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mrthejoshmon

Thy PrBoom Maps (It is released now)

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Released: http://www.doomworld.com/idgames/levels/doom2/Ports/megawads/tpbm

I have decided to give up on the project and will just release it as it is, sorry.

Failed CP attempt:

Spoiler

s of recently, I have noticed that I will not be able to pull this off by myself so rather than let it fall into obscurity, I decided to turn the rest of this into a CP and ask the members of this fine forum for help in completing this set.

I have made over half of the mapset myself already, so we haven't got much map slots.

Only MAP17 onwards need doing (And secret map 32), and I just don't have the time. Within the .wad I have provided there will be the mentioned Dehacked work (The pistol being a rifle, new obstacles added in the decorations tab ect), the already made maps and some FLATS and TEXTURES I have supplied, use this as a resource if you plan to map.

Also don't mind the provided names for some maps, they were only ideas for when this was a one man show.

RULES N STUFF:

    - The maps must be Boom compatible

    - The maps must be compatible with the Dehacked changes I have made.

    - I would like for you to give a midi with your map, although I could always add one later if you don't want to.

    - Any custom textures you add should be sent to me first so I can add them to the base file to avoid complications. Please don't use another texture pack like Gothic or CC4!

    - Maps 17 to 20 must be city/urban themed, maps 21 to 30 should be based in the mountains/wilderness.

    - Please claim a mapslot to avoid complications.
I will at least be wanting to see some kind of quality within the forum user made maps but I honestly expect the communities maps to outshine my maps, good luck to those interested and thank you for the help, seriously.

Original OP:
Spoiler

I am making this thread to update any and all info about the PrBoom maps I m making (a series of single player maps that are to be combined into a progressive megawad) for anybody interested in them. I would like some feedback and possible improvements, then I will go ahead and make changes to the maps depending on how much of a problem they are (bonus note, all maps are designed for pistol start, but they can still be played in order with what weapons you posses from previous maps).

Things I would also like to do is give you download links to the maps for testing, screenshots and maybe the occasional video if needs be.
I would also like to credit anybody who offers any advice/help/improvements to the maps, if they do not mind of course.

Keep in mind that: I am not the best mapper by far, but I at least hope to get these maps up to standard levels of playability/detail, not overboard supreme maps like AV or Community chest.

with that said, here are downloads to the newer versions of my maps:

Maps: (17 out of 32)

Beta 1 (Final):
http://www.mediafire.com/download/6a6ika3t17sdwnu/TPBM.wad
Alternatively: http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/s-u/tpbm.zip
Demo: http://www.mediafire.com/download/oruwty5t11tdn37/TPBM_1.lmp

Beta 2 (unfinished):
http://www.mediafire.com/download/u3l39spykll3y1k/TPBMnew.wad

MAP01: WTP (Final): http://www.mediafire.com/download/96lk1gk2u96b74i/WTP_F.zip

MAP02: Incubator (Final): http://www.mediafire.com/download/c61ay4i4dwvh80p/Inc_F.zip

MAP03: Compound (Final): http://www.mediafire.com/download/nbco4cfz7k3j3ka/Comp_F.zip

MAP04: Sewers (Final): http://www.mediafire.com/download/vg7ygzdjgc6av8z/Sew_V2.wad

MAP05: Site (Final): http://www.mediafire.com/download/88csvc1a6a1alpp/Site.wad

MAP06: Rip and Tear (Final): http://www.mediafire.com/download/x4zp68wxu7k3sxm/RaT.wad

MAP07: Cyberden (Final): http://www.mediafire.com/download/gtemg2arbk7ljal/CDen.wad

MAP08: Lockdown (Final): http://www.mediafire.com/download/asoh11j635ojvzi/lock.wad

MAP09: Derelict (Final): http://www.mediafire.com/download/t9spr195pjwpsez/derl.wad

MAP10: Divide (Final): http://www.mediafire.com/download/rh7r2i25r7t6cq6/divide.wad

MAP11: Mine (Final): http://www.mediafire.com/download/ojwk1zyr7t4ohxh/mine.wad

MAP12: Mansion (Final): http://www.mediafire.com/download/d975k7l7x5mh2tn/mans.wad

MAP13: EWTP (Final): http://www.mediafire.com/download/vyrrjb6m8be2mhg/EWTP.wad

MAP14: Fortification (Final): http://www.mediafire.com/download/mwqo39t4c8p1fiz/Cast.wad

MAP15: Decimated Streets (Final): http://www.mediafire.com/download/b5npb7xnlwmyit1/DECIST.wad

MAP31: "90's nightmare" (Final I hope): http://www.mediafire.com/download/zhl5nm6fccw74kc/90sNTM.wad

MAP32: None yet:

MAP16: Xenex Corp Wares("Playable"): Included in current version: https://www.mediafire.com/?hv9r4jxpvvizr6d

MAP17 - MAP30: None yet

Also:
Spoiler

Random bonus maps:

Temple (For TNT IWAD, map slot 22): http://www.mediafire.com/download/d96wbl0dbot5azs/Temp.wad

Termination (For Ultimate Doom IWAD, E1M1): http://www.mediafire.com/?460fbpd7aq2758j

It was a dark and stormy night (For TNT IWAD, MAP14):
http://www.mediafire.com/download/4jw5x2in7gjlbx5/itwas.zip

now, here is a few screenshots of what I have already made:



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Obsidian said:

Incubator, eh? ;-D

It began as a strange concept of having a plant based lab, where plants where preserved and such, however the storage of the plants actually got in the way of combat, the idea was cut, but I decided to keep some aspects and areas (which were later turned into the massive grey rooms with the red key, there is many plants still there.)

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just played WTP (which i assume stands for water treatment plant?). some feedback, starting with more general things:

- imo it really really helps to give new maps a new sky, or anything but the default really. even on all of my single-map releases from the archives, i replaced the sky (and in fact in most cases made it myself). i do this because 1) the default doom 2 skies are pretty ugly if you ask me, and don't tile vertically and 2) the sky is a sort of visual beacon that you're going to be seeing a lot of, so you may as well make it something somewhat unique to characterize your map(s)

- new music, too, for the same reasons as the above really. perhaps you might be the type of guy that plays with your own music but a lot people still don't, and for that reason and the ones above regarding the sky, it's nice to get new music. if you're a child of the 90s you're probably familiar with some rad genesis/snes midi music which can fit pretty well depending on the game it comes from

as for the map itself...

it's cool to see that you're improving. mapping growth doesn't have to be a slow process; if you try your best to make yourself "aware" as you develop (being aware of what is working and what is not, in all aspects of your mapping) you'll progress much faster than if you mindlessly make things. of course, once you do develop to a certain quality then mindlessly doing things will output higher quality stuff, but at this point i assume you're trying more to *improve* rather than simply make more of what you're currently capable of making.

right so the map. it wasn't particularly beautiful but not bad either. in fact i'd probably say that about the map itself; not great, maybe just "okay." i think you could benefit from less tight spaces. take for example the arachnotron at the end. let's say you clear everything up to that point, ie kill all the other monsters. you open the door and there's a room roughly the size of the arachnotron itself, so if you're going to dodge any of its attacks you will be going backwards, if anything (retreating), and probably end up just poking out from behind the TEK** walls, firing, ducking, repeat. i guess in some cases this is ok if you're trying to use this encounter as some sort of introduction to a harder monster type but even then there's nothing interesting about the fight. there's likely no simultaneous dodging of the arachnotron and other monsters (if you've killed all the other ones), and your options for movement and actually killing the arachnotron are so limited that it's not that exciting. you get really 1 or 2 places to hide. there is no fluid movement throughout a crowd or a cool room, and the freedom of movement is to me what makes doom as fun as it is. being able to run through a space at 50 mph dodging shit coming from everywhere is a good feeling because you can kill everything at the same time. no resident evil-style bullshit where you have to stand in place and take 30 seconds to aim and make yourself a really easy target.

i guess my point would be to consider using larger spaces (which you may very well be doing in subsequent maps; map01 is an intro map after all) and thinking about how the design of those spaces and the placement of the monsters can limit your movement but still give you a lot of options in terms of movement, what to shoot, and what to shoot it with. i suppose that might sound like a lot but it will come with time... usually what'll happen is you'll build something and design some fight and go "wow that was really fun to play" (and even moreso because you made it fun), and then an hour later you find yourself designing another encounter that makes you go "wow that was even *more* fun to play." or hopefully that'll happen, at least :p

so that's just something to keep in mind; just think critically about your design of spaces and how you can use thing placement to make the gameplay interesting within that space. corridors can be ok sometimes but imo in very very small doses usually.

also, i ran out of ammo after getting the red key basically. ended up getting cornered in the TEK room and killed by a hell knight with no ammo left. maybe i missed something?

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thank you for your feedback.

I noticed how WTP (and yes you got it right :) it is water treatment plant) was very cramped myself, I personally didn't like it but the cramped area was actually an almost a complete recreation of TNT's wormhole segment, with some things removed and changed. I did notice myself the difficulty curve, trying to challenge myself.

I do make custom midi tracks myself, unfortunately I am not a good composer, making one instrument tracks that are very repetitive, however I use the music from Bungie's "marathon" games at my own leisure, however they are not vanilla compatible (.ogg format) and from wht I have seen the franchise is indeed frowned upon in the doom community :(.

as for custom skies, I do have one I made for something made for zdoom called "corval.wad", its meant to be an alien planet, if you want I could post the picture or include it in a separate wad file for you.

I have made my future maps more spacious and less linear, I hope those are more enjoyable, I really didn't like WTP's linear layout, I personally like options.

I will take into account what you said about detail, I am trying to find ways of making areas more apealing as well as trying to tell a story, I think its looking promising but I will leave that for others to decide.

I must say again, thank you for your feedback, I am going to take this into account with my future maps.

also, did you press the switch for the shotgun at the start?

(p.s If at any point I even slightly look or sound angry or offensive in that paragraph, sorry, I am not good at human interactions and nothing about it was meant in a mean or negative way.)

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Map04 is unfortunately a sewer level, this usually spells out cramped tunnels and ambushes, but I aim to change that.

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Where did you get that red status bar from in the Compound pic? We could use a custom status bar like that for the Nova project. Might want to tone down the brightness of it a bit though.

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kildeth said:

Where did you get that red status bar from in the Compound pic? We could use a custom status bar like that for the Nova project. Might want to tone down the brightness of it a bit though.

made it using the marble textures and then turning them red, if you want I could send you the file and you can edit it to your liking.

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I remember seeing that hud in the pictures thread. I thought you toned it down, tho, didn't you @mrthejoshmon?

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EvilNed said:

I remember seeing that hud in the pictures thread. I thought you toned it down, tho, didn't you @mrthejoshmon?

toned it down quite a lot, thats just an old picture.

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I just played them.. there were some visplane overflows in them.. so not so vanilla.

Gameplay was ok. Maybe that baron in the nukage room was a bit useless in the first level. The second level felt much harder than the third, because of the revenants. From these 3, it would have fitted better for the third.

Most doors looked like they were 32 units thick.. that looks a bit silly with the smaller doors.

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Jimi said:

I just played them.. there were some visplane overflows in them.. so not so vanilla.

Gameplay was ok. Maybe that baron in the nukage room was a bit useless in the first level. The second level felt much harder than the third, because of the revenants. From these 3, it would have fitted better for the third.

Most doors looked like they were 32 units thick.. that looks a bit silly with the smaller doors.

ah yes, I just noticed that, it only ever seems to happen in chocolate doom, I have tried and there seems to be no solution to fix this (besides cutting off edges and cutting out various grass sectors).
I spent quite a lot of time on map02 compared to the others, I think the difficulty was mu own doing as it was intended for a megawad as a later entry into the maps, not very map 2 like I agree.
as for the doors, I did that to make alignments easier but I suppose it does look too thick (maybe smaller doors at 16 units?)
thanks for the feedback.

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mrthejoshmon said:

made it using the marble textures and then turning them red, if you want I could send you the file and you can edit it to your liking.


That would be great. If there's a toned down version I'd appreciate that.

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kildeth said:

That would be great. If there's a toned down version I'd appreciate that.

Its not visually friendly and a bit horrible to look at but I will go and find it for you.

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right, progress so far has led to Sewers, the next map being a little different from the rest, I have left a few surprises rather than monsters in this map, hopefully that will keep it fresh but I am all out of hope.

oh, and the maps so far in action:




These are if your interested in how I would handle these maps, also maybe even a guide (?) if you need help with them.
the music is from marathon if your interested.

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Its has been a while, to any interested the map "sewers" for Doom 2 has just been changed (screens soon) and with that I have started an Ultimate Doom map called site 56 (ST56.wad), Instead of just recreating E1 plan to have a little E1 megawad, my plans are: entrance techbase, then UAC ruins, followed by "lava zone" as I called it and then to hell, all in one episode.
there will be an alpha version soon of E1M1 for those willing to test and feedback, tell me everything that needs improving and any personal gripes you have, all will be considered.
(sorry if I bumped this thread)

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Sorry for the HUGE ass bump, but progress has been made! three maps: Map 04, map 05 and map 06! Map 04 "Sew" is a quick sewer map where the player must go through the sewers and into another UAC compound to progress your quest to end the invasion. Map 05 "site" is a destroyed UAC site that was opened up by quakes the openings to hell are causing, you then move into an old water supply to gain access to further progress. Map 06 "RaT" (Rip and Tear) is a little experiment of mine, the idea is to only use the chainsaw and berserk provided with plenty of traps and a color coded lock system, then it you head back down the water supply, which leads to the cyberdemon's lair...
download: http://www.mediafire.com/download/r5z4llpjqvcy8g7/map040506.zip

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Just posting here to say that I played "Wastes" as per /newstuff, and had a lot of fun. Wide open, tactical levels like that (that don't suck) I only rarely encounter. I didn't play with Brutal Doom though ;-P

Looking forward to checking out your library

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Tried Compound on Chocolate Doom.

Important tip: test every maps you do on the port they are designed for! The design itself works perfectly well on Chocolate Doom but there are visplane errors.

Always remember that original Doom has limits, and is able to draw only a limited number of linedefs on the screen. The others act like HOMs. The storage was playable with it but when I reached the Arachnotron behind that outside building, Chocolate Doom crashed.

You should simplifize design by decreasing the number of linedefs on critical places.

Oh, and get rid of using Brutal Doom for everything. It gives you a false image of difficulty, since BrDoom changes gameplay heavily.

However, the gameplay was totally good, and enjoyable, such as the design itself. You should do more Vanilla maps; it seems (at least, for me) that you are good at it.

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Katamori said:

Tried Compound on Chocolate Doom.

Important tip: test every maps you do on the port they are designed for! The design itself works perfectly well on Chocolate Doom but there are visplane errors.

Always remember that original Doom has limits, and is able to draw only a limited number of linedefs on the screen. The others act like HOMs. The storage was playable with it but when I reached the Arachnotron behind that outside building, Chocolate Doom crashed.

You should simplifize design by decreasing the number of linedefs on critical places.

Oh, and get rid of using Brutal Doom for everything. It gives you a false image of difficulty, since BrDoom changes gameplay heavily.

However, the gameplay was totally good, and enjoyable, such as the design itself. You should do more Vanilla maps; it seems (at least, for me) that you are good at it.

Thanks for the feedback :D
I noticed the crashes myself and wanted to keep the detail, so I started to do them as boom maps, I have been meaning to change the thread title but I dont know how **

As for Brutal Doom I have stopped using it since compound, I now fully test it on ZDoom and Boom now, all maps have been tested as both pistol starts and as a progressive megawad, I also don't use Brutal Doom anymore as it requires use of open GL ports... I do not like using open GL.

Vorpal: Thanks, at one point I am planning to make a simular wastes.wad like map either as a stand alone map or a part of this megawad, which would be better?

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I don't know, how the design works on Boom. For Chocolate Doom, it was kinda good because of that it uses a lower screen resolution, so small changes are not notcieable. Or I don't know, Chocolate Doom has a spirit that makes everything look like the original game. :D

Using Brutal Doom is not bad, if you like playing with it. I meant that using it for playtesting is a bad idea.

Also, do you still use Doom 2 format in the builder to make maps? Because in that case, the title may be "Thy limit-removing maps." too, since the only feature they use and wasn't included in original Doom is the removing of visplane limit. In case if you use Boom format, with PrBoom line specials, then keep this title.

It was just a tip =)

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Katamori said:

I don't know, how the design works on Boom. For Chocolate Doom, it was kinda good because of that it uses a lower screen resolution, so small changes are not notcieable. Or I don't know, Chocolate Doom has a spirit that makes everything look like the original game. :D

Using Brutal Doom is not bad, if you like playing with it. I meant that using it for playtesting is a bad idea.

Also, do you still use Doom 2 format in the builder to make maps? Because in that case, the title may be "Thy limit-removing maps." too, since the only feature they use and wasn't included in original Doom is the removing of visplane limit. In case if you use Boom format, with PrBoom line specials, then keep this title.

It was just a tip =)

Boom is just like vannila but with no limits. I use the "Boom" map format so I can do both Ultimate Doom and Doom 2 but I do not use extra Boom features, the maps are fully useable in all sourceports that do not use visplane limits (so I guess they should be called Thy limit-removing maps :P)

As for Brutal Doom I only use v17 for videos showcasing the maps, makes them look more interesting.

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Actually, Boom has a lot of linedef action that Vanilla Doom don't have, even between simple actions. (scrolling, doors, lifts, floor, etc.)

Also, PrBoom can run UDoom levels too - obviously, with Ultimate Doom IWAD.

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Katamori is totally right here, there is a difference; using none of the Boom features, but removing limits is kinda smart though, as Boom compatibility can be patchy on some ports and that allows players to use whatever the hell they like.

But yeah, (Pr)Boom ≠ limit-removing.

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Well, it's up to you! If linedef actions in Doom format were enough for you, then I don't think that changing would be necessary.

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pretty sure selecting Boom format in doombuilder just provides you with the nice little interfaces for assigning generalized linedef actions + other boom effects. If you don't use any of them the map should still function perfectly fine in limit-removing ports.

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Map 09 is (finally) in release stage :D

The map is an old derelict space shuttle thing, not a big map but I spent a few good days on it, it may be a very difficult pistol start (For me at least) but it fits nicely into this as a megawad, you are using the ship to go to some generic space station, I wonder how I can make that interesting...

Download: http://www.mediafire.com/?zdh20ad88cckb6d

finished screenshots:


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I am stuck at a standpoint of ideas right now, I am running out of ways to make maps different or even ideas of themes for maps, so map 10 is just an experiment so far but this may change if I can think of something else, I need help some with this map (ideas and such) because right now it does not even follow the previous map!

Some sort of huge reactor that is activated by the switch to the left (A crusher, it kind of serves no purpose yet but I guess I could have enemies on the reactor?):

Me messing with lighting and pillars at the same time and the outcome is catastrophic.

Then there is an idea where I could just add windows to my structures instead of just closed off areas inside.

At the moment this is just a quick test but may not be permanent.

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