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Moustachio

Interception III [MBF21 Community Project]

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5 minutes ago, Amiga Angel said:

I would expect PANUPB to be a flipped PANUPA because its not possible to flip textures in MBF from what I know anyway and PANUPA is more usefull because it aligns with the colors of the panels in doom2.wad

Good point. I'll just include flipped versions of both in the next revision. Are there any more quality-of-life changes that need to be made to the textures?

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been working a bit with my old map from 2019 using the inception 3 texture pack... also working on several other maps at the moment so cant promise anything... currently I am simple having fun with the texture pack

 

cacoroom2.png
cacoroom.png
stonehallway.png

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12 minutes ago, Moustachio said:

Good point. I'll just include flipped versions of both in the next revision. Are there any more quality-of-life changes that need to be made to the textures?

None that I have found so far based on looking at the textures.

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Posted (edited)

I just realized, 250 - 1600 CE is a long span that could encompass a lot of history. Let's just go with 250 CE. The Roman Empire was still unified at this time.

 

Added some extra descriptions to each episode. Hopefully, they'll spark some ideas for everyone. Here's the description for Episode 3 for example: Around 250 CE. Ancient cities, temples, demon-infested villages, Romans, and lost wonders of the ancient world await you.

 

@Amiga Angel I'll make another update in a few days to a week from now. I'd like to let everyone get their hands dirty with the resource pack first in case there are any other kinks to iron out.

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messing about with the textures... the void space with flesh stuff sounded interesting... I made this so far, not sure if this will end up as a complete map or not.. time will tell

 

void-of-flesh.png

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@Amiga Angel So it would appear that jimmy-tex already had mirrored versions of those textures. The mirror of PANUPA is PANDNA, and the mirror of PANUPB is PANDNB.

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29 minutes ago, Moustachio said:

@Amiga Angel So it would appear that jimmy-tex already had mirrored versions of those textures. The mirror of PANUPA is PANDNA, and the mirror of PANUPB is PANDNB.

oh ok sorry about that, didnt notice that

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Hell yeah, I'm gonna pitch in.

Looking through the weapons though, given the lever-action's rate of fire, it and the sawed-off don't really feel distinguished enough in terms of use cases. I'd suggest changing one of them to fire a single slug, something like 100 damage for the lever action or 500 for something to replace the SSG. Since all of the weapons have very efficient damage distribution (pellets/bullets won't overkill, multiple aoe projectiles is a big step up from rockets for crowd control even if the damage is the same), a weapon like that would round out the weapon roster I think.

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Making a sprawling city map for episode 1. First room's finished.
image.png.a6cf69dc793f3391f5b90775f2f3b474.png

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5 hours ago, Lina said:

Making a sprawling city map for episode 1. First room's finished.

I like the look of that quite a bit!

 

Will make some updates to the resources soon:

  • Giving the incendiary rounds a range before they fizzle out. Nerfing the flying and impact damage a bit. Changing their sprites to be distinct from the manc fireball as well.
  • Changing the nitro barrels to be as strong as originally intended, with a whopping max damage of 640.
  • I can change the sawed-off into a precise slug rifle if that would be more useful than the usual shotgun spread.
  • Changing the sprites of the incendiary shotgunners to look more distinct from the plasma zombies.

May also extend or even remove the deadline, since these projects usually take longer than a year one way or another.

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Posted (edited)

>> RESOURCE PACK UPDATE (v003) <<

 

Ch-ch-ch-ch-changes:

  • Incendiary rounds now have a short lifetime and fizzle out at a certain range. Their splash damage has been nerfed as well. And their mid-air sprites are now distinct from the Mancubus fireball.

uYCxcpj.png

  • The Sawed-off Shotgun has been swapped for the Sniper Rifle Slug Rifle. Each slug consists of 3 pellets, each dealing 100 damage and each with a random chance of a 2x multiplier. I made it 3 pellets instead of 1 for that sweet collateral damage. The Slug Rifle has perfect accuracy.

sj7KzWZ.png

  • Some new textures for the city environments. I got them from Doom 2 In City Only, but I'm pretty sure they're from Duke 3D. I credited them under 3D Realms.

PkRPOUQ.png

  • The Incendiary Zombie has had its sprite replaced to be more distinct from the Plasma Zombie. Its HP has been bumped up to 

jn9ZR2n.png

  • New enemy added: the Snake Imp, a stronger imp variant with 200 HP. It fires a pattern of two fireballs to either side first, then a single fireball in the center. Probably most fitting in Episodes 3 and 4, but feel free to use it in any episode. Its ID # is 6097.

OPqNzUV.png

  • The nitro barrel now has a maximum splash damage of 640(!) with a blast radius of 128.

W7qUPJJ.png

 

EDIT: A little clarification. I accidentally wrote that void/sky floors should do 10% damage. They should instead be an instant death in this wad.

Edited by Moustachio

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Posted (edited)
9 hours ago, Moustachio said:

>> RESOURCE PACK UPDATE (v003) <<

 

Ch-ch-ch-ch-changes:

  • Incendiary rounds now have a short lifetime and fizzle out at a certain range. Their splash damage has been nerfed as well. And their mid-air sprites are now distinct from the Mancubus fireball.

uYCxcpj.png

  • The Sawed-off Shotgun has been swapped for the Sniper Rifle Slug Rifle. Each slug consists of 3 pellets, each dealing 100 damage and each with a random chance of a 2x multiplier. I made it 3 pellets instead of 1 for that sweet collateral damage. The Slug Rifle has perfect accuracy.

sj7KzWZ.png

  • Some new textures for the city environments. I got them from Doom 2 In City Only, but I'm pretty sure they're from Duke 3D. I credited them under 3D Realms.

PkRPOUQ.png

  • The Incendiary Zombie has had its sprite replaced to be more distinct from the Plasma Zombie. Its HP has been bumped up to 

jn9ZR2n.png

  • New enemy added: the Snake Imp, a stronger imp variant with 200 HP. It fires a pattern of two fireballs to either side first, then a single fireball in the center. Probably most fitting in Episodes 3 and 4, but feel free to use it in any episode. Its ID # is 6097.

OPqNzUV.png

  • The nitro barrel now has a maximum splash damage of 640(!) with a blast radius of 128.

W7qUPJJ.png

 

EDIT: A little clarification. I accidentally wrote that void/sky floors should do 10% damage. They should instead be an instant death in this wad.

By the way, you should check Auger Zenith textures, there are quite a lot of good city textures.

I can actually suggest some of my own texture edits from Duke Nukem:

WINDOW01.png.2f1b128cf364edf81fdb7b1608819223.pngCITYHE2.png.752737964e29f42dd91a34a36b24c2bb.pngCITYHE1.png.87eaa3ded33277caeec51357abaafbac.pngCITYYES2.png.1bf22292b0632703b2747838390574c0.pngCITYYES.png.718d2041c23b6a8ecadabfdf60645d29.png

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Shooting for a episode 5 map.  Marble hell temples with tv screens, and flesh accents.  Also the new weapons seem very strong, especially the fire shotgun.  Im looking forward to making fights that make them feel like normal weapons.  treehouseminis.wad_MAP01_-_Ultimate_Doom

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Posted (edited)

f3.png.7c875e2fe8edbf7fcf35c2a05389c20b.pngf2.png.3e89d34340c34dbcb28af950c865d07b.pngf1.png.651244bfbbf98aadc8cedc4ff2cfb380.pngf6.png.1981fe0d867295e6037db74b7df9ddf3.pngf5.png.7bbce07869505ac912a834ad46edf717.pngf4.png.3781afb90600bd7ce12c415ba2a1d11f.png
Made some edits to the sniper slugger sprites, it was bothering me that it wasn't moving much in the original. -96/-67 centers them.
Edit: I feel like this thing would be balanced at two shells per shot, it's a beast.

Also, some more progress:
image.png.9622eecd7c02ee4afb61b33a77de6051.pngimage.png.f19888890c975b6d7740cb174234a5f7.png

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8 hours ago, Lina said:

I feel like this thing would be balanced at two shells per shot, it's a beast.

Slug Rifle also consumes one shell, which makes it even more busted with 300 damage it deals. I agree with Lina here, it should fire and also consume two shells - it would be much more balanced.

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Posted (edited)

Happy to see some good screenshots being posted in the thread!

 

13 hours ago, SpaceCat_2001 said:

By the way, you should check Auger Zenith textures, there are quite a lot of good city textures.

I can actually suggest some of my own texture edits from Duke Nukem:

Thanks for the Auger;Zenith suggestion. I've added your edits plus a generous selection of Auger;Zenith texture to the resource file:

 

>> RESOURCE PACK UPDATE (v004) <<

 

Changes:

  • Changed the ammo per shot of the Slug Rifle to 2 per shot.
  • Added a generous selection of city/techno-themed textures from AUGER;ZENITH. Many begin with the DBP_ prefix, but there's also BUBB1-4 and MIDFIR1-3.
  • Added SpaceCat_2001's Duke 3D texture edits.
  • Imported @Lina's sprite edits for the Slug Rifle (thank you!).
  • Renamed SPINE4_1 to SPINE4_2 to prevent overwriting an IWAD texture.
  • Added a new sky to go with any ice themed textures. Could be used somewhere in Episode 3 or in a secret level:

SNOWSKY

5EKfRY0.png

 

  • I made updates to MAP01 using some of the new textures as well.

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Episode 5 skybox/theme is calling out to me... I love the new content and enemies, makes it feel more quake-ish which I love! Also Odamex needs some more MBF21 multiplayer content so there's that! :P

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>> RESOURCE PACK UPDATE (v005) <<

 

Small update to the resource pack to fix a bug with the STEP6 texture. The STEP10 patch was renamed to STEP12, which is now available as a texture. STEP10 is still available as a texture, but is now just the bottom half of STEP6. It was trivial to widen the texture by repeating the patch, so I figured why not.

 

STEP6:

CXd7gkN.png

STEP10:

viNBbSh.png

STEP12:

Y4a57hH.png

 

I'm also working on a map for Episode 3. It's set during dusk. I'll make sure to take time-of-day into account when choosing the map order.

 

DWbZDNS.png

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Also working on a map, for episode 2 which is a theme i havn't worked with before.

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More progress.  Will I be done by the time Elden Ring dlc releases and I put all hold on mapping for a while?  Probably not. 

 

dsda-doom_0.27.5_6_4_2024_5_33_36_PM.pngdsda-doom_0.27.5_6_4_2024_5_33_56_PM.png

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Posted (edited)

I'd like to make a map or two for this, I have some ideas for an E2 one. The demo map is good at demonstrating the changes and aesthetics and Station to Station has that nice future city thing going that I've only experienced before in Auger Zenith

Very nice resource pack and pallete(I like the bluesteel shade), the arsenal changes are interesting - starting out with just fists on pistolstart is genius, I feel the new weapons make the player very powerful so you have to offset that with hard encounters, and fists/berserk fists/chainsaw now feel very samey in function but that's not necessarily bad

Good enemies too, only thing I feel would be a good addition is something like a naked revenant - a mid to high hp very fast melee enemy with high pain threshold since spectres and pinkies get obliterated with new weapons really fast.

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Ok got a working map!  Difficulties are implemented but Ive only tested on UV so far. Map03 slot in wad

Episode : 5 hopefully

Name : "Terminated Bliss"

Author: Treehouseminis

Description : Dark Eldritch Prison, Set piece combat that can get difficult at times.  Make your escape, just dont fall into the void.  Slightly inspired by Prison of Hope from Demons Souls.  I did get overly ambitious and its a longer map, roughly 30 mins without saves and reloads.  But I was enjoying the atmosphere I made and had ideas lol

Music : "Aquifer" - Snaxalotl, Abscission

 

DropBox download

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@Treehouseminis TOUGH level. But having fun with it so far. Got up to the part where you get the incendiary shotgun before dying. Will post demos and more feedback once I've got a full run down.

 

Things I can comment on: the atmosphere is insane. The ambient music combined with the visuals and extra use of gory objects makes this level genuinely tense. Even with the weapon set, the challenge is very high (which is good for Episode 5). I like how the start forces you to be attentive in order to make the first bit of progress, and starting the map off with some good ol' berserk action is satisfying (and can go south quick if you don't take out the AV first). Enjoying the slow drip of powerful weapons so far, making you stick to the trusty lever-action and berserk.

 

Small nitpick: the bars at the beginning only break when you punch them from the front, but they don't break when hitting the sides. It confused me a little bit since I could have sworn I hit the bars to try and break them first, but they didn't. Must have just hit them from the wrong angle, but making them break from any side would alleviate this.

 

Demo attempts so far

 

Also, I would like to remove the submission deadline for maps and go with a minimum amount of maps per episode. I think 5 per episode is a good baseline for wad length, since that adds up to a familiar 30 maps. There can be more than 5 maps in an episode, but the bare minimum for release would be at least 5 maps in each episode. I'd like some feedback on this before I go ahead and change the OP however, so I'd like to ask how interested mappers feel about this change.

 

Does removing the deadline help? Is 5 maps per episode a good baseline?

Edited by Moustachio

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