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Szymanski

[Community Project] Mosaic, Post your map here asap

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Title: EXACERBATION

-complevel 21
Music: "Minormeef" by @Fookerton

What's supported: All skill levels(TESTED) Co-op, and Deathmatch (NOT TESTED)

Build time: 5 hours

Tested in: Dsda-DOOM and GZDoom
Download: EXACERBATION

 

Spoiler

screenshot.png.88053152bb5cbb30704a282e6e462337.png

 

Edited by RED77

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8 minutes ago, FEDEX said:

Hi @RED77 i think you forget to add the wad file..

 

LOL! it seems my brain it's refusing to start the year. I've edited the post. Thank you!

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Name: Nontrivial Pursuit

My WIP:

391916584_NontrivialPursuit.png.65aed072708e68f54d1c48b6817dc588.png

 
Decided on a whim to do a trivial pursuit style six categories setup with multiple monster waves. Somewhat regret my decision but slogging it out anyway. Also trying to prototype a teleporter setup so the monsters teleport to near you rather than to fixed locations. To keep things "interesting."

 

Categories are Hell, Crate Base, Corrupted Base, Liquid and Flesh, Outdoors and Library

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@Szymanski I wanted to double check that we're allowed to place monsters outside the playable area.  Specifically in any scenery that we add where the player can't get to.

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6 hours ago, Sesamia said:

@Szymanski I wanted to double check that we're allowed to place monsters outside the playable area.  Specifically in any scenery that we add where the player can't get to.

That's ok

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Updated 14/01/2023 this is an beta version of a tech base, All difficulties present.

 

Title: General Eric's Toxin Refinery

Music: N/A

 

 

 

WIP1.jpg

Here's an image of the start area

Spoiler

 

 

Edited by Szymanski : Files removed to save personnel space

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Here's my test map from the op, UV only on map 21 (for the red sky) all difficulties present

 

Title: Pinky Swear

Music: N/A

Deathmatch/coop: Start positions added

 

 

 

WIP2small.png.6e1b9d9b69203a2e5d42e67631ce60fa.png

 

 

Spoiler

Wip2_map21.png

 

 

Edited by Szymanski : File removed to save personnel space

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I accidentally mapped in Boom format but didn't actually use any Boom features, and it still works in Crispy Doom. Hope this qualifies.

Map Name: Techrotic Agony
Author: MFG38
Build Time: ~2 hours?
Music: "Illusory Brainwire" by myself
Sky: SKY3 from doom2.wad
Difficulty settings: yes
Coop/DM: yes (player starts only)
Tested in: Crispy Doom 5.10.3, dsda-doom 0.25.2

mfg_mosaic.zip

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3 hours ago, MFG38 said:

I accidentally mapped in Boom format but didn't actually use any Boom features, and it still works in Crispy Doom. Hope this qualifies.

Should be fine, Boom format wont change how the map is created

 

However your submission modifies the triangular structure of the map so will be rejected, takes a look at the maps I posted above

Edited by Szymanski

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OK.  Here we go.

 

2.png.c6f923d0dbb04ae4ee772fcc3fed17c3.png

 

Title: Nontrivial Pursuit
Idea: Went with first impulse to make segments like in trivial pursuit. Six segments, seven waves of monsters and a teleporter setup to allow the teleporting monsters to pursue the player. 

 

Difficulty: Implemented, fewer and easier monsters on lower skills alongside a few additional powerups
Monsters: 116 - 164
Gameplay: Singleplayer only, no co-op or DM added
Build time: A few evenings
Tested with: GZDoom 4.10, DSDA 0.24

 

Textures: Pure delicious vanilla
Music: Mission 3 - Caverynth from Double Dragon - Rock Remix Midi by Arthur Prawitt
Level Segments: Hell | Crate Base | Corrupted Base | Liquid and Flesh | Outdoors | Library

 

I'm still very new to mapping so any feedback is greatly appreciated.

 

Additional Screenshots:
 

Spoiler

1.png.fc24aeef6276f3e44defec3de21ab677.png3.png.5be5cc704ace1b758edf2a074285f3e8.png4.png.ab066eb453051e3132751d1767206949.png

 

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Some shots of what I have made so far. Should be able to finish the map very soon

Spoiler

DOOM0001.png

DOOM0002.png

DOOM0003.png

 

Btw, for those who don't know, you can actually use sky transfers and even animated skies in doom format. It works exactly like it would do if you were using boom format; select a linedef, put the texture that you want as a sky in the upper front side, and use 271 as the Action number. It will appear as an 'Unknown' action in UDB, but the sourceport will recognize it and implement the new sky. It works in crispy, dsda and gzdoom; I can't confirm if it works in others.

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1 minute ago, Danlex said:

Some shots of what I have made so far. Should be able to finish the map very soon

  Hide contents

DOOM0001.png

DOOM0002.png

DOOM0003.png

 

Btw, for those who don't know, you can actually use sky transfers and even animated skies in doom format. It works exactly like it would do if you were using boom format; select a linedef, put the texture that you want as a sky in the upper front side, and use 271 as the Action number. It will appear as an 'Unknown' action in UDB, but the sourceport will recognize it and implement the new sky. It works in crispy, dsda and gzdoom; I can't confirm if it works in others.

That looks really neat. I like the height and the triangular buildings -- reminds me of Xaser's "Anachronistic Metropolis" from Hymn.

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Here's my map: hexin.zip

 

Title: mosaiccwilv00.png.13b76ed3393a039fb8cc2fa4ef32b0da.png
(Someone call Korax, cause this is H E X I N ')

 

Idea: The map opens up more as you progress. I went with my take on the weird, Doom 2 E3 tech-hell aesthetic.

Difficulties: Done!

Build Time: Maybe 5 hours of active mapping? IDK I don't track. Over a few days because of free time.

Music: Nobody Told Me About ID

Included: CWILV lump (above)

Sky: Just use one of the vertically tiling ones, don't really care they all compliment the level colors

Tested With: Eternity 4.01.00, prboom+ 2.5.1.4, Crispy Doom 5.12.0

Screenies:

Spoiler

mos1.png.64edc3f7dfabaa6f46db2d49505e05e2.pngmos2.png.98b133c4735ae68d6c7f5796ed4bdc32.pngmos3.png.3b7d6c0e896cf8e15fd712a83b363bbe.pngmos4.png.f264d38ca3ee261de552d4ce863346ae.png

 

e: if you use vertical mouselook the marble columns will probably have rendering errors, idk i made this for old school doom

e2: hotfix because one of the teleporter room doors was not working in only crispy doom

 

Edited by TheHambourgeois : FINISHED !!!!!!!!!! (and hotfixed almost immediately)

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Here's a hellish map running on map21, UV only currently, file removed

 

First encounter

Spoiler

Wip3_start.png

 

 

 

Edited by Szymanski : Files removed to save upload space

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DOWNLOAD

 

Map name: Sankakhin 

Music: "off today" by Fai1025

 

making maps on triangles is harder than i expected

also I'm not sure how the multiplayer start works, so I didn't put any.

Sankakhin is triangle in Taiwanese(hokkien) btw

 

EItVqML.png

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Map Name: Mosaicopolis

Music: "Victorian Fear" from Castlevania: Portrait of Ruin, midi by Sean Bee

Build Time: 8 days

Difficulties and coop starts implemented

Tested with: Crispy Doom 5.9.2, dsda-doom 0.22.1, GZDoom 4.10.0

mosaicopolis.zip

Spoiler

doom16.png

 

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Map Name: Red VS Green
Music: Exotech Larva - Serious Sam The Second Encounter
Format:  BooM? (Teeeeeechnically this map is MBF)
Difficulty Settings: Yes - Less enemies on the lower difficulties#

Multiplayer?: Yes. All 4 CO-OP spawns exist and DM starts exist however the map is horribly unbalanced for DM (probably)

Screenshots!

Spoiler

Screenshot_Doom_20230112_231809.png.db4449e085012dc8926d92f30965e5b0.png

Spawn room

 

Screenshot_Doom_20230112_231844.png.d889e0caad7a1211015751910df5cbb3.png

Ooo! triangles!

 

Screenshot_Doom_20230112_231951.png.972e91376d475ba2d3bf5c8d506892be.png

Barons! D:

Download: 

Mosaic - Dyna V1.zip

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On 1/12/2023 at 11:22 PM, DynamiteKaitorn said:

Format:  BooM? (Teeeeeechnically this map is MBF)

Despite being against the spirit of the rules I'm prepared to accept linedef 271 as it's supported in Crispy Doom, however I'm not going to allow Boom, MBF, Gzdoom specials.

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