Logamuffin Posted June 22 6 hours ago, SilverMiner said: Interesting. I might make a map and if I succeed, I'll take a slot. By that time there probably will be one empty Yeah probably 0 Share this post Link to post
ByRntStarOEI Posted July 27 (edited) Well, here is a beta of my submission. I'm satisfied and a bit surprise with how it turned out, since I had my doubts in the beginning that I would even be able to get the ball rolling with it, but somehow I managed and with a month to spare. It's in beta because there are still some things that need to be worked out with it before I can call it complete, but I'm at the point where I need the map checked out before I can proceed any further. Basically, my main concern is the combat and the "flow" of the map. I need to know if I'm on the right track or if I need to change course with these two concern. Any feedback is much appreciated. Here are some points to keep in mind or potentially needs fixing: - Map name is "Swim 2 it!" - (Edit) Fixed bugs, alignments, and improved flow of game play. Shout-out to@apichatpongfor help with gameplay testing and finding bugs/visual issues. - (Fixed, uses newest version) I believe I accidentally used an older version of the resource pack. I've included the one I used for testing purposes, but I need to know which is the most current so I can get it swap out for the right one. - (All difficulties have been implemented, as well as, coop play. Might still need some adjustments here and there, however) There is only one difficulty at the moment and what I currently have is intended for UV. - The map has it's own custom sky, which is included with the wad, since I exhausted all other options to get the effect I wanted. - Not sure if this is allowed, but the map uses 2 midis. Also, I'm open to suggestions for the main tune if one know of a better one that fits the theme. - Ver. 3 (Tested in other source ports and renderers, everything looked/performed alright. There still could be some things I have missed, however. There are a couple visiual differences between software and advance renderers, but that's just the nature of how they run. I decided to fix the texture bleedthrough with a custom texture since it seems to be that simplest fix at this point. Ver. 2(I believe I fix most of the issue associated with OpenGL rendering and gzdoom quirks. However, The issue of texture bleeding into sky ceilngs still remains. Awaiting feedback on this, but it's more than likley I new texture will have to be added to fix the effect. I still mostly tested this map in dsda, so more test in other source ports is still needed as well) Ver. 1 Currently most testing I preformed was done in dsda doom. Very little was done in other sourceports, so I can't say for certain how the map will work in those. (As a matter of fact, one issue I did come across in gzdoom that I forgot about was mid textures bleeding through the sky ceiling. Unsure how to fix this at the moment, as it looks fine in dsda, so I'll need to so digging when I get back to it. Also there are probably some issues with line blocks and conveyer speeds I need to look into.) - (Secrets have been updated/fixed and more than likely are in there final form unless problems arise) While secrets are present, some of them may get modified/changed/improved once I get around to focusing on them again. I neglected to test the current setup much as I mostly ignore them when I do my test runs (To test out balancing without them), so there may be some problems with them at the moment. - I'm intentionally withholding description/screenshots about it as I want to see if the theme I was going for is successfully comprehended by someone going in blind. - That being said, I'm certain I got a bit carried away with some things in it (As a matter of fact, the more I mess with this map, the more carried away I get with it. I have a problem, haha). That's all for now. Thanks for your time! The file: (Newest resource wad located on first page is required) TropicHELL_SWIM_2_IT!_RC3.zip Edited August 17 by ByRntStarOEI : New version 3 uploaded + small fix 4 Share this post Link to post
apichatpong Posted July 27 (edited) Oh boy ! @ByRntStarOEI did it again ! Regarding the theme, don't worry about it, not difficult to guess but a great one and very well expressed ! I'm ashamed for not having finished the map legit (had to cheat to get the red key)(but it was because I have a choice to make : continue or sleep... and I need to sleep... but I wanted to see the end) though : it's a difficult one, very expressive, greatfully designed, with, as for the Excavation, a need to explore everything. I don't want to enter details now for two reasons : spoilers and I want to replay the map legit with more time, but it's an awesome one ! I missed quite a bunch of secrets and one that I got didn't worked (the soulsphere in the chest, the sphere wasn't reachable for some reason (maybe it'ss due to gzdoom ?)). Anyway, it confirms I'm gonna follow your work ! Edit : Spoiler didn't have time to explore a lot so I might have miss something : does the BFG secret require AV jump ? (not that I've tried the AVjump option but it was the only one I guessed) Edited July 27 by apichatpong 1 Share this post Link to post
ByRntStarOEI Posted July 27 More info added to the post above. 11 hours ago, apichatpong said: Oh boy ! @ByRntStarOEI did it again ! Regarding the theme, don't worry about it, not difficult to guess but a great one and very well expressed ! I'm ashamed for not having finished the map legit (had to cheat to get the red key)(but it was because I have a choice to make : continue or sleep... and I need to sleep... but I wanted to see the end) though : it's a difficult one, very expressive, greatfully designed, with, as for the Excavation, a need to explore everything. I don't want to enter details now for two reasons : spoilers and I want to replay the map legit with more time, but it's an awesome one ! I missed quite a bunch of secrets and one that I got didn't worked (the soulsphere in the chest, the sphere wasn't reachable for some reason (maybe it'ss due to gzdoom ?)). Anyway, it confirms I'm gonna follow your work ! Edit : Reveal hidden contents didn't have time to explore a lot so I might have miss something : does the BFG secret require AV jump ? (not that I've tried the AVjump option but it was the only one I guessed) Hey thanks Apichatpong, I appreciate the kind words. Looking forward to your thoughts after a full playthrough. Good catch on the secret glitch with gzdoom. Your post reminded me of a few more things to mention, so I did a quick ninja edit to the post above with more info. I'll add this to my list of things to fix, but it probably won't be till later Sunday when I can get around to fixing some of these issues. The BFG secret doesn't require vile jumping. It wouldn't work if attempted anyway. Spoiler It's a bit cryptic at the moment on what needs to be done to get it, but it mostly amounts to a switch hunt across the map. I reckon, one of them is badly placed, but I couldn't find a good location for it at the time. 1 Share this post Link to post
Logamuffin Posted July 27 Wow, I am speechless. This map is just nuts. Well done! I think the progression is a bit confusing but everything else is absolutely legendary. 11 hours ago, ByRntStarOEI said: I believe I accidentally used an older version of the resource pack. I've included the one I used for testing purposes, but I need to know which is the most current so I can get it swap out for the right one. 11 hours ago, ByRntStarOEI said: The map has it's own custom sky, which is included with the wad, since I exhausted all other options to get the effect I wanted. The most current version is v1.2. And that's fine, since we're using UMAPINFO, I can include your sky texture. 4 Share this post Link to post
apichatpong Posted July 27 (edited) A bit more details in spoilers : Spoiler I played the map for more than one hour on ITYTD. This morning, my first feeling was "He was talking of his love for Mouldy and Go2it, there is a bit of the two of them here, Mouldy for overboard and the easter egg on its hero and boat, also for the chaotic encounters, Go2it for the title, some architecture and some heavy encounters also", while playinng the map again this evening my first feelings changed a bit. The opening is tough, you get quickly the ssg and have to make a choice : stay on the first area with algae, go left or right, left is snipping revenants and three archviles (among others), right is two or three pain elementals and snipping revenants (among others)) BUT it has rocket launcher. I ended doing this : prayed to survive in the first area while killing almost everyone (helped by the double ammos of ITYTD) then I went right to reach the RocketLauncher, this part is hard, especially for the snipping revenants. Then the fight on the big (swimming poolish) building entrance turned out to be "easier" than I thought (once again, I was fully loaded or near that because ITYTD). After that, I don't know if it is voluntary but I went back left and snipped from the entrance, one by one, the awaiting (but with turned back) imps and pinkies, plus some revenants. I then tried to do the same thing with the perched revenants+archvile and the other archvile over the whale and failed (they are too far and when you really enter the area, they target you and you can't avoid their attack by running back). So, I went on the left, killed the spectres and stuff on this side of the whale and snipped from there the perched revenants and archvile, then killed the archvile on the killer whale, all of that without awakening the third archvile that turned out not difficult to kill. I though completed the sequence of blue switches that open the surrounding part of the main building. Went back right (still relative to the beginning area), entered the cave with the majestic whale skeleton, entrance was not difficult but, at some point, you are sandwiched by HKs on your back and revenants (I think?) facing you, this part was hard. Then the diving and subsequent fight was not difficult, contrary to the next sandwiching part when you enter the water... Of course, I chickened and wanted to go back to snipe the monsters from the door... but you thought about that "strategy"... This is another part that turned out difficult, even on ITYTD (but for me, not necessarily for other players). The remaining part, when you know what is happening, is not that difficult and I got the yellow key. Went back on the left (exit area) for the yellow switch, went back to the main building, noticed the drawing seemingly complete in front of the BFG,, but it was not reachable (and I didn't found the way to reach it yet). Oh, I forgot, regarding secrets, I already told you about the soulsphere glitch but, another thing : the secret leading to ammo and berserk... It's easily reachable from the side of the main building but only if you don't press the switch near that secret (the one that raise a column), with the column blocking you, I wasn't able to reach it (but it was early in the morning after a short night, so, maybe it's possible !)(by the way, still don't understand the use of that switch and column). Time for the submarine ! the deliciously designed submarine. That part was quite easy, as a matter of fact, but heavily enjoyable and claustrophobic ! The idea of leaving it with the torpilla launcher was legendary to use the same word as logamuffin. One strange thing about that part : I noticed, in the end, a chaingunner near the torpilla hole that didn't die on my first torpilla launching but died on the second one... very awkward... When you panick, the humongous crab fight is hardcore, but in fact, even if I died a lot there, there is a way to hide from the cyber's rockets and not to expose too much to the archvile and revenants (not saying, at all, it's easy, though). This cyber in the dark is more difficult to follow and killed me a lot... But i ended reaching the red key (finally !). I've been lucky with the spidermasterminds, the first two almost instantly infighted... Went back to the main building, pressed the red switch and... archviles fiesta (In fact I'm not sure that all the respawning archviles teleported after I pressed the switch, the map is still new in my mind) ! The ones on the corridors weren't hard, the ones on the "right" side neither but only because I was lucky : still had lots of rockets and the archviles were busier resurrecting monsters instead of targeting me. The one on the beginning area really annoyed me because of all the stuff he had resurrected. The ending cyber was doable and then the end. What an end, what a beautiful, narrative, adventurous map ! PS : Died a lot even on ITYTD but I'm still not a good doom player, don't wanna try it on UV (:-)), still miss two secrets (BFG and mega-armor) and some kills (I guess linked to the missing secrets). So... yeah, it's a really difficult map, with some tough fights but, while replaying it, it appears that it was not only chaos and run, there are, on some parts, opportunities to try other approaches and so to admire the layout and design ! Edit : And regarding problems... I only targeted a stuck (non-awaking) revenant (the one on the raising column evoked in spoilers) and a stuck (non-awaking) imp on the last corridor before the yellow key (but, once again, it may be a gzdoom thing). Edit 2 : And searching for the missing secrets, I found the "before exit" wandering part... once again, quoting @Logamuffin : speechless. (except for the fact that it seems to be a dead end (unless I'm missing something once again)) Edit 3 : turned out that the beginning area with algae is not that difficult if you choose to slalom, let guys infight and stay silent for some time ! Edited July 28 by apichatpong 1 Share this post Link to post
ByRntStarOEI Posted July 30 On 7/27/2024 at 12:11 PM, Logamuffin said: Wow, I am speechless. This map is just nuts. Well done! I think the progression is a bit confusing but everything else is absolutely legendary. The most current version is v1.2. And that's fine, since we're using UMAPINFO, I can include your sky texture. Legendary? Well I'm not so sure about that, but thanks for the kind words, makes it all worthwhile! I really appreciate the video. There is some great feedback in there and I already caught quite a few things I need to fix/improve just by watching you play. I don't have much time to go through all the details, but I'll mention the main ones: Spoiler - The "mist" you spoken of is actually suppose to be glass. Works as intended in other sourceports, but renders incorrectly in gzdoom. I believe this can be fixed with some mapinfo settings, but I'm not sure if this would effect other maps, so I'll look more into so other possible solutions. - The doors can't be opened due to "water pressure" (That's my reasoning, haha). I'll still try to improve visual cues to the player of what's going on when a switch is hit, however. - As for the main midi, I do agree it's a bit moody for the map, but it was the best one I could find that fits the "underwater" theme. I'm open to recommendations if anyone has a good midi that would fit. - I believe I'm going to block access to a few areas at the beginning to give the level a more streamline approach. There is really no benefit or reward from visiting these areas early anyway and player still will have access one the blue key is acquired. This was actually my original plan, I just never implemented it for some reason... It may be a bit before I actually get around to updated the map, due to a busy schedule and some other commitments I need to take care of, but I'll see if I can get an update out in a week or so. 1 Share this post Link to post
MoiraHeart Posted August 1 Dropping my slot (MAP19), not in the Doom mood right now, sorry! 0 Share this post Link to post
Kras Posted August 2 l lost desire to project. Very sorry, l sorry for the inconvenience 0 Share this post Link to post
Sneezy McGlassFace Posted August 8 Loving the project idea! Glad i stumbled onto it. Got a question @Logamuffin, can i make two maps? Thought it'd be cool to make a short and easy map is episode 1, and then a sort of ng+ version in episode 2/3 similarly to overboard. With more demons and having more areas available to explore. If not, that's totally fine and I'll just take one slot in e2. 1 Share this post Link to post
Logamuffin Posted August 8 14 hours ago, Sneezy McGlassFace said: Loving the project idea! Glad i stumbled onto it. Got a question @Logamuffin, can i make two maps? Thought it'd be cool to make a short and easy map is episode 1, and then a sort of ng+ version in episode 2/3 similarly to overboard. With more demons and having more areas available to explore. If not, that's totally fine and I'll just take one slot in e2. Yeah, I'm fine with that as long as you can get it done within the deadline. I'll give you Map11 and Map19. Good luck and happy mapping! 2 Share this post Link to post
rita remton Posted August 9 (edited) hi! since i signed up for this project in doomworld, it is only appropriate for me to post this in doomworld as well and not just on discord (for record purposes). my lappy (11+ year old dell) completely died yesterday (won't power up at all), and i could not get an immediate replacement before the project's deadline. therefore, with a heavy heart, i have no choice but to withdraw from this project and vacate my [episode1 map02] map slot. sincere apologies for any inconvenience caused. tq. 1 Share this post Link to post
Logamuffin Posted August 22 (edited) The deadline has been extended by one more month to September 30th. A handful of people still need more time (including me tbqh) so I’ve decided to give them it. Other project updates: The resource pack has been updated (v1.3.1) and some missing textures have been added. With my maps: MAP01 is basically done aside from detailing and slight balancing, MAP07 is playable but needs more work and MAP30 is still in development. There’s still work that needs to be done down the road such as title and intermission graphics, and some custom midis but that will be hashed out closer to the deadline. Keep on mapping, be sure to update everyone on discord when you can and thank you for contributing to the project! Edited August 24 by Logamuffin 3 Share this post Link to post
apichatpong Posted August 26 Tried all the maps posted on the topic, they all are very nice and fun ! Wish the best for the project and wainting for it ! 4 Share this post Link to post
Sneezy McGlassFace Posted September 7 (edited) progress: combat guess I should've just keep editing the original comment. oh well here's the texturing and detailing. then lights, testing and we're done with the first map update on ng+ edit: got new night sky, hope that's cool. can be changed back later, ez gonna make some more edits, new area, get internal testing, and then they're both good for public. hopefully in a few days' time Edited September 9 by Sneezy McGlassFace 7 Share this post Link to post
Moustachio Posted September 24 (edited) Progress shot to show that I will have something by the 30th. Don't worry, it's still an island, and it will only take about 10-15 minutes to complete. The back of the island: Farther up the path: The temple at the heart of the volcano where the blue key is: And, for scale, The Boat(tm): Edited September 24 by Moustachio 7 Share this post Link to post
Sneezy McGlassFace Posted September 26 @Logamuffin here's my two map submissions: Map Name: Lost & Found pt.1 Map Slot: 11 Author: Sneezy McGlassface MIDI: Rumble in the Jungle by AD_79 Coop/Difficulties: Implemented Comments: Fast paced tropical base action Screenshots: See above Map Name: Lost & Found pt.2 Map Slot: 19 Author: Sneezy McGlassface MIDI: Under the Palm Trees by @numsOic Comments: This place seems ... familiar. Coop/Difficulties: Implemented Screenshots: the dark night from above I added an ALLBLACK flat to complement the BLACK32 for the void section. And a night sky. Download both maps in zip: https://drive.google.com/file/d/17BkMLstaIkGpPEZq_5jCIITnXdlWneDu 2 Share this post Link to post
BEG Posted September 28 On 6/21/2024 at 10:37 PM, AshtralFiend said: Here is my map submission: Map 17 - The Ashen Archipelago Music - 'Monologue For The Sun' by Isotype Par Time - 14:30 All Skill levels Implemented Some screenshots: Reveal hidden contents Download Link: https://www.dropbox.com/scl/fi/ulahje7jo5j5uauxtyfp9/Map-17_The-Ashen-Archipelago.wad?rlkey=qlfxryqp5capglgbsnpbpq4nj&st=qks42xwp&dl=0 Just now played this, soooo good. Amazing job, showing you knack for Doom Cute, MBF21 features and just a generally a good concept and execution. 4 Share this post Link to post
Moustachio Posted September 30 (edited) As promised, MAP20 finished on the 30th. Map Name: Into the Heart of Vesuvius Map Slot: 20 Author: Moustachio MIDI: "The Village that Time Forgot" by Tristan Clark (from The Given) Coop/Difficulties: Implemented Comments: Pretty breezy on HNTR, tough on HMP, and pretty much slaughter lite on UV. Took me about 17 minutes to UV-max. Screenshots: see above Download: moust-tropichell-m20_V1.zip 5 Share this post Link to post
Logamuffin Posted September 30 (edited) These maps I made for this project have previously only been available on the developer discord, but I thought I'd put them here now, since I forgot to. Note that for some of these (Map01 and Map30) you will need the most recent resources that were uploaded, available at the top of the thread. Map Name: Vacation Over? Claimed Map Slot: MAP01 (Old MAP01 will be moved to a later ep1 or ep2 slot) MIDI: Into a Sandy City by Megasphere Author(s): Logamuffin Coop/Difficulties: Implemented Comments: Needs more detail and lighting but this is a much better and succinct introduction to TropicHELL, worthy of being MAP01. https://drive.google.com/file/d/1aJcl9Hcb_Rd47mCKiSQBoQeUqs15YZku/view?usp=drive_link Map Name: Protect Your Local Mancubus Claimed Map Slot: MAP07 MIDI: N/A, Not decided yet Author(s): Logamuffin Coop/Difficulties: Half Implemented Comments: It's completable and around 80% finished I'd say. Still needs more work. https://drive.google.com/file/d/1fRoS-AH2H3TU5V2B5SGWZ__FynfUROXL/view?usp=sharing Map Name: The Serpent Claimed Map Slot: MAP30 MIDI: N/A, Not decided yet Author(s): Logamuffin Coop/Difficulties: Implemented Comments: This one's kind of a trip. https://drive.google.com/file/d/1vhkYkCIK99wcHoz3XgWSFUBXVxu-Lj36/view?usp=sharing 5 Share this post Link to post
Fun-E Personn Posted October 1 (edited) Map Name: Sunset Rush Claimed Map Slot: map06 MIDI: Bonobo Jam Session by MtPain27 Author(s): Fun-E Personn Coop/Difficulties: yes Comments: The goblin telling me to throw in Revenants into every fight had won. EDIT: Updated Post-Bug fixing version of the map included Sunset Rush.v2.rar Edited October 1 by Fun-E Personn 4 Share this post Link to post
horselessheadsman Posted October 1 (edited) Map Name: Devil's Sea Map Slot: MAP15 Author: Horselessheadsman MIDI: The Sunken Ship from Mario RPG(sequenced by King Meteor) Coop/Difficulties: Implemented Comments: "A furious storm has trapped your ship in a vast field of grasping sea-weed, filled with derelict ships and hostile locals." -The level is still a little rough around the edges and needs some work; also, it uses a custom sky- Screenshots: Spoiler DEVILSEA.rar Edited October 1 by horselessheadsman 8 Share this post Link to post
Clippy Posted October 6 (edited) Hey guys hey just stopping by, only have time to check out one of these but I like what I see this is the best doomcute and vehicles ever, especially the wood truck admit we did get a lil confused with progression but got thru it love the environment - wacky monster changes and stuff here it is have a good 1 @CBM @Amiga Angel 4 Share this post Link to post
Insaneprophet Posted October 7 Is compiled into a beta or release canidate now...? 0 Share this post Link to post
Logamuffin Posted October 7 1 hour ago, Insaneprophet said: Is compiled into a beta or release canidate now...? Yes it is, it is in beta now. I am not releasing it publicly atm since it still has issues and I want to test and fix things a bit more. 0 Share this post Link to post
Moustachio Posted October 18 (edited) V2 of MAP19: Into the Heart of Vesuvius: moust-tropichell-m19_V2.zip Changes: Spoiler Most ambushes have been toned down. The secrets spawn in lower-tier enemies (if any), and the cyberdemon has been replaced with a hell knight/baron swarm. The perimeter of the map has been drawn closer to the geometry, so flying enemies don't go so far out, and the map itself is slightly more compact now. The rocket launcher island has been removed. The berserk island now has a small ambush of lost souls and pinkies ready. Chaingunners in plasma gun cave have been replaced with shotgunners. Ambush spawns just one pinky demon upon picking up the plasma gun. The undead pirate ship now has the loot stashed up on the chaingunner's perch. The button now raises stairs up to the perch. Stuck mancubus fixed. Many bushes now have block land monster lines around them. Much more health, ammo, armor, and cover at the start. The chaingunner at the start was replaced with a few imps. A partial invisibility is available from the start and at a nearby island. The undead army from the opposing ship now has more variety. More imps teleport in during the showdown with the spiderdemon. A new secret teleporter lets you telefrag the spiderdemon. Much more shells, rockets, bullets, and cells in the heart of the volcano. A rocket launcher has been added in front of the switch that raises the lift up to the 2nd jungle floor. Another rocket launcher can be found on the undead ship. More ammo and health was added to the imp/revenant fight in front of the volcano shrine gate. A box of rockets was added before the imp/revenant fight. Arachnotrons and chaingunners that were high up on ledges now wait until you are at a higher altitude to spawn. Edited October 18 by Moustachio 0 Share this post Link to post
Logamuffin Posted October 23 (edited) And we are now in beta! You can download below. Take a look at the wad and tell us if you have any issues, and have fun! Download the TropicHELL Beta (TropicHELL_Beta_RC1.wad) Edited October 25 by Logamuffin 12 Share this post Link to post