knifeworld Posted July 16 (edited) I haven't forgotten about this project, still going to make something. Irl stuff has just been more taxing than I expected this month. With that said, I had a map in the works but wasn't particularly feeling it, so I'll revisit the idea and start afresh instead! Here's what I mapped out before, I felt like it was too similar to the original E1M2 so ended up hitting mappers block: 1 Share this post Link to post
ViolentBeetle Posted July 16 (edited) I have an idea with some potential that could fill one of the dropped slots, but I won't be able to do it right now, so I won't try to claim it. 0 Share this post Link to post
DankMetal Posted July 16 59 minutes ago, ViolentBeetle said: I have an idea with some potential that could fill one of the dropped slots, but I won't be able to do it right now, so I won't try to claim it. Wait, can we take more than 1 slot? If that's the case, i would like to take one, i have another idea for a map. 0 Share this post Link to post
WASFDDDDD Posted July 18 (edited) On 7/4/2024 at 2:42 AM, DoomGuy999 said: 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. If nothing else, UMapinfo has a bossaction feature. Idk if @Cutman would allow that, but I don't think it should affect compatibility Also, sorry for posting this so late, but I hope it helps 0 Share this post Link to post
Cutman Posted July 18 4 hours ago, WASFDDDDD said: If nothing else, UMapinfo has a bossaction feature. Idk if @Cutman would allow that, but I don't think it should affect compatibility Also, sorry for posting this so late, but I hope it helps If complevel 2 allows it I think this is fine for a secret map On 7/16/2024 at 8:51 PM, DankMetal said: Wait, can we take more than 1 slot? If that's the case, i would like to take one, i have another idea for a map. I will allow a second claim if your map is considered mostly complete and I've acknowledged it. I think both you and violentbeetle's maps are pretty much there, so go ahead and snatch up another slot if you want :) Thanks for all the updates guys. Again I will get along to playtesting when I can, hopefully sooner rather than later. 0 Share this post Link to post
DoomGuy999 Posted July 18 4 hours ago, WASFDDDDD said: If nothing else, UMapinfo has a bossaction feature. Idk if @Cutman would allow that, but I don't think it should affect compatibility Also, sorry for posting this so late, but I hope it helps Can this bossaction feature work for two bosses? And does bossaction just end the map, or can it lower a sector? 0 Share this post Link to post
DankMetal Posted July 18 8 minutes ago, DoomGuy999 said: Can this bossaction feature work for two bosses? And does bossaction just end the map, or can it lower a sector? You can make a sector lower with umapinfo, it works after you kill all the enemies of the same type (in this case, the cyberdemon), so it's more than possible to achieve what you're looking for. I don't know if it works in complevel 2 tho. 43 minutes ago, Cutman said: I will allow a second claim if your map is considered mostly complete and I've acknowledged it. I think both you and violentbeetle's maps are pretty much there, so go ahead and snatch up another slot if you want :) Great! I want to take the map 24 slot. First map choice: Ultimate Doom E3M4- House of Pain Second map choice: Doom 2 Map 27: Monster Condo Desired map slot: 24 1 Share this post Link to post
DukeOfDoom Posted July 18 May I take up another map slot, in that case? :) 0 Share this post Link to post
ViolentBeetle Posted July 18 1 hour ago, DoomGuy999 said: Can this bossaction feature work for two bosses? And does bossaction just end the map, or can it lower a sector? I'm not an expert, but bossaction should accept most action numbers and tags. It also should accept multiple independent entries. The only limit is that it relies on a code pointer that only Barons, Cyberdemons, Masterminds, Mancubuses and Arachnotrons have. 0 Share this post Link to post
DukeOfDoom Posted July 18 (edited) @Cutman Alright, here it goes. First map choice: E2M7 (Doom) Second map choice: MAP15 (Plutonia) Desired map slot: MAP10. 2 Share this post Link to post
WASFDDDDD Posted July 18 4 hours ago, DoomGuy999 said: Can this bossaction feature work for two bosses? And does bossaction just end the map, or can it lower a sector? You should read the "bossaction" entry on UMapinfo's wiki page, there you'll find some basic information about it But, yeah it can do all of those things 0 Share this post Link to post
DFF Posted July 19 V2 of Slag Works based on some comments from @FrancisT218 as well as my own replaying filled in some missing textures added some extra textures removed damage from NW pool widened hallway near blue key platform moved 50 health from the center to the NW section of the map adjusted SW secret to reward a backpack and cells rather than a green armor and some rockets Added a 2nd soulsphere to the left pillar secret so it gives 200 health 1 Share this post Link to post
Nikolanchik Posted July 19 (edited) Hello @Cutman First map choice: Doom 1 E3M1 Second map choice: Doom 2 Map 22 Desired map slot: map02 Edited July 19 by Nikolanchik 1 Share this post Link to post
Grizzly Old B Posted July 19 Ah doggit! I would have liked to do one more, but my current map is not yet in a state that allows me to ask for another slot. 0 Share this post Link to post
WASFDDDDD Posted July 20 21 hours ago, Grizzly Old B said: Ah doggit! I would have liked to do one more, but my current map is not yet in a state that allows me to ask for another slot. You can always do a standalone map 0 Share this post Link to post
Grizzly Old B Posted July 20 (edited) 8 hours ago, WASFDDDDD said: You can always do a standalone map Yeah, of course. But as far as I can see, there's still a couple of people who didn't respond yet to Cutman's reminder. So there's a chance that further slots will open up again. Working hard on my map right now in order to be prepared in case that happens. Edited July 20 by Grizzly Old B 0 Share this post Link to post
Cutman Posted July 20 I will give it a bit longer to give them chance to reply, if not yeah slots will be opening up! 0 Share this post Link to post
Cutman 999 Posted July 22 Procrastination led me to re-plan some of the layout, at least now I know I just need like 3 extra rooms and the "outside area" and then I can say the layout is "completed" stairs 2 Share this post Link to post
UserPlayer89 Posted July 22 (edited) trying to play @DankMetal's map14 submission in DSDA complevel2 gave me this totally bizarre errror that Doom 2 is incompatible with itself XD 2 Share this post Link to post
Andromeda Posted July 22 4 hours ago, UserPlayer89 said: trying to play @DankMetal's map14 submission in DSDA complevel2 gave me this totally bizarre errror that Doom 2 is incompatible with itself XD Have you loaded the resource pack? 0 Share this post Link to post
UserPlayer89 Posted July 23 19 hours ago, Andromeda said: Have you loaded the resource pack? there’s my problem lmao 1 Share this post Link to post
Kras Posted July 23 Временный collapse.zip new version. 1-changed door exit and keys. 2-not everyone monsters attacks. 3-cut some secrets 4- lift work normal 1 Share this post Link to post
stochastic Posted July 24 Layout and most of the detailing are done - just need to finalize combat and it'll be ready to play! 10 Share this post Link to post
Cutman Posted July 28 On 7/13/2024 at 5:45 PM, WASFDDDDD said: Reveal hidden contents @Cutman I've added some trees, a waterfall off to the side, and those rocks you asked for. I've also placed a few more decorations all around the map. Is this an improvement? I'll certainly do more, this is way more effective than I thought it would be, but I just thought I'd ask Sorry for the late reply, but of course! The more detail, cover and movement options the better. An open single sector filled with monsters a good doom map does not make :) Keep it up! I played your map @DFF . Fantastic! I like how you can approach this map from many different angles. Had enough ammo for the cleanup even though I didn't find all the secrets. Looks great and pays homage to both maps, A+ from me! I will consider this one done if you're happy with it. I've finished my map off, give it a try if you like! I may adjust the difficulty depending on if submissions go above the difficulty level I had in mind. It is a mix of Plutonia's MAP30 and Doom's E4M8! Download Screenshots I've seen so far all look great. I'll give it another week before I start kicking people out who didn't reply to my last callout for progress. 1 Share this post Link to post
DankMetal Posted July 29 (edited) Hey @Cutman, i noticed that my map 24 slot is written on the OP as "Ultimare Doom E4M4 x Doom 2 Map 14" I would like to change it to "Doom E3M4 × Doom 2 Map 28", i haven't found a lot of inspiration for a Monster Condo inspired map, and i also noticed that there's already a mapper who's using that map as a base, who's really close to my slot. 1 Share this post Link to post
Gothic Posted July 29 After a month of work, here is my map submission: Map Name: Exhumed Chapel Map Number: MAP17 A mix between Doom E3M5 "Unholy Cathedral" & TNT Map16 "Deepest Reaches" Music: "Worship the Dead" by @AD_79 MIXGOTHICbeta1 29-07-24.zip Screenshots: Spoiler Only UV for now, difficulty settings and multiplayer support will come later. I hope you enjoy it as much as UDB enjoyed breaking it. 5 Share this post Link to post
Nikolanchik Posted July 30 I'm alive, I'm slowly finishing my business and starting to make a mashup 1 Share this post Link to post
DFF Posted July 31 (edited) @Gothic Rather impressive map. Detailing here is very consistently good, the setting and aesthetic feel very on point, and the flow works generally very well for a semi-linear map. Double props for the fact that as far as i can tell i found no visual or design errors. I also felt the weapon progression felt very earned and rewarding (except maybe the plasma rifle) which helped a bit with pacing. There are however a few critiques: The map is unfortunately incredibly grindy. Understanding that its a very large map that took 43 in game minutes to complete there is some leeway to that. The primary issue i found is that there is far to little health in most areas of the map. Even with secrets my average life total for most of the map sat in the 20-50 range. This combined with high hitting bruisers, lots of chip hit scanners, damaging floors, and copious usage of spectres and lost souls meant that my health always remained rather low and led to many deaths, at least over 30 with saves. Some may be fine with it but there were several points that were getting me upset and annoyed rather than enjoying the challenge and beauty of the map. Most of the time i was low enough that one to two hits killed me anyways. I'd probably increase general health pickups across the board in areas by at least 25%. Notable areas from memory is the blue key baron fight (or the arena before), the red key acid pit, the altar just after the blue key switch, and maybe the initial entrance to the chapel. More abundant access to armor could also help with this. There are only 3 green armors in the map, and if you go for the yellow key then red one gets replenished possibly before the other depletes, leaving almost half of the map stretching out the first green armor by the front door. Even the super secret BFG arena felt much more annoying than anything. A cool visual setup, but is somewhat of a sour note between the achievement of getting it and the after slaughter reward. I'd almost suggest replacing this with a mini fight instead that maybe involves BFGing archviles or something with the lack of cover. The Plasma gun being a reward for exploring is not bad, but i think the grindiness of the hap would have felt even more tiresome around the two other keys had i not ventured to find it. A good reward for early exploration, but there could stand to be another one granted to the player in the second half. Maybe on the altar or a pair supplied in either of the two key offshoot (that can be obtained once the player commits, such as at the bottom of the yellow key canyon [sector 1389], or in the red key acid pit [sector 1506]). Ammo was a bit tight until the SSG area, then was very much over abundant for shells and bullets. Considering the size and scope of the map focusing on limiting those ammo types is maybe not as important. 1 Share this post Link to post
knifeworld Posted August 1 I have arrived at a better idea for a layout and overall plan of how to make another attempt at my map, with more motivation. I'll try to get it to a functionally complete state before the weekened is over! Just letting you know I'm still not dropping out. 2 Share this post Link to post