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Death Bear

PUSS XXV: Lunacy (Dev Thread)

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Welcome to the final weekend of Lunacy! A friendly reminder that we are concluding at the end of February, this Tuesday. Get 'em before March, as we are going to be shifting from this Cheesy adventure to something more…medieval. Get ready for PUSS26, y’all. Huzzah!

Here are some more playthrough videos:

The Crater Escape - Nice map, Stabbey! I know you've been around, so it's awesome to have you come aboard! Feels like a mini-boss map, and it's got some nice open spaces to provide some variety to some more compact maps. Great working airlock! I did go back and find the cheesy secret. Haha. Cool stuff! I don't think I noticed anything broken so once I do the more thorough playthrough next week, I'll let you know if I find anything.

Spoiler

 

@Stabbey @Egregor @Silhouette 03

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Map Name: [ Cheese Vault 0-17 ]

Author: [ Sergeant Anger ]

Music: [ Stairway Fairway by James "Jimmy" Paddock]

Format: [ Boom ]

Build Time: [ 3 hours + around 10 minutes of testing ]
Co-op Starts: [Yes]
Difficulty Settings: [Yes]

Comments: The first attempt the past weekend broke a few of the cheesy rules of the project. So I started again. A simple cheese vault in a lunar base, and of course you want the bigger prize.

Screenshots:
 

Spoiler

Screenshot_Doom_20230227_011638.png

Screenshot_Doom_20230227_011654.png

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EDIT - ADDED V2: Fixed some incompatibilities in source ports like prboom+ and Woof in some switches actions.

 

Cheese Vault 0-17 v2.zip

Edited by SergeantAnger

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Map Name: But a Chin of Gold [version 2]

Author: Peccatum Mihzamiz

Music: Ritual by @continuum.mid (formerly northivanastan, https://ivanastan.bandcamp.com/ )

Format: Boom cl9

Build Time: 3:12 plus some playtesting and difficulty stuff

Co-op Starts: Yes, plus some co-op softlock fixes

Difficulty Settings: Yes, implemented, plus co-op stuff as well

Comments: Placed the map in map slot 28 so the correct MIDI plays. I had a lot of fun making this, went better than I expected. I did an oopsy with the monster closets and now about a 100 of them spawn in at once. Haha. Keeping it like that , I love random pandemonium!
Finding thé secret is worth it, I would say :)

File

 

Screenshot_Doom_20230227_121015.png

 

Screenshot_Doom_20230227_121112.png


Big secret screenshot:

Spoiler

Screenshot_Doom_20230227_121210.png

 

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Sorry but I finally remembered about this project and realised that timed speedmapping isn't my thing, sorry, I'm leaving, I rarely have 3 hours to do shit uninterrupted anyway, and it just doesn't mesh with me.

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Egregor - Lunacy map03_v26_190min.rar

31 - Kaleidoscopic Array - Mr. Freeze & Cammy.rar

Map Name: Asiago F*ck Yourself

Author: Egregor

Music: Kaleidoscopic Array - Mr. Freeze & Cammy

Format: Boom

Build Time: 3 hours + 10 minutes to add difficulties
Co-op Starts: Y
Difficulty Settings: Y

Comments: Secret cheese area from my 1st (giant) map (60 minute build) made into the feature of this map (130 minutes)! MIDI is also included in the WAD. This one's resources and game-play feel a little rough around the edges.

Screenshots:

20230227_140403.jpg.e0ab128a00a010f8f3d507433f9b81c7.jpg

Edited by Egregor

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Map Name: Prying Open My Cheese Eye [version 1}
Author: Terrcraft Music: MIDI cover by astolfloater of resonance by HOME (https://soundcloud.com/astolfoalter/home-resonance-midi-updated)
Format: Boom cl9

Build Time: 3:26 plus getting some last monsters in
Co-op Starts: yes
Difficulty Settings: yes, some co-op stuff too
Comments: Place in any slot necessary, this is my 1st actual map let alone speedmap so I spent more time than I would have liked figuring out how to use UDB and SLADE.
Load with resource pack 4a.
Bugs: IDK how to make a conveyor belt move the player faster in boom.

Overall, although it isn't a cacoward winning masterpiece of fine doom mappage. I'm happy how this turned out.

 

Pryingopenmycheeseeyev2.1.zip

Edited by Terrcraft : Umapinfo lump added. Putting in mapname and midi

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EG_lunacy_map02_v39b_185min.rar

UPDATE: v39B

Map Name: Copernicus Crater Research Facility - Site 2 (v39B)

Author: Egregor

Music: Pipeline by James Paddock

Format: Boom

Build Time: 3 hours (+5 minutes for difficulty settings!)
Co-op Starts: Y
Difficulty Settings: Y

Comments: I removed the all-bright rocks and replaced them with others. I re-spaced the rocks to make them more sparse. I added a glowing platform to make the rocket launcher more obvious. I added a PUSS flag because I requested that resource and I wanted to make sure it got used!! Midi is saved both in the WAD and separately.

-39B adds exit signs!

Edited by Egregor

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EG_Lunacy_v0164_630min.rar

UPDATE: v164

Map Name: Copernicus Crater Research Facility - Site 1

Author: Egregor

Music: Pipeline by James Paddock

Format: Boom

Build Time: 11+ hours
Co-op Starts: Y
Difficulty Settings: Y

Comments: Update includes new rock resources, re-spaced rocks and craters, glowing platform for rocket launcher, exit signs, CHEESE exit block with exit signs, and PUSS flag!!! see older updates for MIDI. Sorry, thanks, gtg!!!

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Edit: After some time thinking about it, I feel it's best to omit this map; it really does not hold up. I was going to delete this post, but that might cause some confusion (I do find it a little annoying when messages or posts just disappear), so I've pulled the map from it. I'm very sorry for wasting everyone's time.

 

I was (still am, to be fair) in half a mind to not upload this map for PUSS XXV. However, I'm feeling that I should get some feedback at the very least; it's the only way I'll improve, as they say. It's unfortunately sub-par, even for my own creations and I did go over time a bit (I stopped timing myself after 3 hours, 'though I only tried to fix existing bugs and adjust the Thing placement).

 

Map Name: A Grate Journey.

Author: Cyberos Leopard.

Music: Splash from Bungie's Marathon. (It's included within the archive (It should be fine to use as Aleph One is freeware now, but if there is any doubt Dial-up for Murder's Asteroid is fine: https://dialupformurder.bandcamp.com/album/midi-dreams)).

Format: Boom.

Build Time: 3-4 hours, give or take.

Co-op Starts: Included and some additional monster placements as-well (I haven't tested multiplayer however).

Difficulty: Included.

Comments: Not much to say that I didn't at the beginning of this post.

Screen shots:

Spoiler

 Screenshot_Doom_20230228_190158.png.465510fc413cf7aae67d3827454040c5.png

 

Screenshot_Doom_20230228_190136.png.b29d8985e6135620edf9edae3b66576a.png

 

Edited by CyberosLeopard : Omission of map with brief explanation.

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2 hours ago, CyberosLeopard said:

I was (still am, to be fair) in half a mind to not upload this map for PUSS XXV. However, I'm feeling that I should get some feedback at the very least; it's the only way I'll improve, as they say. It's unfortunately sub-par, even for my own creations and I did go over time a bit (I stopped timing myself after 3 hours, 'though I only tried to fix existing bugs and adjust the Thing placement).

 

Map Name: A Grate Journey.

Author: Cyberos Leopard.

Music: Splash from Bungie's Marathon. (It's included within the archive (It should be fine to use as Aleph One is freeware now, but if there is any doubt Dial-up for Murder's Asteroid is fine: https://dialupformurder.bandcamp.com/album/midi-dreams)).

Format: Boom.

Build Time: 3-4 hours, give or take.

Co-op Starts: Included and some additional monster placements as-well (I haven't tested multiplayer however).

Difficulty: Included.

Comments: Not much to say that I didn't at the beginning of this post.

Screen shots:

  Hide contents

 Screenshot_Doom_20230228_190158.png.465510fc413cf7aae67d3827454040c5.png

 

Screenshot_Doom_20230228_190136.png.b29d8985e6135620edf9edae3b66576a.png

 

 

All right, I took a look at this one, playing on UV.

 

Spoiler

It looks fine, and is pretty simple. I like the lift-based opening.

 

That's a pretty rough start. Sniping hitscanners on one side, and a crowded room including another chaingunner. I was essentially forced outside just to get the ammo needed to fight, and that's a one-way door (EDIT: Because a linedef is facing the wrong way), forcing you to also pick up the red key to get back inside (which, naturally, releases a ton of enemies).

 

That would be fine, but this level has a pretty noticeable lack of health provided. On a new game where I used the console to first kill all the monsters, I counted up the available health. Three Stimpacks and 2 Medikits (and one green armor). That's 80% health, which is not enough given all the high-damage enemies in the map. It's especially tough in the yellow key room where you need to hold still to wait out an Arch-Vile's attack while multiple other enemies (including several Revenants) pummel you from above. It's a lot to handle with such a slight margin of error.

 

There are two secrets - one I found in the black water, and another which apparently opens up if certain enemies are dead. Neither secret had anything at all in them. Secrets should have something useful inside. EDIT 3: I couldn't figure out how to open up the second secret. Looking at it in the editor, that door is closed by a voodoo doll scrolling over it. There is no trigger to open it up again. That is not an obtainable secret.

 

EDIT 2:  One of the crater edges in the outdoor secret has a startan texture.

 

Playing with God mode on, there was absolutely not enough ammunition to kill everything. Being able to get 100% kills was a requirement. One Revenant was stuck in the void, and a Mancubus and Arachnotron couldn't teleport out of a closet because there was not enough space for them to cross the line.

 

 

Like, am I really supposed to be able to beat this (below) with just that one little pillar for cover? (EDIT: And that's ignoring that there's a SECOND Arch-Vile in this encounter!)

Lunacy_to_win.jpg

Edited by Stabbey : added more notes

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1 hour ago, CyberosLeopard said:

I was (still am, to be fair) in half a mind to not upload this map for PUSS XXV. However, I'm feeling that I should get some feedback at the very least; it's the only way I'll improve, as they say. It's unfortunately sub-par, even for my own creations and I did go over time a bit (I stopped timing myself after 3 hours, 'though I only tried to fix existing bugs and adjust the Thing placement).

 

Map Name: A Grate Journey.

Author: Cyberos Leopard.

Music: Splash from Bungie's Marathon. (It's included within the archive (It should be fine to use as Aleph One is freeware now, but if there is any doubt Dial-up for Murder's Asteroid is fine: https://dialupformurder.bandcamp.com/album/midi-dreams)).

Format: Boom.

Build Time: 3-4 hours, give or take.

Co-op Starts: Included and some additional monster placements as-well (I haven't tested multiplayer however).

Difficulty: Included.

Comments: Not much to say that I didn't at the beginning of this post.

Screen shots:

  Reveal hidden contents

 Screenshot_Doom_20230228_190158.png.465510fc413cf7aae67d3827454040c5.png

 

Screenshot_Doom_20230228_190136.png.b29d8985e6135620edf9edae3b66576a.png

 

No worries. Thanks for submitting! I’m at about MAP27, so I’ll be playing the remaining submissions over the next few days, then doing a full play through of updates and everything else. I’ll send you some feedback once I play it.

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It's still February somewhere. Doubling the submission here just in case.
Map name: They Denied She Was Even Dutch

Author: ViolentBeetle Music: Core by Stuart Rynn (Stewboy)

Format: Boom

Build time: 3 hours

Co-op: Yes

Difficulty: Yes

Comments: I'm out of time, three hours is very low amount for me, it's a miracle I've made it this far

lunacy submission.zip

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11 hours ago, Stabbey said:

All right, I took a look at this one, playing on UV.

Thank you so very much for the playtest, it has definitely helped me to identify where I went wrong.

 

I should probably prefix this by stating that I don’t enjoy playing on UV, ‘though I try to cater for the difficulty as most people prefer it. I do remove health and ammo with the idea that people will be more accurate and better at avoiding damage than myself, but of course that doesn't factor the additional monsters. A significant oversight, for which I’m sorry.

 

I knew there was something ‘off’ at the start of the level, I think the immediate lack of direction coupled with getting blasted from two sides. As I’ve made the level I already know where to go and what to expect, but from a blind run it is way too messy. The one-way door is another oversight, thanks again.

 

Something I (re)discovered is that I can’t assign a sector to both hurt the player and be a secret; I often forget as I also map for GZDoom/UDMF. The small secret sector after the teleporter in the first outside area was for the secret cheese that one can get to by ‘jumping’ onto the boxes. Setting the area around the cheese would technically mean the player could avoid asphyxiation by standing in the right spot; I thought the player would be less likely to find that out on the immediate other side of the teleporter, but it probably just adds to confusion.

 

The same was for the other cheese-secret, but you are correct that they should also provide additional items. (I did manage to get in there once ‘though, but for 100% secrets precognition would be needed, which isn’t good design).

 

Regarding the yellow key (which should have been a keycard), I didn’t test it on UV, sorry. I didn’t know it was too much on that difficulty. That entire area would need a re-design. I also feel the exit, in hindsight, is a little too hidden as well; I don’t know if you agree.

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Map name: Ricotta Zone (in MAP01 slot) ricotta_zone.zip

Author: Large Cat

Music: "Jail Break" by Stuart Rynn (replacing 01MUS)

Format: Boom

Build Time: 3 hours, 29 minutes

Co-op: Yes Difficulties: Yes

Comments: My first speedmap, so naturally I went over time (but I don't seem to be the only one). I went somewhat ambitious with scripting to get the rocket launch to work, but frankly, that didn't take nearly as much time to get working as I expected; it just worked correctly on the first try. The map isn't terribly pretty, but what are you going to do with 3 hours? This is guaranteed to warrant some tweaking, though it should be reasonably workable in its current form.

 

Screenshots:

Spoiler

doom19.png.9eece283aa1dbb5d757a21ab5073507b.pngdoom20.png.f8b570b1e5736fada990535962bc0de0.pngdoom21.png.03a92cac95d29bdadce535e4aa3829c8.pngdoom22.png.72c2b322cd324a54e9ab3a0af43dbaed.png

 

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Lunacy submissions are now closed! What a great turn out! See you soon with an update. I’ve got some work to do!

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Posted (edited)

Bumping this beautiful thread. Beta v1 in in the OP! And in time for the full moon!

I'll do a full release thread once we're in RC1. What amazing work everyone!

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Posted (edited)

Current hotfix to the Beta v1. I erroneously included 3 bespoke midis, for which I have replaced. I have also added a small update to MAP09. Cheers! 

EDIT: An additional update changes the UMPAINFO entry for map24, which was mismarked.

Edited by Death Bear

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Have some playthrough videos:

 

MAP 01 and 02:

 

 

 

Map 03:

 

Map 04:

 

Map 05:

 

Map 06:

 

 

Map 07 took a while, and I needed to edit out a lot of deaths to get the video watchable.  I'll post another set of videos after I record a batch.

 

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42 minutes ago, Stabbey said:

Have some playthrough videos:

Map 07 took a while, and I needed to edit out a lot of deaths to get the video watchable.  I'll post another set of videos after I record a batch.

 

Cool! Fair warning that current Map15 needs rebalancing and I should have an updated beta out sometime this weekend.

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22 hours ago, Death Bear said:

Cool! Fair warning that current Map15 needs rebalancing and I should have an updated beta out sometime this weekend.

 

Speaking of balance, I'd say that Map 14 needs an additional Radiation Suit or two

in the room which has the cheese, because without it, you're going to end up stuck in the small non-damaging room slowly waiting for most everything to be crushed before you can make a run back. You can't slip past the second crusher on the entrance side, and if all the monsters have piled up, which they will, you could have a Cyberdemon in between the two crushers. If the second one is  down, you'll have no choice but to run back, taking health damage all the time, which makes more attempts to run to the non-damaging part even harder.

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Videos for Maps 7-14 follow.

 

I felt that Map 10 "Cheese Processing" had too much "door combat", where you stay in one place and kill monsters from cover. All the narrow places bogged the combat down.

 

The video for Map 14 should show the difficulty I had with it wasn't getting to the safe zone, it was trying to get out afterwards.

 

MAP 07: "Give Me Cheese or Give Me Death!"

 

 

 

MAP 08: "Outpost Brie"

 

 

 

MAP 09: "Moonrunner"

 

 

 

MAP 10: "Cheese Processing"

 

 

 

MAP 11: "To Brie or Not to Brie"

 

 

 

MAP 12: "Cheese String Theory"

 

 

 

MAP 13: "Space Edamator"

 

 

MAP 14: "Mooo Base"

 

 

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Posted (edited)
On 3/10/2023 at 7:01 PM, Death Bear said:

Cool! Fair warning that current Map15 needs rebalancing and I should have an updated beta out sometime this weekend.

 

While I was waiting, I decided to give the current Map 15 a shot on UV, an uh, yeah, I'd say it needs rebalancing.


 

Spoiler

 

The cheese cave doesn't seem to have quite enough ammo to kill all the enemies, so I had to run past the last few to get the blue key - which means that I also had to run past the secret soul sphere due to the lack of ammo. The blue key door did have a lot of ammo beyond it, but what it didn't have was any radiation suits, which is a big problem. I tried cheating to give myself a suit, which allowed me to survive the first part.

 

However, after hitting the switch, that encounter was just way too much. There's still no radiation suit - and even if you had one at the entrance, there's no way that you'll have enough time left on that one to deal with that amount of enemies. Even making a save before the switch with a (cheated) rad suit and 100 health, I couldn't figure out a solution after many attempts. The pinkies close in and they arrive via several teleports so they can't be picked off, meanwhile Revenants are shooting from the front and hell Knights are about to appear from behind. The best idea I had was to run forward and pick off the shotgunners with rockets, but that puts me too close to the Archvile, and there's just not enough cover, a single rock isn't enough with enemies closing to force you out, and it's too far to another bit of cover.

 

In my opinion, at least 1 rad suit at the entrance and 1 or two by the switch, along with a megasphere by the switch is required there.

 

 

Video:

 

 

Edited by Stabbey

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Posted (edited)
1 hour ago, Stabbey said:

While I was waiting, I decided to give the current Map 15 a shot on UV, an uh, yeah, I'd say it needs rebalancing.

Yeeeaaah...like I said. I've actually already updated it and is ready for when I post the updated Beta. Admittedly, this was not tested by anyone else before Beta 1 and I was sick when I made it, so it is what it is.

Spoiler

Oddly enough, there is a megasphere now near the switch as well as enough suits and such to manage the fight without having to cheese the key and run.

More suits in general are what this entire map got, and some more ammo and health to deal with the cheese cave.


EDIT: I'm waiting on the STBAR to be completed, then it'll be posted. Later than I wanted to, but it's allowed several other mappers to send in updates based on our first Beta testing. So that's good news.

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Ive been jamming on this a little bit today and is tons of fun so far. Couple of reports so far. Map 08 can softlock you outside if you jump down in the river? And go over by the soul sphere. The other side has stairs but not that side. But i didnt find either secret in this lvl so maybe theres something else i didnt figure out too. Map 09 has a misaligned texture on the yellow and black striped cage section and one of the 2 skeltons just outside of the door going outside is stuck in the corner. Thanks for making this.

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Beta has been updated to Version 2! Check out the OP!
Changelog:
-Added numerous map updates.
-Added sprites for the Mancubus and Arachnotron.
-Fixed MAP02 Intertext.
-Updated but not finished MAPINFO.
-Updated STBAR (Modified by yours truly and BluePineapple72).
-Added first round beta playtesters to the Credits Map. THANK YOU!!!

Next stop should be RC1!
 

1 hour ago, Insaneprophet said:

Ive been jamming on this a little bit today and is tons of fun so far. Couple of reports so far. Map 08 can softlock you outside if you jump down in the river? And go over by the soul sphere. The other side has stairs but not that side. But i didnt find either secret in this lvl so maybe theres something else i didnt figure out too. Map 09 has a misaligned texture on the yellow and black striped cage section and one of the 2 skeltons just outside of the door going outside is stuck in the corner. Thanks for making this.

I'll make sure the mappers are aware. Thanks! Glad you're enjoying it!

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