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Cutman

[Community Project] Second Mix! Combine your favorite classic maps! (1 slot open)

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Posted (edited)
On 8/9/2024 at 7:46 PM, Cutman 999 said:

I'll just give it away if someone wants, I guess, layout incomplete tho

 

Anything_Goes.zip

 

 

 

@Cutman can I finish his map?

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Posted (edited)

Hello! I see that there's a slot available and I would like to contribute to the project, so I'll take it if that's okay.

 

@Cutman
First map choice: Doom E4M6
Second map choice: Doom II MAP19
Desired map slot: MAP09

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Posted (edited)
4 hours ago, DoomGuy999 said:

@Cutman can I finish his map?

 

You could but I want you to finish your map first! You're free to take it for a personal project I guess but not this one, as slots are quite sought after:

 

49 minutes ago, maxresdefault said:

Hello! I see that there's a slot available and I would like to contribute to the project, so I'll take it if that's okay.

 

@Cutman
First map choice: Doom E4M6
Second map choice: Doom II MAP19
Desired map slot: MAP09

 

Welcome aboard!

 

@ViolentBeetle Will play your and the other maps I've missed as soon as I can with feedback, just been very busy lately but I will get around to them

Edited by Cutman

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Posted (edited)
44 minutes ago, Nikolanchik said:

I do not know how to change the sky, but I would put the sky from the third episode

https://drive.google.com/file/d/14DR4z7B7HltcAfjPBxJIm9Usbhe3CeWw/view?usp=drivesdk

To change sky you should use UMAPINFO, it's fairly simple thing to add to the wad.

 

I finished the map. I mostly recognize the Hell's Keep parts.

Not sure about the number of revenants on the second map, but it wasn't particularly hard.

A few concerns:

  • Chaingunners guarding the blue key are not very good, since the only way to deal with them is to run back at which point they can't do much - otherwise you can shred them
  • Red key and stimpacks around it are not consistent, some hang on the ledge, others lie on the floor.
  • An imp there is standing on monster-blocking line
  • Guess you didn't want me to skip the SSG, but still, weird how there's two of them this close to each other
  • Impassable edges in the marble bridge and nukage room are annoying, really get in the way. Maybe you should add midtexture fence to them or let me fall.
  • You forgot to lower part of the green marble trim above the door, or forgot to add the textures to the side.
  • Imps in the nukage don't really do anything beside annoying people trying to get 100% kills - they can't hit you and are difficult to hit

I would look into adding more details from Catacombs to it, like dangling silver sectors, but I'm not sure how much Cutman expect it to have. I'm not the authority here.

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Posted (edited)
50 minutes ago, ViolentBeetle said:

To change sky you should use UMAPINFO, it's fairly simple thing to add to the wad.

I thought umapinfo doesn't work on limit removing, okay, thanks. I will also correct the rest of the details, thanks for testing!

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5 minutes ago, Nikolanchik said:

I thought umapinfo doesn't work on limit removing, okay, thanks. I will also correct the rest of the details, thanks for testing!

It's independent from complevel, if a port supports it, it should work.

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Posted (edited)
On 7/31/2024 at 5:01 PM, DFF said:

There are however a few critiques:

Hey, thanks for reviewing my map. I tried to reduce the grindiness by removing some meat shields and shortening a few areas. I also added a couple more health pickups in the areas you mentioned. The plasma rifle cave now has a blue armor too, and the secret chainsaw was replaced with an early rocket launcher.

As for the BFG slaughterfest, I'm still quite fond of it, so I'd like to hear second opinions. If it turns out unpopular, then I'll replace it with an Archvile encounter like you suggested.

MIXGOTHICbeta2 13-08-24.zip

Edited by Gothic

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Posted (edited)
31 minutes ago, Gothic said:

Hey, thanks for reviewing my map. I tried to reduce the grindiness by removing some meat shields and shortening a few areas. I also added a couple more health pickups in the areas you mentioned. The plasma rifle cave now has a blue armor too, and the secret chainsaw was replaced with an early rocket launcher.

As for the BFG slaughterfest, I'm still quite fond of it, so I'd like to heard second opinions. If it turns out unpopular, then I'll replace it with an Archvile encounter like you suggested.

MIXGOTHICbeta2 13-08-24.zip

 

 

The BFG slaughterfest is perfectly fine, perhaps I worded it improperly. My issue was actually with the damaging floor segment before the slaughter when you grab the BFG. I feel while cool it does nothing special or engaging and can softlock the player of their health is too low (some tic damage is guaranteed here). My suggestion was for that area, not the big fight in the main courtyard afterwards (when you teleport and grab the mega)

Edited by DFF

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Posted (edited)

Thought I'd give a little update since I think Cutman wants that, I confess I haven't been working on the map a ton in the last while, it's been kinda difficult to find an angle for approaching two Entryways at the same time, but I do believe I've found something. Hopefully it's not too high concept. I think it'll be pretty good. (Haven't thrown out the fight I showcased earlier in the thread though!)

 

image.png.195f31ea51cc13079a12fbd89f068ea2.png

image.png.0761f950d3e8b81a7e2954174ff554ac.png

Edited by NiGHTS108

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@Nikolanchik

One more thought occurred to me on your map. The door at the start is non-interactive and there's no immediately apparent reason why. You could lock it, on both sides, with a red key. This way it would both make sense you can't open it and ensure player doesn't leave the key behind.

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Posted (edited)

Y'know I really didn't think I'd finish the map today actually

 

Map name: Two

Fusion: Doom II MAP01: Entryway & Plutonia MAP32: Go 2 It

Author: NiGHTS108

Slot: 29

Music: MIDI rendition of "Flying Whales" by Gojira, sequenced by PlayToDie

Download: nights-secondmix2.zip

(Edit: Minor visual fixes)

 

image.png.2155f47734286075cc4221cb88f186a9.pngimage.png.f9b47fd7864f6756dcc0925084265368.png

image.png.5c1cc8616dcf4e99a982aa769dd8991c.pngimage.png.9b80a59922fe4bd2b4d34ce97a0d9170.png

 

Do hope you enjoy this one. I know there is a certain degree to which you want the maps to resemble the original and I think this one ended fairly high concept, though hopefully that's still chill. High concept map for a high concept idea I suppose. The map itself I do find more fun than if I did my original idea, which was just to kinda have a bunch of intentionally strangely connected rooms from Entryway, some looking like the original and some looking like Plutonia's spin with a shit ton of monsters in the middle. Map might still be a little rough around the edges, think it's balanced fairly well right now but could be better, maybe. In a very playable state.

Edited by NiGHTS108

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On 8/15/2024 at 5:37 AM, NiGHTS108 said:

Map name: Two

There's no way I'm beating it, even on HMP, so unfortunately I can't offer any feedback, lol.

 

Lot sure how it fits into the wad's difficulty curve, but that's not up to me.

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On 8/15/2024 at 4:37 AM, NiGHTS108 said:

Map name: Two

I just want to mention that I'll try this in few days ;).

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Posted (edited)

Hello friends, finally got around to playing some regular Doom. I've tested a couple more maps, they're big boys so I haven't got around to testing all of the submission so far. But I will!

 

Firstly, here's an updated build of the texture pack that fixes the animated switches and adds Sigil textures. Download here.

 

@Nikolanchik Map02 - Good little early map! I find the blocking lines a bit weird near the end, especially when trying to dodge things. It might be better to allow the player to go down into those pools, but obviously be able to climb or get a lift out of them, rather than flat out blocking them off. Also would help deal with the imps hiding down there which can be tricky to pick off. Also the imp near the red key appeared to be stuck. Other than that I'm happy with this one :)

 

@Argent Agent Map15 - Amazing adventure map, every area blew me away! Only gripe I had was dealing with the Cyberdemon blocking the exit opening switch, the timed lift/door that leads up to him would probably be better if it permanently opened. I fell down while trying to grab the ammo near him and having to do the entire platforming gauntlet again seemed needless. Also minor issue, but one of the two cyberdemons on the thrones was alerted before he should have been.

 

@Gothic Map17 - Another fantastic entry, loved the references to both maps and the attention to detail. It is long one but I never thought it was a slog. The secret bfg is cryptic but worth it! Pistol starting this can be tricky if you don't wander into where the plasma and SSG lie. I would maybe add an extra copy of those weapons somewhere, possibly when the blue skull is revealed with all the barons. I found the SSG after that fight, so before that I was chunking down enemies with the shotgun.

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7 hours ago, Cutman said:

Firstly, here's an updated build of the texture pack that fixes the animated switches and adds Sigil textures. Download here.

Yay, weird-ass burning switches work now.

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7 hours ago, Cutman said:

Map02 - Good little early map! I find the blocking lines a bit weird near the end, especially when trying to dodge things. AIt might be better to allow the player to go down into those pools, but obviously be able to climb or get a lift out of them, rather than flat out blocking them off. Also would help deal with the imps hiding down there which can be tricky to pick off. Also the imp near the red key appeared to be stuck. Other than that I'm happy with this one :)

Thanks, I will fix the map, so wait for the fix

(Also thanks @ViolentBeetle)

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Posted (edited)
On 8/15/2024 at 3:37 AM, NiGHTS108 said:

Y'know I really didn't think I'd finish the map today actually

 

Map name: Two

Fusion: Doom II MAP01: Entryway & Plutonia MAP32: Go 2 It

Author: NiGHTS108

Slot: 29

Music: MIDI rendition of "Flying Whales" by Gojira, sequenced by PlayToDie

Download: nights-secondmix2.zip

(Edit: Minor visual fixes)

 

@NiGHTS108 Alright I had my worries looking at the screenshots earlier but I'm sorry to say I'll have to reject this one just based on gameplay. As Violentbeetle said, the difficulty curve of the megawad rockets into space if this gets added to the set. Having said that the map itself *does* indeed tick all the boxes for my rules and references to the maps, and in that sense it is a success. But I can't bring myself to stick this in a set where every other level is mostly balanced doom gameplay. Sorry! Hope you understand.

 

As a consolation prize I can stick it in the map33 slot (even though I am generally against that as it means someones map is going to go under a lot of people's radars) as it does follow the ruleset and I hate seeing work go to waste. Alternatively you can save it for another project or level set focused around intense combat challenges like this.

 

Edit: Also I can't beat it heh, I tried. I'd like to see a demo of how it's meant to be done!

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Posted (edited)
56 minutes ago, Cutman said:

 

@NiGHTS108 Alright I had my worries looking at the screenshots earlier but I'm sorry to say I'll have to reject this one just based on gameplay. As Violentbeetle said, the difficulty curve of the megawad rockets into space if this gets added to the set. Having said that the map itself *does* indeed tick all the boxes for my rules and references to the maps, and in that sense it is a success. But I can't bring myself to stick this in a set where every other level is mostly balanced doom gameplay. Sorry! Hope you understand.

 

As a consolation prize I can stick it in the map33 slot (even though I am generally against that as it means someones map is going to go under a lot of people's radars) as it does follow the ruleset and I hate seeing work go to waste. Alternatively you can save it for another project or level set focused around intense combat challenges like this.

 

Edit: Also I can't beat it heh, I tried. I'd like to see a demo of how it's meant to be done!

 

I see . . . Nah it's fine, I get that, glad the map did indeed succeed in what I was nervous about it falling short with though, I'm pretty sure you see the angle I was going for with it so that's cool in that regard! Your choice if you wanna throw it in MAP33 or not, I'd rather that than me watering it down to fit the 29 slot, and don't worry if you don't wanna use it in the wad at all either because I do have a few other wads in mind I could put this in instead, thanks for playing it though! :)

Also I might try and record a demo of it, I'll see how I do I suppose

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Posted (edited)
11 hours ago, NiGHTS108 said:

 Your choice if you wanna throw it in MAP33 or not, I'd rather that than me watering it down to fit the 29 slot

 

 

Yeah that was my worry, if it was altered to be easier it wouldn't be the same map. I'll mark it in as 33 for now unless you change your mind later!

 

Slot 29 is back open! No pressure for making it the penultimate map, I have a feeling the map order will be changed by the end of this anyway :)

 

@ViolentBeetle Another solid map from you! Only issue I had was if you lowered yourself into the berserk secret, the switch isn't aligned properly so one might think they're stuck.

Edited by Cutman

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5 hours ago, Cutman said:

Slot 29 is back open!

 

I guess this answers my previous question. If you would have me, I would like to try this:

 

First Map: Doom E3M7

Second Map: TNT MAP14
Desired Slot: MAP29

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Posted (edited)
On 8/15/2024 at 4:37 AM, NiGHTS108 said:

Map name: Two

 

Just 100%-finished the map on HMP (with saves), quite fun to play :), not really difficult after I figured the strategy (TLDR: do it like E2M9), I did it in an awkward way, more or less as follows:

 

(Everywhere below by waking up a monster I mean waking it up by getting close to it or letting it see me, not waking up with a sound.)

 

FIRST ROOM

 

Collect goodies and enter second room.


SECOND ROOM

 

Wake up zombies and make them infight with pinkies, after zombies die wake up knights and make them infight with pinkies, up to a moment all pinkies are killed (2-3 monsers should be fighting at once, the number gets bigger it's harder), if zombies/knights weak up a cyberdemon it's sad.

 

Press button (linedef 459), don't enter area with water, make knights infight with spooky skeletons, overgrown goats may be woken earlier or later, run in circles and focus mainly on dodging fireballs and rockets, you can wake up westmost/eastmost skeletons if enough of key-guarding barons infighted, if it's not the case and all skeletons in this area except elevated ones are ded you can use fact that Sierpińskis's traingles in middle of the room are elevated, so if you stand on it and baron throws fireball, it can hit elevated skeletons (westmost/eastmost ones) so they can infight too but it's far from being necessary.

 

Now enter area with water, let skeletons, imps, mancubi and barons from previous area infight, after most of enemies are ded (or situation is getting too tense) finish rest of them with your big gun - yup, it's first moment you use the weapon.

 

Trigger linedef (1246) near the southern switch, kill monsters that appeared like it's regular slaughter map, press southern switch, kill imps and you're done with this part.

 

Spoiler


1857127831_Zrzutekranu(5).png.06e54373806f45ec5b39548939423c9a.png1307138595_Zrzutekranu(4).png.176b708e5062b75122f25c2fb5b8d344.png931832764_Zrzutekranu(3).png.bea754d32d56c0d45321363b1dcb9ab1.png568548401_Zrzutekranu(2).png.a6381827fd1457f56e4beedf4cb15e20.png


 

 

THIRD ROOM

 

Tip: if you're low with hp/armor after first room, you can grab megasphere guarded by one of big goats without waking it.

 

Strange aliens on the pillars are first monsters that need to be ded in this room, move between one of pillars and western/southern wall, so all/most of skeletons and aliens are woken, dance near the pillar so aliens infight with skeletons, when aliens are ded do the same with other pillar.

 

Make some monsters on the triangle infight with skeletons on pillars (and with some of eastmost/westmost; try not to wake up meatballs), although I think it's not really necessary.

 

Wake up rest of the stuff (first you can make southern goats infight sekeletons), finishing them with your big gun is quite straight forward.

 

Kill strange aliens that await you in the northen part of the room and you're done.

 

Spoiler

1762174059_Zrzutekranu(6).png.046e6346ab74d738e1abca707ee839b7.png

 

####

 

My suggestions:

 

Flip linedef 44 (first one you cross in third room) beacuse now it causes projectiles-going-poof bug what is very visible.

 

In third room fix position of western pillar, I believe you moved it accidentally and flat textures are misaligned.

 

And I think that's it ;).

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Posted (edited)
6 hours ago, Adam Duży said:

not really difficult after I figured the strategy (TLDR: do it like E2M9)

 

Thanks for playing! You know, funny enough this infighting strategy was something that only really occurred to me after I finished the map, while making it and even now I honestly find it more fun to use the BFG and keep a lot of awareness as to where the Megaspheres are at all times, though your strategy with the third room pretty clearly reflects how I play it, good for finding your own strategy though!

 

6 hours ago, Adam Duży said:

Flip linedef 44 (first one you cross in third room) beacuse now it causes projectiles-going-poof bug what is very visible.

 

In third room fix position of western pillar, I believe you moved it accidentally and flat textures are misaligned.

 

Sounds good to me, here's a small update for Cutman (with the info posted again for simplicity)

 

Map name: Two

Fusion: Doom II MAP01: Entryway & Plutonia MAP32: Go 2 It

Author: NiGHTS108

Slot: 33

Music: MIDI rendition of "Flying Whales" by Gojira, sequenced by PlayToDie

Download: nights-secondmix3.zip

Edited by NiGHTS108

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@Cutman Here's my map finished. Here's what's different from the previous version:

 

-Difficulty settings and coop extras added. There's also DM starts and extra weapons.

-Added an extra SSG at the portal arena, before getting the blue key. I also added a trail of health bonuses leading to the SSG altar to bait players.

-Path to one of the secret teleporters was shortened. There was no point in connecting the bookcase room with the lava pit.

-The BFG altar area deals less damage and I left 2 medikits (soulsphere in lower difficulties) in case players enter with low health.

MIXGOTHIC_rc1 20-08-24.zip

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On 8/9/2024 at 4:58 PM, Kras said:

 

Temporary collapse.zip

new version

1- add ammo and medkit

2- bit new geometry in caves and in some places

3- new music " midi pack TNT, broken mirror - Eris Falling"

it`s last version, changes more not planned

Upd: l played again and see what was (1) not extra box of rockets, Cell charge.(2) Secrets in red/yellow key, different sectors

Temporary collapse.zip

it`s final version.  

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I have a truly bad idea, based only on names. Hunted+Open Season. Fortunately, there's no open slots so you are all safe, for now.

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14 minutes ago, ViolentBeetle said:

I have a truly bad idea, based only on names. Hunted+Open Season. Fortunately, there's no open slots so you are all safe, for now.

I mean, you can still make it outside of the project, there's nothing stopping you >:3

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