50 Shades of Graytall (now on idgames!)

I honestly thought this would be a hopeless project, until I looked at the maps. Some first impressions, starting with the 3-map sample pack.

Map01 -- ridiculously nasty start, even by my standards, especially with the bland appearance giving little hint of where to go, so I just kept trying to provoke infights between the chaingunners and the meat, leading to numerous deaths, so, congratulations, you convinced me to go into God Mode and IDFA to do a casual walkthrough of this and the other 2 maps. Hmmm, given the savagery here, I can't help wondering if Marcaek is respopnsible. ;D Apart from that, I really liked the layout, and if the player was given a real weapon at the start in order to prevent the map from being front-loaded, I'm guessing I'd enjoy playing this, as it looks to be a mean-spirited stormer of a map.

Map02, The Alfonzone. This map looks really fucking nice with cool cast lighting that seemed to use the nebula -- or was it a comet? -- as a light source. Sweet layout and cool architecture with excellent use of Fireblu, which, as Alfonzo has stated, and I'll back him up to the hilt on this, is a "god tier" texture. The gameplay looks to be cracking, too, so I'll probably actually play the damn thing soon and post an updated commentary. Only downside was I had a really hard time finding the exit and actually resorted to using the Automap, something I rarely do.

Map03, the one with a really bizarre name. I can't wait to play this for real. I thought it looked fucking awesome with those cool Fireblu caves and the clever use of Fireblu to signal the blue and red doors. And hey, some fuckin' Cybs! I'm stoked! I don't know who did this map, but I'm gobsmacked, which is a strange thing for an American to say. ;D

After strolling through those maps, I downloaded and played, when possible, the rest.

ezormer -- very nice map with a sweet layout, though a bit on the easy side. It was still fun to play, and I got plenty of practice at Dancing With Revvies. This would be an excellent map for an early slot.

Quakis -- if you can make this play as good as it looks, I'll be very happy. Excellent lighting work and nice, compact size.

gggmork -- take out the epileptic lighting, add some monsters, and I'm ready to play. I could probably live without all that crunching noise, too. But the layout and look is very intriguing, weird, and strangely compelling.

joe-ilya -- a surprisingly easy joemap, especially the Archie encounters. I think a little work is needed to open up and connect areas, and you might want to curve some of the blocky lines. It's also very linear, so much so that if you kept this progression, pumping-up the action is advisable. Not bad, just needs some work.

So all in all, I was much more impressed than I expected to be, and I'm feeling the itch to tackle this myself. I've never disliked Graytall. I actually used it -- voluntarily -- in one of my own maps. And Fireblu is the bee's knees.

Share this post


Link to post

Goes to show that with even the shittiest of textures, one can make great maps.

Share this post


Link to post

so, i know this is a bit early to inquire about, but has there been any thought regarding what music the maps should have? i have this unused dark ambient MIDI that was gonna be for some Doom 64 to Doom 2 project, which i believe was rejected due to them wanting a different style of music there. it's fairly surreal, and i thought it might fit the scope of this project, but i don't know if you guys have a different idea in mind for the music.

Share this post


Link to post

SteveD: yes map01 was me :V I'm glad I was able to break you so quickly!

Jokes aside, the intention is that on UV you need to run until you can get a weapon, which isn't too far from the start. You'll have to contend with the revs barehanded until then though! There are shotguns on lower difficulties, and the map prob wont be in the 01 slot in the end.

doomhuntress: basically, midis are "whatever the author likes most" unless it's painful to listen to. If you'd like to link some work for people to use that'd be cool.

Share this post


Link to post
Marcaek said:

SteveD: yes map01 was me :V I'm glad I was able to break you so quickly!


Yes, you did indeed break me in a hurry! ;D I'm happy that for once I was able to identify a map's author simply from the sheer cruelty -- with humor! -- of their design. And this after only playing 2 of your previous maps. And what does it say about me that I keep wanting more? ;D

I'll give it another go soon, even if I end up backing down to a lower difficulty. Threading past Revvies, a Hell Knight, and facing that Sergeant is a lot of dodging for a keyboarder when all I get at the end is a single shotty and have to do a lot more dodging immediately thereafter, especially after being wounded by those damned chaingunners. Sheesh!

Share this post


Link to post


I've gotten into something that will take a few days to finish, but way on. Of course, the sky is gonna be transferred into something which is 1) gray 2) tiles better.

Share this post


Link to post

Fireblu as the sky will fit perfectly, you won't even need these pillars and just keep the candles in the same place as before.

Share this post


Link to post
joe-ilya said:

Fireblu as the sky will fit perfectly, you won't even need these pillars and just keep the candles in the same place as before.

I was thinking about setting DOORTRAK as the sky, but now I'm quite indecisive.

Share this post


Link to post
AD_79 said:

GRAYTALL sky, make it happen.

I've just set it to be, now way to go!

Share this post


Link to post

Please don't, that looks awful and this isn't meant to be a joke project. You can probably use fireblu skies in specific areas but it's very hard on the eyes that way.

Share this post


Link to post

Also, GRAYTALL doesn't tile.

Share this post


Link to post

Hey just posting to let you dudes know that I'm still working on a map for this:




I haven't felt particularly motivated lately, but so far something is coming together from all of the rooms I've been stitching together. I haven't touched the visuals or gameplay yet. I'm guessing the layout is probably 3/4th of the way done or so.

Share this post


Link to post
Mechadon said:

I haven't felt particularly motivated lately


Stop doing a Tarnsman dammit.

Share this post


Link to post

I can't even think of a spot where graytall was used in the doom2 iwad (but I'm always playing pwads instead so I wouldn't remember). It seems like such an obvious waste of a texture. Then again the iwad only cared about setting 32 maps in stone, not about making textures that can be reused over and over in post-iwad maps.

Share this post


Link to post

another HOM art:


Should there exist a boom conveyor belt rollercoaster that paints Mona Lisa onto your screen using the HOM effect? Imagine a fire-blue Mona-Lisa ;)

Share this post


Link to post
joe-ilya said:

If my map was way too simple, take this : https://www.mediafire.com/?ioaq6i02eze1rx2
Name : 3 steps to hell

Not bad - I mean, it provided a good-enough experience (for an ugly map). It's an improvement in terms of structure (though still linear) and slightly in gameplay too. The map could benefit from a rocket launcher and a few rockets here and there, instead of all the shells lying around and primarily SSG action. There's a weird "secret" where you telefrag an archvile upon entering a room, it's not really a secret because you can't avoid it.

Share this post


Link to post

@Mechadon: looks supercool so far!

@Joe-ilya: This is actually much better. There's a sense of progression and concepts and the gameplay is actually decent. It's still kind of mediocre though, but it's a step in the right direction and a massive improvement over the other maps you've made which I've played.

@Doomhuntress: I'm not sure it could work unless someone wants to make a spoooooooooky and atmospheric map under the limitations. It'd be cool to see such a thing but also quite a task.

Share this post


Link to post

Just to make sure, you're only allowed to use one sky texture if you use sky transfers? You can't use multiple textures outside of the allowed textures for sky transfers?

I can't download from dropbox, but I played mork's map and it was hilariously cool.

Share this post


Link to post

Oh no you can use as many skies as you like, it's just map geometry itself that's limited to the 3 textures.

Share this post


Link to post
Marcaek said:

Oh no you can use as many skies as you like, it's just map geometry itself that's limited to the 3 textures.

I'm probably going to use both pitch white sky and pitch black sky, then.

EDIT: Also, can that one voluntary flat be a custom one?

Share this post


Link to post

No to the custom flat, IMO there should be enough in the stock flats to work with.

Share this post


Link to post

Alright. Thing is, FLAT19 goes well with GRAYTALL in bright light levels, but doesn't appear fully dark in 0 light level, which I wanted (for pitch black areas). Nevermind, I can fake it with black sky or even height transfers and DOORTRAK in brightness 0.

Share this post


Link to post

Finished adding gameplay to my contribution. I must stress that I have not worked with developing gameplay in Doom prior to this map, especially with Boom features, only occasionally fiddling around in Doombuilder, but I tried my best to get the results I desired. I've mainly worked in the Duke3D scene and released a Wolf3D mini-sode, so this would be my Doom debut.

Your honest feedback is appreciated to improve the experience.

All difficulties are supported. Tested several times with PrBoom+ cl9.

Included a txt file in zip with misc details for the final project txt.

Link: Download

Share this post


Link to post

What kind of flat textures are we allowed to use? and are custom skybox textures allowed?

Share this post


Link to post

Breezeep: One flat of your choice as well as the sky flat. You can provide your own sky as long as it looks ok\tiles well for skyfloor etc.

Quakis: Excellent. It's already a fun little romp, but I think it needs more teeth on UV. I'd recommend

Spoiler

swapping out the hellknights on the elevator with revenants, swapping a cacodemon or 2 near the super shotgun with pain elementals, maybe having an archvile show up at the blue key when it is revealed, and the hellknights at the end with the mancubi could be another pair of revenants or maybe a small group of shotgun\chaingun zombies?

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now