DoomGuy999 Posted July 5 (edited) It might be a couple more days before i upload a new update because i figured out about console commands like FOV, MDK, CHASE, GIVE BERSERK, TAKE BFG9000, ANUBIS, FLY, and so on. I messed around with them and invented the red bull speedrun and did a red bull speedrun on valiant episode one. I still fixed an elevator and some texture issues, added some shadows. Thanks for the advice @Cutman, I'll build the cyber fight next. Edited July 5 by DoomGuy999 0 Share this post Link to post
ViolentBeetle Posted July 5 Here's my submission (Or at least the first draft) MAP07: Erebian Plains MIDI: MegaSphere, Cammy - NM100S Pistol Start or Perish I might have made the map too hard. I don't have a very good sense on what difficulty I'm supposed to make maps at. But it's not that hard. It has most of the buildings from Erebus recreated and it has mancubi on platforms, that should be enough. By the way, the texture pack in the OP has ultimate doom and doom 2 skies under the same name, so I can't actually select ultimate doom sky. I think episode 1 sky from doom 2 works for me though. Erebian Plains.zip 2 Share this post Link to post
Gothic Posted July 6 Progress on my end has been quite slow, but I'm still determined to finish this map: Spoiler 3 Share this post Link to post
Cutman Posted July 6 (edited) 8 hours ago, ViolentBeetle said: By the way, the texture pack in the OP has ultimate doom and doom 2 skies under the same name, so I can't actually select ultimate doom sky. Oops! Here's a fixed version. You can use SKY1A, SKY2A, SKY3A or SKY4A for the Doom skies. Added to the front page too. https://allfearthesentinel.com/zandronum/download.php?file=d2alltex2.wad 0 Share this post Link to post
ViolentBeetle Posted July 6 9 hours ago, Cutman said: Oops! Here's a fixed version. You can use SKY1A, SKY2A, SKY3A or SKY4A for the Doom skies. Added to the front page too. Good to know, still not sure which one I'd prefer. Would be cool to have some combined sky variants, would love to have red clouds. Just want to make sure, you seen my submission, right? 0 Share this post Link to post
DoomGuy999 Posted July 6 10 hours ago, Cutman said: Oops! Here's a fixed version. You can use SKY1A, SKY2A, SKY3A or SKY4A for the Doom skies. Added to the front page too. https://allfearthesentinel.com/zandronum/download.php?file=d2alltex2.wad Also, in d2alltex there are only 2 flats? Are the rest in doom 2 or did they become textures? 0 Share this post Link to post
ViolentBeetle Posted July 6 56 minutes ago, DoomGuy999 said: Also, in d2alltex there are only 2 flats? Missing console rotation is the only flat we'll ever need. Maybe the idea was to load all iwads at once, but it's probably excessive. 0 Share this post Link to post
Cutman Posted July 6 2 hours ago, ViolentBeetle said: Good to know, still not sure which one I'd prefer. Would be cool to have some combined sky variants, would love to have red clouds. Just want to make sure, you seen my submission, right? Yeah haven't played it yet, I will let you know when I do! 0 Share this post Link to post
Kras Posted July 6 Interesting know. Need import textures in map? Which not displayed. 0 Share this post Link to post
NiGHTS108 Posted July 6 Progress has been coming along! We've got the final fight finished :) 3 Share this post Link to post
ViolentBeetle Posted July 6 1 minute ago, NiGHTS108 said: Progress has been coming along! We've got the final fight finished :) Jesus Christ how horrifying. 1 Share this post Link to post
NiGHTS108 Posted July 6 Just now, ViolentBeetle said: Jesus Christ how horrifying. Oh yeah! You reminded me, how could I forget the most important part? 4 Share this post Link to post
Bendy1 Posted July 6 @Cutman Which part of my map was the ammo the biggest issue on? 0 Share this post Link to post
Cutman Posted July 7 @ViolentBeetle Good stuff! Felt like there was too much health for UV but no complaints other than the exit not working. @Bendy1 Have you played your map from start to finish on UV in different routes? Pretty much any monster closets that open up with chunkier monsters could use some ammo pickups to compensate, I'd tuck some shells and rockets in a couple of them at least. 0 Share this post Link to post
ViolentBeetle Posted July 7 Replaced soul sphere in the "secret" with a backpack and some stimpacks. That might make it more balanced. It's still early game, so not sure how much less health you want. Fixed exit Added monster closet for rocket launcher pickup and hooked former on the glowing red zone - I think it's more fun Swapped sound blocking lines around to avoid situation where you shoot at monsters with impunity. Erebian Plains_v2.zip 0 Share this post Link to post
Grungo Posted July 8 how come this slip by grungo! me am very happy that I inspired something cool! keep at it homies! 2 Share this post Link to post
Bendy1 Posted July 8 18 hours ago, Cutman said: @Bendy1 Have you played your map from start to finish on UV in different routes? Pretty much any monster closets that open up with chunkier monsters could use some ammo pickups to compensate, I'd tuck some shells and rockets in a couple of them at least. Yes I have. About 5-7 different routes and each time I have shells, rockets, or cells left in this new version. The only thing I noticed when playing the old version is that going left in the 2nd room was a bit rougher than I wanted it to be, so it has a few more medkits.Download 0 Share this post Link to post
Claire Posted July 8 Here's Map 14: "McGee Wannabe 2, The American Dens" This is a combination of 2 McGee maps, The Inmost Dens and Unruly Evil. Very short and straight forward. I still have to add multiplayer stuff and difficulty settings. Download link Screenshots: Spoiler 1 Share this post Link to post
Cutman Posted July 8 (edited) @DankMetal Amazing, A+! I made it rough for myself by missing the plasma but I managed to do it with a bit of exploration and careful rocket usage. Only complaint is the starting door missing texture :) Edit: I goofed and renamed the E4 Doom sky texture when I didn't need to. I've updated the resource pack to contain a copy of the E4 sky so it'll work with whatever resource pack people use for their maps. Obviously this will be fixed when the project starts getting compiled. 2 Share this post Link to post
DoomGuy999 Posted July 8 @Cutman if you want, I wrote story text for this instead of the plain old doom 2 story. Here's one: Map 30 ending: As the Icon of Sin collapses you still wonder what this place is or how you got here. You couldn't tell whether you just lived through the time where a moon of Jupiter got invaded and you were the last one alive, or the time the UAC opened portals to hell to test the quantum accelerator. Or it could have been the time you fought demons on the moons of mars only to find out they distracted you from the demon invasion on earth. Well, it's over now. A portal opens in the distance. You know you've done it. You fall onto your bed and watch the portal close above you. It is just another night on earth. You get some rest and sleep. Damn, that was one hell of a demon killing experience. You even start to realize the environment was cool, being able to be in two different places at once. It was a mix of them. Two places that defined who you are. A hero. A thought arises in your head. Maybe you might have missed something... Hey, did somebody say "third mix"?!!! 0 Share this post Link to post
DoomGuy999 Posted July 8 (edited) Wad update. just fixed some stuff. No new enemies, really. HELP: I cant get this texture off of my tower that pours nukage. it's in the southeast corner of the map. There is a weird sladwall texture hanging from the sky. Key features 30 second secret fix (Try to find the 30 second secret, leave a review of how it went) added a long hallway in the phobos anomaly section, which is still disconnected from the map and is only accessible by noclip Difficulty scaled the barrels in the phobos anomaly section shadows of the building and surrounding rockwall Waste treatment sign, soon to be a door texture alignment new teleporters MODS i'm sorry if this looks like spamming i thought it's okay to put a seperate post for an update. phcv0_4.zip 0 Share this post Link to post
ViolentBeetle Posted July 8 6 minutes ago, DoomGuy999 said: HELP: I cant get this texture off of my tower that pours nukage. it's in the southeast corner of the map. There is a weird sladwall texture hanging from the sky. I don't see it. Can you post a screenshot? 0 Share this post Link to post
Cutman 999 Posted July 9 Starting to work into this, finally college is over! Now I will procrastinate a layout for over a week... Yeah, I missed mapping a lot. 1 Share this post Link to post
WASFDDDDD Posted July 9 On 7/5/2024 at 6:23 PM, Cutman said: @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. Thanks for the advice! I'll try something different with this new iteration 0 Share this post Link to post
Kras Posted July 9 Временный collapse.zip music:TNT Evilution - Death's Bells Cover By DAR my map ready. hope map like 1 Share this post Link to post
DFF Posted July 9 V1 of my map is ready to go: Link Name: Slag Worx Slot: MAP21 Music: Plusfort by Bucket Fusion: not sure if needed but i'll include anyways Spoiler Map12 of Plutonia (speed) and Map13 of TNT (Nukage Processing) Pics: Spoiler Pic1 Pic2 Pic3 UV is on the harder side, definitely more plutonia than tnt for difficulty. 1 Share this post Link to post
ViolentBeetle Posted July 9 57 minutes ago, DFF said: V1 of my map is ready to go: Link I made it to the vile caroussel, and turns out you used Boom action there. So it doesn't work on complevel 2. Also some concerns about being able to press buttons surrounded by action lines. 1 Share this post Link to post
DFF Posted July 9 1 hour ago, ViolentBeetle said: I made it to the vile caroussel, and turns out you used Boom action there. So it doesn't work on complevel 2. Also some concerns about being able to press buttons surrounded by action lines. My editor defaults to boom so it likely switched on me and i didn't catch it, thanks. Think all the other actions are vanilla. Updated the link, yellow key switches were moved further from monster teleport lines and changed from a ceiling to a vanilla compatible floor action. 0 Share this post Link to post
stochastic Posted July 10 I think I've got time to contribute a small-ish map. @Cutman First map choice: Plutonia MAP17 Second map choice: Doom 2 MAP22 Desired map slot: MAP27 2 Share this post Link to post