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Catoptromancy

Map Submissions

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Maps were laying around in random postings. Hopefully this helps. All maps have been tested to be exitable and demoed in Chocolate-doom.

C3M8 Merged a bunch of vertexes.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c3m8_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-e3m8-v1.lmp

C4M1 is now vanilla compat.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m1_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-e4m1-v2.lmp

C4M3 fix tutti frutti
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m3_c1.wad

C4M4 only had minor graphic glitch. No demo.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m4_c1.wad

C4M7 is now Vanilla compatible. Cato wall, Rottking lighting.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m7_c1-edit.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/e4m7-v1.lmp

C4M9 removed medusa tex.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m9_c1.wad

MAP04 is vanilla. Sadly many lights needed to go. Almost all changes were in the start area.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map04_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map04-v2.lmp

MAP06 VPOs gone. Boom stuff gone. Managed to replicate the bulletproof windows in vanilla.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map06_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map06-v1.lmp

MAP08 works in vanilla. Monster spawners converted, VPO, and small graphic glitches fixed.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map08_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map08-v1.lmp.lmp

MAP09 is vanilla. Lots of boom actions converted to vanilla easily. Basic skills implemented. Deathmatch stuff. Various doors and traps can be opened from backside to allow for coop and DM.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map09_c1.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map09-v1.lmp.lmp

MAP18 is vanilla. Gameplay is identical. Architecture is also the same or looks extremely similar. Almost everything in middle part needed a lot of vertex massaging. Very many tiny adjustments. Much VPO testing in demo.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map18_c2.wad
http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map18-v.lmp

Amarande's Maps fixed by him.
MAP21
http://www.geocities.ws/catodemos/freedoom/amarande/fdp2-21.wad

MAP27
http://www.geocities.ws/catodemos/freedoom/amarande/fdp2-27_.wad

MAP29
http://www.geocities.ws/catodemos/freedoom/amarande/fdp2-29.wad

Protox's Maps
C2M4
http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m4_p2.wad

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These are all Jayextee's maps. Tested and demoed in Choco. Is his name in the credits yet?

MAP13: New Map submission. Choco demo. Looks good.
http://www.geocities.ws/catodemos/freedoom/jayextee/map13.wad
http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map13-v1.lmp

MAP14: New Map submission. Choco demo.
http://www.geocities.ws/catodemos/freedoom/jayextee/map14.wad
http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map14-v1.lmp

MAP17: New Map submission. Added 1 medikit, 1 stimpack, retagged a medikit to appear in -skill 4.
http://www.geocities.ws/c/a/catodemos/freedoom/jayextee/map17_c1.wad
http://www.geocities.ws/c/a/catodemos/freedoom/jayextee/fd2-map17-v1.lmp

MAP19: New Map submission.
http://www.geocities.ws/catodemos/freedoom/jayextee/map19.wad
http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map19-v1.lmp

MAP24: New Map submission. Vanilla Compatible.
http://www.geocities.ws/catodemos/freedoom/jayextee/map24.wad

MAP31. New Map submission. 30 Seconds with only 1 death, will do for now. I like the unique gameplay for secret maps. Made exit into secret exit.
http://www.geocities.ws/catodemos/freedoom/jayextee/map31_c1.wad

EDIT> Removed MAP22 from top post.

Updated MAP22. Vanilla compat. Aligned textures from previous upload.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map22_c8.wad

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Catoptromancy said:

These are all Jayextee's maps. Tested and demoed in Choco. Is his name in the credits yet?

It is.

About map31, what about the secret exit in map31 leading to map32? There might be a good way to add. The exit room contains 2 walkover exits. One of them can be labelled as the secret exit.

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Bump. I am done for awhile. Not sure whats left.

EDIT> Forgot a map.

E3M7: Convert boom stuff. Simplified lights around lightthings in maze room. The crusher trap had to go. Vanilla apparently cannot crush and lower the same floor at once. Also vanilla hates lots of moving plats. Exit-able with -nomonsters in choco. Map looks good.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c3m7_c1.wad

E1M6: Several tutti frutti fixed. HOM is gone. Removed the voodoo dolls. Looks good with -nomonsters, already made a demo with older version.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m6_c2.wad

E1M7: A lot of boom stuff converted. VPO managed. DM area also tested for VPO.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m7_c1.wad

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The crusher room has always irritated me because of the constant sound being played again and again, alongside the other crushers. I'm glad its gone.

f you feel like you want to make the ceiling not flat, then you could just lower/raise the ceiling height ofeach sector of the room, to create some variation.

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E2M2: Vanilla Compatible. Simplified short stairs. Removed lighting on big long stairs. Minor gameplay change: offset entire red key area, lengthened small area inside its door, and offset door. There was massive door induced VPO, moved long stairs from view of door. Details got to stay, the rest of the area could be left untouched.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/c2m2_c2.wad

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You forgot to move the radiation suit in the connecting part in the middle, it's outside the map right now. And some of the monster caches also appear to be a bit broken by only moving some of their vertices.

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MAP16: Vanilla Compatible. Removed a billion vertexes from dirt foot path, that is all.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/map16_c1.wad

MAP20: Vanilla Compatible. Managed a time-delay blue key grab. Vanillafied the monster teleports to work almost identical to the boom version. Minor gameplay change. All stairs and teleports in outside area simplified. Midtex bridge is solid.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/map20_c6.wad

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Catoptromancy said:

E1M7: A lot of boom stuff converted. VPO managed. DM area also tested for VPO.
http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m7_c1.wad


this map conversion behaved very diferent of what i intended for the map, anyway ignoring it, this map still need lot of editing, for exaple you forget to get some floors and they have diferent flats not matching whit theyr surronds and a lift after red key is not working.

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