Donowa Posted May 30 (edited) will map21 still be a techbase on a colossal scale like the og administration center? asking because i personally have a soft spot for that map and would like to see a remake of it with more modern level design philosophy for open spaces 1 Share this post Link to post
JustAthel Posted June 1 (edited) Oop, sorry guys, personal obligations have kept my hands tied from any creative endeavors, Doom included. I'll add you two to the list later today and give the submitted map some well deserved attention! @Donowa It very well could be if you'd like! As long as it's not a blatant copy of the map, I'd be willing to accept it! 1 Share this post Link to post
JustAthel Posted June 2 I have updated the OP with all of the additions that have been made in this thread in the past couple of weeks! All of the slots that were previously unsure if they were unclaimed have now been freed up, bringing us to 6 free map slots ready for anybody to claim as their own! On 5/24/2024 at 10:37 AM, AshtralFiend said: Here is my contribution to this project: Map 09 - Inhumane Interflow Music - "Maelstrom" by Psyrus Par time - 8 minutes https://www.dropbox.com/scl/fi/pqzmt9imxxzta1gohimk0/MAP09-Inhumane-Interflow.wad?rlkey=fbe6869qkdqqakss74c3mw7xx&st=llsr1ldp&dl=0 I tried to make it easy and compact, so I hope it fits slot 9 This is a deceptively difficult map, or it could just be me being out of it lately to really focus on playing. Really liked the central idea of the map! I found I sometimes got lost here and there due to just how interconnected and compact the map is, but thankfully I didn't find it too bothersome to make it back to a previous point of interest to get back on track. I also really like all of the detail that's in the level right from the get go. Overall great work, I think this should fit the MAP09 slot wonderfully. Thank you for your submission!! 1 Share this post Link to post
Cutman Posted June 2 Progress on my map which I'm calling "Unauthorized Fusion". Trying to keep the TNT storytelling feel! Should be done in the next couple of days or so if I don't go super OCD mode. 7 Share this post Link to post
CaptainResident Posted June 4 (edited) Just updating with some in-progress screenshots to show I'm alive and making strides. So far the working title is "Terminal Central", but it's slowly evolving more into a weapons development area. Spoiler Spoiler Spoiler Spoiler Spoiler The pipes sticking out of the window are just to alert teleporting monsters; they're not part of the actual map! 4 Share this post Link to post
JustAthel Posted June 4 Really great TNT vibes I'm getting from you guys!! Great work so far! 0 Share this post Link to post
Cutman Posted June 4 unfusion-1.zip Here's map17. Hopefully not too long or difficult for that slot. Difficulty settings added and tested in both gzdoom and dsda complevel 4! 3 Share this post Link to post
JustAthel Posted June 6 Will mark you down and test out that new submission soon! Thank you for your interest! 1 Share this post Link to post
dmh094 Posted June 7 15 hours ago, JustAthel said: Will mark you down and test out that new submission soon! Thank you for your interest! No prob! seems like a fun project 2 Share this post Link to post
JustAthel Posted June 8 On 6/4/2024 at 6:40 PM, Cutman said: unfusion-1.zip Here's map17. Hopefully not too long or difficult for that slot. Difficulty settings added and tested in both gzdoom and dsda complevel 4! It is definitely a journey to play through! I didn't get to finish it entirely, got ambushed by those mancubai in one of the dark sewage areas, but I really love the intricacy in the detailing and the overall presentation of the level! Nice work!! 0 Share this post Link to post
CaptainResident Posted June 11 Here's the first draft of Map 05, its current title is "Ordnance Central". Includes some TEXTURE1-patched textures, as well as a custom MIDI, "Behind Enemy Linedefs", made by yours truly. Mostly designed around UV difficulty, but includes slight balancing for lower difficulties as well. OrdnanceCentralMap05.zip 1 Share this post Link to post
JustAthel Posted June 11 Great stuff!! I'll give it a spin and let you know my thoughts. I think we've also reached enough new submissions for me to finally update the WAD so I'll get to doing that really soon. 0 Share this post Link to post
JustAthel Posted June 12 (edited) 12 hours ago, CaptainResident said: Here's the first draft of Map 05, its current title is "Ordnance Central". Includes some TEXTURE1-patched textures, as well as a custom MIDI, "Behind Enemy Linedefs", made by yours truly. Mostly designed around UV difficulty, but includes slight balancing for lower difficulties as well. OrdnanceCentralMap05.zip This map plays decently enough, the style of it reminds me more of a KDITD type thing, but then again some maps in the original TNT I always mistake for an ordinary Doom II map, so I think this is fine in this regard. Great usage of detailling, however there are a few spots where you'd need to put upper unpegged (i.e. in some of your raisable windows and doors). It is possible to SR50 here and get stuck in this little nook. I'd recommend either using this space to hide another secret, adding a teleporter somewhere there, or making the gap much smaller to prevent squeezing. It's also possible to get softlocked here, as you can fall off the crate with no way to come back up. I also overall feel you could be slightly more generous with shells, but then again I didn't really go out of my way to find all of the secrets in this map when going through it the first time around, heh. Otherwise, I feel this is a pretty good submission, with a pretty alright MIDI to back it. Just a few more tweaks and we can really bring it up in quality a few notches! Good job! 0 Share this post Link to post
CaptainResident Posted June 12 Got a revised version fresh outta the oven, with a handful of changes. Map 05 Ordnance Centralv2.zip -Replaced some shell pickups with boxes, added more pickups in general -Fixed the two unintentional softlock traps -Lots of unpegged textures; I didn't even notice some of them in testing! 3 hours ago, JustAthel said: I also overall feel you could be slightly more generous with shells, but then again I didn't really go out of my way to find all of the secrets in this map when going through it the first time around, heh. Yeeah, admittedly I use a wide variety of weapons in testing, so I wasn't 100% sure on the shell balance. Should be better now though. 1 Share this post Link to post
JustAthel Posted June 16 I have updated Finer.wad with the newest and latest submissions (to my knowledge) Removed former CWILVxx graphics, these will be redone in a future date Implemented the updated MAP01 by Heretic Implemented D_READ_M, D_DM2TTL, and D_DM2INT midis provided by @wumbo Implemented maps 05, 09, 17, and the older version of 29. Much more work still needs to be done on the quality of some of the early-game maps, but my criticisms / opinions of each map are still being formed, and will be shared soon. You can find the new version of the wad in the Project Status post on the first page. As for progress on Deja Reve, I've been pretty slow on all my major projects, Doom included, so I haven't been able to touch the editor for much of anything. However, I'm trying to get a bit more free time to myself to get some of these projects knocked out! Do we have any updates on any other WIP maps for this project by any chance? 4 Share this post Link to post
TheV1perK1ller Posted June 19 (edited) Hey. Is there a dedicated Discord server for this? Just curious. EDIT: Will make a start on my entry later today. 2 Share this post Link to post
JustAthel Posted June 20 1 hour ago, TheV1perK1ller said: Hey. Is there a dedicated Discord server for this? Just curious. No, there is not. I'd like to minimize the risk of the project / communication splitting between two places when the thread is more than sufficient to discuss the project in. 33 minutes ago, Skronkidonk said: Can I take the map 20 slot? It's all yours! I'll update the OP shortly! 3 Share this post Link to post
needsF00DBadly Posted June 29 This project looks like it is coming together quite well, with some very promising looking maps. I was hoping to try my hand at the Map 18 slot if possible. 2 Share this post Link to post
JustAthel Posted July 10 Hello, unfortunately I still have not had as much time to work on my map submission, I've drawn a few shapes in the editor since my last update but nothing that's quite ready to be shown yet. I thought I'd just give this thread a bump to see where we're at in terms of progress, especially from those who have claimed a slot in the last month? 2 Share this post Link to post
needsF00DBadly Posted July 10 Haven't had as much time to work on my map as of yet, although I have it planned and sketched out to a good extent. I plan to get a start on it within a day or so. 1 Share this post Link to post
needsF00DBadly Posted August 2 Just wanted to give a quick update from my end, mostly to confirm that I haven't forgotten about the project. Some WIP screenshots of the map's first section: Spoiler 4 Share this post Link to post
JustAthel Posted August 2 Nice shots you got! That floor pattern you got in the last pic tickles me in a way -- I feel like it shouldn't work but it does, very tech-like. Can't wait to play it! Thanks for the update! 1 Share this post Link to post
Bandita Posted August 17 I may be interested in joining the project. Do I get it right that maps 27 and 31 are the only slots still available? 1 Share this post Link to post
TheV1perK1ller Posted August 18 I've finally made a start on my entry. Being Map 14, it'll be inspired by Steel Works, but in my own vision. 2 Share this post Link to post