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[Community Project] Thirty Monsters Challenge 2: Thirty Aliens (Beta compilation is up!)

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Map Name: Raise Cain

Author: scientifikgenius

Music: Ministry - Thieves (MIDI)

Difficulty Settings: Implemented

Ports Tested: DSDA-Doom

Description: Hell-castle/UAC techbase fusion. Small, but pretty difficult, especially on UV. Difficulties are: HNTR at the easiest, HMP at the medium, and UV at the hardest.

Notes: My first map using a custom resource pack. I will fix if there are any problems.

DOWNLOAD - V1: 30mc_scientifikgenius_m08_v1.zip

CAINSPAWN.jpg.7501a44b209165833829ed4f25ecf874.jpg

Edited by scientifikgenius : added image + info

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Realized I've been sitting on this for a while:

 

30mc2_thelokk_v2

 

Save for a damaging floor, all changes are entirely cosmetic - fixed misalignments, added decorative sectors, generally made the map a little less drab and same-y. 

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FmerpN8XwAAqqMU?format=jpg&name=large

 

Should come out soon.

 

Also pushed another update to the resource pack, should hopefully fix the switched dropped items.

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You have to do a sky transfer to use other skies, but otherwise it's good.

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Another queston. I guess the 30 monsters are the ones we encounter. If I include a puzzle where I have to put some dummy monster on a conveyor belt outside of the playable area for activating stuff. (I'm not sure the idea i have right now can be done with voodoo dolls only) can I use additional monsters. (making sure they get killed somehow before the level exit to get the 100% kills)

 

Edit: Probably won't be the issue there's a method that i might use and it's doesen't require monsters. Just asking. Also, the second pic was meant to be the starting area but I realised that a simpler starting point might fit better. (my current goal is small map taking place inside a chasm and a small cavern area)

 

Edited by HUNdebLeonidasX

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I'm sorry, I'm a newbie related to MBF21 stuff. How do I add the new monsters that don't replace any other?

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3 hours ago, OceanMadman said:

I'm sorry, I'm a newbie related to MBF21 stuff. How do I add the new monsters that don't replace any other?

 

All the new monsters are in the "User-Defined" folder when choosing things in Ultimate Doom Builder.

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11 hours ago, dac said:

 

All the new monsters are in the "User-Defined" folder when choosing things in Ultimate Doom Builder.

Thank you

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Map Name: Abysmal Sanctuary

Author: HUNdebLeonidasX

Music:  Fortune Ravine by Arata Iiyoshi (From PMD Explorers of sky) (Needs some editing to make it loop better)

Difficulty Settings: Not implemented yet

Ports Tested: DSDA-Doom

Description: Originally meant to be a techbase-water themed map with different music but I decided to make an use out of those cool looking marble textures, and i had a pack of pokémon midis around so I decided to choose one from them too. So far is more of an arena, where you have to find all the keys in the main chamber.
I plan to add some decoration to the main sanctuary.
So far i'd say it's the hard difficulty,.

 

updated link: https://www.dropbox.com/s/dzptpljk08i6lie/30mc2_HUNdebLeonidasX_m1_v1.5.wad?dl=0

image.png.c414f70ab9c7687154e933a61434e992.png

 

Edited by HUNdebLeonidasX

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Map Name: Glowing Embers

Author: CblBOPOTKA

Music: James Paddock - Economy of Truth

Difficulty Settings: Implemented

Ports Tested: DSDA-Doom, GZDoom (latest ones)

Description: Definitely, the aliens were here. Discover the fascinating blend of ancient architecture and extraterrestrial design. Explore the marriage of cold stone and warm light. Don't miss your chance, the next UFO is arriving in 5 minutes.

Notes: Short-medium map with ancient architecture with technical influences. Midi track is inside wad.

Screenshots:

Spoiler

doom02.png.d738a7f74c1c29480009f410e9d2ff49.pngdoom04.png.dab99c1d39acef0553d11436c1640843.pngdoom03.png.a37a19eb01449ccde84e5b83f3bd9242.png

 

30mc2_CblBOPOTKA_m1_v1.rar

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Map Name: But Not in Our Dreams
Author: Salmon
Music: Punch It, Sleaze It by Alfonzo
Difficulty Settings: Implemented
Ports Tested: DSDA-Doom, GZDoom
Description: A small run and gun map loosely inspired by a Futurama quote.
Notes: Regarding nomo, some events are on timers but these timers can be skipped with switch presses.

 

Screenshots:

Spoiler

sb6Q6te.png

Dg3KK4A.png

 

Download:
But Not in Our Dreams v1

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@dac I just downloaded the resource pack and it looks like all of the flats from Doom 2 are still included. Also there are switches defined in the SWITCHES lump that point to textures that aren't in the wad.

Spoiler

P_InitSwitchList: unknown texture SW1MEGA
P_InitSwitchList: unknown texture SW2MEGA
P_InitSwitchList: unknown texture SW1GOTH
P_InitSwitchList: unknown texture SW2GOTH
P_InitSwitchList: unknown texture SW1STRTL
P_InitSwitchList: unknown texture SW2STRTL
P_InitSwitchList: unknown texture SW1STRPU
P_InitSwitchList: unknown texture SW2STRPU
P_InitSwitchList: unknown texture SW1STRMG
P_InitSwitchList: unknown texture SW2STRMG
P_InitSwitchList: unknown texture SW1STROG
P_InitSwitchList: unknown texture SW2STROG
P_InitSwitchList: unknown texture SW1STRRD
P_InitSwitchList: unknown texture SW2STRRD
P_InitSwitchList: unknown texture SW1STRGN
P_InitSwitchList: unknown texture SW2STRGN
P_InitSwitchList: unknown texture SW1STRBL
P_InitSwitchList: unknown texture SW2STRBL

 

And some switch textures that aren't defined as switches.
 

Spoiler

EHELLSW1    EHELLSW2
QSWITCH1    QSWITCH2
SW1GOTH1    SW2GOTH1
SW1GOTH2    SW2GOTH2
SW1SHOOT    SW2SHOOT
SW1S0V        SW1S1V
SLSWB0        SLSWB1
SLSWR0        SLSWR1
SLSWY0        SLSWY1

 

Edit: There is also some double defined flats and patches

 

Spoiler

GATE1
GATE2
GATE3
GATE4 I suggest renaming these to GATE1GOT, GATE2GOT etc because they conflict with Doom2 flats. Or are they intended to replace the Doom2 ones in the final version? They do look nicer than the doom2 ones :)

 

LITAA7_P One has purple lights and one has white lights, suggest renaming the one with white lights to LITAA7_W

 

KS_CAI05 Suggest renaming one to KS_CAI06

 

INCDECP1 the name is used as a texture and a flat, suggest renaming the flat to INCDECPF

 

SW18_7 Is double defined in Doom2.wad so that ones on id software :)

 

Patches that are from Doom2 so they should be deleted from aa-tex
WALL00_1
WALL05_2
STEP07
TP2_1
W33_8
W106_1

 

Patches that are the same so one of them can be deleted from aa-tex
KS_CUME5
KS_CUME4
KS_CUME3
KS_CUME2
KS_CUME1
KS_CLIN5
KS_CLIN4
KS_CLIN3
KS_CLIN1

I just thought I'd let you know, Cheers 😊
PS I'm still working on my second map for the project 😅

Edited by JaySmithen

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Thank you for this. Gonna try and get something out this weekend, no guarantees as work's been pretty hectic lately.

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Map - Inner Cell
Author - suzerduzer
Music - "Eruyt Village" from Final Fantasy XII
Difficulty Settings - Implemented
Ports Tested - GZDoom, DSDA
Description - Buried deep in the Mojave you stumble upon the remnants of some sort of tetrachromatic invocation. Stepping into the circle leads you to an ancient stronghold settled within the dunes.
Notes - I wasn't super happy with the other map I submitted so I decided to make another one. This ones pretty tough, I've recently been on a kick of designing small, cramped encounters with limited supplies. Tube it.
Screenshot_Doom_20230216_185245.png.c8ec257f0d3faf4a18540e5bebd0f32d.png

Download: 30mc2_suzerduzer_m2_v1.7z

Edited by suzerduzer

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Map name: Overrun

Author: NoReason

Music: "Violence Makes Violets" by Jimmy

Difficulty Settings: Implemented.

Ports Tested: DSDA-Doom

Description: Space techbase with slight ammo/health starvation.

Notes: I recommend playing HMP/HNTR before UV.

Screenshot

Spoiler

doom.png.716375cab7eb100d9c15aba9e4f83928.png

Download:

30mc2_noreason_m1_v1.zip

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So I wanted to write this earlier but here goes, in case you haven't noticed the title change:

.

I'm extending the deadline to May 1st. Mostly for me, time has been very lacking last month and I want to give myself some more time. I'll have an updated pack ready to go this Saturday.

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I did not expect this to turn out this way but I'm very glad that it did though!

 

Spoiler

Screenshot_Doom_20230308_140132.png.15ac22f93dd9122e7f36cee70f64511c.png

 

Name: Days of Long Ago

MIDI: Night Run by stewboy

Difficulty Settings: Implemented

Build time: Three to four weeks

Tools used: Doom Builder X, SLADE 3

Tested with: GZDoom 4.8.2

File: 30mc2_scorpius_m1_v1.zip

Edited by Scorpius

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Map Name: Venting

Author: OceanMadman

Music: Midi #2, also by myself.

Difficulty Settings: Implemented

Ports Tested: DSDA-Doom

Description: Just walk through some claustrophobic vents, to eventually arrive to the surreal world hidden in them.

Notes: Sorry for the weird palette in the screenshots, I accidentally deleted the file with the converted IWad sprites and I was too lazy to do it again.

Spoiler

 

akbGVQw.png

 

 

c8j8yrb.png

 

 

tYETLDl.png

 

 

FIeDgAH.png

 

 

YYEvgr5.png

 

 

I92XUGD.png

 

 

s7omRdV.png

 

 

A0s1CVP.png

 

 

ZTkwCwl.png

 

Venting.zip

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I started a second map right after finishing the first one, but quickly ran out of inspiration. The deadline extension was a good excuse to get back to work.

 

30mc2_scf_m2_v1.wad

 

Map Name: Trials of Amun-Ra
Author: SCF
Music: "Mysteries of Egypt" by Jimmy
Difficulty Settings: Implemented
Ports Tested: dsda-doom 0.22.4
Description: Small-scale key hunt in an open arena
Notes: The void areas are marked as instakill zones, but there shouldn't be any way to escape the map besides archvile jumping.

 

Screenshot

Spoiler

zOLqPkv.png

 

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Map Name: They Are Watching

Author: Aaron Russell Bowtell (JaySmithen)

Music: The Raven's Nest by Jimmy

Difficulty Settings: Implemented

Ports Tested: DSDA-Doom, GZDoom

Description: After finding a chainsaw in a dream, the player wakes up in a colorful house in space. Then teleports to a techbase in the middle of a jungle. Find 3 switches to gain access to the blue skullkey. Sprinkled with a bit of doomcute here and there :) And don't forget, they are watching...

Download:

https://drive.google.com/file/d/1-Rmzkw0VwAflzW_JHJGpqf49VeYFEEul/view?usp=drive_link

Screenshots:

 

Edited by JaySmithen : Added google drive links

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Argh, why can't this be a "32 monsters challenge" project, haha?

My "Shotgun Gambit" has (and needs to have) exactly 32 monsters:

 

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Map Name: Cabaret at the Edge of the Universe

Author: Moira Heart

Music: Stuart Rynn - Hypercube

Difficulty Settings: Implemented

Ports Tested: DSDA-Doom, Woof, GZDoom

Description: Your hyperspace minivan has ran out of juice and you stopped at a gas station near the edge of the universe. While your vehicle is refueling, you decide to check out the local cabaret. Barge in from the front, or carefully infiltrate from the side, but stay on the move, as those alien bastards prepared plenty of entertainment for you.

Notes: Well, first map warning. Been looking for a while for a project to lose my mapping innocence with and this seems perfect. I adore AA textures and all the custom content. While aesthetics are on a bland side, I'm pretty satisfied with how the gameplay turned out. Working with 30 monsters is a very interesting challenge for a new mapper especially, as I always feel the urge to fill every nook and cranny with a demon. I'll probably add more visual detail in further iterations of the map.

 

Downloadhttps://drive.google.com/file/d/1-v4HwGL7umnLUyQyGSOOapUiRyhMClt4/view?usp=share_link

Screenshots:

Spoiler

MKHe6Pc.png

1OElMZD.png

 

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On 4/8/2023 at 8:58 AM, MoiraHeart said:

Map Name: Cabaret at the Edge of the Universe

 

No worries, I said I was open for first maps! As you said, the aesthetics can be worked on a bit (don't hesitate to ask for help on that front, I'm certain a few people here would love to give some pointers) but otherwise this is a good first map.

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I've completed 50 Monsters megawad recently and really liked it, despite being a bit skeptical at first (like come on, how can you make 32 good Doom levels with only 50 monsters?). Now I wonder how this will turn out. Can you sign me up, please?

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A rules question:

- Monster spawners (from Icon of Sin) are forbidden, right? Technically, nothing in the rules or resource descriptions discusses monster spawner things, but they most likely break the whole spirit of the challenge...

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