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Matacrat

ūüü† Blocked-Out! - A Boom 2 Community Project (37/37) ‚ö™

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Map Name: Caustic Spirit
Author: Bloodbath Giraffe
Music and Composers: Paul Corfiatis - Whispers of Satan map 21
Par Time: 15 minuets 
Map Description: Map features two separate buildings connected by an outdoor area teeming with enemies. Players will need to carefully navigate the open space while fending off waves of opponents, before venturing inside the structures to battle even more foes. the intense action and strategic gameplay make for an excellent challenge.
Map Screenshot: Blocked Out V2.0.zip

 

I have spiced up UV a bit, Biodegradable play through is now the medium difficulty. I have implemented all difficulty setting. I have also added in multiplayer starts and additional monsters and ammo for multiplayer. I think I have also fixed the map not loading correctly if not please let me know.

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Posted (edited)

Friendly reminder that you've got about a week's time (5/20/23) to submit your maps in for playtesting, and 3 weeks left (6/17/23) to finalize touches.
Also be sure to update your asset packs, I've added lots more objects and some new textures since April.

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Actually i started a thing but removed since... i didn't fully enjoyed it.

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Posted (edited)

Hopefully this is my last update for the map. I readjusted some of the texturing and monster placement. I used one of the new textures from the latest update of the texture pack.

 

EDIT: Sorry again for the last minute update to my map! I had forgotten to fix up one of the textures in the final room. Ok, things should be good to go now.

 

lc-blockedout-v5.zip

Edited by Lizardcommando

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1 hour ago, Walter confetti said:

Actually i started a thing but removed since... i didn't fully enjoyed it.


Any specific problem or general issue with the project?

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I haven't got a lot of progress due to other personal things (I don't really want to force myself), but my main idea of the level is an abandoned factory that has been infested by the demons and possessed alike.

I will try deliver a decent/good product before the deadline.

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Posted (edited)
On 5/9/2023 at 2:37 AM, MoiraHeart said:

Can we get some custom skies? I'm thinking about the default sky recolors, like a night one, a sunset one, a hellish red & weird purple one. Just recolors, nothing fancy. 

Can't figure out remapping palettes so I haven't tried doing it myself, but I'm thinking my night forest would greatly benefit from a night sky, pfft. If not that's fine, I'll make the day lighting instead.

image.png.a37750d9b48d33337c396b127f33b1d2.png

a source missing tex skybox would be cool

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7 hours ago, Matacrat said:

Friendly reminder that you've got about a week's time (5/20/23) to submit your maps in for playtesting, and 3 weeks left (6/17/23) to finalize touches.
Also be sure to update your asset packs, I've added lots more objects and some new textures since April.


There's a good chance that due to my extreme workload and lack of free time, I probably won't be able to make the map in time.
But as long as I don't quit the project, maybe something will change this week in my favor.

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7 hours ago, Matacrat said:


Any specific problem or general issue with the project?

I just made a room that didn't liked at me, so i deleted it.

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Posted (edited)
Spoiler

Version 1.1 : Added a ton of ammunition for the Blue Section, made the secrets slightly more obvious, gave the Plasma Gun in both sections (you will have to fight for it), fixed a softlock issue with a door-switch.

 

Alright, here's my contribution to the project. This took me quite a while due to outside stuff happening, but I've managed through and through !

 

BlockedOutOri.wad (Don't forget to load the Blocked Out assets alongside)

 

Map Name: Clean Waters
Author: Origamyde
Music and Composers: Richard Gotainer - (Le) Youki
Par Time: 15-20 mn on average
Map Description: Looks like the demons took over the Water Preservation facility, corrupted most of its liquids, and are intend on charging customers even more than the UAC ! We have to do something about it...
Map Screenshots:

 

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P.S : Let me know if the mapset is quite hard or not. I'm always up to some adjustments, and I'm not an expert on difficulty implementation :P

Edited by Origamyde

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@Biodegradable Sorry for making your UV run miserable. I did laugh at the encounters, for sure, but I also did some minor adjustments to make certain that it won't happen again :S

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Almost done, hopefully. Just need to think up of something for the final fight.
image.png.681e2d3af21726a269ff6d3e8ec16a35.png

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On 5/9/2023 at 1:23 AM, Matacrat said:


I've haven't gotten around to beating your map fully yet for my final thoughts on it.

But i've found some overlapped monsters on UV right here. They're immobile in this state.

Hey, have you completed the map? If yes, do you suggest I should make some changes? (also as I mentioned in my previous post, I've added all 8 Player spawns and fixed the bug you showed me

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Posted (edited)
On 5/13/2023 at 2:33 PM, Matacrat said:

Lot of cool maps released the last few days!
So far I've played through the new ones but not enough to form a strong opinion off them.
You'll see me talk more about those new ones in the coming days (hopefully).

But for now, here's the stuff i've done this week.

Asset Pack Updates

  Reveal hidden contents

-fixed blue tones in pallette.
-added a sky2.
-Fist is faster as a weapon.
-Started work on the main menu.

-fixed main menu demo playback crashes.
-added a new texture from hamtex, noisetrak. It's a doortrak replacement.

  Reveal hidden contents

DEVTRAK-export.png.10d54f918df2e79b63c0c8992ce06bb8.png

-a bunch of other small stuff, like png offset improvements.

 


F1 Screens so far
Aside from dashlet's one, the f1 screens won't change much from the "command line" theme unless they vary wildly in tone.

  Reveal hidden contents

CL9_F1-or8.png.25c222dac207a1af0d3adfcf9e816da5.pngCSG_F1-or8.png.c82ac32d94a6c36804fe3fcdcf3dbb29.pngCUP_F1-or8.png.6bc7081eaad6a9554a8adff9718b9a25.pngDKH_F1-or8.png.74758577912aa1b1fd4bec3732a55358.pngEBM_F1-or8.png.926b218ec9efb220f9e21a144851a65d.pngITA_F1-or8.png.9ba1b024e5533b68eac4147343e68ea1.png
JBB_F1-or8.png.9513dbd5c6dfd69df77640ca499f150f.pngSOT_F1-or8.png.8a454996db6eccb533a0741155469633.pngTSP_F1-or8.png.657f62bdea5f5cfd531a5532353c9ee1.png
TBW_F1-or8.png.ca3ad4fe53ece343c07fa8d55b7777d3.png


Thank you for all the maps released so far!

nevermind, i asked where the asset pack was and now i feel dumb

 

 

Edited by wumbo

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Well, I'm really sorry but, I couldn't find inspiration and the time to do this.

I would have really liked to make a map for this, but the lack of the mentioned above couldn't help.

I'm really sorry @Matacrat, but I guess there's gonna be an empty slot in.

Consider me out of the project.

Just hope I don't get a lot of backlash.

 

Still, I would gladly playtest.

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14 minutes ago, ValveMercenary said:

Well, I'm really sorry but, I couldn't find inspiration and the time to do this.

I would have really liked to make a map for this, but the lack of the mentioned above couldn't help.

I'm really sorry @Matacrat, but I guess there's gonna be an empty slot in.

Consider me out of the project.ÔĽŅ

ÔĽŅ Just hope I don't get a lot of backlash.ÔĽŅ

 

Still, I would gladly playtest.ÔĽŅÔĽŅ


Hey, that's completely fine. It's normal for people to drop out of community projects.
I don't think anybody's going to give you flack just because you're knee deep in personal stuff right now.
I understand how that feels. I just don't want this project stressing anybody out.

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Posted (edited)

Just a quick update; starting to get into the final stretch of my map. I wish I had more free time this month, either way, I should have it done before the due date :)

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Posted (edited)
On 5/16/2023 at 12:59 PM, Korni27 said:

Hey, have you completed the map? If yes, do you suggest I should make some changes? (also as I mentioned in my previous post, I've added all 8 Player spawns and fixed the bug you showed me


-The stacked ZTRIGGER textures that signify the lift lowering are hard to see though at a distance. I'd reccomend applying Boom's transparent action (260) to them.
bR3oKNH.pngpdgrKBq.png

-I think any fullbright areas (value 256) should be darkened at least until fake contrast comes into effect.

-The lava moat that guards the cave castle entrance needs to have 2 ways out (for both sides of the raised bridge) that isn't locked behind a secret.

-The border lava pit in the hellslaughter area should have more escape lifts near the cardinal points of the room.
 

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Hey matacrat, I might not submit my map before the soft deadline because the end of the semester in school is throwing ape crap at me left and right. I'm not giving up yet, and I probably have time to submit it before the hard deadline. Bummed out that I probably can't make it before the soft one, but I'm not good at balancing time. Is it still okay to submit after the soft deadline?

 

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Posted (edited)

Progress so far and the level.

 

 

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Edited by HorseJockey : Removed link to borked midi

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My map has arrived... sorta. I still need to spruce up some detailing and add difficulty implementation, but other than that, the map is fully playable start to finish

 

Map name: Mapper's Block

Author: PRO-RC

Music and Composers: subterra_remix by Ribbiks

Par Time: 10:00

Map Description: A thing that every mapper has had some point in their life. Keep calm and take things one at a time, don't try to overcomplicate anything and don't burn yourself out. when its all over, no matter how long it takes, you will be stronger.

Map Scrennshits: 

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Hardware Rendering breaks the colored lighting so you get to see the real color of the weird abstract pillar things

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also bug I will fix later

789534033_Screenshot(173).png.1ca3385e52e863fd79d721b0e12e51af.png

DONUT:MAPBLOCKBETA.zip

(also it's a slaughter map with 1000+ enemies, sorry if it's a tiny bit overclocked for this project)

(also also the only difficulty implemented right now is UV... sorry) 

 

 

 

 

 

 

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Finally finished my map! This map ended up a lot more difficult than I expected, so I probably need to do some UV rebalancing. For the most part everything is complete, however.

Map name: Below the Cutting Room Floor
Author: Eater29
Music and composers: "Ionian Isolation" by Tristan Clark
Par time: 25:00
Map Description:
Where an author's abandoned maps end up.
A rather difficult voidmap with some platforming (escape teleports included), gimmicky fights and some slaughter. The BFG is unlocked after completing either the red or blue key area.
Most of the combat in UV is quite punishing, so if you want a slightly less stressful experience play on HMP. For more of a mild/not too punishing challenge, try out HNTR!

Screenshots:
 

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map: blockedout_eater29.zip
 

Spoiler

Looking at the screenshots, I can already see quite a few misaligned textures, I'll fix those eventually.

 

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I decided to make some final (I swear!) balance adjustments in my map.

 

Also, I added one small easter egg room.

 

Here is the final version. I won't touch it anymore (except if I need to eradicate some bugs).

ROACHES v1.3.rar

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https://drive.google.com/file/d/1rgTFnVGrKHsAzKr_YWGFzPjOhNVZ4ygL/view?usp=sharing
Map Name: Stuck in the void during autumn
Author: russin
Music and Composers: Industrial by Simon Judd (SlayeR)
Par Time: 5:30
Map Description: Wanted to spend time with your friends during the autumn picnic? Unfortunately, but you are right now in the void, the best option is to simply leave the place at all costs. Better hurry up or your friends will eat your favorite sandwich. Medium-sized "slaughter-ish" map that takes at least five minutes to complete
Map Screenshot:

 

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Posted (edited)

Unfortunately, I don't think I'll be able to meet the soft deadline; a bunch of other stuff/responsibilities have been eating up all my time this month. 
That said, the hard deadline for this project is quite far away, I can have it in before then.

Here's a quick screenshot of the progress

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wip.PNG.e0e3ce2911e4cba7d72a7654a0b9154f.PNG


 

Edited by phoo

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1 hour ago, phoo said:

Unfortunately, I don't think I'll be able to meet the soft deadline; a bunch of other stuff/responsibilities have been eating up all my time this month. 
That said, the hard deadline for this project is quite far away, I can have it in before then.

 

21 hours ago, wumbo said:

Hey matacrat, I might not submit my map before the soft deadline because the end of the semester in school is throwing ape crap at me left and right. I'm not giving up yet, and I probably have time to submit it before the hard deadline. Bummed out that I probably can't make it before the soft one, but I'm not good at balancing time. Is it still okay to submit after the soft deadline?


Sure.
If you know that you can submit your map before the hard deadline and you have already claimed a slot then go for it, but please tell me that you're going to do this.
 

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