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Szymanski

[Community Project] Mosaic, Post your map here asap

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Alpha version of the e4 style map, two versions with different light levels. No name yet.

 

wip6_alpha_small.png.77b2cb4fe12c498446b0a23f96b8217e.png

 

 

Edited by Szymanski : Files removed to save upload space

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Download link: https://drive.google.com/file/d/1VbQYY3Em_lLfftJ0jvNLVgk2ODLKqXDj/view?usp=share_link
 

Map Name: Metamorphic Mastication

Midi: TNT2: Devilution OST - Into the Beast's Belly (extended) by James Paddock

Sky texture: STARSKY1 from Mek’s Box ‘O Skies! by Mechadon

Difficulty settings: Implemented

Deathmatch and Co-op: Implemented (not tested)

Build time: I didn't keep track, this is something I worked on here and there in my free time this month.

Tested in: DSDA-Doom, PrBoom+ UM, GZDoom, Crispy Doom
 

Note: Jumping and crouching should NOT be used, doing so will likely break progression.
 

Description
The Earth is hungry and it's next meal is soon to arrive; you're in the wrong place at the wrong time. Don't get chewed up!
 

This map started out development as a tyson arena map and gradually became something much more chaotic (and excessive... lol).
Stay moving; sticking to a circuit is imperative. Be mindful of the resources that are revealed, you'll need them.
 

Screenshots

Spoiler

1.png.adce0ae9d96d99558c23929ddbbd1a76.png
0.png.6b2d10d17c8f7d6bb5f5b23209a1d3fd.png

 

Edit: Whoops! I didn't notice that skies got added to the texture wad for this project. Please disregard the details about the custom sky I used.

Edited by phoo

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I'm making another map and trying out a few different things.

Here's an early screenshot of what I'm messing around with:

BitrateButchery.png.e9777021de8fb1f4bcb4ed2afa5085c3.png

Edited by phoo

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11 hours ago, OceanMadman said:

Is it ok if I import my own textures into the map?

Nope. I want to keep the contest as simple as possible.

 

 If in a few years someone wants to run "Mosaic II: Ancient Aliens" or "Mosaic III: No more Arenas please" with relaxed rules and gzdoom support or whatever then maybe. But for now its concentrate on the architecture and gameplay.

 

Also I want to keep the final wad clean of potential copyright nonsense.

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So were just over midway through the project and I've had a review of the submissions so far. Thanks for all the submissions, great stuff however a few of the maps will need modification before acceptance.

 

@DynamiteKaitorn Map uses Boom linedef types 221, 219, 252 and 271. I'm allowing 271 because of Crispy's support but others have to go.

@MFG38 Map changes the triangular structure of the map (see image)

@RED77 map uses Boom scrollers, linedef types 253, 219

@phoo Map has playpal and RSKY1, I can remove these.

@TheHambourgeois If the area is visible the triangular structure must remain intact, Maybe use a texture like midgrate or midbars?

@dyshoria Map changes the triangular structure of the map (see image)

 

Let me know if I have an out of date version.

 

 

dysphoria.jpg

 

Edited by Szymanski : updated to reflect updates....er

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54 minutes ago, Szymanski said:

@phoo Map has playpal and RSKY1, I can remove these.


Thanks, please feel free to remove them. I had added a sky texture really early on before I noticed the sky textures added to this thread and Mos_tex haha.

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Oh man! my bad. My map will not work without them, so I have to adjust it.
I'll make a new version

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4 hours ago, Szymanski said:

@MFG38 Map changes the triangular structure of the map (see image)

 

I'm sorry, but I'm going to debate that. While the general shapes obviously aren't triangular, they still fit into the triangle pattern - all I did was merge some sectors, which isn't against the rules as far as I understand. Unless it's the trim details that are problematic, in which case, I'll happily get rid of them. In my defense, though, the rules weren't exactly clear about what counts as modifying the structure - I just assumed it was okay as I didn't change the underlying pattern itself.

Edited by MFG38

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Red or Blue? A gimmicky map where you have to choose red or blue to progress. WIP
 

Spoiler

AuS7ank.png

 

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55 minutes ago, MFG38 said:

 

I'm sorry, but I'm going to debate that. While the general shapes obviously aren't triangular, they still fit into the triangle pattern - all I did was merge some sectors, which isn't against the rules as far as I understand. Unless it's the trim details that are problematic, in which case, I'll happily get rid of them. In my defense, though, the rules weren't exactly clear about what counts as modifying the structure - I just assumed it was okay as I didn't change the underlying pattern itself.

Merging sectors is fine, adding those trim sectors is not. I'll take a look at the wording of the rules but I think most people got the concept.

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My apologies for some of the BooM linedefs. Didn't realise the regular vanilla linedef effects numbers were re-arranged in BooM.

 

Also, thank you for letting me keep Sky Transfer (even though it's an MBF feature XD) the twin-skies works well for the maps theme.

 

Mosaic - Dyna V2.zip

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Ok, @Szymanski,
For some reason, I thought this project was on Complevel 9. So My bad.
Here's the new version, tested on Dsda_DOOM -Complevel 2
Here we go:
(MOSAIC)EXACERBATION_V2_BY_RED77

It changes the gameplay but now it works on the target format.

I've tested all difficulties, but please let me know if you find something off.



 

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Fairy Liquid Refinery, currently in map12 slot for green sky, alpha stage but all difficulties present. Maybe a bit too similar to Wip3

flf_small.jpg

wip8.jpg

 

Edited by Szymanski : Files removed to save upload space

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Here's my map.

Name:The Witch's cabin

Author: Me

Music (Or whatever you wanna call the thing that is the midi): Midi #1, By myself :)

Ports tested: Crispy Doom

Notes:

-Not sure if I can request this, but it would be really nice if it was placed in the first slots of the megawad because I think having powerful weapons would break the gameplay.

-I only tested it with whatever the default complevel is because I have no idea how does that stuff work. Sorry if it's glitched or something.

 

I hope you like it. It's short and the gameplay isn't nothing special, but I think it has some interesting sections.

 

screenshot1.png

screenshot2.png

screenshot3.png

screenshot4.png

screenshot5.png

screenshot6.png

screenshot7.png

screenshot8.png

The Witch's Cabin.zip

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Mosaic_CL.zip

While I have finally got this map presentable (and hopefully I didn’t mess something up) I’m a little embarrassed to say that I don’t have a name for it; I’ve not been-able to think of a good one, so I’m leaving it open to suggestions. I'm still hunting for a music track, but I'm also open to help there as-well.

 

Name: The Triangon (I'm really not too sure on that name; still struggling for the life of me think of a suitable name...)

Music: City of Prisms by Dial-up for Murder (https://dialupformurder.bandcamp.com/track/city-of-prisms) (@Szymanski I can supply the midi if you need, but downloading the entire MIDI Nightmares album will provide it)

Build time: Quite a while, but I really wasn’t keeping track, sorry.

Difficulty settings: All accounted for, but I don’t know if UV is too difficult or not challenging enough as I don’t like playing on that setting.

Multiplayer: Co-op starts are included, but nothing beyond that. DM starts and some weapon placements (I think I recall someone, possibly Doomkid but don’t quote me, saying that DM starts should give the player an SSG immediately… so I’ve done that) are also added, but nothing more that that.

Tested in: Chocolate Doom (there are frequent visplane overflows unfortunately), PrBoom+ um and LZDoom.

 

Also, the map wasn’t build with jumping or crouching in mind.

 

Screenshots:

Spoiler

mosaic_map0.png.73b83c63d55e33efd88912f676b0ff54.png

mosaic_map2.png.f07eccc528e22298038f94d621026152.png

 

Edited by CyberosLeopard : Possible name candidate and music/midi track additions..

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51 minutes ago, CyberosLeopard said:

Build time: Quite a while, but I really wasn’t keeping track, sorry.

 

 

I never keep track of it myself so don't worry about it

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Witch's Cabin demo.

 

The music was quite unique, to say the least, although it definitely wouldn't make sense in a limit-removing map. That's a real shame too, because the scrolling floor toward the end was really nice. and of course, YK wasn't even needed.

lmd_witch.zip

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14 hours ago, LadyMistDragon said:

Witch's Cabin demo.

 

The music was quite unique, to say the least, although it definitely wouldn't make sense in a limit-removing map. That's a real shame too, because the scrolling floor toward the end was really nice. and of course, YK wasn't even needed.

lmd_witch.zip

Fun demo. Anyway, I'd like to know, what did you think of the map as a whole? I wanna improve :P

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4 hours ago, OceanMadman said:

Fun demo. Anyway, I'd like to know, what did you think of the map as a whole? I wanna improve :P

fine, but too much black, too many spectres, and general lack of enemy variety. Nicely atmospheric though, I can say that much.

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Okay, so here's my take on this contest project.

Rules for playable area

 * The format is Doom2 limit removing: I stuck with normal Doom2, no Hexen
   format like I'd normally work in.

 * Single player with all difficulties implemented (place multiplayer and DM
   starts as a courtesy)
: All difficulties implemented in single-player. I've
   placed DM starts but not Co-op starts because I know absolutely nothing
   about how to engineer a multiplayer coop game.

 * You can delete sectors (the map doesn't need to be hexagon shaped): Good.
   It's not anymore.  

 * You can merge sectors (useful for moving sectors eg doors): Also good. I've
   merged, deleted, recreated and hammered onto.

 * You can add vertices to aid texturing: Also good. What about removing
   vertices? I've eliminated tons of them.

 * You can flip lines to makes switches work etc: I did so all over the place,
   mostly to aid in texturing and orienting my head around what I was doing.

 * Otherwise do not modify the triangular sectors, vertices that changes the
   structure of the grid
: I believe I've followed this to the letter.

 * A texture wad with animated lava and water is provided, custom skys to be
   chosen
: Added into file and used where appropriate.

Rules for areas outside the hexagon space

 * The player must be prevented from reaching these areas: The player cannot
   access. The one place where the player is allowed to cross the line is
   the exit lines so technically, the player never leaves the grid, he/she simply

   exits the game (or gets a "next time, don't get up" in deathmatch).

   NO JUMPING ALLOWED! If you break this rule, I break this rule!!

 * You can add scenery to the map but it must use the mosaic pattern: Once
   again, I believe I've followed this to the letter.

 * Control sectors and monster closets can be regular geometry, unless visible:
   Monster closets are not visible.

 

Additional notes:

 * When adding a MAPINFO lump to push title of map into wad, I lost the default
   sky. My testing environment was Zandronum (both 3.0 for Windows and 3.1 for
   Linux). Instead, I was greeted with white & gray checkerboard pattern.
   Therefore, I added a sky texture.

Found Mos_tex2.wad in new resource file in modified original post. Am now

using the green sky. Removed the starsky1 sky I was using until this point.

When loading up with doom32.exe in DosBox
   on Linux, the default sky returns (yay!) but since the MAPINFO lump is
   ignored, the music defaults to the MAP01 music rather than the MAP02 music
   specified in MAPINFO.

Changed from MAP01 to MAP17 to get exactly the sky/music combo I desired.

 * So, the original post says there will be a different thread for submissions.
   Is this still true? If so, what date should I be circling on my calendar to
   not miss hanging around on DoomWorld?

 

"Post your map in this thread" : Okay, will do. Looks like this:
http://chapsoftware.com/Files/isosilly.zip

 

isosilly.png

Edited by prfunky : fargin picture not loading!!

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On 2/16/2023 at 3:47 AM, prfunky said:

-snip-

The red key is hard to spot given it's location against the pink backdrop, also ammo seems a little too thin. Otherwise, it's a nice effort!

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