy slaughter, true to its name. There is an abundance of resources that it isn't really difficult at all. I had fun.


The Emperors of Ice Cream by @Thelokk

Interesting map. I have to set up a lot of imps and demons to get killed from cybers to get max due to low ammo. The invulns were useful for that. Afterwards, it's a lot of waiting around for the cybers to kill things, some more ammo could be fun.


traumatize by @lunchlunch

I like the homage to Hangar. Good-looking map with some very mean traps. This kicked my ass blind but got through it no problem eventually.

 

daisy fields by @DynamiteKaitorn

This is a nice, open map. I like the daisies drawn on the ground. Spent a bit too long with the shotgun and chaingun, I kept hoping to find an SSG or rocket launcher. In fact, I didn't find the SSG at all until everything was dead. I think it could use some lighting or something to help the player find it. A non-secrets run seems to have a bit of ammo issues, adding some more shells and rockets to non-secret areas could help.

 

Pririrutsenne by @Master Medi

Certified good shit brother kind of map. Very good shit.


god by @Nefelibeta
Awesome slaughtermap with this green/black theme, some cool architecture going on. The only problem I have with this map is something about the lips of these walls (see screenshot) sometimes catches the player and causes them to get stuck, leading to some cheap deaths.

Spoiler

 

god.png.60a777608505db3287d129144463ea8a.png

 

 

 

 

 

Edited by Spendoragon : good shit brother

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22 minutes ago, Spendoragon said:

c-sector by @CBM

Fun short map. I like the detailing in the tunnel/sewer area with the crossroads. It's quite on the chill, easy side with the 3 megaspheres, a couple could be removed on higher difficulty and the map will still feel fine.

 

Thanks

 

I did an update to my map with this in mind:

 

csector7.png

 

link:

 

c sector vesion 1.3

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I have strange visual glitch. What can cause it? I think, that i kinda overdid myself with this community project.

Spoiler

image.png.26cf0b4aabaebb014e956ec6e5090fb3.png

In editor there is no small lines w/o texture that can cause classic HOM error.

Spoiler

image.png.7d82111abed0eccb4b3c8ecf8835d6f0.png

By the way, for now i need to make one small area and after few more added details i am gonna test my map out before upload. Surely not expected to make map that big, but there is not turn back.

Spoiler

image.png.d5dd6c08125d8175159d081847ddd48b.png

 

Edited by RastaManGames

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1 hour ago, RastaManGames said:

I have strange visual glitch. What can cause it?

 

I believe what you're looking at is a slime trail.

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2 hours ago, MFG38 said:

 

I believe what you're looking at is a slime trail.

Oh, it must be these two zones (i checked out "Nodes" for a bit)...

Spoiler

image.png.b0275719eb5f45989ea791cb49640dd1.png

If i can't not find any method to defeat these two annoying nodes, is there still chance for me to participate? I presume, that there is only this zone with that kind of visual glitch.

Edited by RastaManGames

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24 minutes ago, RastaManGames said:

If i can't not find any method to defeat these two annoying nodes, is there still chance for me to participate?

 

I can't imagine that a minor visual glitch in your map would bar it from inclusion in the final mapset. Such things are bound to happen in mapping. Hell, in the latest community mapset I curated, I'm still getting reports and fixing bugs and other errors three months after the "final" release.

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Its very dark!

Spoiler

doom01.png.b075c94dcf1b6240381147b742b19518.pngdoom04.png.034621aebba19aec78f5ef5988753263.png

Let There be light!!!

 

Spoiler

doom02.png.183f47b0aafe7109b080a8495a880364.pngdoom03.png.d5f9ba3fa8cf607833d8d4006a83fdc9.png

 

doom00.png

Edited by MemeMind : It wont let me remove this picture at the bottom so imagine its not there

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Almost done. There is last area to be done. After that - few decoration implementation, deathmatch items placement and pre-release testing.

Edited by RastaManGames

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Hello! After a lot of time and... Uh... Effort, I would like to share the WAD! This wad, however, isn't trying to be anything cool and mind bending. Instead, it is based off of, and trust me don't call me crazy, the Donkey Kong 3 PC-88 Backgrounds... Kind of. I mostly just remade and made new designs. However, I am gonna warn you... It is pretty short and probably NOOB-Hard (Semi-Slaughter), so yeah, you have been warned. I only really cared about the level design (might make a 32 level walking sim 😏) so it is best to try it with PC Speaker (if you are gonna use monsters), No Music, and No Monsters. Oh, it is vanilla compatible, because screw trying to learn a new set of tools. Alright here is the map:

https://mega.nz/file/WO5kDSLA#dFx2FpDcmPIfNQzlNh1jB51_jbeuQlgYDTdhZvDj8sQ

 

EDIT: Oh yeah, best to download the resource pack in the OP Post and make that the secondary wad.

 

 

I didn't, and don't wanna, take screenshots because I am burnt the hell out, so here are some DK3 PC-88 Backgrounds to help visualize the map:

 

zve8Xov9-NsIcdkUsQJFQyNYn1Gpv70egZMw2NfzffI.jpg

E3iUG7VVcAEROTF.png

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11 hours ago, RastaManGames said:

Oh, it must be these two zones (i checked out "Nodes" for a bit)...

  Hide contents

image.png.b0275719eb5f45989ea791cb49640dd1.png

If i can't not find any method to defeat these two annoying nodes, is there still chance for me to participate? I presume, that there is only this zone with that kind of visual glitch.

Try to create a new sector under it in "Make Sectors Mode" (M)

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I beat up two "slime trails", but there is one new appeared. At this point its like that "Beat Mole" game.

But, i guess, one small "slime trail" still better that two?

Edited by RastaManGames

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