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fai1025

[DEADLINE REACHED FOR NOW] DOOMIUM II: A Community Project focusing on Short and Frantic Maps (BOOM+UMAPINFO)

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This is the first map

 

MAP NAME: Re-Zero (E1MAP01)
MIDI: "Wheezer" by Alfonzo
DESCRIBTION: The First Map of Doomium2, the name is definity not a reference. the map is industrial theme, as of the episode, I image it as some sort of a waste processing plant with the pipes, with a little story telling in the yard with barren hills outside of the plant contrasted with the lush green trees in it. 
https://www.mediafire.com/file/3kr7p7xif5274ox/DMIUM2_E1_MAP01_RC1.zip/file

 

doom59.png.b43569a2615f0db04542e32b956aebdf.pngdoom60.png.d96badf2c85cb3d9dd26ab4a2676e80e.pngdoom61.png.6cc95160d7104037f36b1735784a0af8.png

Edited by fai1025

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E3- UNDERGROUND, CAVES, AND MINES this is calling my name for some reason, the last community project i was apart of before i went off doing my own thing was underground, caves and mines.

 

Is there any specifics rules on how big or small can the maps be? 

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6 minutes ago, xScavengerWolfx said:

Is there any specifics rules on how big or small can the maps be? 

Generally the size doesn't matter, it's just the play time that need to be in the 10~15 min mark

you can build a full bloody cavern and have the gameplay within that mark, albeit being pretty hard to make that said

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E2 map 08, please.

I've been having recently the urge of making a short, Mcgee- like level for the past few weeks, maybe i can come up with something as quick and frantic as The Catacombs for example (i promise i will not make an Inmost Dens Clone!).

Also, i hadn't played the first Doomium (i didn't even know it existed before this post), but i think i have the right idea of an "explosive" level.

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This is nice to see. Was interested in the first Doomium but was unable to join it at the time - guessing I'd attached myself to enough CPs at that point.

 

Anyway, pen me in for MAP06, please!

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Ok episode 2 is almost full

Since it's pretty stupid to have secret exit at start and end of the episode, @russin @DankMetal @Engired one of your maps need to have a secret exit

I'll add a +secret to the map list so it's easier for me to track which map have the secret exit when I compile the UMAPINFO

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Wasn't there a Doomium 1 with one missing map and that slot never got  filled, so you just go to abandoned mines if you're playing continuous?

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4 minutes ago, fai1025 said:

Ok episode 2 is almost full

Since it's pretty stupid to have secret exit at start and end of the episode, @russin @DankMetal @Engired one of your maps need to have a secret exit

I'll add a +secret to the map list so it's easier for me to track which map have the secret exit when I compile the UMAPINFO

I want to add a secret exit to my map, i think i have an idea for it

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7 minutes ago, Firedust said:

Wasn't there a Doomium 1 with one missing map and that slot never got  filled, so you just go to abandoned mines if you're playing continuous?

Yes, that's why I point out that I recommend people following this thread so you don't forgot you applied for this project, because that's one of the reason why that slot is empty.

And that was my first CP, so I suppose it's my fault partially

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3 minutes ago, fai1025 said:

Yes, that's why I point out that I recommend people following this thread so you don't forgot you applied for this project, because that's one of the reason why that slot is empty.

And that was my first CP, so I suppose it's my fault partially

I don't necessarily think it was a problem, people bail out  of projects all the time, but I do wish you had made a skip map for that slot :)

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What sort of stuff should secret levels be? Should they be pretty gimmicky or can they bend rules about size/difficulty or are they just more levels that are harder to find? Just wondering since that's the type of slot I was considering. 

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