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DavidN

RAMP 2023 - Rabbit's All-Comers Mapping Project [RELEASED!]

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"Mecha Mutant Mayhem" has been submitted to RAMP under map 308

 

Screenshot-Doom-20230701-122346.png

 

Also @Clippy I'd love to see you take a look at this map as well, although if you don't want to look at more than one map by the same author I totally understand. I mostly just wanna see how you react to the funni bits c:

(plus it's pretty short)

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Submissions will close today at 7 PM EDT. The window for submission got lengthened for a few hours due to server issues.

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1 hour ago, HQDefault said:

"Mecha Mutant Mayhem" has been submitted to RAMP under map 308

 

Screenshot-Doom-20230701-122346.png

 

Also @Clippy I'd love to see you take a look at this map as well, although if you don't want to look at more than one map by the same author I totally understand. I mostly just wanna see how you react to the funni bits c:

(plus it's pretty short)

 

This kinda reminds me of F.E.A.R with the architecture. Looking slick :>

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RAMP has been brilliant fun. Many thanks to @DavidN for all his hard work!

 

Time for a bit of shameless self-promotion. Mine is MAP 234: Maintenance Hell and it's my first ever Doom map! It's an attempt at a slower-paced atmospheric level that I started way, way back in 2006 (in the original Doom Builder, no less). I didn't get very far before real life got in the way and I abandoned it for 17 years. Then MyHouse.wad happened, leading me to rediscover the Doom community and greatly inspiring me to get back into mapping. I found David's super helpful tutorials on YouTube and then he announced RAMP 2023, giving me the perfect excuse to get on with it.

 

Sorry for gushing, I'm just inordinately proud to have finished the blessed thing!

 

 

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20 hours ago, Jamatri said:

I played your map Jon, I enjoyed it overall. I get some massive Hellbound vibes from it (not sure if that was an inspiration?), although it's considerably less tedious than a lot of Hellbound was. I wouldn't worry about the detail level, it easily does the job well enough, especially for an early career map, and I do like how the bit through the yellow door looks (which incidentally put me on the floor more than I care to admit!).

BTW is that your own midi? It's good stuff!

 

If anyone fancies some more rookie map action, I've submitted a map to this (never released anything before!) - a boomer-tastic Boom-compatible conventionality-fest at slot 263. Feel free to rip it apart, I'd welcome any criticism.

Thanks a lot, Jamatri! Yeah, I can't deny Hellbound has had an influence on my map. I've been playing it for the past two months more or less, but I have to take some time away from it whenever I finish a map for the same reason you mentioned. It's a feast for the eyes, but the maps are too long for their own good and the combat encounters feel like they're trying to wear me down rather than excite and challenge me. I'm currently playing MAP 19 and the 400+ monster count per map makes me feel kinda tired from the get-go. Still, its architecture and level design are marvelous to look at and travel through, and I can't begin to imagine how long it must have taken Z86 to make them.

 

The yellow door area was one of the last areas I made, and the only one I planned on paper instead of improvising on UDB and seeing where it would take me. And yeah, the midi is my own stuff. I used to be a big Opeth fan, and between 2007 and 2013 I wrote 20-ish songs inspired by their music, with some splash of Akira Yamaoka just because. The one that plays in my map is one of them. A few friends back then told me they found them a bit repetitive and samey in feeling some times, but I wrote them for my own enjoyment, so your mileage may vary. Still, feel free to use them if you like any. (Also, I only noticed that the version of Broken Thread I used in my map was the wrong one when my wife was playing it, and it was too late to change, so my bad for some questionable bass lines towards the end.)

 

I tried your map a few times and got my ass kicked pretty badly when meeting the archies just past finding the SSG, but I was enjoying the combat puzzles a lot, and can't wait to give the map another shoot tomorrow when I'm sober. :P I also loved the midi choice, btw, is that Streets of Rage?

 

Edit: After a few more tries, I've finally managed to beat it without saves. The first few minutes are quite brutal, but after getting the red key it gets pretty manageable. Every encounter was very enjoyable and further cemented my hatred for pain elementals, and I had a lot of fun letting infighting solve my problems in the second-to-last encounter. The two secrets were very satisfying to find as well. Awesome map!

Edited by JonExMachina

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My map is Number 158. It was my first Doom Map and it is surpriising how easy it is to make a Doom map. I did lots of textures myself and an NPC.

Careful. There is an enemy that is not killable. So don't make it your enemy.

Bild_2023-07-02_080011869.png

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300 maps... it doesnt get much bigger than this

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5 hours ago, JonExMachina said:

Thanks a lot, Jamatri! Yeah, I can't deny Hellbound has had an influence on my map. I've been playing it for the past two months more or less, but I have to take some time away from it whenever I finish a map for the same reason you mentioned. It's a feast for the eyes, but the maps are too long for their own good and the combat encounters feel like they're trying to wear me down rather than excite and challenge me. I'm currently playing MAP 19 and the 400+ monster count per map makes me feel kinda tired from the get-go. Still, its architecture and level design are marvelous to look at and travel through, and I can't begin to imagine how long it must have taken Z86 to make them.

 

The yellow door area was one of the last areas I made, and the only one I planned on paper instead of improvising on UDB and seeing where it would take me. And yeah, the midi is my own stuff. I used to be a big Opeth fan, and between 2007 and 2013 I wrote 20-ish songs inspired by their music, with some splash of Akira Yamaoka just because. The one that plays in my map is one of them. A few friends back then told me they found them a bit repetitive and samey in feeling some times, but I wrote them for my own enjoyment, so your mileage may vary. Still, feel free to use them if you like any. (Also, I only noticed that the version of Broken Thread I used in my map was the wrong one when my wife was playing it, and it was too late to change, so my bad for some questionable bass lines towards the end.)

 

I tried your map a few times and got my ass kicked pretty badly when meeting the archies just past finding the SSG, but I was enjoying the combat puzzles a lot, and can't wait to give the map another shoot tomorrow when I'm sober. :P I also loved the midi choice, btw, is that Streets of Rage?

 

Edit: After a few more tries, I've finally managed to beat it without saves. The first few minutes are quite brutal, but after getting the red key it gets pretty manageable. Every encounter was very enjoyable and further cemented my hatred for pain elementals, and I had a lot of fun letting infighting solve my problems in the second-to-last encounter. The two secrets were very satisfying to find as well. Awesome map!

I'm drawn to Hellbound more than I should be, I think mostly because of the aesthetics and the midi choices (I have a massive soft spot for Duke3D midis), but it is a big investment of player time. I made it to map16 before setting it down for a good while.

 

I have literally never managed to make a pre-planned section in a map, it always ends up getting completely re-worked in the moment. My map was entirely made dependent on what I thought should come next, although that order wasn't strictly the order it's played in.

 

I might find myself dipping into those midis - I find Opeth and Doom are a perfect pairing! And well spotted, that is indeed a Streets of Rage midi, SOR2's second stage to be specific. Yuzo Koshiro is just too talented!

 

Thanks for playing through my map, really appreciate it! The visual style is heavily inspired by Dannebubinga's Sunlust maps with a bit of a twist, and the combat takes inspiration from Sunlust as well but is specifically designed to not be as hard. As you may have noticed in the second half, I like to blow away large numbers of mooks with rockets or chaingun fire. These sections are partly inspired by Counterattack, where a lot of the incidental combat plays like this at times. I feel like the Cyber fight is the only one that is properly balanced, and is definitely the most fun part of the map. Really glad you enjoyed it!

 

And in case anyone was wondering, the map name (The Welding) is taken from an Intronaut track that I was listening to when I fired UDB up to start work on it a couple of weeks ago. Great band - look them up if you haven't heard of them!

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9 hours ago, Jamatri said:

I made it to map16 before setting it down for a good while

I just wanted to say this was literally me as well. I just started back up with it yesterday, after not playing it for about a month, and now I'm on map 19. 

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47 minutes ago, DavidN said:

Right, so, uh, this will go a bit quiet for a while because June is over and RAMP 2023 attracted THREE HUNDRED AND TWELVE maps from 240 authors D: With a project of this size it will take a while to go through and do final preparations, but until then, you can get an early-access snapshot version from the download page. https://ramp2023.teamouse.net/download.php I will have to work out a path to stability...

Definitely excited to see the final product once its ready, and to see what the hub meta game is this time

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@Clippy, thanks for playing! Seems like I really overdid it with OTEX textures, shouldn't have use them too much. But I tried to re-create some elements from old maps (like you and Bio said in the beginning, that the ledge with imps looks like something out of Entryway or maybe The Pit), visual and gameplay-related alike.

 

And to tell you the truth, the secret with two rooms where you choose one was somewhat inspired by Angel and Devil rooms from The Binding of Isaac.

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Yours truly have done his first baby maps for Doom! They are MAP139: Baron's Retreat and MAP259: We Sold Our Souls For This. Nothing too fancy, but if you like old-style maps, you might get a kick out of them. The detail level is a little on the low side for both maps but it was fun making them!

 

MAP139: 2026329362_2023-06-1121_25_55-Window.png.936fd1e833d80a819eea51d03d098e4d.png

 

MAP259: Screenshot_Doom_20230628_180657.png.e678f39e34fa04a7c2c548b1da8503fd.png

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On 7/3/2023 at 7:24 AM, Clippy said:

More Ramp Action - cool map @Blue Phoenix

 

 

 

I gotta admit that I've been steering clear of this edition of RAMP because it's so monolithic that I didn't know where to start. But I caught this vid (fun times as always, thanks, Clippy and Bio) and was utterly taken by the aesthetic in this one. The clash of pre-modern stone archways and gleaming computer panels is just glorious, @Blue Phoenix. I agreed with Clippy about the jankiness of the rifle, but hot damn would I love to see an episode-length WAD based around this stuff!

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"El Chavo del Doom: Doomguy na Vila do Chaves" is finished and available to play!

The scenario is inspired by the Chavo del Ocho series, known in Brazil as Chaves.

The gameplay, on the other hand, is more inspired by the E4M1 map from The Ultimate Doom mixed with a few extra doozies.

 

Current path to find the map:

Spoiler

Screenshot_Doom_20230705_172833.png.4c86ccaaa8c8ab70e47d4c5ab3bd7367.png

 

Some screenshots for those who don't mind spoilers:

Spoiler

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Some screenshots without too many spoilers:

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All feedback is welcome!

notes.gif.2bbfdad1931855698fa6e9e898ef799b.gif

Edited by The Royal We

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55 minutes ago, The Royal We said:

"El Chavo del Doom: Doomguy na Vila do Chaves" is finished and available to play!

The scenario is inspired by the Chavo del Ocho series, known in Brazil as Chaves.

The gameplay, on the other hand, is more inspired by the E4M1 map from The Ultimate Doom mixed with a few extra doozies.

 

Current path to find the map:

  Reveal hidden contents

Screenshot_Doom_20230705_172833.png.4c86ccaaa8c8ab70e47d4c5ab3bd7367.png

 

Some screenshots without too many spoilers:

 

2.png.158da7bbb8e0a4ab96245036c3a9be1d.png

 

4.png.4a67b79a4298459b703f377cf82d588a.png7.png.b5f8563e9afc40d357c3315316c34d89.png

 

All feedback is welcome!

 

 

 

:O All these goofy demons... then creepy AF people :O This map is going to melt minds isn't it XD . I'll be interested to see it when I get chance XD

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12 minutes ago, BeachThunder said:

Just checking RAMPART, why are there 298 maps now? There were definitely well over 300 before. Were a bunch of maps rejected for some reason?

 

14 of them were placeholders that the authors chose not to continue, or who pulled out due to feeling they didn't have time to get the maps completed by the deadline. Hopefully we'll see them released outside of RAMP not too long from now.

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2 hours ago, NeilJohnRips said:

 

 

:O All these goofy demons... then creepy AF people :O This map is going to melt minds isn't it XD . I'll be interested to see it when I get chance XD

 

Thank you kindly! I hope the map will live up to your expectations! I'm curious to see what you think.

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I never thought a project like this would become expansive to this extent, but hey, it does a pretty damn good job at showing numberous different people's artistic vision, style, and just generally what they offer both as a mapper and a person.

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Thanks @DavidN for giving me a community project to really and seriously get back into doom mapping. While my map (155) is smallish and generic I have recently released a larger mapset that Im working on called Caustic Effluence. But all the rest of the inspiration and motivation to continue began here. So thanks again! Cant wait to add a map to RAMP2024!

 

 

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17 hours ago, BeachThunder said:

Just checking RAMPART, why are there 298 maps now? There were definitely well over 300 before. Were a bunch of maps rejected for some reason?

 

Well however that dosen't change fact that RAMP 2023 has more maps them even RAMP 2021.

Edited by Meyland12

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On 7/2/2023 at 11:06 PM, DavidN said:

Right, so, uh, this will go a bit quiet for a while because June is over and RAMP 2023 attracted THREE HUNDRED AND TWELVE maps from 240 authors D: With a project of this size it will take a while to go through and do final preparations, but until then, you can get an early-access snapshot version from the download page. https://ramp2023.teamouse.net/download.php I will have to work out a path to stability...

 

Great work everyone! I didn't really announce that I was submitting a map but I suspect many others didn't either so... guess it's fine? I ninja-slipped in a map in the project in the last moment. Thanks DavidN for hosting this! ^_^

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