Jaws In Space Posted September 22, 2016 (edited) Hello Everyone! and welcome to Bloody Rust 2. This project is the sequel to Bloody Rust, a 6 map community project that was released in February of this year. Once again the project goal for the sequel is to make a small set of maps with the theme of an old , rusting, tech environment. Maps are to be made for Boom compatibility or lower. Custom midis are encouraged for this project, I would like to get an original set of midis, if any mappers have a preferred midi composer I suggest that you get in contact them as you are working on your maps. I also encourage any midi composers reading this post to go ahead and link anything you may be working on here, otherwise I will ask around once the project is nearing completion. There will be no reserving of map slots, just make a map & I'll determine the map order once I give each one a playthrough.Bloody Rust 2Current mappers & maps: -AnonimVio - Rotten Steel & Co. -DAZZER - Mountain Base X -Flesh420 Map -Jaws In Space - The Military Industrial Complex -Angry Saint - Parapiglia -Crunchynut44 - Arid WastelandMIDI list: Map 1 - Flood The City by KevinHEZ Map 2 - Derrick by Alfonzo Map 3 - Descent by KevinHEZ Map 4 - Prayers in the Machine by Alfonzo Map 5 - Corrugator by Alfonzo Map 6 - Conquistadors by Philippe Vachey from Time Commando Title - Bloody Rust 2 Title by Alfonzo Inter - Transition by Bucket Story - If I Lose Again by KevinHEZThere are several Custom / Altered enemies included for you to use -Demon Replacement - Much faster & now fires a projectile (The Stectre remains unchanged) -Baron Replacement - A weaker Afrit, only 700 health, but otherwise the same -Cyberdemon Replacement - Now the cybruiser from Realm667 -Spider Mastermind Replacement - Now the Chaingun Spider from Realm667 -SS Nazi - Simply a reskin for mappers to have another enemy to use in their maps The custom textures were taken from the following resources. -5th Episode -Anachronox -Duke Nukem -Monster Hunter LTD -Too Much Brown The custom sky was made by Mechadon Edited April 10, 2017 by Jaws In Space 0 Share this post Link to post
nxGangrel Posted September 22, 2016 Cool work here jaws! I'm already working on a map for the project. Speaking of which, how many maps can someone make at max? 0 Share this post Link to post
Jaws In Space Posted September 22, 2016 nxGangrel said:Cool work here jaws! I'm already working on a map for the project. Speaking of which, how many maps can someone make at max? For now I'd say only 1 map per person, I want either 6 or 11 maps total so that the wad ends on a story text. Though if not enough people sign up to hit that 6 or 11 map mark I will allow multiple maps per author. 0 Share this post Link to post
Jaws In Space Posted September 30, 2016 Hey guys I just added 3 new textures & one flat from the Too Much Brown texture pack as I wasn't happy with the rock textures from stock Doom 2. 0 Share this post Link to post
Jaws In Space Posted October 1, 2016 Another quick update. Replaced the Bloody Rust 1 Interpic with a new one depicting an oil field. Then I added one new texture by antares031 I found while browsing the Post your Doom textures! thread, anyone want to guess what planet this wad is going to take place on :D Bloody Rust 2 resources 0 Share this post Link to post
Flesh420 Posted October 1, 2016 MAp progress: It'll be a rusty/mine base. 0 Share this post Link to post
AD_79 Posted October 1, 2016 ^ Looks cool, but aren't the maps supposed to be in Boom format? 0 Share this post Link to post
Jaws In Space Posted October 1, 2016 AD_79 said:^ Looks cool, but aren't the maps supposed to be in Boom format? Yes they are. 0 Share this post Link to post
Angry Saint Posted October 6, 2016 I have a problem. When I test my map in PrBoom, I get the error: R_TextureNumForName: SKY3 not found. The map plays good in zdoom. 0 Share this post Link to post
scifista42 Posted October 6, 2016 The texture pack's TEXTURE1/PNAMES need to redefine all Doom 2's texture and patch entries, otherwise the pack will only be compatible with advanced ports that support cumulative TEXTURE1 entries, whereas classic ports will load the new TEXTURE1 over the IWAD's TEXTURE1 and forget all the IWAD textures and patches. 0 Share this post Link to post
Angry Saint Posted October 6, 2016 scifista42 said:The texture pack's TEXTURE1/PNAMES need to redefine all Doom 2's texture and patch entries, otherwise the pack will only be compatible with advanced ports that support cumulative TEXTURE1 entries, whereas classic ports will load the new TEXTURE1 over the IWAD's TEXTURE1 and forget all the IWAD textures and patches. Good to know! Jaws In Space, is it possible to update the texture pack so that it is compatible also with "classic" ports? 0 Share this post Link to post
Guest DILDOMASTER666 Posted October 7, 2016 Ask me for midis, I may also produce a map if I feel like it 0 Share this post Link to post
AD_79 Posted October 7, 2016 Hi all, try this version of the resources. I redid the TEXTURE1 and PNAMES and it now works in PRBoom+. 0 Share this post Link to post
AnonimVio Posted October 8, 2016 Title: Rotten Steel & Co. Build Time: 2 days Inspiration: Alien Vendetta, Bloody Steel Still need to do difficulty and multiplayer settings. Also some things I have noticed while making this map: -Custom sounds don't play properly in prboom -Afrit is bugged and can be killed multiple times 0 Share this post Link to post
Jaws In Space Posted October 8, 2016 AnonimVio said:Also some things I have noticed while making this map: -Custom sounds don't play properly in prboom -Afrit is bugged and can be killed multiple times Yeah I noticed a few bugs with the sound & dehacked as well. I though I had it all right, but I guess not. This is my first attempt at a dehacked though so there were bound to be issues with it. 0 Share this post Link to post
DAZZER Posted October 9, 2016 If its not to late, I will do something for this :) 0 Share this post Link to post
Angry Saint Posted October 10, 2016 Here my level, Parapiglia. http://www.mediafire.com/file/cc63q2xk5ap0fpi/parapiglia002.wad There are some puzzle and a time mechanism. Let me know if it is too difficult. 0 Share this post Link to post
Mechadon Posted October 10, 2016 Hey Jaws in Space, I took a quick look at the sky texture today and noticed that it has some pretty nasty visible seems where I stitched it together. I was afraid this might be the case since I whipped it up so quickly. So I'm going to try and make some time to fix it soon. 0 Share this post Link to post
Mechadon Posted October 11, 2016 Sorry for the double post, but I figured out why the sky looked off in the latest resource. I thought that I did a crappy job at blending the the seams together when I made it, but actually it looks like the sky was scaled down before it was added to the resource. The full-size, 1024px version will look a lot better in my opinion (I did a quick test and it looks a lot less busy). There is a bug in PrBoom+ where it won't display tall skies properly unless you use MBF sky transfers, but hopefully that'll get fixed sometime soon. Here's the full-size sky texture in case you guys need it: 0 Share this post Link to post
DAZZER Posted October 12, 2016 Here is my Map called "Mountain Base X" :) I needed 3 days for it cause i didnt work with Boom format before. I tested it with Zdoom cause it didnt work with PrBoom as i have the same problem with SKY3 what Angry Saint mentioned before me :/ The Map isnt very long and i didnt put music in there but i think i got that what Jaws in Space wanted to have: An old, forgotten rusty factory :) Anyway heres the download: http://www.mediafire.com/file/am55hfcs35s23ph/Mountain+Base+X.7z 0 Share this post Link to post
Jaws In Space Posted October 12, 2016 Hey guys sorry for no reply's, it's been really busy here since last Thursday. I'll have some free time this weekend to look at all the submitted maps & make some changes to the resources to hopefully get them working properly. 0 Share this post Link to post
AnonimVio Posted October 12, 2016 Damn, I guess my map isn't rusty enough. 0 Share this post Link to post
baja blast rd. Posted October 12, 2016 Some of the sounds must not be in proper Doom format, because they play as loud bursts of static hiss. 0 Share this post Link to post
Jaws In Space Posted October 12, 2016 rdwpa said:Some of the sounds must not be in proper Doom format, because they play as loud bursts of static hiss. Yeah they appear to be wrong, I pulled them strait from Realm667 so I assume that they are meant to play properly in ZDoom only. Anyways SLADE3 calls them Sound (Ogg Vorbis) does anyone know how to convert these to the Doom format? 0 Share this post Link to post
Tristan Posted October 12, 2016 I think they need to be in WAV format first, you can convert OGG to WAV in Audacity. 0 Share this post Link to post
nxGangrel Posted October 13, 2016 I've got nothing to show, but I may as well report. I'm making a large hospital style level inspired by the Sick Ward level in blood. It may take a few weeks maybe a month or so, since I've got other levels I'm making (for different projects) and since it'll be big. 0 Share this post Link to post
dt_ Posted October 13, 2016 Hey, I played both levels released so far, both look great Anonimvio- I kept running out of ammo on this one, maybe a few more 4xshells here and there, and a chainsaw or early berserk for sure if it's your intention to starve the player, can't say I'd fancy my chances slapping an afrit though. It's not clear that the yellow key randomly appears in that (non damaging) slime trough outside, the map is small so it wasn't too bad, but I spent a couple of minutes scratching my head there. Angry Saint- That is a tough map right there. The initial battle with the hell knights and rev pillar would be spiced up if you offered the SSG from the start instead of the regular shotty, and that main room with the cybruisers is not too much fun with just the SSG (offered in that area) and the chaingun. I would switch out the current SSG with a rocket launcher or have one available in a secret- the area would still be difficult but it would remove the need to double tap a load of mid tier snipers. Also, the spawning fights are held back by a monster blocking lines (presumably to stop the trons from wandering off) - the trons need turreting or something, as those lines just allow you to cheese each of the aforementioned fights, that would be quite fun otherwise 0 Share this post Link to post
AnonimVio Posted October 13, 2016 Update for my map: -Added some ammo -Difficulty settings -Multiplayer settings -Fixed bug where player could get stuck in red key area -Added yellow key indicator Also, if no one will make a custom midi for this map I'll suggest to pick "Rock the Building" by Jamie Robertson as the theme. 0 Share this post Link to post