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Cutman

[Community Project] Second Mix! Combine your favorite classic maps! (slots claimed)

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Posted (edited)

Status Update: I just took a massive step in mapping, i'm not joking. I made a working door without a tutorial. Making doors was a difficult task for me in all my sandbox maps. Thanks to this project I actually think i can make decent maps now. I'm really confident in my map now.

 

My door broke and now it's bringing ceilings down with it. I was wondering if any of you could fix this because i couldn't figure it out. You are going to need to use the noclip cheat. When you think you are done, Try opening the first (cyberwar) door from the back, it only works on the cyberwar side. Also, try opening SPCDOOR from the back, because it only currently works from the side you enter the staircase. Next, try opening both doors quickly.

phoboshomecoming.zip

Edited by DoomGuy999

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Posted (edited)

@DoomGuy999

 

Just checked the map - you should try and remove the trigger from the highlighted line. Instead of DR Door Open Wait Close (also monsters), there should be nothing; the type 1 trigger should be only on the front side, e.g. the one you are supposed to open.

 

If you DO want to have the door open from both sides, you should flip the linedef that would bring down the ceiling with the F key.

 

Also, DR triggers require no sector tags to work, but SR/S1, GR/G1 and WR/W1 triggers do.

 

image.png.9e0e5275c4a459a10db3c49e7b8d163b.png

Edited by DukeOfDoom

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14 hours ago, Cutman said:

 

@Cutman 999 TNT MAP12 appears to be untaken according to my spreadsheet. Did you want to swap one of your maps?

Yeah, the second choice I would like to replace

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15 hours ago, Bendy1 said:

Feel free to critique certain aspects as well as the difficulty weather it be too easy or too hard.

 

  Reveal hidden contents

project3.png.f4eb291bc77128997a1792efde561f89.pngproject4.png.21d12297ebef3e7ef31b697bcc5acf6e.pngproject2.png.fb42e52692ec7349a0e41cf04ec51e2b.pngproject1.png.5fdc212c89cd6a79a866c41e1b7217e6.png

Oh @Bendy1 I just wrote a massive detailed critique and the forum software baleeted it. I am very sad.

I will summarise:

- There's too much meat in this level dude! Everything is pretty cramped and it's hard to create space when everything dies so slowly, eg. getting caught by pinkies in the opening room because they came in before you could grab the shotgun off the sergeant's corpses.

- Corollary to the above: more weapons faster. I also like the D1 arsenal but an SSG would have been very appreciated. An early chaingun would have been delightful. Plasma is also nice.

- The shotgun in the caco trap room made  me laugh. I felt obligated to pick it up but come on man, feel free to tempt me at least a little (see above).

- I play using a controller and ammo balance is obviously balanced around rarely missing and using a mouse. You can be a bit more generous/forgiving without affecting the balance too much.

- You get plinked a lot, see eg. the second room which has several sergeants and no cover. Some extra health would be nice. Just a bit.

- The rocket launcher is obviously mandatory and isn't too hard to find but missing it is a possibility. Put at least one in the open somewhere.

- It's easy to go to the berserk room before you're ready for it (and in fact I suspect most people will as it's right in front of you, sort of). Please put something actually helpful in there.

- You are mostly punished for finding things. Example: the 'secret' in the yellow key room. It was frankly tedious opening the secret, lobbing rockets at the HKs and mancs until it closed, reopening it, lobbing more rockets, reopening etc. Then once you clear them out you get to lob more rockets at the pinkies before you leave. Also the aforementioned caco trap. Put some ammo and health in there, make exploring worth my while.

 

On the plus side, I liked the visuals a lot, it's minimalist but well proportioned and 'clean' if that makes sense, and I enjoyed the way you integrated elements of both maps. Please fix up the gameplay a bit though!

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15 hours ago, Cutman said:

I will comment on the logistics of the CP later as I'm short on time but basically yes, I agree with the cap being too restrictive and will allow people to have duplicate map choices if they want. I will only mention maps that have been taken for their sake rather than mine.

 

@Quin I think I've got confused, Cutman 999 is doing TNT MAP16 x Doom2 MAP09 so the conflict is with MAP09. But you're free to still use MAP09 if you wish.

 

@Cutman 999 TNT MAP12 appears to be untaken according to my spreadsheet. Did you want to swap one of your maps?

 

Plutonia Experiment Map02 and Doom II Map19 it is, then!

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Posted (edited)

@Cutman can you update the list to say Plutonia Map02 for mine instead of Map01?

 

Also, you think introducing the rocket launcher and forcing the player to use it a lot by Map05 is a bit too early?

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Posted (edited)

Ok think I got everything in order on the sheet.

 

@WASFDDDDD Not really. On my MAP01 you have to spam quite a few rockets if you go for all the secrets anyway.

 

Will give feedback on map stuff when I get chance!

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1 hour ago, Apex CHUD said:

Oh @Bendy1 I just wrote a massive detailed critique and the forum software baleeted it. I am very sad.

I will summarise:

- There's too much meat in this level dude! Everything is pretty cramped and it's hard to create space when everything dies so slowly, eg. getting caught by pinkies in the opening room because they came in before you could grab the shotgun off the sergeant's corpses.

- Corollary to the above: more weapons faster. I also like the D1 arsenal but an SSG would have been very appreciated. An early chaingun would have been delightful. Plasma is also nice.

- The shotgun in the caco trap room made  me laugh. I felt obligated to pick it up but come on man, feel free to tempt me at least a little (see above).

- I play using a controller and ammo balance is obviously balanced around rarely missing and using a mouse. You can be a bit more generous/forgiving without affecting the balance too much.

- You get plinked a lot, see eg. the second room which has several sergeants and no cover. Some extra health would be nice. Just a bit.

- The rocket launcher is obviously mandatory and isn't too hard to find but missing it is a possibility. Put at least one in the open somewhere.

- It's easy to go to the berserk room before you're ready for it (and in fact I suspect most people will as it's right in front of you, sort of). Please put something actually helpful in there.

- You are mostly punished for finding things. Example: the 'secret' in the yellow key room. It was frankly tedious opening the secret, lobbing rockets at the HKs and mancs until it closed, reopening it, lobbing more rockets, reopening etc. Then once you clear them out you get to lob more rockets at the pinkies before you leave. Also the aforementioned caco trap. Put some ammo and health in there, make exploring worth my while.

 

On the plus side, I liked the visuals a lot, it's minimalist but well proportioned and 'clean' if that makes sense, and I enjoyed the way you integrated elements of both maps. Please fix up the gameplay a bit though!

Thanks for testing out the map, I do agree with some of your points.

A lot of the difficulty comes from being a later level + having Plutonia levels in the mix. For the cacodemon trap, I will put something more worthwhile, A super shotgun might be a little overpowered due to the large quantity of shotgunners. There is however armor and enough ammo to balance the resources used to kill them. The secret with the mancubi was a bit rushed, will find a way to make it more exciting (teleport them in or have them spawn in previous room.) For the berserk room, I agree that's pretty much impossible to get through without a rocket launcher, will be fixed. Thank you again for your insight.

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Posted (edited)

Ok I've looked at what we've got so far.

 

@WASFDDDDD looking good! A great example of blending two themes.

 

@Bendy1 I pretty much echo what Apex said in terms of difficulty. As for the layout, a lot (not all) of the map appears to be rooms copied over with extra monsters in. I liked the elements where you can really see the two maps themes combined together! Go nuts with giving the map its own identity while embracing the two chosen maps themes :)

 

Seeing these two got me inspired to start our map30 of this project.

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On 6/20/2024 at 1:57 PM, Cutman said:

MAP09: Cutman 999    TNT MAP16 x Doom2 MAP12

I said Tnt map12, and It was supposed to replace TNT map16, not doom2 map09, which is unoccupied according to the spreadsheet

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Posted (edited)
4 hours ago, Cutman said:

...Seeing these two got me inspired to start our map30 of this project.

Speaking of that, IDK if I'm stepping out of line too much trying to get so much creative control over such an important map, but I do have a suggestion for what you can do for Map30: How about you make it so you have to fight all the Doom 1 bosses sequentially while the Icon of Sin spawns its minions on you, before taking on the Icon itself?

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Posted (edited)
On 6/22/2024 at 4:46 AM, SirPootis said:

I'm sorry, I already claimed ghost town. I can try to think of an alternative if you've got a clear-cut gimmick in mind already

 

Alright!

Changing things completely:

First Map:  Map13 : Downtown (Doom 2)

Second Map:  Map29: The Odyssey of Noises (Plutonia)
Desired Slot: MAP04

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1 hour ago, Cutman 999 said:

I said Tnt map12, and It was supposed to replace TNT map16, not doom2 map09, which is unoccupied according to the spreadsheet

 

Fixed, sorry bout that!

 

49 minutes ago, WASFDDDDD said:

Speaking of that, IDK if I'm stepping out of line too much trying to get so much creative control over such an important map, but I do have a suggestion for what you can do for Map30: How about you make it so you have to fight all the Doom 1 bosses sequentially while the Icon of Sin spawns its minions on you, before taking on the Icon itself?

 

I will make sure the map stars all 3 of these at least.

 

35 minutes ago, mr-around said:

 

Alright!

Changing things completely:

First Map:  Map13 : Downtown (Doom 2)

Second Map:  Map29: The Odyssey of Noises (Plutonia)
Desired Slot: MAP04

 

Done, though I can see this ending up at a later slot given those two maps hugeness. Unless you somehow compact them in a new design.

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Posted (edited)
7 hours ago, Cutman said:

 

@Bendy1 I pretty much echo what Apex said in terms of difficulty. As for the layout, a lot (not all) of the map appears to be rooms copied over with extra monsters in. I liked the elements where you can really see the two maps themes combined together! Go nuts with giving the map its own identity while embracing the two chosen maps themes :)

Would a room similar to this one be what you're looking for? (with demons and other things)

test.png

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13 hours ago, Cutman said:

Done, though I can see this ending up at a later slot given those two maps hugeness. Unless you somehow compact them in a new design.

 

Ah, I see! Yeah, could be at a city slot or even latter Hell slots 27-29

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Posted (edited)

A couple of places from my upcoming E2M6 & MAP08 fusion.

 

I think I'll call it "Eight Ways to Die". Ignore the MAP13 signature; I will move it to MAP18 after the map's done.

 

image.png.803f96f5067824d62dac5817362171c9.png

 

image.png.b57472aa12545b760670c8b444f9f858.png

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Posted (edited)
On 6/22/2024 at 4:53 PM, DukeOfDoom said:

@DoomGuy999

 

Just checked the map - you should try and remove the trigger from the highlighted line. Instead of DR Door Open Wait Close (also monsters), there should be nothing; the type 1 trigger should be only on the front side, e.g. the one you are supposed to open.

 

If you DO want to have the door open from both sides, you should flip the linedef that would bring down the ceiling with the F key.

 

Also, DR triggers require no sector tags to work, but SR/S1, GR/G1 and WR/W1 triggers do.

 

image.png.9e0e5275c4a459a10db3c49e7b8d163b.png

Thank you! It's all fixed now.

 

Anyway, theres another thing wrong with my map. I'm trying to build the courtyard from shattered homecoming, and i had to lower the sky in the radiation pit so the tower was small. But now the sky blocks the outer wall of the courtyard. Ignore that twin cyberdemon fight, the focus is just on the small nukage tower.

phcv0_1.zip

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51 minutes ago, DoomGuy999 said:

Thank you! It's all fixed now.

 

Anyway, theres another thing wrong with my map. I'm trying to build the courtyard from shattered homecoming, and i had to lower the sky in the radiation pit so the tower was small. But now the sky blocks the outer wall of the courtyard. Ignore that twin cyberdemon fight, the focus is just on the small nukage tower.

phcv0_1.zip

I don't see why you couldn't just make the tower a raised floor instead

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2 hours ago, WASFDDDDD said:

I don't see why you couldn't just make the tower a raised floor instead

I don't want it to be that high up to the building.

 

Hey @Cutman, @Argent Agent, and @Grizzly Old B, I have a suggestion, what if we make the map15 secret exit the black sigil baphomet wall, and the map31 secret exit to be a sigil II baphomet wall? This way the levels could kinda flow. 

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4 hours ago, DoomGuy999 said:

I don't want it to be that high up to the building.

 

Hey @Cutman, @Argent Agent, and @Grizzly Old B, I have a suggestion, what if we make the map15 secret exit the black sigil baphomet wall, and the map31 secret exit to be a sigil II baphomet wall? This way the levels could kinda flow. 

 

Sounds cool to me!

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5 hours ago, DoomGuy999 said:

Hey @Cutman, @Argent Agent, and @Grizzly Old B, I have a suggestion, what if we make the map15 secret exit the black sigil baphomet wall, and the map31 secret exit to be a sigil II baphomet wall? This way the levels could kinda flow. 

 

Yeah, good idea.

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@Cutman

First map choice: Doom E1M2
Second map choice: TNT MAP04
Desired map slot: MAP20 if it's still open, or any other slot that's available.

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Posted (edited)

@Cutman I'm thinking I want Map05 to connect organically with Map04 and Map06, but I wanna get your input before anything else. Do you think that would compromise the style of this megawad? Because I know classic maps don't really do that so much, and there aren't a lot of custom WADs that bother with that either

 

(To be clear I don't expect anyone else to change their maps just for that, I know most people don't care about those sorts of things)

(Also, I'm only gonna start work on something like that after the map has otherwise been finished, just in case it gets moved to another slot)

Edited by WASFDDDDD

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38 minutes ago, WASFDDDDD said:

@Cutman I'm thinking I want Map05 to connect organically with Map04 and Map06, but I wanna get your input before anything else. Do you think that would compromise the style of this megawad? Because I know classic maps don't really do that so much, and there aren't a lot of custom WADs that bother with that either

 

I think quite a few megawads out there do care about linking level to level, but given the nature of this project I don't think it's worth pursuing (especially since the order of the maps is almost certainly going to change).

 

@knifeworld Added to the list!

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Just now, Cutman said:

 

I think quite a few megawads out there do care about linking level to level, but given the nature of this project I don't think it's worth pursuing (especially since the order of the maps is almost certainly going to change).

Alright, thanks, I was just asking since it's just a little personal preference of mine

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