Jump to content
cannonball

Ultimate Doom In Name Only - Limit removing project

Recommended Posts

New thread, new start.
The aim as per the previous thread is to make a map which represents the original name of the Ultimate Doom map you have chosen to interpret. The project is limit removing so no boom/zdoom features, but you can put in some extra detail to your maps.
To this there is a small resource pack with the various liquid fall textures which can be used for this wad.
Download - http://www.mediafire.com/download/p0efqobbx62cxpp/udino_liquids.wad

Episode Guidelines (At this point open to further discussion)

Episode 1
Phobos techbase so using mostly the same textures as the original KDiTD (though other textures can be used if they fit the desired theme)
Cacodemons and lost souls can be used in any map in this episode.
Shotgun/chaingun/rocket launcher can be used in any map.
Preferably I would not like to see the BFG in this episode, but the plasma gun can be introduced in later maps (I would think E1M5 would be a logical choice)
Boss battle again I think should use barons, but again this is open to debate.
All power ups are allowed in any map (this applies to all the other episodes)

Episode 2
Usual visual theme should apply here, but try to not make the maps too hellish.
shotgun/chaingun/rocket launcher/plasma gun can be used in any map, though usual weapon progression should be considered. E2M1 did have a secret plasma gun after all.
BFG is allowed, again maybe using the lab slot (E2M4) might be a good place to introduce the weapon.
All monsters are allowed, except cyberdemon and spider mastermind.
Cyberdemon should be introduced in E2M8.

Episode 3
General hellish theme but some tech elements can be used if used within reason like the original inferno.
All weapons are allowed in any maps, but again episode progression should be considered.
All monsters except the spider mastermind are allowed.
E3M8 should involve the spider mastermind.

Episode 4
Anything goes, so I will be interested in how the maps turn out. I won't place any rules here except to make the maps pretty brutal, but again try and place some difficulty progression.

Map list

E1M1: Hangar - ProcessingControl - https://www.mediafire.com/?7m2ug11s45jk35b
E1M2: Nuclear Plant - Steve D
E1M3: Toxin Refinery - stewboy - http://www.mediafire.com/download/0e3ja0iemmjh8aq/toxin_refinery.wad
E1M4: Command Control - stewboy - http://www.mediafire.com/download/hv4vhm8flgh3dab/command_control.wad
E1M5: Phobos Lab - sincity2100 - http://www.mediafire.com/download/d4162chaimsbad4/D1ITNO+E1M5.wad
E1M6: Central Processing - Cannonball - https://www.doomworld.com/applications/core/interface/file/attachment.php?id=16007
E1M7: Computer Station - UAC_Janitor
E1M8: Phobos Anomaly - Glaice - http://www.mediafire.com/file/viz6xvisu7ga2sr/UDINO_E1M8_RC3.zip
E1M9: Military Base - Cannonball - http://www.mediafire.com/download/719k28qso342fmb/e1m9cb2.wad

E2M1: Deimos Anomaly - Pedro VC - https://www.mediafire.com/?5n0pxvp6ka4yi1o
E2M2: Containment Area - Riderr3
E2M3: Refinery - NecrumWarrior
E2M4: Deimos Lab - scifista42 - https://www.doomworld.com/applications/core/interface/file/attachment.php?id=25552


E2M5: Command Centre - Mouldy - http://www.mediafire.com/download/whw3b889hl6fu86/udino_e2m5_apr6.zip
E2M6: Halls of the Damned - Pedro VC - http://www.mediafire.com/download/1kyvz83kgsjxnes/E2M6+1.1.wad
E2M7: Spawning Vats - GRB - http://www.mediafire.com/download/4evn0ginhco1zeh/SpawningVatsGRB.wad (play in boom ports at the moment).
E2M8: Tower of Babel - Scotty
E2M9: Fortress of Mystery - Dreadopp - https://drive.google.com/file/d/0B46Jme6rb8RocnFyTXdHaktaeFU/edit?usp=sharing

E3M1: Hell Keep - jmickle - https://www.doomworld.com/applications/core/interface/file/attachment.php?id=25553
E3M2: Slough of Despair - Benjogami - https://www.dropbox.com/s/sbhbb59h45vx17z/sloughofdespair_v3.wad?dl=1
E3M3: Pandemonium - Dobu gabu maru - http://www.mediafire.com/file/5o5xd1ufe4000me/Pandem3.zip
E3M4: House of Pain - Walter Confalonieri - http://www.mediafire.com/download/i8e0qpk01ik4ee1/dai-hop.wad
E3M5: Unholy Cathedral - CorSair - https://www.dropbox.com/s/md12v1a9zd07wqt/e3m5_BETA.wad
V2 - https://www.dropbox.com/s/l8zbjj6cbvx84tn/e3m5_B2.wad?dl=0
E3M6: Mt. Erebus - joe-ilya - https://www.mediafire.com/?3fhdod2df49un9m
E3M7: Limbo - Scotty
E3M8: Dis - Quantum Dranger
E3M9: Warrens - dobu gabu maru - http://www.mediafire.com/download/9pbgsw79vof3v34/Warrens2.wad

E4M1: Hell Beneath - _bruce_ - http://www.mediafire.com/download/ubcur5a9vcdpepd/E4M1.wad
E4M2: Perfect Hatred - SteveD - http://www.mediafire.com/file/ss2e6wvdihwov8w/UDINO42ct.wad
E4M3: Sever the Wicked - sincity - http://www.mediafire.com/download/g3uxx8epb4aoa10/Ultimate+Doom+in+the+name+only+E4M3+V2.wad
E4M4: Unruly Evil - tourniquet - http://www.mediafire.com/download/u1s8xbb4ww4x5bs/E4M4_TNq-v2.wad
E4M5: They Will Repent - Cannonball - http://www.mediafire.com/download/y30ahe09vijy3al/E4M5cb2.wad
E4M6: Against Thee Wickedly - SteveD
E4M7: And Hell Followed - Mosshopper https://www.doomworld.com/applications/core/interface/file/attachment.php?id=15542
E4M8: Unto the Cruel - Dobu Gabu Maru
E4M9: Fear - TimeOfDeath - http://timeofdeath.wrvids.com/doom/udinoE4M9TODv3.zip

Edited by cannonball

Share this post


Link to post

Glad to see some new management stepped up for this project.

Look forward to playing this eventually.

Share this post


Link to post

Hey cannonball, you missed the download link for E1M4 & accidentally put the download link to E1M5 in it's place.

Also since Joe-Ilya said he is done with this project you should mark E1M2 as an open slot.

Share this post


Link to post

IMO, our current Phobos Lab would make a perfect sense as Deimos Lab. At least to me it looks more E2-like than E1-like. Also I'm pretty hopeless with my Deimos Lab after seeing this one. I haven't progressed almost at all with it, and I'll have to rework what I have anyway, because I realized it should fit the title Deimos Lab, therefore it shouldn't be about a complex of corridors connecting multiple computer rooms, which is what I've started with. I'd still like to finish a map for UDINO anyway, I just wanted to bring up the idea if sincity's E1M5 shouldn't be shifted to E2M4.

Share this post


Link to post

Hmm yeah speaking of E1M5 the current version is probably he weakest entry of the E1 maps so far, it's a hubspoke & it's very linear. I agree with scifista that it should be moved to another map slot, but I think that with a some kind of a big rework it could actually be better suited as Nuclear Plant. It already has a radioactive room & some structures that kind of look like reactors.

I think this map can be improved if the hubspoke section is completely redone, or just removed altogether & move the more interesting parts of the hubspoke section to other areas of the map. I also think the blue key door could be removed as it doesn't add anything that important to the map as a whole, it's really just there to force the player to fight a couple of monsters. Lastly I think that the whole map could use some retexturing, the map is almost monochrome with it's use of greys & silvers, it really needs some variety in there to make it look a bit more interesting.

Share this post


Link to post

I disagree that it's a weak map, I actually like it and I don't think it needs changes, I find it alright. And it's surely a lab, nothing else. In fact, I disagree with pretty much everything you said, you act like if it was your map, but sincity as the actual author might have had different intentions of what he wanted the map to be like, and he should have the primary right to decide what he wants his map to be like. Well, that's my opinion.

Share this post


Link to post
scifista42 said:

...but sincity as the actual author might have had different intentions of what he wanted the map to be like, and he should have the primary right to decide what he wants his map to be like. Well, that's my opinion.


Sure he has the final say as to what happens to his map & if he doesn't want anything to change that's fine by me, but I still think that it's a bad map right now & I hope that if no changes are made that this map would be replaced with something better before the final release.

Share this post


Link to post
Jaws In Space said:

Hey cannonball, you missed the download link for E1M4 & accidentally put the download link to E1M5 in it's place.

Also since Joe-Ilya said he is done with this project you should mark E1M2 as an open slot.

After a quick PM session, the slot is now open. I do have a map which I could post, but for now I will open it up for other volunteers.

Share this post


Link to post
cannonball said:

After a quick PM session, the slot is now open. I do have a map which I could post, but for now I will open it up for other volunteers.


I might give it a whirl.

Share this post


Link to post

id seemed to really take a lot of from Dante in regards to their names for the E3 places, so for Limbo, I think of the place right on the outskirts of hell, a marble area for the virtuous pagans and non-Christians. Maybe something ornate, lots of Greek-style buildings, populated by lost souls? Could be a mostly exploratory/puzzle level, relatively light on combat, except for maybe a large battle to get past the gates into Dis...

I'm hesitant to claim the spot though, just because of the vanilla limits rule and because I'm such a slow mapper. Also not sure how people like the idea... maybe I'll take a crack at it, but someone else should feel free to claim the slot regardless. Just spitball ideas.

Share this post


Link to post

Neat concept Magnus. The limbus was also stated to be the outer ring of hell so i'd try to create some sort of circular map with the entrance to Dis somewhere in the middle.

Share this post


Link to post
_bruce_ said:

Reporting in - new day, new boss.

I have a second E4M1 which I have yet to finish.
This is the initial take...

http://speedy.sh/5mBEc/E4M1v18.7z


I still think that this is a good map even though it doesn't really seem like Hell Beneath, do you think it could be moved to another level?

Share this post


Link to post
Jaws In Space said:

I still think that this is a good map even though it doesn't really seem like Hell Beneath, do you think it could be moved to another level?


Of course it can be moved - if it benefits the project then count me in.
I too like the map, though depending on the final slot there may be changes needed.
In your opinion what kind of things would add more "hell beneath" to the map - texture/design wise?

Share this post


Link to post

_bruce_ said:
[B
I have a second E4M1 which I have yet to finish.
http://speedy.sh/5mBEc/E4M1v18.7z [/B]


I like this one too, though it actually feels more like "Hell beyond".
Dunno, personally i see Hell beneath more as an underground setting.
The sky should only be rarely visible, just to enhace the impression of being below ground.

Share this post


Link to post

Well I think the overall structure of the map is sound, it's the texturing that makes it not seem like Hell Beneath. To me Hell Beneath means that Hell would be literally right under you feet, so I would expect to see Floor6_l used as it seems like rock that is about to melt due to immense heat, I would attempt to make the map look like it's about to burst into flames due to being so close to Hell, which is often described as a lake of fire. Lastly I would make it as an underground map as I always assumed that Hell was underground so that just makes sense to me.

Share this post


Link to post

Bruce's map has been added to the map list and Steve D has been marked for E1M2.
We currently have two claims potentially for E3M7, for now cyberdemon531 can have the slot, though I would definitely encourage magnusblitz to produce his idea as it certainly sounds interesting.

Share this post


Link to post

Regarding the new rules for textures, I was wondering then, in fitting with Phobos Anomaly, that a few marble textures could be used to fit the theme. Anomaly more or less means "different than the norm", and as the rest of E1 is ostensibly tech base, I've been revolving around Anomaly being a bit of a Doom 3 like dig site that looks different than what any of the previous levels would look like. So far I've been using brick textures for ruins, but not marble.

Share this post


Link to post

I'm dropping E2M5. Sorry for holding the slot for this long, my map was becoming a random generic techbase and I lost interest.

Share this post


Link to post
jmickle66666666 said:

https://dl.dropboxusercontent.com/u/8943931/doomwads/hellkeep.wad

posting this because it still isn't in the OP

it still needs difficulties and proper vanilla limits checking

I did find it a little strange that the OP from the previous thread did not contain your map, added now to this one.

Jaws in Space, you have the now open E2M5 slot.

Clonehunter - You can certainly try to introduce a little bit of hellishness into E1M8 if you so wish, many E1M8 maps from other wads have so go for it.

Share this post


Link to post

Speaking of my Phobos Lab Map,I don't think that I need to make any changes as far as map design or monsters,I think that this map look fine to me,but I think I need to remove some ammo from the map because I think that the ammo is too much and you can walk out the map with full ammo from the scrach,so I'll remove some ammo from the map

Share this post


Link to post

Thanks for the input Tourniquet and JIS.

It totally focused on "creating an early Doom 1 map" and wore blinders theme wise.

Should there be enough time I'll try a cavernous map - given the map slot doesn't change.

Share this post


Link to post

hey guys I'm relinquishing my E4M7 slot, so I guess anyone can take this unfinished layout of mine and do whatever to it. haven't worked on it for several months and I don't intend to continue. oh, and here's the concept that I was hoping for E4M7 in case anyone forgot:

the marine is to journey through an abandoned area, with little (or no) resistance in his way, until he finds something (I got to find a way to figure out how to implement a "pale horse named Death" somehow). then, the landscape changes to something more hellish and now the marine has to backtrack, because hellspawn have somehow (perhaps surreally) followed him.

Share this post


Link to post
cannonball said:

Clonehunter - You can certainly try to introduce a little bit of hellishness into E1M8 if you so wish, many E1M8 maps from other wads have so go for it.


Sexy

Share this post


Link to post

Once I have some other things out of the way, I'll look into making a map for E4M7.

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

×