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xvertigox

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

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Submission: diycolossus.zip

 

My only request is that in the map order this map is directly after Meowgis map as they flow in together.

Map Title: Neon Dream

MIDI: "MACINTOSH PLUS 420" 

Difficulty implemented: Yes

Co-op Spawns: Yes 

Edited by Colossus

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Looking great guys, lots of new releases. We're a day away from our deadline so get in your final releases! Once the deadline is passed then I will re-examine each map to make sure it's ready for release, if any changes need to be made I will let you know. Just to reiterate, one key factor is making sure all the maps are fully coop supported, that means no-lockouts or broken progression. If you have any questions about how to implement proper coop support in your map just let me know.

 

I've still got some cleaning up to do with the sprites and a couple of other secret bits and bobs ;) I expect the compilation time to take 2-3 weeks however that's subject to change (I don't forsee any huge issues tbh).

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My map is 99.99% ready, I was testing the final room in the last 20 mins or so but DSDA Doom crashed on me...... I also need to add the MIDI I want in SLADE3 which won't take long, but I had to restart my computer because of DSDA freezing...

 

I've been dealing with a lot of IRL problems so haven't managed to finish work on my map until the last couple of days.... I hope it's still okay to post it within the early hours of 16th, starting.... From now ( I just saw the clock reach 00:01) ???

 

Edit:

Computer finally finished loading again. If I just fix the teleport to the final room and test the map a couple of times, can I post it shortly, and then add a MIDI during the bugfixing / testing phase?

Edited by knifeworld

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Final Submission (maybe)

 

Title: Colors Out of Space

Music: Donkey Kong Country Aquatic Ambience (from vgmusic.com)

Difficulty: all 3

Co-op Spawns: yes

 

This is literally my first full complete map, so I'm not very confident in my enemy counts, and heath, ammo, and armor placement/distribution. If you test it and it totally sucks let me know.

ColorsOutofSpace02.zip

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Finished testing this thing at last at about 1 am. (see prev post for why I couldn't get this 100% finished until recent days).

Map Name: Back to The Pyramid
Custom MIDI: Instrument edit I made of "Floor 6" from Corridor 7: Alien Invasion.
Original from here: https://www.karlsitretro.com/game-midi-dos-c/ Original track was composed by: Joe Abbati in 1994
COOP-Starts: YES.
Difficulty Settings: Balanced only for UV so far, can change if needed!
Build Time: A few weeks on and off

Attachment keeps getting stuck on "Uploading..." so here's a Mega link instead, hope it works..
https://mega.nz/file/G5dDjawa#5nAir7CVf5_E7WLYv-76SEgMMwr2P6g3LtmEEHFiy3M

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Title: Big Boo's Spooky House

Music: Midi rendition of Banshee Boardwalk from Mario Kart 64 by Wyatt Croucher

Difficulty: none but tested on UV

Coop spawns: yes

build time: roughly 4+ hours including testing

 

FJGjRxyWUAYk1EJ?format=png&name=small

bigboospokkyhouse.zip

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@xvertigox

I'm sorry, but I'd like to withdraw the submission I've made. Between obligations to stuff like work + a creative block, I've been unable to do the reworkings I wanted to do + the general clean-up.

The previous two versions are still in this thread, anyone who has checked them out and found them interesting is welcome to use them as a base for something else or do your own redesign. Just come up with your own map name, if you do.

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My map is almost done, all that's needed is finishing the final fight, adding co-op functionality, and doing a balance pass. Will post tomorrow (well... later today in some places) once it's nice and tidy.

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my map is in need of update,  tester found few critical bugs. Ill make update soon

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On 1/25/2022 at 9:08 AM, xvertigox said:

 

@CBM - For music just add the midi to the wad and define it via umapinfo. During compiling I will make sure all the tracks carry over. You don't need to rename the midis, call them whatever you want.

 

 

Ok, erm.. I'm not sure how to do that

 

@game

very cool map! I am especially impressed by that "doomcute" picture on the floor. Makes we wish I had spend more time making my map LOL :-)

 

@lunchlunch

sadly most of my maps are kino

Edited by CBM

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update: temple_of_froggo_v2.zip
-fixed one escape teleporter not working
-fixed place where you could fall out of intended area and get stuck
-minor adjustments to puzzle section
-red key fight timer is now bit longer

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Good work on all these updates and releases everyone because we've now hit our deadline so I will start compiling and adding a few bells and whistles~ I expect compiling to take 2-3 weeks depending on a couple of factors so keep your eyes peeled for my feedback on each map.

 

If you are still working on the last version of your map you've got a little bit of time to finish it off. I'll make a google doc with my map test order showing approval status for each map as I go through so you know when I'm approaching yours.

 

I'll most likely PM people individually about their maps rather than cram all of that into this thread. I'm so fkn pumped to play through these all and start putting the pieces together. If anyone has any suggestions or comments or whatever feel free to shout out.

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Toasted Naan

 

a little bit late, oops lol

the big finale fight is optional btw

 

midi: "Wondering..." by Doomkid & Lippeth, from midtwid2.wad

 

ToastedNaanPreview.png.966edb363c56aa0195cd54531e6096cf.png

Edited by Gothic Box

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C sector version 1.6 - now with actual umapinfo (music doesnt work any longer in gzdoom???)

 

renamed music to circusga (circusgalop) and referenced it in umapinfo lump

 

c sector version 1.6

 

 

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Ok guys, I've got this google doc up for us now, please refer to it if you want to know the overall status of the project. After I set up the project I have found that we have 32 submitted maps which means we're officially a megawad baybeeee ~ There'll be a few more maps on top of that so we'll have a healthy chunk of Doomin' here :D

 

In the spreadsheet you can see the map review order. I will PM people individually as I get to their maps. This feedback will be hosted on the spreadsheet as well. I'll be doing the majority of the work on weekends as my work life is quite hectic.

 

If anyone has any suggestions or comments feel free to post 'em here :) Looking forward to getting stuck into the maps this weekend :)

 

DIY STATUS REPORT

Edited by xvertigox

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@xvertigox I looked at your sheet and it lists v1 of my map, but there's already a version 3

 

Regarding coop support, I thought I checked the rules when I started and didn't see anything about that. I have no experience with coop so I don't know what's required for that, or how to even test it. There are two fights in my map where the door closes behind you, and I'm not sure how to change that. I'll try to find some time in the future to look at it but for now it has no coop support at all.

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1 hour ago, SCF said:

@xvertigox I looked at your sheet and it lists v1 of my map, but there's already a version 3

 

Regarding coop support, I thought I checked the rules when I started and didn't see anything about that. I have no experience with coop so I don't know what's required for that, or how to even test it. There are two fights in my map where the door closes behind you, and I'm not sure how to change that. I'll try to find some time in the future to look at it but for now it has no coop support at all.

The easiest way is to open up a teleporter in the first room when the door has closed. That way co-op buddies can still go forward but you can't go back. Also just adding player starts 2, 3 and 4 at the beginning should be easy enough.

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