Major Arlene Posted April 21, 2023 (edited) So as I began to gather resources for BREAK//POINT//'s sequel, I realized that, frankly, I needed to try to use textures outside of my normal OTEX comfort zone. I also wanted to create short, interesting maps using this new texture set that explored themes that I normally wouldn't, while putting the main bits of my focus on layout and flow. Multiplayer mapping seemed like a great way to do this - Hordamex last year had scratched a creative itch that I hadn't had in quite some time. During our weekly Hellforge sessions, we sometimes lamented that the maps we played were too crowded for our player base, so I wanted to make some maps that were somewhat large. I also wanted to make something specifically for Insanity DM, which had elevated our sessions to new levels of fun and memery. So here you have it- my work in progress, FOXY DM. I'm 3 maps in so far and I've enjoyed creating and learned much from the experience and feedback of our loyal BFG Spam Squad members. This set takes advantage of Foxhead's beautiful FoxTex textures and insofar I've found a great deal of flexibility in the use of the various styles in the pack. There are some OTEX textures to fill in gaps where FoxTex hasn't reached yet, mostly liquid flats and falls. Skies are from Mek's Box 'o Skies. This PK3 is in progress and is fairly messy, but it's downloadable and functional as of current. FILE: https://drive.google.com/file/d/18qu_pD_L33A4F02UW4a75K5ltf2jioYL/view?usp=sharing IMPORTANT INFO: please run this with Insanity DM 1.21 for best results. The maps can support other mods as the items placed are pretty much all vanilla, but I've no idea how well they'll play. Source port is Zandronum 3.2. Maps best played on hardware mode with dynamic lights on. THE MAPS: FOXY01 - Tangential Garden. The first map I created, this orange, green, and gray concrete map contains a couple different large arena areas, plus some higher-up spots for extra goodies. Spoiler FOXY02 - Vamped. Giving in to my marble urges, this blood-soaked monochrome castle-like arena boasts a throne where one may find a hefty weapon - if they're brave enough to wait for the lift. Spoiler FOXY03 - Urbanaut. A city map, sans the Sandy arrow. Get to the top of the tower to get the big weapon and yeet yourself off of it fast enough to land to safety. Spoiler FOXY04 - Midnight Skinny Dip. Closer to my blue marble traditions, this map is inspired by liminal spaces, especially ones with pools. Spoiler FOXY05 - Sakura Seppuku. Inspired by the pinkish-red hues of FoxTex's wood textures, I decided to implement some Shadow Warrior textures to make this map a particular Asian flavor. Spoiler FOXY06 - Borne of Osiris. I've always wanted to make an Egyptian-themed map. I finally get to do that here. Spoiler Edited July 9, 2023 by Major Arlene : update to RC1 28 Share this post Link to post
Kaapeli47 Posted April 21, 2023 (edited) Fantastic work so far Arlene! Glad to have tested and given feedback on these in the BFG Spam Squad sessions, and really glad to see InsanityDM used for making them! If you want classic Doom compatibility and therefore compatibility with other mods, there's still items like health and armor pickups that need changing from their Insanity variants to vanilla variants, otherwise they're shown as missing things. For example, Tangential Garden uses specific non-randomized health pickups, mostly the Insanity medikit that only spawns a medikit every match. This specific medikit thing is not the same as the Doom 2 medikit. They have a different DoomEdNum, and so the Insanity medikit will be shown as a missing thing in classic DM/other mods. The classic stimpack and medikit are still in InsanityDM's resource, they are just named "Health Spawners" because of their behavior in the mod. The vanilla stimpack is named "Health Spawner 1" and the vanilla medikit is "Health Spawner 2", both under Health and Armor. They still have the stimpack and medikit icons attached to them in the editor, indicating they replace the stimpack and medikit. Those are the ones you'd want to use for classic DM compatibility. I noticed the armor bonuses are also missing on the map in classic DM, and that one is an error on my end, I apologize for that! The health and armor bonuses are the only items that are not randomized in the mod. What I did back in v1.2 was replace the classic Doom health and armor bonuses with the Insanity ones, and still stupidly gave them a different DoomEdNum, so in UDB they are listed twice with separate numbers which I didn't notice earlier. I will remove those new DoomEdNums from the bonus pickups in the next version, because they already replace the vanilla ones and thus use the vanilla DoomEdNums. In the meantime you may fix Tangential Garden with the correct Armor Bonus thing, which should have a DoomEdNum of 2015. Vamped also uses the InsanityDM Blue Armor on the cross bridge. This also has a different DoomEdNum than the classic Doom blue armor. For that you want to use "Heavy Armor Spawner" under Health and Armor. This one spawns the mod's Blue Armor, Red Armor, Purple Armor, or Super Armor. It also has the blue armor as an icon in UDB to indicate that it replaces the classic blue armor. Otherwise all things in Vamped seem to work in classic DM.Urbanaut seems to be all classic Doom things so no need to fix anything there! Armor bonuses are also the correct ones so yay! I would still change the chainsaw on top of the marble gazebo thing to like a soulsphere (which is Powerup Spawner 4 in InsanityDM things). I admit the indication on the random item spawners replacing the original Doom things is not immediately obvious, but that's why I made a MAPPER_README.txt inside InsanityDM's download file, which I'm constantly trying to update and make simpler every time I release an update to the mod. That text file even lists what spawners replace specific classic Doom items. With all that said, the maps are all gorgeous and play extremely well! I can't wait to see your next few maps on this! Keep up the excellent work, and feel free to give further feedback or ask for help regarding InsanityDM as a mapping resource at any time! Edited April 21, 2023 by Kaapeli47 1 Share this post Link to post
prfunky Posted April 21, 2023 Of the three maps, I prefer URB01. Unfortunately, it runs dag-slow on my box and I would be annihilated if I ever joined a server running it (more than my usual beatdown). I also like some of your light sprites, specifically D643A0 and D644A0. The BFG-exploding barrel is a hoot as well. I'm curious to why you're using lookup in the MAPINFO when there's no language lump. 1 Share this post Link to post
Major Arlene Posted April 21, 2023 1 hour ago, prfunky said: Of the three maps, I prefer URB01. Unfortunately, it runs dag-slow on my box and I would be annihilated if I ever joined a server running it (more than my usual beatdown). I also like some of your light sprites, specifically D643A0 and D644A0. The BFG-exploding barrel is a hoot as well. I'm curious to why you're using lookup in the MAPINFO when there's no language lump. Light sprites are from the Doom64 lights pack which can be found on Realm 667. I have just always written my MAPINFO that way, there's no particular effect one way or the other afaik. 0 Share this post Link to post
Major Arlene Posted May 1, 2023 Update time! - All maps now following the FOXY naming scheme. Foxy DM is now the official title of this set since I can't come up with anything cooler :P - All maps should have vanilla-only item spawns for real now, so they can be played with any mod. I'll still impress the caveat that these maps are only being tested on Insanity DM and are being built with that in mind (i.e. they're larger to accommodate gibbing explosions and the crazy weapons). - FOXY02 (Vamped) - the throne lift to the BFG/big weapon should now move faster. - FOXY03 (Urbanaut) - crate textures updated to the new ones in FoxTex and a few more added for some sightline blocking. - New map added (FOXY04 - Midnight Skinny Dip). As always, feedback is appreciated. 0 Share this post Link to post
WH-Wilou84 Posted May 1, 2023 "Midnight Skinny Dip" has a very nice theme to it ! Had me interested in FoxTex. 1 Share this post Link to post
Major Arlene Posted May 24, 2023 Update! -FOXY02-04 - now including the new FoxTex liquids -FOXY04 - you can no longer fall out of windows and there's music now -FOXY05 - in progress! 1 Share this post Link to post
Major Arlene Posted June 3, 2023 Update: - FOXY05 (Sakura Seppuku) added - M_DOOM and INTERPIC/TITLEPIC added - Removed unused/replaced OTEX textures 1 Share this post Link to post
Major Arlene Posted July 9, 2023 Update time! We have reached RC1! Rather than try to push for 9 maps when I'd run low on ideas, I've decided to release 6 decent maps for this particular project and maybe I'll do another pack someday. I hope you guys enjoy, all info is in the OP. As always please report bugs, etc. Credits are in the PK3 but wanted to give a GIANT thank you to @Kaapeli47, @Xenaero, and @Bridgeburner56 for always being kind, giving advice, and organizing weekly sessions to make sure my maps were tested with a wide audience. And a huge thanks to the Hellforge community and co. for being supportive and playing these maps to make sure they were battle-ready. Happy fragging! 4 Share this post Link to post
Xenaero Posted July 9, 2023 It's cool to see people try their hand at deathmatch mapping, they play pretty well! I like the usages of lighting, something we don't often see in the classic DM packs. 1 Share this post Link to post
Bridgeburner56 Posted July 13, 2023 Fun maps with a big group of people. Favourite is the Japanese themed one (both for aesthetics and flow) 1 Share this post Link to post
Major Arlene Posted August 5, 2023 Update to RC2: -FOXY05 - one more attempt made to make the BFG room cyberdemons work -FOXY06 - made the map smaller and got rid of the fog as it's hard to see through 0 Share this post Link to post