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epicyolomaster420

[Community Project] Cleanout – A slaughterish Boom compatible Ultimate Doom megawad [ALL SLOTS TAKEN!!!]

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On 10/30/2022 at 11:07 AM, epicyolomaster420 said:

OK Thanks for your explanations and sorry for not responding earlier. I had been putting quite a lot of effort into trying to make this work in one of my maps and I was almost successful. Allow me to explain:

I managed to get the color map effect to work and found that you don't actually need a brightness between 0 and 8 to do so, but have been unsuccessful at making it work in this specific map without the whole map glitching out (allowing me to pass through walls). I am talking about this area of this map:

2022-10-30.png.747da00ef2363e5c14460f4ff362848a.png

What I am perplexed by however is that this only happens in this map (which currently has a ton of other stuff in it so maybe that's why) and not in an empty map I copy pasted the area I want in colored lights for experimentation purposes - in here everything works perfectly. I'm talking about this:

 1584545754_2022-10-30(1).png.8592ba0157a8da51477f8de713383023.png

Can you see what (if anything) I did wrong (or in other words why it's not working)?

 

(if you want to take a look at this yourself you'll find all these areas in the latest update in the OP - update 16)


Welp, I checked the map, made a Map analysis, and testing in a lot of Source ports and... I don't know, in Zdoom works well, but in Doom Retro (or other Boom Sourceport) keeps glitching. Probably is because the amount of things (theres like 600 tags)  :/

Also, after building the map with Zokum (No reject), it appears this (Also it keeps crashing the Nodebuilder): 
image.png.2964c730cc6edbbc0d0d5534090b897e.png


After building it with Zokum (With reject) its the same, for what I can tell, the problem is with the Reject lump or sidedefs.


Anyway you can try using a backup of the map and seeing if the glitch persist without the colored sector.


On other news, here some new screens of my map (Taken with Zdoom since I'm using otex as resource along with the cleanout one and give me errors when using other sourceports):
 

Spoiler

Screenshot_Doom_20221031_051642.png.eb8d8d9ddd14e06e417ddc827a662773.pngScreenshot_Doom_20221031_052127.png.83b3599b30518737af517920a00be5c3.pngScreenshot_Doom_20221031_052100.png.25e95ca2aae3e400e6abdf9494617370.pngScreenshot_Doom_20221031_052114.png.fdcf8c9d854cbf7615eac53e90695a08.pngScreenshot_Doom_20221031_052105.png.65e90c420dfc7bfdb605c8a503b5d0b9.png

 

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6 hours ago, Herr Dethnout said:


Welp, I checked the map, made a Map analysis, and testing in a lot of Source ports and... I don't know, in Zdoom works well, but in Doom Retro (or other Boom Sourceport) keeps glitching. Probably is because the amount of things (theres like 600 tags)  :/

Also, after building the map with Zokum (No reject), it appears this (Also it keeps crashing the Nodebuilder): 
image.png.2964c730cc6edbbc0d0d5534090b897e.png


After building it with Zokum (With reject) its the same, for what I can tell, the problem is with the Reject lump or sidedefs.


Anyway you can try using a backup of the map and seeing if the glitch persist without the colored sector.


On other news, here some new screens of my map (Taken with Zdoom since I'm using otex as resource along with the cleanout one and give me errors when using other sourceports):
 

  Hide contents

Screenshot_Doom_20221031_051642.png.eb8d8d9ddd14e06e417ddc827a662773.pngScreenshot_Doom_20221031_052127.png.83b3599b30518737af517920a00be5c3.pngScreenshot_Doom_20221031_052100.png.25e95ca2aae3e400e6abdf9494617370.pngScreenshot_Doom_20221031_052114.png.fdcf8c9d854cbf7615eac53e90695a08.pngScreenshot_Doom_20221031_052105.png.65e90c420dfc7bfdb605c8a503b5d0b9.png

 

As for the map I was asking you about I'm not surprised that it might be the other stuff in the map and that I may need to rebuild it (as it does have rooms that I directly copy pasted in from Sunlust & Sunder afterall - not because I'd want to plagiarize or anything but because the idea I had for the map involved me doing something similar and copy pasting them in was the best way to outline this & give me a refrence), but as for your testing I am kind of surprised that it worked for you on ZDoom as I tested on the latest version of GZDoom (4.8.2) and it didn't, but oh well... I guess the 2 ports are more different than I thought...

As for your map on the other hand I really like what I'm seeing on those screenies and don't really have much to say other than: Keep up the good work!

I am curious about one other thing regarding your map though: Are you still determined to stick to the monster count requirements I layed out for this map originaly (between 26 and 38 on easy, 40 and 52 on medium AND 54 and 66 on hard) or are you going to go for putting in more (the reason I ask is because I plan to adjust the P1M2 requirements based on this - require whoever will be making the map to put in more monsters than you do...) ?

 

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13 hours ago, epicyolomaster420 said:

As for the map I was asking you about I'm not surprised that it might be the other stuff in the map and that I may need to rebuild it (as it does have rooms that I directly copy pasted in from Sunlust & Sunder afterall - not because I'd want to plagiarize or anything but because the idea I had for the map involved me doing something similar and copy pasting them in was the best way to outline this & give me a refrence), but as for your testing I am kind of surprised that it worked for you on ZDoom as I tested on the latest version of GZDoom (4.8.2) and it didn't, but oh well... I guess the 2 ports are more different than I thought...

 

Yup, ZDoom based ports work way too different that other ports (for example, they don't require some of the maps lumps to work properly iirc)

 

 

13 hours ago, epicyolomaster420 said:

As for your map on the other hand I really like what I'm seeing on those screenies and don't really have much to say other than: Keep up the good work!

I am curious about one other thing regarding your map though: Are you still determined to stick to the monster count requirements I layed out for this map originaly (between 26 and 38 on easy, 40 and 52 on medium AND 54 and 66 on hard) or are you going to go for putting in more (the reason I ask is because I plan to adjust the P1M2 requirements based on this - require whoever will be making the map to put in more monsters than you do...) ?

I will try my best to stick the limit imposed but if you plan to change it I was thinking in raising the monster count to 100-110 on hard, 70-90 Medium and 64-66 easy, mostly for adding more hitscanners and Imps and not depending mostly on High Tier monsters (Cacos, Barons) to making the map harder, but even a slight raise will be good for me. :P

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3 minutes ago, Herr Dethnout said:

Yup, ZDoom based ports work way too different that other ports (for example, they don't require some of the maps lumps to work properly iirc)

 

 

I will try my best to stick the limit imposed but if you plan to change it I was thinking in raising the monster count to 100-110 on hard, 70-90 Medium and 64-66 easy, mostly for adding more hitscanners and Imps and not depending mostly on High Tier monsters (Cacos, Barons) to making the map harder, but even a slight raise will be good for me. :P

The range you suggested is actually perfect now that I think about it so by all means go for it! (also I appreciate the precison with which you gave it cause that will allow me an easier time with the P1M2 monsters count adjustments so thanks for that!)

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2 hours ago, epicyolomaster420 said:

The range you suggested is actually perfect now that I think about it so by all means go for it! (also I appreciate the precison with which you gave it cause that will allow me an easier time with the P1M2 monsters count adjustments so thanks for that!)


Great, then I will use that monster count then, thanks!

I have a question, Where is supposed to be the secret exit for E1M9? In Doom 1 is on E1M3 but in your wad didn't find the exit. Sooo?

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4 hours ago, Herr Dethnout said:


Great, then I will use that monster count then, thanks!

I have a question, Where is supposed to be the secret exit for E1M9? In Doom 1 is on E1M3 but in your wad didn't find the exit. Sooo?

It is in exactly the same level where it is in Doom1 (E1M3 or P1M3 as I'm refering to it here), but got added just recently so maybe that's why you didin't find it. Have a look:

Spoiler

396733274_2022-11-01(27).png.512dea1786bd19e402c032bf02733b19.png

Also are you asking this because you are interested in claiming P1M9 (cause if your are that'd be great)?

Edited by epicyolomaster420 : forgot to mark the image showing the secret exit as a spoiler

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Probably arbitrary at this point since everyone else is doing this nowadays but I've extended the deadline for sign-ups for this project by a month since Halloween is obviously over already...

The new deadline is now december 1st (this is only for people signing up to claim a map, so if you're already signed up and are making a map for this project don't panic, cause the submission deadline is still fixed at december 9th...)

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5 hours ago, epicyolomaster420 said:

It is in exactly the same level where it is in Doom1 (E1M3 or P1M3 as I'm refering to it here), but got added just recently so maybe that's why you didin't find it. Have a look:

Also are you asking this because you are interested in claiming P1M9 (cause if your are that'd be great)?

Oh great, yeah, the last time I played it it was on a old version (probably 7 version heh) and didn't know, probably best to put that image as spoiler heh.

And yeah, I'm thinking on using an old (2017 or 2019) unfinished map that recently recovered from a laptop's backup as a base to start E1M9.
 

Spoiler

1257469226_E3M8(2).png.284b30808fe6d6442b906d67381c6fea.png596816421_E3M8(1).png.43cd30b545aa52e7ffb0bdb105b2ae1d.png1498503178_E3M8(8).png.19b4aafb7d13e4f9d521189447d0947c.png1891794343_E3M8(7).png.40fb328eac86f5b258206a4f85caf067.png1284671971_E3M8(6).png.409c295dcd6cefb9733a79e237ea13fe.png731202770_E3M8(5).png.50e5ececef5f1a956f9b67013b7e861b.png1804945902_E3M8(3).png.1717a57baae20679637d12d359b87d07.png


You can preview the map (It takes E3M8 slot): ODOSHA.zip

It only has the start (no monsters). I'm thinking into converting it in a "Antartic theme" base on the Moon (Polar Base(?), and converting it into BOOM format if not, because I think this map is limit removing.

Edited by Herr Dethnout

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7 minutes ago, Herr Dethnout said:

Oh great, yeah, the last time I played it it was on a old version (probably 7 version heh) and didn't know, probably best to put that image as spoiler heh.

And yeah, I'm thinking on using an old (2017 or 2019) unfinished map that recently recovered from a laptop's backup as a base to start E1M9.
 

  Hide contents

1257469226_E3M8(2).png.284b30808fe6d6442b906d67381c6fea.png596816421_E3M8(1).png.43cd30b545aa52e7ffb0bdb105b2ae1d.png1498503178_E3M8(8).png.19b4aafb7d13e4f9d521189447d0947c.png1891794343_E3M8(7).png.40fb328eac86f5b258206a4f85caf067.png1284671971_E3M8(6).png.409c295dcd6cefb9733a79e237ea13fe.png731202770_E3M8(5).png.50e5ececef5f1a956f9b67013b7e861b.png1804945902_E3M8(3).png.1717a57baae20679637d12d359b87d07.png


You can preview the map (It takes E3M8 slot): ODOSHA.zip

It only has the start (no monsters). I'm thinking into converting it in a "Antartic theme" base on the Moon (Polar Base(?), and converting it into BOOM format if not, because I think this map is limit removing.

That map already looks really good to me, and as far as I'm concerned all you need to do is populate it with monsters, give it like an extra room or 2 at the end (cause as it is it's kind of short), make it playable (completable) and it's good to go, so if you don't mind I'm going to put you down for P1M9 and allow you the option of canceling if this proves too much for you (so essentially all you then need to do if you don't like this is just tell me that you don't want P1M9 and I'll sign you off).

Also I've marked that secret exit screenie as a spoiler now so thanks for spotting that! 

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2 hours ago, epicyolomaster420 said:

That map already looks really good to me, and as far as I'm concerned all you need to do is populate it with monsters, give it like an extra room or 2 at the end (cause as it is it's kind of short), make it playable (completable) and it's good to go, so if you don't mind I'm going to put you down for P1M9 and allow you the option of canceling if this proves too much for you (so essentially all you then need to do if you don't like this is just tell me that you don't want P1M9 and I'll sign you off).

Also I've marked that secret exit screenie as a spoiler now so thanks for spotting that! 

Oh you think so? then I will mantain the original intention (I still remember what I wanted for the map). But yeah, this one will be on a "Maybe status" until I finish the first one heh.

I hope that the other mappers (or new ones) will join to complete de rest of the unclaimed maps.

Maybe, @R0rque.?

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3 minutes ago, Herr Dethnout said:

Oh you think so? then I will mantain the original intention (I still remember what I wanted for the map). But yeah, this one will be on a "Maybe status" until I finish the first one heh.

I hope that the other mappers (or new ones) will join to complete de rest of the unclaimed maps.

Maybe, @R0rque.?

I don't think R0rque makes any maps, as he has so far only ever introduced himself as a musician (MIDI composer), but who knows? Maybe he could even try his hand at map making if he hasn't already (this project isn't against begginer mapppers in any way afterall - even though the quality standard has been raised quite high by the maps that are in the project currently...)

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Well, I remember that he made a map or something...

After a little search I found out what I look lol 

So I think he can give it a try here if he's interesed (Although this is BOOM and not Doom to Hexen format heh)

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@Herr Dethnout I just rememberd that it would be prererable if you're P1M9 map also had some sort of a gimmick, seeing as it is going to be a secret level afterall (as the requirements already point out). So I'd appreciate it if you incorporated one in there (and if you con't come up with one be sure to let me know as I can always still move the map over to P1M2, which has similar requests and doesn't need one).

A good example of a gimmick can be found in the still work in progress secret level I made (P3M9), that, as it's name suggests, is suppose to be one giant maze:

Spoiler

2022-11-03.png.fe7c6098db975449a07fc82e4942d09c.png

 

and @clamgor, since you'll be making as secret level as well, this applies to you also.

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On 11/1/2022 at 11:49 PM, Herr Dethnout said:

Well, I remember that he made a map or something...

After a little search I found out what I look lol 

So I think he can give it a try here if he's interesed (Although this is BOOM and not Doom to Hexen format heh)

 

Argh ! My secret shame ! The levels of this wad that I made were honestly so poor and bad ! >_<

 

If it's only one level, I can try to do the E1M2 map tho'. As it's one of the first maps of the wad, this will explain why this is not the best. :P

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1 hour ago, clamgor said:

@epicyolomaster420 i want to throw my hat into the ring, is it alright if I do P2M9?

Cool, we have Kaneda in(heh)

 

 

Just now, epicyolomaster420 said:

@Herr Dethnout I just rememberd that it would be prererable if you're P1M9 map also had some sort of a gimmick, seeing as it is going to be a secret level afterall (as the requirements already point out). So I'd appreciate it if you incorporated one in there (and if you con't come up with one be sure to let me know as I can always still move the map over to P1M2, which has similar requests and doesn't need one).

A good example of a gimmick can be found in the still work in progress secret level I made (P3M9), that, as it's name suggests, is suppose to be one giant maze:

  Reveal hidden contents

2022-11-03.png.fe7c6098db975449a07fc82e4942d09c.png

 

and @clamgor, since you'll be making as secret level as well, this applies to you also.


Oh, cool, I suppose that the gimmick for it is EP4 Style map (and great use of enemy infighting)

 

 

Just now, R0rque. said:

 

Argh ! My secret shame ! The levels of this wad that I made were honestly so poor and bad ! >_<

 

If it's only one level, I can try to do the E1M2 map tho'. As it's one of the first maps of the wad, this will explain why this is not the best. :P

Welp, you do a 17 map megawad as your first release in two months, thats quite a accomplishment(?)
With 1 map you can focus more in detailing than before heh

This means that only 1 slot left (Or 2 if somebody wants to take E1M9 too, I don't mind into giving it heh)

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4 hours ago, R0rque. said:

 

Argh ! My secret shame ! The levels of this wad that I made were honestly so poor and bad ! >_<

 

If it's only one level, I can try to do the E1M2 map tho'. As it's one of the first maps of the wad, this will explain why this is not the best. :P

Great! Glad to have you on board as a mapper as well. Also if you need any help with your map we're all here for ya. And if you need a tutorial @DavidN (the guy who will be making P2M2, who is also a doomtuber - youtuber that does mostly doom videos) already has some tutorials on his channel (https://www.youtube.com/c/DavidXNewton) and will be recording his mapping and commenting over it in a tutorial style fashion, so keep your eyes out for that . This brings us 1 step closer to completion. It really is lovely to see 2 mappers signing up on the same day...

 

Now to David who will surely be reading this: the only reason(s) I pinged you is to give you a friendly reminder of this project - since it has been like a week since you've singed up, and to let you know that I've been thinking about ho it'd be nice if the previously mentioned videos that you'll be making of your mapping would also be linked to in posts you'll be putting on this thread in the future...

Edited by epicyolomaster420 : forgot to include some information...

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@epicyolomaster420 I was thinking. Did you plan to release the map in another thread? I'm saying this because this one got cluttered by the amount of messages and doesn't look good if the release is in this same thread.

It would be the best to make this a "develop" thread and making the official release on another one so the messages of the other will be only focused on the released project. heh

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5 hours ago, Herr Dethnout said:

@epicyolomaster420 I was thinking. Did you plan to release the map in another thread? I'm saying this because this one got cluttered by the amount of messages and doesn't look good if the release is in this same thread.

It would be the best to make this a "develop" thread and making the official release on another one so the messages of the other will be only focused on the released project. heh

Yes, that's exactly what I'm planning to do! I'll be relasing this in a new thread with the prefix of RC1 (cause even though I have no idea what that means I've seen most community projects release under this once their finnished so I'll probably do the same) and will be keeping this as the development thread.

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Just now, epicyolomaster420 said:

Yes, that's exactly what I'm planning to do! I'll be relasing this in a new thread with the prefix of RC1 (cause even though I have no idea what that means I've seen most community projects release under this once their finnished so I'll probably do the same) and will be keeping this as the development thread.


"RC" means Release Candidate, in other words, an almost complete wad, can still have bugs or some glitches through the maps, or even things that probably will not be in the Final release, but aside of that, is nearly complete.

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Hello there. I've a lil' question : is that normal than many of my tracks are not present in the actual wad ? 

 

By the way, I found a glitch in the soundtrack from the E1M3 map. I'll give you as soon as possible a correct version of the track. ;)

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40 minutes ago, R0rque. said:

Hello there. I've a lil' question : is that normal than many of my tracks are not present in the actual wad ? 

 

By the way, I found a glitch in the soundtrack from the E1M3 map. I'll give you as soon as possible a correct version of the track. ;)

I don't know where you got the impression that many of your tracks are not present because I have up to now included most of them. It's possible that you don't have the most recent version of the wad however as I have been updating it with your music quite a lot recently (the wad is on update 19 already which I uploaded yesterday...). 

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This is weird because I downloaded this new version and I found many tracks that I shoulded be inspired by. The ones that you told me to make a "copycat" I mean (such as the James Paddock music for the final level or this Evilternity music for a certain level). :P

 

I'm asking because I wanted to see if this fit the levels and if there were some glitch sounds (such as the E1M3 map). If I had to do some improvements what. @epicyolomaster420

 

 

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1 hour ago, R0rque. said:

This is weird because I downloaded this new version and I found many tracks that I shoulded be inspired by. The ones that you told me to make a "copycat" I mean (such as the James Paddock music for the final level or this Evilternity music for a certain level). :P

 

I'm asking because I wanted to see if this fit the levels and if there were some glitch sounds (such as the E1M3 map). If I had to do some improvements what. @epicyolomaster420

 

 

There are a few songs I haven't switched out for the ones you made for me yet, but they are almost all for levels that aren't even close to finished yet, so evaluating if you're songs fit with them isn't even viable yet. The levels I am talking about are P1M5, P2M5, P2M6 and indeed also the final level - P3M8 (these levels aren't even half done yet...).

And if you're wondering when I'll include them the answer is when the levels will be close enough to done for me to consider that sensible (though since I still currently have 6 other levels to worry about, I unfortunately can't say when that'll be...). 

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Good evening. I'm just saying that I've done a great breakthrough with my map so I guess you'll can begin to test it tomorrow. Here some screenshots to show you my work. ;) @epicyolomaster420

 

Spoiler

1444904926_ScreenMyMap3.jpg.d341857d313bc7ffdb0a98c1981b6514.jpg63904690_ScreenMyMap1.jpg.bb397691de754f0e0a3a183034135253.jpg1873188042_ScreenMyMap2.jpg.c85aeffe10fff80999f3d4dd8466ddcc.jpg

 

The map will be named "Blood Factory" so here is why there will be a lot of lava. :P

 

P.S : The 1st screen is the last area that I need to work. The last part then. ;)

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Hi is P1M6 slot still available as I've been inching a reason to make another Doom 1 map :)

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2 hours ago, R0rque. said:

Good evening. I'm just saying that I've done a great breakthrough with my map so I guess you'll can begin to test it tomorrow. Here some screenshots to show you my work. ;) @epicyolomaster420

 

  Hide contents

1444904926_ScreenMyMap3.jpg.d341857d313bc7ffdb0a98c1981b6514.jpg63904690_ScreenMyMap1.jpg.bb397691de754f0e0a3a183034135253.jpg1873188042_ScreenMyMap2.jpg.c85aeffe10fff80999f3d4dd8466ddcc.jpg

 

The map will be named "Blood Factory" so here is why there will be a lot of lava. :P

 

P.S : The 1st screen is the last area that I need to work. The last part then. ;)

Those look good. Can't wait to play it!

Also:

Quote

The map will be named "Blood Factory" so here is why there will be a lot of lava. :P

I'm asumming you meant blood and not lava?

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3 hours ago, epicyolomaster420 said:

Yes it's available. Are you claiming it?

 

Yes I'm claiming it 😈

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