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TMD

MAYhem 1500. 34 maps! Playtesting and stuff this month!

So whats it gonna be?  

52 members have voted

  1. 1. So whats it gonna be?

    • Gothic texture pack
      23
    • NMN texture pack (1 or 2...its a mystery!)
      15
    • UAC ultra texture pack
      13


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Oooookay, that bfg secret has to be changed. You cheesed half the map with it. Also that first manc loves to be your meatshield, he never ignores me when I play. Also you cheesed the last fight since nothing woke up to block you. That's been changed. I cannot change the revenants because of the next fight.

Version 2
http://www.mediafire.com/download/1hwe3w8dyx9x452/mayhemABv2.7z

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jmickle66666666 said:


FDA. I like the theme, it uses pretty tall height differences for boom but there aren't any spots that hurt too bad.
http://www.mediafire.com/download/n8o9g2x160dp7h2/jmickMAYfdaAB.lmp

Pinchy said:

Drillbit Compression

PrBoom only CL-9
Music: Drillbit Compression by based Jmickle.
Build Time: 16 hours.
...

FDA. Liked it, a really interesting use of scrolling flats. Perhaps could have used a little explanation like an up arrow or something for that switch that raises the red key. I think the chaingunner nest could be lowered, it makes shooting rockets into it from far away later on impossible. Some close calls.
http://www.mediafire.com/download/9fxaqq8g3z1nx12/PinchyMAYfdaAB.lmp

walter confalonieri said:

No Mayhem!
...

cl9, uses last version of gothmash, no new music


FDA. Not much to say, looks good. Could definitely use music though. D_RUNNIN is no Guile's theme.
http://www.mediafire.com/download/yg8gej237a4w86h/nomayhemMAYfdaAB.lmp

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Marcaek said:



Is this happening to anyone else's fences?


Nothing on this? It wouldn't be a huge deal but having to align the fences fucks with upper\lower sidedefs.

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I recorded some FDAs.

Venom Canyon: http://www.mediafire.com/download/17auom379x276ec

Good visual language, surprisingly intuitive to navigate, visually appealing vertical design that entices exploration. Not particularly difficult, but fun. I enjoyed it.

Mayhem AB: http://www.mediafire.com/download/4hl1rc6qb54atzj

Somewhat more challenging. Visually a bit spartan in places, but pretty solid encounter design. Wouldn't feel out of place in Plutonia.

No Mayhem: http://www.mediafire.com/download/sgaxwxg7gabxpyh

Looked a bit too dark in software, visually relatively plain but with a variety of nice touches. Straight forward to navigate with distinct landmarks, though the encounter design felt a little weak at times.

Drillbit: http://www.mediafire.com/download/5h4shz1bkonb7ol

Texture usage was logical, but not always asthectic. However geometry and lighting worked well, with good landmarks and intriguing places to explore. I liked the opening scene especially. Encounter design varied in quality, but generally seemed pretty decent.

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Marcaek said:

Nothing on this? It wouldn't be a huge deal but having to align the fences fucks with upper\lower sidedefs.


I don't see anything, is there supposed to be an image there?

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Marcaek said:

Nothing on this? It wouldn't be a huge deal but having to align the fences fucks with upper\lower sidedefs.


Make sure you are checking 'lower unpegged'. Without the map I can't comment further.

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scifista42 said:

He is. I can spot a GothicTX switch and door in his screenshot.

It's not a switch, it's a color marker.

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Marcaek said:Is this happening to anyone else's fences?


me.



porch railings are fine, it's these I'm worried about.

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Some screens from my Mayhem level. I'ts still WIP, and I'm using Freedoom. I need to get a copy of DOOM (and Heretic) loaded onto this computer already. The layout, texturing, and lighting are all complete though. And I'm under 1400 linedefs, which means its detail time! (I still need to work out the monster teleports as well)



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Getsu Fune said:

me.
pic

porch railings are fine, it's these I'm worried about.

I looked in slade, somehow the entry in the textures lmp (ADEL_Z61/2) is 128x128 and not fitted to 128x64, so there is a blank space above the patch. Making the texture 128x64 and re-centering it fixes it. I'll let nightmare sort that out, since I bet it's his link or mionicdonut's in the main post. For now it's probably fine to just use them normally and not post any screenshots using them ;p

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Failed FDA. Gave up on the second try. Near the start of the level, the flood used to raise the monsters out of the water moves too slow. Also, I liked the little gimmick of tricking the player into getting the blue key once they've gotten the red key. The music in this level wasn't too fitting. Sorry Joe, but your style doesn't really appeal to me.

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Well, here I am. This is a kind of hard map with no difficulty settings implemented yet. Please let me know what you think.

Sleep with the Fishes

Build time - 3-4 days for the layout, and almost the entire week on and off for gameplay stuffs and visual tweaking.

Music - "Super Aleste" - Stage 5 (Rock Downfall)

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Jesus Christ, and I thought these brony people were weird enough. How do you even call that, tunaphilia?

Here is a demo, something interesting happened at the end.

Also one problem I noticed is that you're using that texture with multiply colored lamps, and due to the way the software renderer works, sometimes tiny lines of other colors (from the neighbouring rows of pixels) appear on the screen. I managed to screencap this: http://i.imgur.com/gHlAv4B.png

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Breezeep's map is pretty cool.

Joe-Ilya's map is pretty decent for a Joe map. I do feel that it could use a few more stimpacks here and there. Also that MIDI, you might want to consider replacing it, I think a more atmospheric track would work here.

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FDA for sleep with the fishes. Pretty good, until I ran into a problem. On the shootable switch lift, due to the way you've made the lift repeatable while letting the archies in, the voodoo doll occasionally (aka 33% of the time I tried the switch) telefragged me. I'd suggest repurposing the voodoo doll to open the archies' teleport, and leave it as a shootable switch without the cover. This is line tag 40, if you need it.

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Here's a Revised version of the map containing little fixes to the texturing and the candle platform puzzle sequence. I'm glad you liked the map, Memfis. EDIT The voodoo doll telefrag issue was related to how the teleporter was set up in the doll's room. I fixed that up as well. Thanks for the feedback, guys. I've updated the link above for the latest version

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I should've mentioned, using the passthru flag is invaluable for stacking lines without voodoo shenanigans.

joe I tried your map. There is just not enough health for how many hitscanners you put in. But then again, I play pretty aggressively.

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Failed FDA gave up on the 3rd try, because I am sometimes too lazy to play through entire maps made by other people.

Jokes aside, the map looked great and plays nice. Only complaint I have is that there needs to be a bit more ammo here and there. I'm no expert, but still, nice work.

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Urthar said:

Still More Mayhem : http://www.mediafire.com/download/yjnkwglbgiaj9w4


Haven't implemented difficulty levels yet. Still a few lines spare to tart things up.


FDA. Hitscanners without armor makes me sad. I decided not to use saves, and then decided I didn't like playing 'how many times can hitscanners shoot me in the face for 20 damage' after I got close to the end, so after I reach the cyber the first time, it's not really worth watching.

Map is good, maybe a couple strategic armor bonuses in the first ring could make it feel less like I'm getting shredded. The green armor is enough afterwards.

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I had planned to place the green armour in an earlier position on lower difficulty settings, but it wouldn't hurt to add some armour shards, and a few bits of ammo too.

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But do we have to put coop starts and stuff too or is it fine only the single player mode?
Btw my map will be ready soon, maybe even tomorrow if I won't be busy.

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I had a level lying around on my harddrive collecting dust. It's put together from two failed levels, and coincidentally it was very close to 1500 lines. So, I polished it up a bit and threw in some of the new textures. It turned out okay. I haven't tested it that much so I bet there's still a lot of room for improvement. So, please feel free to leave any kind of critisism of it.


http://www.windward.dk/may15_ch2.wad

New version: windward.dk/may15_ch3.zip

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gaspe said:

But do we have to put coop starts and stuff too or is it fine only the single player mode?
Btw my map will be ready soon, maybe even tomorrow if I won't be busy.


Co-op starts would be nice, as for multiplayer things just put a couple cyberdemons here and there :V

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Well, you dragged me back for something...

Cobbled this together in 7 hours. It's got a bit under 1300 lines, exactly 310 monsters on UV at start-up, all difficulty levels implemented, no multi-player at all and uses the MAP04 music from Evilution. I've not changed the sky from the default, as I've assumed that'll be done for the overall map set. I'll admit I'm not a big fan of the Gothic textures, as there never seems to be a variant I want for a given room, so I just end up with bricks everywhere, with wood and metal for theming. Still, as there's a lines limit, going in for detail wasn't ever really happening.

Download: Monumental Pain

I'll check back for feedback over the course of the month, in case I've missed anything or I doesn't work in certain source ports or whatever.

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Getsu Fune said:

I'll just show what I have so far here.

-stuff I need to do: DM starts, maybe clean up design, and figure out what's up with that fence texture.

Armouredblood said:

I looked in slade, somehow the entry in the textures lmp (ADEL_Z61/2) is 128x128 and not fitted to 128x64, so there is a blank space above the patch. Making the texture 128x64 and re-centering it fixes it. I'll let nightmare sort that out, since I bet it's his link or mionicdonut's in the main post. For now it's probably fine to just use them normally and not post any screenshots using them ;p


Here is a fixed version so you don't have to offset by -64 y anymore. Also, nIGHTMARE, or mionicdonut, these textures are questionable, and could have problems tiling/fitting with others.

ADEL_s20
ADEL_s21
ADEL_W10
ADEL_w11

I'll take a look at the new stuff soon.

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Played through a few more maps...

Sleep With The Fishes: http://www.mediafire.com/download/70ac9qcgtw9kt35

There seems to be an instant death trap in the yellow/red skull chamber, which I assume is not intended. (I may have played the non-updated version.)

Visually looks pretty damn fine, though the warm tones of the metal and wood don't quite complement the cold blues. I'd be tempted change the blue to green or red, but this is a purely subjective opinion.
Pacing is a bit stop-start, and feels quite mechanical, but the encounters themselves all seem pretty decent.

---

Isle Of The Descendents: http://www.mediafire.com/download/dnudx42ccwu38cj

I think this map could be improved by adding a berserk and/or chainsaw near the start, since resources seem quite sparse. I'd also replace a lot of the green zimmer walls with rock textures to make them look a bit more naturalistic.

At the moment some of the encounters feel like filler, and I'd be tempted to remove them and beef up the important encounters a bit more.

---

Isolation Game: http://www.mediafire.com/download/3zfyctwm6d42x62

The music works very well with this atmospheric map, but I'm not sure the death traps work in the context of puzzle solving. It's certainly functional, but I'd be more inclined to punish the player a bit for screwing up, by leaving escape routes, rather than completely killing them. Perhaps also, giving the player small rewards to reinforce their sense of making the right choices.

---

May15_Ch2: http://www.mediafire.com/download/2uy2whq2rsildp9

Definitely looks and plays like a doom level, but it really needs some heavier weapons and more resources a lot earlier for my tastes. Then again, I might simply need to try it on a lower difficulty setting.

---

Updated Still More Mayhem: http://www.mediafire.com/download/rt2ija6q7wxvtii/SMM_A04.wad

Implemented difficulty levels, and made a few alterations.

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