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RastaManGames

[Community Project] Doomed Urbex (State Of 1st Beta Compilation)

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1 hour ago, EPICALLL said:

Well, remember... The maps were going to be sorted by difficulty, not numbering.

Yeah, I meant that I haven't played any map that fits well for the opener slot.

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OK, once I finish my MAP24, I'll probably be less active in this thread. I plan on hosting my very own CP pretty soon, and I really want to get going with that when the time comes. So, yeah. I think I'll make another map for this after that, but naturally, it will take much longer because of the aforementioned factors.

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I'm sorry, I've made and remade this map too many times to count and I just don't think I have what it takes to be in this project. I've deleted most of my prototypes for this map, but the graphics are scuffed or non-existent on many. I really wanted to make a good map for this but I don't believe I can. I will be leaving this community project.

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@RastaManGames Since you are no longer part of the CP,tcpuld you consider giving one of us access to the Google Spreadsheet so we can still keep track of maps and mappers?

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10 hours ago, CursedJade999 said:

I'm sorry, I've made and remade this map too many times to count and I just don't think I have what it takes to be in this project. I've deleted most of my prototypes for this map, but the graphics are scuffed or non-existent on many. I really wanted to make a good map for this but I don't believe I can. I will be leaving this community project.

you can send us your leftovers and maybe we can salvage something.

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I'm not done my map. However, I am done making a MIDI for it, I made it in about an hour, actually. Oddly enough, this is one of my favourite MIDIs that I've made thus far.
Although, I feel the need to share the most rudimentary progress photo ever, so...
 

Spoiler

1498103673_Screenshot2023-03-17120432.png.b775a33f59ba0487344d7bd57f6d09cb.png

South-West area complete. North-West around about 1/3-1/2 way there.
Everything else is still the dreaded STARTAN (which I think people only hate it because it's default D:)


 

Midspace Aristocratics.zip

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I’ve started to test the maps, so I’ll type my thoughts on them.

 

Map03: “I wish you have a mug of mud” By @russin

Let’s start with the good stuff. The visuals are good-looking and unlike anything else I’ve seen for this CP. The midi is great too. However, I’m not a very huge fan of the gameplay. Having to fight over 100 monsters with little ammo, little space and no secrets isn’t the most fun thing ever. I think if you were kinder with ammo it would be a really good map.

 

Map05: “One Last Job” By @Drywtler

Surreal visuals, wacky storytelling, mapping wizardry… It’s a unique map for sure. My only complain is how glitchy falling from the starting buildings can get, sometimes you have to move forwards to actually die. I think a custom midi could really add to the surreal nature. Anyway, good stuff.

 

Map06: “Dead End-Dust Up” by @JBerg

One of the best so far. Detailed, pretty hard gameplay without being too unfair and a good Midi. No complains here.

 

Map07: “CIUDAD DE LA FURIA” by @RED77

 

Buen mapa. Not a huge fan of the section in which you have to fight two arch-viles with a supershotgun with pretty much no cover and while other monsters attack you, but that aside, It has nice visuals, a Midi that sets the mood and a final section that throws everything at you. Once again, good stuff.


----------------------------------

I’ve been able to rescue the map I was talking about I made a year ago. I’ve also been doing some tweaks and adding more detail to it, as well as a custom sky.

0XXV2DP.png

 

On 3/16/2023 at 4:10 AM, CursedJade999 said:

I'm sorry, I've made and remade this map too many times to count and I just don't think I have what it takes to be in this project. I've deleted most of my prototypes for this map, but the graphics are scuffed or non-existent on many. I really wanted to make a good map for this but I don't believe I can. I will be leaving this community project.

Don't worry. Not everyone has to be skillsaw, and not every map has to be a masterpiece. Maybe you just need practice. But if you are really done with the CP, like Endy McGuffin said, it would be very kind from you if you released what little you have left and we might be able to finish your map.

---------------------------------

That midi is great @EPICALLL!

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I've got time for testing a few more maps today.

 

Map08: "Stealing TheDaemtles Boat" by @Ar_e_en

The best map so far. A giant level of detailing that still looks good, fun gameplay with a midi that fits it, a beautiful sky that you made by yourself, lots of doomcute... This is what I was looking for in this CP. Congratulations.

 

Map09: "Lok Fang" by @fai1025

Handsome decoration, nice doomcute and a pretty easy gameplay. In fact I think it would make a good opener. Sure, it has some stronger monsters but you are very kind with health so they don't give you a very huge threat (Not a complain). Anyway, another great map.

 

Map10:

...

Ok, we'll better get to this one later. I don't wanna break the run of good maps.

 

Map11: "This Night I'm Feeling Lucky" by @dashlet

Very nice map. Not very hard gameplay but still fun, visuals that aren't top-notch but work and a midi that fits. I'm a huge fan of the final arena with the cyberdemon. The map doesn't really look like a casino imo, but oh well.

 

Map13: "Personal Hell" by @Endy McGufin

One of the first ones I played for the CP... and it's still Amazing. I love surreal stuff like this. the gameplay isn't the most fun thing ever (except for the maze near the end that was terrifying) but it's clear it isn't going for your typical adrenaline filled map. I found a couple of glitches though. The switch that lowers the skull bars isn't flipped the right way, and it would be nice if the voodoo doll near the end was blocked if you don't want players to be able to be undead for the rest of the wad 💀

 

Ok, let's get back to map 10.

 

Map10: "Supply Depot 2" by @RileyXY1

First of all, when you start the level the flats don't work... That's because there are no flats. The ceiling and floor has wall textures for some reason. If you load the map with gzdoom so it supports wall textures in floors and ceilings, it doesn't improve much more. It's underdetailed and uninspired. However I still respect it because it was obviously made by someone new to mapping. I wish my first maps where nearly as good, instead of just a big room filled with cyberdemons. The thing is, this one along with the other map by the same author were rejected by RastaManGames... However, I had an idea that might be able to save something from them.

 

@CursedJade999 @RileyXY1 @Dwimepon @Thelokk @Rymante @AdNauseam @Fikilili

I think I've got a very good idea, however I might need the aprove of everyone I mentioned here.

 

All the people I mentioned before either left the project, or his maps were rejected. So in order to not make all your efforts just disappear, I've had the idea of joining all the maps in a single one and cleaning them up so they are somewhat presentable. It could be called something like "The Hall of the lost maps". I think it could make a good and somewhat depressing penultimate map. However if you like the Idea I obviously need you to the send me what little you have left and in @RileyXY1case, just sending me a PM telling me that you agree with it would work. It doesn't matter if it is a 512x512 square room, I think the more people there is in the map the better. It would also be really nice if @RastaManGames could make a simple section to finish the map, If he feels like doing so after the nightmare the CP was for him... But after all he's the most important member of the CP that left.

I hope you all agree with the idea.

 

 

Also, I believe @DukeOfDoom, @akolai and @Rykz were working on their submissions months ago but didn't upload them, so if you all won't be able to finish them any time soon at least consider sharing them for the "Hall of the lost maps" I mentioned above.

 

Edit:I forgot to mention I added a few custom weapons sprites replacing the stock ones. The wolfendoom knife replacing the fists, the d64 bfg, the equinox chainguns for the chaingun and Osiris plasma rifle. Tell me what you think about those because I'm not really sure if I should keep them in...

Edited by OceanMadman

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@OceanMadman gah, why not
curvecity.zip
no difficulties, uses a sprite replacement (can easily be integrated using cl21 custom things to not interfere with any other maps), ends (no exit) at the room with the funky floor pattern
given the gameplay style this had a 95% of being rejected anyway, play at your own risk

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On 3/18/2023 at 8:38 AM, OceanMadman said:

sometimes you have to move forwards to actually die

I did notice that with the trash container below the window you have to enter.

Your feet don't touch the floor because you're stepping just on the borders of the container, and since you (you being doomguy's origin point) are not inside of those sectors, you're not dying.

I'll fix it later with some good ol fake ceiling/floor sectors, make some changes to the final boss because Rasta couldn't figure out where to hit it, and find (or make!) a custom midi...

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I've finished the testing for all maps.

 

Map14: "Industry Town" By @Uni Musuotankarep

Solid map. Pretty easy, should be one of the first ones in the final release. It's a bit undertailed at times, but nothing too important. I like the Batman Doom midi.

 

Map16: "The Flooding" by @sincity2100

It has pretty nice visuals, it's pretty hard at times, mostly because I didn't find the plasma gun and Rocket launcher until almost the end. I'll probably place it before "I wish you have a mug of mud" which is also about a flood so there's some kind of continuity.

 

Map17: "Weapon Storage" by @Serious Vadim

Short, fun and handsome storage map. Should be one of the first ones. Not much more to say.

 

Map18: "Winter Contingency" by @EPICALLL

For being your second city map it's actually a good map. Gameplay isn't that fun but works, as well as visuals. It kinda feels like a 90s map (But a good one).

 

Map19: "Consumed Settlement" By @Shawn

I don't know where to begin. It's a beautiful, lonely exploratory map. I didn't feel I was testing maps from doomed urbex, It feels totally different to the other maps I tested. I'll be honest, I didn't have much fun playing it, mostly because I had no idea on where to go most of the time, until at some point I just gave up and watched RastaMan's playthrough. However, I'm gonna play it again at some point, I believe it's one of those masterpieces that takes some time to really enjoy and appreciate. Great stuff.

 

Map24: "Museum of Destruction" by @CursedJade999

I'm gonna be honest, I didn't finish to test this map. It's just too messy. There is ammo everywhere, a HOM, textures clipping through the floor, swasticas, not enough room to move... CursedJade, if you want the map to be in the Community project, I think your options are to try to fix it and make it more enjoyable or just to give me the permission of modifying it and adding it to the "Hall of the lost Maps" map which I talked about before.

 

Map25: "Blood Street" by @RileyXY1

Pretty much the same from the previous map by the same author, but slightly better. There are still floors and ceilings with no textures, underdetailed areas and very easy gameplay. At least this one looks slightly better, and the idea of returning to the same area from your previous map is kinda cool, however It's still not good enough... The same I said about "Museum of Destruction", if you still want it for the community project, I think the two options are to try to fix it by yourself or to let me try to improve it and add it to the "Hall of the lost maps" map.

 

Map26: "Whiteout" by @EPICALLL

This one was very tiring to play... There are over 500 monsters when the limit for the project was slightly over 150. I don't really mind that, what I mind are the repetitive and tedious rooms, the big amount of monsters that you have to fight having pretty much no ammo and sometimes no space, the annoying loud noises from the building with the marble pillars, the building with the marble pillars itself... Epicalll, from your previous map you proved to me you can do good stuff, but this isn't. The same I said with the previous two maps, my two options for the map to stay in the cp are that you try to improve it or you give me the mission of fixing it by myself and including it in the "Hall of the lost maps" map I wanted to create.

 

Map27: "Suburban Nightmare" by @Silhouette 03

Finally, another good map. The visuals are nice looking, and for some reason I really like the caves section. Gameplay isn't too hard but with a few spikes at times. So yeah, as I said, good stuff.

 

Map31: "Pinkies Ate My Neighbors" by @digithead100

Nice doomcute, gameplay that made me die a few times but doable and a good midi. Just another fun, pretty short map.

 

Map32: "Parvaterra" by me.

My dear Parvaterra... It's probably the best map I've ever made. The first version sucked though, there was no ammo and no health because I was too tired of it to test it properly. As a fun fact, the techbase near the end was gonna be for an unfinished wad that was going to be called Blue Awakening, but I didn't finish it because it started to get too ambitious. In fact the city map I started working for a year ago and I'm trying to finish for this CP was also gonna be for it.

-------------------------------------------------------------------------

Alright, so counting with all the maps I've reviewed and I don't want to reject, the city map I'm working on, the "Hall of the lost maps" map I wanna make and map24 EPICALLL is working on we'll only have 19 maps, So if someone else wants to make another map in a relatively short period of time (or is already working on one) to fill another slot and get to the 20 maps please let me know. 20 maps would be enough, I think.

Edited by OceanMadman

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I'm currently working on a map for a different community project, but if I get the time and attention available for myself - I might be able to make a very short second map for this project (yesterday - I got an idea for a possible gimmick map that only needs like 10 or so monsters). However, I wouldn't want to drag out the release date for anyone whos's been looking forward for this project - so there might be a possibility that I might have to save this map idea for a different project.

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21 hours ago, EPICALLL said:

Speaking of which, finished northwestern section of MAP24 now :)

Nice. I'm excited to play it.

 

7 hours ago, JBerg said:

Fun to see some life come back to this CP. Keep up the good work @OceanMadman

Thanks!

 

25 minutes ago, Ar_e_en said:

I'm currently working on a map for a different community project, but if I get the time and attention available for myself - I might be able to make a very short second map for this project (yesterday - I got an idea for a possible gimmick map that only needs like 10 or so monsters). However, I wouldn't want to drag out the release date for anyone whos's been looking forward for this project - so there might be a possibility that I might have to save this map idea for a different project.

I still have to finish two maps so you got plenty of time. Don't push yourself too hard though.

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9 hours ago, NickyCanpape said:

im curious, when's the beta 1 compilation gonna be out?

 

The project went through a leadership change and we lost some maps along with that. I may be wrong but I think it's still a while away

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Hello, hello. Still kicking in here. Finally fixed my computer so probably I'll be back on this map... When I'm done with work. I'll repeat it, I'm willing to leave my place for somebody else, I have failed to give you anything up until now. It would be wiser to pick someone who respects schedules better than I do.

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13 hours ago, NickyCanpape said:

im curious, when's the beta 1 compilation gonna be out?

I don't think I'll release a beta tbh, I'll just go a head and release something like a 1.0 version and if I have to fix a glitch or whatever there's always room for an update. About when it's gonna come out, If all maps are submitted in a reasonable amount of time, life doesn't get too crazy, etc, I think a month or two would be enough.

 

3 hours ago, Fikilili said:

Hello, hello. Still kicking in here. Finally fixed my computer so probably I'll be back on this map... When I'm done with work. I'll repeat it, I'm willing to leave my place for somebody else, I have failed to give you anything up until now. would be wiser to pick someone who respects schedules better than I do.

Hi. Nah, If you think you'll be able to finish the map more or less quickly it's fine to me.

------

I finished the sky for my map. Got a bit of inspiration from the sky for "Stealing TheDaemtles Boat"

 

YDx5aAR.gif

 

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1 hour ago, OceanMadman said:

I finished the sky for my map. Got a bit of inspiration from the sky for "Stealing TheDaemtles Boat"

 

YDx5aAR.gif

 

Damn! That's one trippy sky texture!

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On 3/19/2023 at 12:34 AM, OceanMadman said:

I've got time for testing a few more maps today.

 

Map08: "Stealing TheDaemtles Boat" by @Ar_e_en

The best map so far. A giant level of detailing that still looks good, fun gameplay with a midi that fits it, a beautiful sky that you made by yourself, lots of doomcute... This is what I was looking for in this CP. Congratulations.

 

Map09: "Lok Fang" by @fai1025

Handsome decoration, nice doomcute and a pretty easy gameplay. In fact I think it would make a good opener. Sure, it has some stronger monsters but you are very kind with health so they don't give you a very huge threat (Not a complain). Anyway, another great map.

 

Map10:

...

Ok, we'll better get to this one later. I don't wanna break the run of good maps.

 

Map11: "This Night I'm Feeling Lucky" by @dashlet

Very nice map. Not very hard gameplay but still fun, visuals that aren't top-notch but work and a midi that fits. I'm a huge fan of the final arena with the cyberdemon. The map doesn't really look like a casino imo, but oh well.

 

Map13: "Personal Hell" by @Endy McGufin

One of the first ones I played for the CP... and it's still Amazing. I love surreal stuff like this. the gameplay isn't the most fun thing ever (except for the maze near the end that was terrifying) but it's clear it isn't going for your typical adrenaline filled map. I found a couple of glitches though. The switch that lowers the skull bars isn't flipped the right way, and it would be nice if the voodoo doll near the end was blocked if you don't want players to be able to be undead for the rest of the wad 💀

 

Ok, let's get back to map 10.

 

Map10: "Supply Depot 2" by @RileyXY1

First of all, when you start the level the flats don't work... That's because there are no flats. The ceiling and floor has wall textures for some reason. If you load the map with gzdoom so it supports wall textures in floors and ceilings, it doesn't improve much more. It's underdetailed and uninspired. However I still respect it because it was obviously made by someone new to mapping. I wish my first maps where nearly as good, instead of just a big room filled with cyberdemons. The thing is, this one along with the other map by the same author were rejected by RastaManGames... However, I had an idea that might be able to save something from them.

 

@CursedJade999 @RileyXY1 @Dwimepon @Thelokk @Rymante @AdNauseam @Fikilili

I think I've got a very good idea, however I might need the aprove of everyone I mentioned here.

 

All the people I mentioned before either left the project, or his maps were rejected. So in order to not make all your efforts just disappear, I've had the idea of joining all the maps in a single one and cleaning them up so they are somewhat presentable. It could be called something like "The Hall of the lost maps". I think it could make a good and somewhat depressing penultimate map. However if you like the Idea I obviously need you to the send me what little you have left and in @RileyXY1case, just sending me a PM telling me that you agree with it would work. It doesn't matter if it is a 512x512 square room, I think the more people there is in the map the better. It would also be really nice if @RastaManGames could make a simple section to finish the map, If he feels like doing so after the nightmare the CP was for him... But after all he's the most important member of the CP that left.

I hope you all agree with the idea.

 

 

Also, I believe @DukeOfDoom, @akolai and @Rykz were working on their submissions months ago but didn't upload them, so if you all won't be able to finish them any time soon at least consider sharing them for the "Hall of the lost maps" I mentioned above.

 

Edit:I forgot to mention I added a few custom weapons sprites replacing the stock ones. The wolfendoom knife replacing the fists, the d64 bfg, the equinox chainguns for the chaingun and Osiris plasma rifle. Tell me what you think about those because I'm not really sure if I should keep them in...

ups, my bad I forgot to post the newest version with the updated glitches. Will do once I get home from work.

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On 3/16/2023 at 8:42 AM, Endy McGufin said:

you can send us your leftovers and maybe we can salvage something.

Yeah, here's the unfinished map. I probably should have made all of my iterations on separate maps before I scraped them, but here's the one I had last. Of course it's not fun and it doesn't have any visuals, and it doesn't feel like a museum at all, but here it is.
 

DU_MAP24_unfinished.zip

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I don't even know what the flats even are with the new texture pack. So, I'm having all the current floor and ceiling textures replaced with textures from the official Doom because not all ports support using wall textures as floor/ceiling textures.

Edited by RileyXY1

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10 minutes ago, RileyXY1 said:

I don't even know what the flats even are with the new texture pack.

If you are using something like "Doom Builder", then (as I know) it won't even gonna let you to choose wall's textures for placement on floors and ceilings.
I mean, in texture browser you gonna see only FLATs, not WALLs.

Can you tell me the name of your level editing software, please?

 

P.S.: Also, floor's/ceiling's textures in "RTP" have really common names.

image.png.86fc612488b8ae99b665c265aa2695c6.png

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9 hours ago, RastaManGames said:

If you are using something like "Doom Builder", then (as I know) it won't even gonna let you to choose wall's textures for placement on floors and ceilings.
I mean, in texture browser you gonna see only FLATs, not WALLs.

Can you tell me the name of your level editing software, please?

 

P.S.: Also, floor's/ceiling's textures in "RTP" have really common names.

image.png.86fc612488b8ae99b665c265aa2695c6.png

I couldn't find any that fit the rustic metal/abandoned industrial facility theme that I wanted to go for with MAP10.

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