Pinchy Posted January 18, 2015 Doomkid said:In the last 24 hours, I went nuts (by my standards) on this map. I hope you all like it! Download Title: Where the Slime Lives Pretty good, the chaingunner/archvile section was close with the ammo, 6 shells left. 0 Share this post Link to post
scifista42 Posted January 18, 2015 Doomkid said:In the last 24 hours, I went nuts (by my standards) on this map. I hope you all like it! Download Title: Where the Slime Lives FDA, -complevel 9. Simple classic style map, nothing too surprising, anyway I liked how it looked and played. There's a similar problem as in "The Devilz Works": Some monsters are unnecessarily too meaty to be killed quickly. The first archvile was okay, because he was challenging to fight with chaingun only, but the barons weren't really needed. The exit area is apparently inescapable, I thought that you'd take advantage of that and put the player into a last ambush scenario when he opens the exit door: Instead of 1 revenant, there'd be 4 ones, one of which teleports far behind the player, or something challenging like that. 0 Share this post Link to post
Doomkid Posted January 19, 2015 That's a good idea for the last area - I actually did have an ambush planned, but didn't add one after all. There may be an update soon :) Oh, I should add, this is 100% vanilla compat (tested in dosbox) 0 Share this post Link to post
Nightmare Doom Posted January 19, 2015 As for the gibbing sounds.... or will it turn back to normal? 0 Share this post Link to post
Egregor Posted January 19, 2015 I spent 4 hours making a layout for this. Should be good! 0 Share this post Link to post
Breezeep Posted January 19, 2015 I started work on mine last night. Looks good, memfis. Gonna try it out later. 0 Share this post Link to post
scifista42 Posted January 19, 2015 Memfis said:Dark MasterWhen the bloody floor raised, this part didn't and I've got stuck in a pit: Also, the map was pretty cruel, but on the other hand, I've been able to get up to the yellow key and yellow door very easily without firing a single shot, just running stealthily behind the monster's backs. Great aesthetics, compact layout and challenging gameplay, though. I suppose the map was inspired by Resurgence? 0 Share this post Link to post
Memfis Posted January 19, 2015 Oke I updated my post with a link to the new version. Thanks. Absolutely no inspiration from Resurgence here, just from Death-Destiny's Dark Resolution 2008 maps, Plutonia map27, Survive in Hell map16 and some Darkwave0000 maps. 0 Share this post Link to post
Doomkid Posted January 20, 2015 Really fun map Memfis. Exited with only a few rockets and shells, 100% kills, and 11 hp. Every time I thought I was gonna run out of ammo, more was given. I like it! 0 Share this post Link to post
pcorf Posted January 20, 2015 Thanks for the maps. Updated the maps received list. 0 Share this post Link to post
boris Posted January 20, 2015 Memfis said:Dark Master Tried it out in GZDoom and the voodoo doll doesn't trigger the red and blue key releases. 0 Share this post Link to post
Memfis Posted January 20, 2015 :( ZDoom handles scrollers differently from Boom in some cases. Maybe I'll try to fix it but... laziness. 0 Share this post Link to post
molten_ Posted January 21, 2015 I finished this earlier today, took me about 6 hours. Spelunking The custom music is from Atomic Runner for the Sega Genesis. Edit: Also no custom texture usage. 0 Share this post Link to post
General Rainbow Bacon Posted January 21, 2015 Here's a map I made, it's the sequel to my Mayhem2048 map. You've made it out of the crypt and find yourself at in the garden behind the house of whomever locked you in there. Now you must escape the house and seek revenge. http://www.mediafire.com/download/r3d3y76xyo74nwa/Ensanguinated_Domicile.wad Enjoy! Only UV right now. 0 Share this post Link to post
General Rainbow Bacon Posted January 21, 2015 Had to fix a few things. New link: http://www.mediafire.com/download/r3d3y76xyo74nwa/Ensanguinated_Domicile.wad 0 Share this post Link to post
Jaws In Space Posted January 21, 2015 I am also making a sequel to my Mayhem2048 map for this. Mayhem2048: Escape PCP2: Return 0 Share this post Link to post
NuMetalManiak Posted January 21, 2015 I just relaxed and made something easy. disregard the first link, here's a new Boom-fixed version 0 Share this post Link to post
Doomkid Posted January 21, 2015 Im loving these maps so far. Razen and Getsu Fune's maps aren't too tough but are way fun to blast through, and GRB's map is at atmospheric challenge that would probably be best later in the wad - I had a hard time with it, but it was good fun. I did find a little bug (I think), there's an area later in the map with a Cyberdemon shooting in through windows, if you stand on a table you can SR50 out the window into null space. I can already tell this megawad is going to kick ass. EDIT: Screenshot looks interesting, Jaws. Looking forward to playing it. 0 Share this post Link to post
General Rainbow Bacon Posted January 22, 2015 Yes, that's a bug. Thanks Doomkid. Also, it's not completely done, gotta add secrets and difficulties. 0 Share this post Link to post
molten_ Posted January 22, 2015 I'm glad you liked my map Doomkid :) I'm working on one more -- a city-themed vanilla map. I'll try to play the other maps and post some critique in a bit. 0 Share this post Link to post
molten_ Posted January 22, 2015 Posting some critique for tonight. DISCLAIMER: I like to ramble, a lot. If what I'm saying is really negative sounding or too nitpicky don't take it personally and most certainly don't change your map just because I said a few things were bad :P I just want to give my general opinion. As Pcorf put in the title, this project should be fun and easygoing. Put that energy into making some fun maps! In other words, don't take me too seriously. Doomkid - I love the oldschool vibe it gives off, you also use cramped space well in contrast with more open space. I agree with scifista about the meatiness of enemies; You could have at least replaced the Barons with Hell Knights and the fights would be the same (Just shorter), in my opinion. I liked the first Arch-vile encounter though, but I think in terms of difficulty it's much harder than the rest of the map. The second Arch-Vile was trivial due to the rocket launcher. I'm also not a huge fan of making the exit area inescapable, unless there IS a way out and I didn't notice. Map might use the "enemies pop up out of nowhere" trick a bit too much but that's just personal preference on my part -- Cool map. Memfis- Man I pretend to be good at Doom but this level is hard as balls, at least on UV. Maybe I'm just a coward who hasn't blasted enough pinkies though, that might be it. I liked how despite the level basically dumping you into a spacious Doom 2-esque cavern, the enemies are carefully placed as to not notice doomguy. I don't have many complaints, despite this map being really hard it's well designed and not claustrophobic at all, so I thoroughly enjoyed it. I think that the map could maybe do with a few less revenants, but that's just me haha. The rising blood gimmick was executed well and the fight at the end with the Cyberdemon is pretty fun due to the unique terrain. 0 Share this post Link to post
pcorf Posted January 22, 2015 Already 8 maps. The way we are going there might be over 50 maps. Sadly only the best ones gameplay and architecture wise will get into the main megawad, hand picked by me. With the rest of the maps from MAP33 onwards. Excellent map by Memfis, Dark Master. Also received the latest version of General Rainbow Beacon's map - Ensanguinated Domicile. Remember there is no rush guys, take your time to test your maps and make sure everything works. I will probably make a few maps throughout the year. But busy working on Doomed Space Wars and composing music. My maps will focus on the 2048x2048 playing area and realism shall I make them. 0 Share this post Link to post
pcorf Posted January 23, 2015 Katamori said:sign me up, I will give it a try! Go ahead. 0 Share this post Link to post
Doomkid Posted January 23, 2015 I've updated my map slightly: http://www.mediafire.com/download/l5bbk0k72da12t4/Chigger1.wad Added difficulty settings, added better support for coop and DM, and changed the exit a little. I hope this one's good enough for the 'real' set despite it's os flavor :) 0 Share this post Link to post
AD_79 Posted January 23, 2015 pcorf said:Deadline Sunday, 1 November 2015. Should be enough time for me to make a map, heh. 0 Share this post Link to post