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RastaManGames

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

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@Anarkzie About count of submitted maps... As you can see in OP-post, there is 13 maps that is submitted (also I want to submit one more map before end of this year). I've formatted that big list, so you can travel to the every post with submitted map and download if not its latest, but first iteration. Be noticed that you still need to have resource pack in a way to launch those maps, 'cause at this moment we are kinda far away from releasing even RC1 of this CP.

 

@DukeOfDoom I wish a great strength to you with University's session, mate! Do your best with it and I hope that it not gonna crush your moral health.

 

@sincity2100 Don't worry! I am believing in you! You can done it, lad! Don't surrender!

 

@russin Glad to hear that you are still working on your entry. Gonna patiently wait for submission!

 

@Thelokk Kinda sad to hear that, but this is understandable. Resource pack is that thing where you either like most of it or not, so... Good luck with other projects!

 

@JBerg Wow! That was unexpected, to be honest! Gonna test your entry out. Wait for another post for that!

 

@Dwimepon Interesting screenshot! Looks mysterious & inviting.

 

@digithead100 Okay! Gotcha.

 

@Drywtler These places looks cozy and recalling some of the warm memories from my childhood... Keep it up!

 

@Katamori We have plan "B" right now as end of January of 2023... I mean, if you really love urban maps, then you can try to make something after NYE on the nearby weekend.

Edited by RastaManGames

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@JBerg A cute map you are having here, I must say.

Nice details here & there and intense battle situations all across the level.

And one time you got me with textures mixture that I even thought: "What is this texture? Why I am seeing it first time?"

 

Here is some notes though:

- In the start you can see how fence is "falling" thru the sidewalk. It can be avoided by adding neighbor sector to these places. It is not that critical and can appear even in "Doom In Hexen" map format in "Odamex" source-port. It is also easy to fix, so don't be feared.

- I've noticed some energy ammo, but no plasma rifle neither BFG-9000. Did I missed something?

- Secret with blue armor surprised me. I am broke my head in a way to find its activator.

- At one moment I was in starvation of some ammo & health, but It might be just my crooked hands.

- Near end I missed 1 item. Not sure where it can be, to be honest.

 

As always, here is my playthrough on UV with some save-scumming:

 

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Today @Serious Vadim sent me his entry via Discord's PM. I was brave enough to upload it on my Google.Drive, so you can test V1 here.

That was nice little map of something like warehouse with conveyor's belt and some crates storage.

I wasn't having problems during playthrough, but there is few things I must note.

 

- Map name in UMAPINFO better to not have one dot in the end of it, 'cause "DSDA-Doom" is crashing after attempting to open it.

- First of all, there is small problems with vertical textures alignment in the few places (mostly this is near door frames).

- Very wide doors in the first big are may be kinda different. Maybe it is about texture mixing or trying another texture?

- Some rooms may have more details, I think. Pipes, computer "holes" or maybe just some boxes, containers and barrels will be good.

- Yellow locked door can have indication of it just in case.

- "Server stall" in the booth that have button to next area have strange alignment. This texture is very caprice to deal with, but this is doable via some texturing/sectoring tricks. 

- Crates storage isn't bad idea, but there is some problems with some crates. Brown crate with Lost Souls are have 8px in tall that isn't need here and for hallways under crates you might want to use no small, but "wide" crate to have more "natural" look. I mean... Single crate just gonna fall and not be stuck here, I think.

- Also in that storage area there is bars that can be impassable.

- Impassable door here can have something to tell that this isn't gonna be open.

- Monster closets are kinda too close to playable area and player can "spoil" surprise for him.

 

As usual, here is video of me completing this entry:

 

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2 hours ago, RastaManGames said:

@JBerg A cute map you are having here, I must say.

Nice details here & there and intense battle situations all across the level.

And one time you got me with textures mixture that I even thought: "What is this texture? Why I am seeing it first time?"

 

Here is some notes though:

- In the start you can see how fence is "falling" thru the sidewalk. It can be avoided by adding neighbor sector to these places. It is not that critical and can appear even in "Doom In Hexen" map format in "Odamex" source-port. It is also easy to fix, so don't be feared.

- I've noticed some energy ammo, but no plasma rifle neither BFG-9000. Did I missed something?

- Secret with blue armor surprised me. I am broke my head in a way to find its activator.

- At one moment I was in starvation of some ammo & health, but It might be just my crooked hands.

- Near end I missed 1 item. Not sure where it can be, to be honest.

 

As always, here is my playthrough on UV with some save-scumming:

 


You missed the plasma rifle by so little. Pause your vid at 9:50, you can see it.
 

I’ll be doing a few tweaks to the map and fix that fence problem sometime this week.

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@NickyGoodSumPrince I like the midi! Although i don't know how well it fits my map (Specially the casino part). I think your midi may find its place on a map which focuses more on back alleys or themes like that, just like in the first half of my map.

Anyways, great job!

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On 12/25/2022 at 5:14 PM, RastaManGames said:

Sorry for huge chunk of pings (I don't know how exact I can find any message from specific author in this exact topic), but end of 2022 is coming, so...

I just wanted to know, who gonna be work hard with me in the last month of this CP (January of 2023) in a way to finish it up and not to stretch it out forever?

Also, if you are working on your entry, just let me know that everything is OK and can be finalized. I mean... I want to end 2022 with as less regrets as possible.

I think my map is gonna be finished for next year because what started as a little throwaway map has been getting more and more ambitious. But I'll try to make up for it; the final product should be quite good.

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More interior desing, making a pseudo-cutscene, and still figuring out how this map will go about...

Spoiler

 

I downloaded the last version of RTPTex provided on the first post, the solid black and white textures came really handy, so thanks to whoever added them.

 

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4 hours ago, Drywtler said:

I downloaded the last version of RTPTex provided on the first post, the solid black and white textures came really handy, so thanks to whoever added them.

 

I am glad that you liked them.

To be honest, I've added solid black, white & yellow textures just in case if someone ever wanted to add lit windows to their nightly towns.

But, as I found, one mapper even used it for street light!

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@RastaManGames I'm sorry that I'm forget about collaborating this project. Somehow I only able to think about a cafe and a convenient store (and school but I don't wanna add school as explorable part of map).

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Phew, here it is- https://www.mediafire.com/file/qvkevck4zkjbcz5/pamn%28DU%29.wad/file

Map Name: Pinkies Ate My Neighbors

Author: digithead100

Music: Heretic-The Great Hall

Ports tested: DSDA-Doom

Difficulty settings: Yes, but I didn't put a lot of effort into it. Just removed some archviles for the easier difficulties.

Multiplayer stuff: No

Description: Its a little gated community with around 3 houses. Lots of Doom cute although its debatable if any of it actually looks good. Apart from the title, there's no other reference to Zombies Ate My Neighbors. I've never even played that game :)

Notes: This map is NOT blind playthrough friendly. So make sure you save a lot during your first run or else you'll think I'm some sadistic douchebag. The final fight is kinda tough but definitely doable. You can even cheese it if you want.

I didn't think much of the texture pack at first but it actually is pretty decent :)

Screenshots

doom02.png.961f98610f3ffd0509b36dd27663a90d.pngThis is the main area.

doom03.png.87218ac1b926af46c50e6b623816c052.png

This is the inside of one of the houses.

doom04.png.5062a881fda09ee4f7d9e676e3631eb5.png

This is a toilet. This map contains a few of those. Been trying to improve my toilet architecture.

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@digithead100 That was very spicy dish, I must say. Sometimes I can understand myself, why it is very scary to pick up UV right from the start.

 

For the most parts there is plenty of slime trails, but... I am not gonna complaint about them. I mean... I know, why they are here and sometimes they are just unavoidable. Personally for me, they were not a big problem at all, but there was one place (near button that was guarded by two Mancubis with grill), where slime trail was really wide. Not sure, how it can be beaten. I can try to fix that place in a way to see, if it possible...

 

Place with small railroad was just nice, but... I think that ladder can be not behind that scene, but near it. I mean... I was kinda confused here at first, before I tried to go behind of that cute scenery.

 

Not sure how it can be done, but you might want to indicate that player must jump over railing to river. Maybe remove one part of that railing in a way to show that player can go there?

 

And, for the most of my sufferings... A big lack of bullets and shells! It might be just me, but I was in situation where was two stupid Barons ('cause they don't know how to use steps properly in way to reach me out), few Pinkies and just Rocket Launcher with lots of rockets. Sure it was fun to have so many rockets, but... I think that you can spread some ammo clips and shotgun shells around some corners. It was kinda sad to be w/o almost all ammo for so long...

 

After all, map is doable and has a large amount of Doom cuties in the almost all parts of the level. Here is, as usual, my sufferings on the video:

 

 

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On 12/25/2022 at 10:21 PM, JBerg said:

Ok I have a first version of my map that you can try out.

 

🔸 Map Name : Dead End Dust-up
🔸 Author : JBerg
🔸 Music : Digital Nomad by @AD_79
🔸 Ports Tested : DSDA Doom 0.24.3 and 0.25
🔸 Difficulty Settings : Removed some monsters for lower difficulties
🔹 Multiplayer : No
🔹 Description : Small low rise city map that features some skirmishes, altercations and a dash of scuffles

 

I've updated my map . Fixed the fence issue, balanced the map a bit more.

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@RastaManGames Sorry about that. No idea what happened with those slime trails. Map looks completely normal on my end. I'll look into what the issue might be. Hopefully it can be fixed.

There actually is a small arrow on the table indicating that you're supposed to jump over the railing. Maybe I could make it more obvious.

With regards to the ammo, yeah it is a bit light. The thing is, there's a berserk that you missed in that area with the 2 big trees. With the berserk. you can punch out all the pinkies and save ammo that way. But, maybe I could be a bit more generous, especially with the shotgun shells.

Anyway, thanks for the feedback.

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Okay, I made a few changes and added a bit more ammo. Hopefully, it plays better now.

As for the slime trails, I think it must be a nodebuilder issue. When you did your playthrough, you opened the map in Doombuilder, loaded the resources and tested it, right? Well, you must have been using a different nodebuilder to the one I used. Make sure you use ZenNode-Fast(no reject) and it should be alright....hopefully.

I'm not really sure. If that's not the problem, I don't know what it could be. God, I hate slime trails.

Link: https://www.mediafire.com/file/31i1008mvc008pc/pamn-update%28DU%29.wad/file

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@digithead100 Yes. I've opened your entry in "UDB", added "RTP.wad" and just tested it via "DSDA-Doom".

 

But... Thing is that nodes are rebuilding only after changing of some level's geometry and then attempting of saving.

And I am not changed any of node-builders for "MBF21" config, as you can see:

image.png.7422ff07be171c76b40684bf9abe8d59.png

 

Thing is that when you have so many sectors with so small & precise positions of vertexes, lines and etc., Node-Builder can have a bad time.

Not to mention that it can work bad with "triangle" sectors and such...
I've encountered one "slime trail" while working on my city map for "DIY CP" and you can also notice that same problem was in @RED77's entry as well.

You can try to avoid it by changing geometry a bit around problematic place or by adding additional "splits" for these segments.

 

After all, while testing out V1 of your map I can recall only one place that looked sad (that one near grill).

These "slime trails" are really nasty to deal with, but gladly, they are not critical for gameplay. Only small visual glitches.

As for me, it is not spoiling a first impression of the map, since they are not breaking up my monitor or something.

 

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@RastaManGames I was thinking that maybe you might have accidentally changed something when you had it open in Doombuilder, causing the map to be rebuilt.

If that's not it, I have no idea why those slime trails might be showing up.

For me, it looks fine. The area guarded by the mancubii looks like this....doom00.png.2b2cf435564f4773564171c32888b422.png

 

I suppose it could be worse but I'm disappointed to see a glitch like that. Sorry for the trouble.

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Updates on the park area: surrounding buildings!
 

Spoiler

XA6OKkW.png

CFhBq05.png
6Ce9ohW.png
cbqd153.png

I tried to use fake floors and ceilings for the tree cup so you could see the big building behind and the folliage below the tree cup, but it ended up repeating the upper texture to the top of the real ceiling. Ended up adding another layer of leaves.

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Slow days, but here's some progress.

Spoiler

TNNB1WC.png
v3luevn.png
FbLrRDs.png
CqXito6.png

I'm took these screenshots on GZDoom because of the different sector lighting modes affect some of the lighting I applied on the map. Here are some comparisons between 3 sector lighting modes (Bright, Standard and Doom) and the last pic being on dsda-doom with software rendering
21lFFbu.gif
Those darkened places are an indicator that you cannot go there, and you won't since there are impassable lines on each of these darker places

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6 hours ago, JBerg said:

Is everyone still set on making the end of the month deadline?

I do. It's an on/off thing between IRL stuff and trying to making a coherent map. I haven't released the map proper because there's no end to the map yet...

Speaking of which, I kept adding details and enemies:

Spoiler

xcXiVgt.png
rEWx9x8.png
nWus4no.png


I was listening to Fahkeet by Light Club and remembering the sequence in Hotline Miami 2 where that song played, an idea started brewing up... Still really barebones, but it's a nightmarish sight nonetheless.

Spoiler

zRKojsk.png
I2qIH1j.png
There are no midtextures back here 'cause you aren't supposed to get here

 

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@sincity2100 Sorry to late response! I was busy with IRL stuff lately (and it was and still kinda stressful to deal with).

 

First of all, here is a classic recording of my playthrough:

Spoiler

 

 

There is few notes that I made:

(*) I like overall non-linear approaching to the walkthrough. It is good that you are not forcing player to make a noise and let him to explore entire area a bit.

(*) It was kinda strange to pull out big horde of enemies to the one point of the map (since exit area is completely empty), but kinda fun, I guess. That was fun to see how angry Cybie is demolishing part of that horde.

(*) I wish that I can find rocket launcher a bit earlier, but now I know where it is. Good touch for those who gonna try to 100% this map.

(*) Later I found out what is 2nd secret. I am so lame that I didn't find it on video!

(*) To be honest, with that size and monster count I've expected worse, but it was not bad and even good, I must say. Thanks!

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Thanks to Doomer @Skaladin for his playthrough. I found some problematic places on my first entry ("Not A Kingpin") and made an update:

(*) Added some decorations to the first area of the map, so looking on it from the 2nd floor of red locked apartments not gonna be so sad now.

(*) Fixed vertical texture's alignment of the "inner circle" of all clogged toilets. I sure forgot to look at them more closely.

(*) Fixed vertical texture's alignment of the brick wall near bar. It was really sad to look at.

(*) Blocked one small line near red keycard, so even vanilla bros not gonna have that key by avoiding entire building to explore.

(*) Fixed path for poor Cacodemon near storage area. This lad was stuck here in the "GZDoom", for some reasons.

 

Download V3 (Google.Drive)

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