Bendy1 Posted June 25 (edited) Download here Spoiler Here is the updated version of The Destroyed Refinery. This fixes the gameplay issues given by Apex CHUD and adds new rooms and fixes old "copied" rooms. 0 Share this post Link to post
Gothic Posted June 25 Question regarding monster placement: Map16 of TNT uses Archviles only for multiplayer. If I were to use them in my map, should they also be MP exclusive? 0 Share this post Link to post
DFF Posted June 26 @Cutman First map choice: plutonia map12 Second map choice: tnt map 13 Desired map slot: map 21 Already been delving back into iwads from the as we remembered series, should be fun to remix the map ideas 1 Share this post Link to post
Cutman Posted June 26 (edited) 9 hours ago, Gothic said: Question regarding monster placement: Map16 of TNT uses Archviles only for multiplayer. If I were to use them in my map, should they also be MP exclusive? I'll allow their use in SP too if you feel you need them for your map! 7 hours ago, DFF said: @Cutman First map choice: plutonia map12 Second map choice: tnt map 13 Desired map slot: map 21 Already been delving back into iwads from the as we remembered series, should be fun to remix the map ideas Added! @Quin Looks great so far :) 0 Share this post Link to post
DukeOfDoom Posted June 26 Finally got my map done. Name: Eight Ways to Die, slot MAP18. The used city sky looks out of place imho. Tested in Crispy Doom. EightWaysToDie.rar 0 Share this post Link to post
Cutman Posted June 27 On 6/26/2024 at 12:11 AM, Bendy1 said: Here is the updated version of The Destroyed Refinery. This fixes the gameplay issues given by Apex CHUD and adds new rooms and fixes old "copied" rooms. Ok well I do see some improvements! Definitely still feeling a bit bare bones and basic in certain rooms though, especially that final area. Also some bugs, some nukage areas aren't damaging the player and you left a second player start in that version of the map. Hope you can get it looking and playing great! On 6/26/2024 at 11:36 AM, DukeOfDoom said: Finally got my map done. Name: Eight Ways to Die, slot MAP18. Hey I loved it! A+! Really nailed what we're going for. Cramped tricky and crafty, just like its inspirations. You can switch to the Doom 1 Episode 2 sky if you want? Also feel free to pick out a music track if you don't want the stock music! 1 Share this post Link to post
Bendy1 Posted June 27 26 minutes ago, Cutman said: Ok well I do see some improvements! Definitely still feeling a bit bare bones and basic in certain rooms though, especially that final area. Also some bugs, some nukage areas aren't damaging the player and you left a second player start in that version of the map. Hope you can get it looking and playing great! To add decoration (and some challenge) Could I add nukage walls that open up with demons in the final room? 0 Share this post Link to post
DukeOfDoom Posted June 28 @Cutman Thanks for the feedback! Also yes, switching the sky to Doom 1 Episode 2 would be good. The music could likely be "Sinister" from the standard E2M6. 0 Share this post Link to post
Kras Posted June 28 @Kras First map: E3M2( doom) Second map: Map 4 ( TNT) Slot map: MAP25 Try make good map 1 Share this post Link to post
WASFDDDDD Posted June 28 (edited) Well, I'm happy with what I have for Undertrenches now, so I guess I'll share what I've made Undertrenches.zip Name: Undertrenches Slot: Map05 Pretty big and full of enemies for such an early map, but I chose to do that because it makes it more impressive, and that's just part of my mapping style. Think it needs reshuffling anyways? If you want some screenshots, look here: https://king-of-fish.github.io/files/undertrenches.html 0 Share this post Link to post
DoomGuy999 Posted June 28 (edited) Thanks to @DukeOfDoom and @WASFDDDDD for advice to help fix my map. Still got a lot to do, but I've been doing something I think i spent about 7 hours and 30 minutes, i kinda mess around inside my map and spawn monsters. I was rethinking the idea of having two cybers at the end, but hey, it's a secret level, and if you play UV your gonna have an interesting time. I'd like to trademark the "Megasphere Man" if you know, you know. Some parts of the map i didn't finish, like how theres a massive inaccesible room inside the building, and the phobos anomaly demon/barrel circle room. Keep in mind that to see the REAL cyber warfare center, you might need to look hard. And, i almost forgot, you are going to have to noclip out the door because i haven't fixed the sigil. I'd recommend just viewing this level in the editor 3d view and leaving feedback about DESIGN. I know about the bugs, i don't know if my style is good. Remember, it's not finished. phcv0_2.zip 1 Share this post Link to post
Cutman Posted June 29 @DoomGuy999 Definitely too early in this map's life to give any real critique but I already see some Sigil-ness. 2 Cybers is fine! You have a vision here but it's too early to see it from my end. @WASFDDDDD I'm all for spacious maps but I think it's a bit too spacious even for me! I wouldn't want to put anyone through the 100% cleanup of this map with so many monsters dotted around too. Indoor areas were fine size-wise but I think if some of the outdoor areas were halved in size it would be more palatable for players. Themeing is great though! 0 Share this post Link to post
WASFDDDDD Posted June 29 (edited) 11 hours ago, Cutman said: @WASFDDDDD I'm all for spacious maps but I think it's a bit too spacious even for me! I wouldn't want to put anyone through the 100% cleanup of this map with so many monsters dotted around too. Indoor areas were fine size-wise but I think if some of the outdoor areas were halved in size it would be more palatable for players. Themeing is great though! I was worried you'd say that. You didn't give people a whole lot of direction on how the maps should play, so I defaulted to designing the map with my own playstyle in mind. That being said, I understand it is a little overwhelming, especially for the fifth map I can get to work on decreasing the size of some of the outside areas, but before I do, I just have to ask, did you otherwise enjoy it? I can make a few changes, but if it's really too much I'd much rather just start over, so I can build a new map from the ground up that'll mesh better with the others Edited June 29 by WASFDDDDD 0 Share this post Link to post
Cutman Posted June 30 15 hours ago, WASFDDDDD said: You didn't give people a whole lot of direction on how the maps should play, so I defaulted to designing the map with my own playstyle in mind. That is fine honestly, that's the nature of CPs! It's up to you if you want to start fresh but I think this map could easily be salvaged with smaller areas and less monsters. North area is the biggest offender as gameplay wise it's just one huge space with tons of monsters. The trenches themselves and the indoor areas I was happy with. I reckon you could squeeze more references from the chosen maps if you wanted to but it's fine as is. Hope that helps your decision! To show a bit of progress of my own, here's a screenshot of e4m8 x plutonia map30 to hopefully inspire some :) Spoiler 2 Share this post Link to post
WASFDDDDD Posted June 30 (edited) 8 hours ago, Cutman said: That is fine honestly, that's the nature of CPs! It's up to you if you want to start fresh but I think this map could easily be salvaged with smaller areas and less monsters. North area is the biggest offender as gameplay wise it's just one huge space with tons of monsters. The trenches themselves and the indoor areas I was happy with. I reckon you could squeeze more references from the chosen maps if you wanted to but it's fine as is. Hope that helps your decision! To show a bit of progress of my own, here's a screenshot of e4m8 x plutonia map30 to hopefully inspire some :) Reveal hidden contents Well, I took your suggestions into account. I've significantly decreased the amount of enemies, constrained a few of the outside areas, and turned the northern area into one with a bit more interesting of a shape. This isn't a final version of course, this is just for demonstration, but I can already see that now it's just... boring? Maybe I'm just dehydrated, but the map doesn't excite me without all the chaos Honestly I expected this to be the exact effect of straight-up decreasing the amount of enemies. The enemy count was Undertrenches' primary appeal, so taking it away without adding anything as a counterbalance results in a generic map that tries to be something it's not. I think I do know how to improve it though, and the answer lies in monster closets See, if I were to lean into monster closets more, then not only would the map have much more strict control over the flow of enemies, it would also be able to include some real nasty traps to keep the player on their toes. Plus, opening up new areas unexpectedly is a great way to make the map generally feel more dynamic. I think I could create some really memorable encounters with this strategy UndertrenchesV2.zip 0 Share this post Link to post
Bendy1 Posted June 30 Download Latest version of The Destroyed Refinery. Added Music - Map 14 of TNT Sky would be doom 2's episode 3 sky. (or E1M3's sky it doesn't matter) Added difficulty settings. Fixed bugs and added detail. 0 Share this post Link to post
DynamiteKaitorn Posted June 30 I have one quick question: From the 2 maps I've chosen I was going to use an enemy (Lost Soul specifically) but there's one slight catch: It's difficulty locked. Am I forced to only use it on Easy or can I also use it on medium/hard? 1 Share this post Link to post
Cutman Posted July 1 4 hours ago, DynamiteKaitorn said: I have one quick question: From the 2 maps I've chosen I was going to use an enemy (Lost Soul specifically) but there's one slight catch: It's difficulty locked. Am I forced to only use it on Easy or can I also use it on medium/hard? You may use it on all difficulties. 2 Share this post Link to post
DoctorNuriel Posted July 1 It's not much so far, but now that RAMP is done for this year, I got more time to focus on this :) Early WIP of the starting area of MAP02: Perfect Focus -- Spoiler As the two maps are based in such different aesthetics (techbase vs. Hell) the end result might vibe like something out of The Shores Of Hell, however as the rules dictate I will only follow the aesthetic guidelines of the two original maps (E4M2 and MAP04). 2 Share this post Link to post
DoomGuy999 Posted July 1 (edited) @Cutman thanks for the feedback. I'm planning on adding the fireblu secret soon and making it more like sigil II. Edit: Cutman, can my map please be UDMF or just more advanced than basic doom 2? I want walls to lower when both cyberdemons die. --- Hello everyone, i'm back with another update. Also, are lost souls in courtyards valid? I mean, i was wondering if it's fair or if it is just not a good idea. Please test. Playtester notes: Don't read the update notes and try to find the 30 second secret. Don't go near 2 big metal1 pillars. See if you can get to a boring stargr2 room. Phobos Homecoming: Version 0.3 Update Notes Spoiler Final Warning: If playtesting, DO NOT READ! Spoiler Added Room for potential easter egg Added small doorway into big 2048x2048 room Added a dummy sector where i'm building a WIP courtyard Added pinkies and barrels to E1M8 room Added stairs to E1M8 Room Added new accessible room to cyber warfare center Added 30 Second secret Added small lifts to cargo crates Added pinky troll to toxic tower Added working control panel Fixed multiple doors Fixed sigil eye Removed metal1 outside wall and replaced it with sladwall I love constructive criticism. Enjoy the map. phcv0_3.zip 0 Share this post Link to post
Cutman Posted July 1 56 minutes ago, DoomGuy999 said: Edit: Cutman, can my map please be UDMF or just more advanced than basic doom 2? I want walls to lower when both cyberdemons die. Yeah sorry but that's not happening. Working within limits is what we're doing for this CP! You'll have to come up with a way to make the player want to kill the cyberdemons with the level's design. :) 0 Share this post Link to post
DynamiteKaitorn Posted July 1 MAP NAME: The OwO Anomaly MAPS MIXED: DooM 1 E2M1 - Deimos Anomaly and Plutonia MAP 16: The Omen SKY USED: I just used "SKY3" since it was red. I was hoping to go for whatever sky The Omen used since that map is the majority of the mix. MUSIC: Untitled - DooM 1 SCREENSHOTS! :D Spoiler Spawn area Just to one side of spawn. Yes, the blue key is locked now. >:3 The main pit area. I decided to replace the slime with blood. Eww! Chaingunners! X_X But wait... is that... AWACHNOTWONS? :D Angry zombles. D: Do you dare rush in and grab the BFG9000? Yeah you're not exiting the map so easily, friends. >:) https://www.mediafire.com/file/dehq3mw5yhawj9d/The_OwO_Anomaly_ver_1.zip/file 4 Share this post Link to post
Mystic 256 Posted July 2 Some In progress screen shots of @Plerb and Me's map 8 Share this post Link to post
DoomGuy999 Posted July 4 (edited) On 7/1/2024 at 4:40 PM, Cutman said: make the player want to kill the cyberdemons with the level's design. :) How? I don't know anyone in the right mind that would. I've kind of hit a rock there. I know I'll try to make some sort of patch for people that want the intended experience, but I'm just thinking of a long timer for the outer wall to lower. Also, I fixed my wad a little. New update coming tommorow. Also, question for all of you: since this is my first time mapping in classic format, how do you compensate for not being able to move flats? I tried to make a teleporter but the texture was split into four. Edited July 4 by DoomGuy999 0 Share this post Link to post
Cutman Posted July 5 (edited) Ok finally got around to trying some maps. @WASFDDDDD The north area still seems needlessly open, and I feel all the enemies dotted around are still going to make players just run past everything (especially with an invul sphere). Hitscanners are super deadly outside too, how about some natural looking cover that can also work as extra detail for the map? Just something to break up the monotony of those huge flat outdoor spaces. @DoomGuy999 Have the two cyberdemons guard something important, or place them in a way that makes it too dangerous to proceed without killing them i.e either blocking a tight area you have to pass or having them roam around freely would be too risky. Or yeah, a door timer works but it's often to just give the player the freedom to make a choice: risk keeping them alive or killing them. As for the flats, you just have to tweak your map design to match where the flats line up. There is no secret technique! As for the map so far, still looking too unfinished to really critique. @DynamiteKaitorn Pretty good! Though a lot of the end feels like I'm just playing PL MAP16 without too much changed. I think you could sneak more E2M1 in there, especially the hitscanner hoedown at the end. Also not sure if it was intentional or not that you could hop out the window at the start. Finally, if the monster roster isn't changing I would add just a few more rocket boxes. I almost made it first try but the caco triplets at the end ruined my run. @Bendy1 I'm seeing improvements for sure! Still pretty brutal in the ammo/health department. Barely made it out and had to punch a few hell knights down. I would add a bit more ammo to compensate the amount of monster closets, pop some shells down at least. Also what's with the first Red skull door? It was open before I even got over there. The last "secret" is a bit weird too, since you've basically completed the map by the time you get there. edit: fixed the title to reflect the actual number of map slots left, just two! Edited July 5 by Cutman 0 Share this post Link to post
ViolentBeetle Posted July 5 Trying to replicate Sandy's bold artistic vision goes against my every mapping instinct, still at least I mapped out the island. 3 Share this post Link to post
Bendy1 Posted July 5 2 hours ago, Cutman said: @Bendy1 I'm seeing improvements for sure! Still pretty brutal in the ammo/health department. Barely made it out and had to punch a few hell knights down. I would add a bit more ammo to compensate the amount of monster closets, pop some shells down at least. Also what's with the first Red skull door? It was open before I even got over there. The last "secret" is a bit weird too, since you've basically completed the map by the time you get there. Will add more ammo, The Red door opens when you cross over the white teleporter. I will keep the last secret since I find that it encourages backtracking (which both levels do in some form) 0 Share this post Link to post
DynamiteKaitorn Posted July 5 The OwO Anomaly Version 2: - Overhauled the final room so it feels a bit more like E2M1 with a bit of the Oman's bloodfalls - Edited the gunner room near the end of the map so there's now the green marble brick texture as well as a new side area with E2M1's tunnel of pickups - Added in a few extra health items (map felt pretty harsh difficulty-wise so I toned it down) - Both of the Archvile trap closets contain ammo now - Moved a stalagmite since it was getting in the way for the blue key fight Oh and yes, you CAN leave the starting room via the window. I DID design it that way if you wanted an extra way out of spawn for a laugh. :3 https://www.mediafire.com/file/36o0xpirt2pfzki/The_OwO_Anomaly_ver_2.zip/file 1 Share this post Link to post