Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
StormCatcher.77

Doomworld Mega Project 2017 (Final)

Recommended Posts

Quite a short run, even given the difficult gameplay. Several times I was very close to death. I think if you pass the map without hurry, you can avoid significant damage, especially since there are enough health items on the map. The battle before the exit, of course can be dangerous (but I just ran past ...) For a map created entirely on standard resources it looks great. Somewhat controversial I find a solution in the layout of the map, allowing the player to go to the exit without exploring some of important areas, including missing the super shotgun.

 

Doom_Font_Green_Arrow.png  First Demo Attempt GZDoom 3.2.0, I forgot duration... it's short ;]

 

In my collection:

 

Blue_3_5.png - Visuals (3 / 5)
Blue_3_5.png - Detailing (3 / 5)
Blue_3_5.png - Gameplay (3 / 5)
Blue_3_5.png - Atmosphere (3 / 5)
Orange_3_5.png - Difficulty (3 / 5)

 

Green_3_5.png - Overall Rating (3 / 5)

Share this post


Link to post
On 17/01/2017 at 7:10 AM, StormCatcher.77 said:


Doom_Font_Rules.png

Doom_Font_Green_Arrow.png DECORATE is allowed for new things only. Give them also the 3-character prefix. Resource size limit: 1 MB
 

 

Share this post


Link to post

Hey Storm could you take me off the list? I don't think I can get around to doing a map for this unfortunately. Busy with my own project and lots of other stuff going on. Thanks, and sorry.

Share this post


Link to post

Here is my entry to this

Author: Matt "Cannonball" Powell
Map name: A keen eye
Compatibility: limit removing
Playtesting: PrBoom 2.5.4

Build time - Around 5 days
Resources: Stock textures only
Music track: Mesmarine by Mark Klem

 

Not much here, just a slight gimmick to progression with a lot of secrets and a few optional areas. 

 

dmpcb17.zip

 

Here are some screenshots;

 

dmpcb17 - 1.png   dmpcb17 - 2.png

 

dmpcb17 - 3.png

Edited by cannonball

Share this post


Link to post

Unfortunate i couldn't figure out how to get the YK and ended up with 5/7 secrets. Searching for Keen's was a pleasant change. Absolutely solid map.

Share this post


Link to post

@StormCatcher.77

I am withdrawing my map Eviscerate from this project since I think it fits better with slaughtermax. I'll prolly make something a bit more laid back (by my standards) for dmp2017.

Share this post


Link to post

@cannonball

It's amazing how a map of this quality can be made in 5 days! Standard textures and new music are 100% working on the atmosphere. The structure of the map has a pronounced research character. Constantly player need to look for hidden switches. The path to the yellow key because of this is not quite obvious. Gameplay is not easy, although I, for the most part, created difficulties for myself. The meeting with Arch-vile took place too early, when my ammunition ran out. Fighting with Cyberdemon in a narrow corridor, I survive only by accident. Alas, I could not leave the level without cheating. A lot of time was spent on empty wandering. As I understood, to open the exit you need to kill all Keens. Apparently, I missed a few ...

 

Doom_Font_Green_Arrow.png  First Demo Attempt - GZDoom 3.2.0

 

In my collection:

 

Blue_3_5.png - Visuals (3 / 5)
Blue_3_5.png - Detailing (3 / 5)
Blue_2_5.png - Gameplay (2 / 5)
Blue_4_5.png - Atmosphere (4 / 5)
Orange_4_5.png - Difficulty (4 / 5)

 

Green_3_5.png - Overall Rating (3 / 5)

 

@Killer5

Ok, I remove your work from maplist. I'll be waiting a new stuff.

 

 

Share this post


Link to post

@cannonball

Using GZDoom. Fun. I like the levels and the height differences; seeing secrets and figuring out how to get there; using barrels. I was enjoying myself... until I found the last Keen. Then, HOLY CRAP! Didn't see that coming. Thanks for the BFG.

 

Two things, one of which may be moot.

 

Linedef tag 6, the SW1MET2 switch which starts the sequence to get the Yellow Key: the texture is set at y+64, so there is no switch showing. You have to press a blank wall. I found it by accident. Was that intentionally meant to be that hard to find?

 

Linedef tag 5, the switch which gives access to the Yellow Key platform: you used SW1BRN1, which is incorrectly defined in Doom2, but fine if all you're using are standard textures. Unfortunately, I was playing this with cc4-tex (because when I pulled it from my 'play' folder, I couldn't remember what project it was for). Cc4-tex corrects that switch texture definition, so in game it looked mis-aligned. As I said, this may be moot, unless cc4-tex is added to the project because of other maps. In which case, the texture should probably be changed to SW1BRCOM.

 

Also have to mention the Cyber fight. After the fight I hit pause and thought about it for awhile. The Cyber is in a narrow corridor which lets him move, but not really let him get far enough away from you to turn and shoot. So if you run away when you see him, you'll die. If you charge him, you'll confuse his AI just long enough to get off two BFG shots in his face and kill him. It makes him a bigger perceived threat than he actually is. Elegant and brilliant design, sir. Hats off to you.

 

Share this post


Link to post

Hello! Here's my entry:

 

Name: Proxima Centauri Lust

Author: Ninehills42

Compatibility: boom

Tested with: Zandronum, Gzdoom and Prboom 2.5.1.3

Link: http://www.mediafire.com/file/6u3t5iykguz5hut/ProximaCentauriLust.wad

Build time: Long (over the year with breaks, so I dont know)

Difficulty settings: +

Custom textures: + (N42*****)

Music: Chasing Suns from Sunlust map01

Inspired by: Well... Sunlust.

 

Screenshots:

2g4cGbJ.png

 

EUshO9n.png

 

KhexWo0.png

 

9mNMYIX.png

 

Last Patch: 

- Added 2 rockets before yellow key.

 

Edited by Ninehills42

Share this post


Link to post

@Ninehills42

The gameplay of this map makes me remember Plutonia. Even the very beginning is quite hard, but in general there are no strong kinks in the difficulty. Most of all the damage a player receives in close traps, the suddenness of which, confuses and causes the player to make mistakes. Detailing is excellent, and the visuals can be called quite original. I like such experiments with sector lighting. In general, challenging and fun map!

 

Doom_Font_Green_Arrow.png  First Demo Attempt GZDoom 3.2.0

 

In my collection:

 

Blue_4_5.png - Visuals (4 / 5)
Blue_4_5.png - Detailing (4 / 5)
Blue_3_5.png - Gameplay (3 / 5)
Blue_3_5.png - Atmosphere (3 / 5)
Orange_4_5.png - Difficulty (4 / 5)

 

Green_4_5.png - Overall Rating  (4 / 5)

Share this post


Link to post

@cannonball I wasn't able to looke around and i have allready two lost souls up to my face which reminds me that the gameplay was in most places very good and wise but some places lacks in ammo and i need to say some ammo and monster placement need improvements.Revenants was placed bit early that they supposed to be.  Atmosphere was very nice and with this neat detailing and very well done heights changes i need to say i give my hat off. The way how some secret was made is awesome and very enjoyable.

But how stormcatcher said, is really awesome how someone can made map of this quality in 5 days only, but yeahh is important if you made sketch before and how much you spend per day on it.

Very very good job sir.

 

Share this post


Link to post

I had planned to make a map for this and well, I did start something a few months ago but, never got around to finish it or even bother editing it anymore. 

 

So, here it is. It is for UDMF and you are of course free to do whatever changes you want (if anyone wants to use this of course) provided you just credit me. You don't even have to make it a map for the dwmp17. I'm just putting it here because this is what it was intended for at the start :)

 

Anyhow, here are some pics: https://imgur.com/a/YU3lO

 

And of course, attached is the link to what I've made so far. 

Have fun. 

DWMP17.zip

Share this post


Link to post

@Yugiboy85

It looks very encouraging! The map shows strengths in terms of design and gameplay. I would, still hoped to see the completed version. Maybe it's just to cut the initial idea and pass the map short, but complete? Time still exists.


If someone decides to continue the development of this map, double authorship will be indicated.

Share this post


Link to post

Decided to enlist my acs stomping ground map into this. Granted it's chock full of newbie scripts and some more advanced scripts. I'll have it done well before the deadline, and there's a few horrific parts.

 

Highlight at the moment is that chaingunners spawn archviles on death and vise versa.

Share this post


Link to post

Before the year is over, here's the updated version of my level; The Kerberos Complex. If there's no significant glitch that breaks the level, this will be the final version.

 

- Rey keycard area is changed, making the player unable to skip the monster ambush.
- Some secret areas are slightly adjusted, allowing the player to find them easier.
- Some encounters are adjusted for better gameplay.
- Fixed a couple of texture misalignments.
- Fixed a glitch, related to the godsphere in front of 6-key switch.

 

Click Here to download

Share this post


Link to post

Back in September, I started creating the map that I planned to submit to this project. With other family and work commitments I could only work on it sparingly, but I thought I was making reasonable progress, even though the map was starting to sprawl. I came to the realization last night that I still have a lot of work to do, not including the fact that I'm missing a chunk of the map that I thought I had already created (so it would be impossible to finish the map without cheating). Coupled with the holidays and other family responsibilities, I have decided to put that map on the back burner and finish it later. So, I won't be submitting that to this project.

 

That being said, I have an idea for another map that I should be able to finish by the end of the year. I plan to submit that (as yet unmade) map for this CP, @StormCatcher.77, so don't take my name off the interested list just yet.

Share this post


Link to post

What's going to happen after the deadline? Will there be a beta testing phase during which we'll be able to edit our maps? Or are you going to post the final compilation immediately?

Share this post


Link to post

Been looking to try and make a map of my own for the first time, and I've had a few ideas. I'll have to look into making something for this.

Share this post


Link to post

@Memfis

Yes, immediately (about 1, 2, 4, 8, 16 days... ;) after the deadline, a complete compilation of all maps will be released. It is not possible to add a new maps or replace the submitted maps. All authors who have not finished their maps by deadline will transfer them to the next DMP (I hope :3). Any correction of errors on the maps will be accepted at any time after deadline.

 

Share this post


Link to post

At the moment, there are only 32 maps in the project. This is the smallest ammount in the entire history of DMP. Maybe I scared everyone with my "ratings"? There are practically no vanilla maps. Something easy from beginners, too, does not appear.

:(

 

 

Share this post


Link to post
27 minutes ago, StormCatcher.77 said:

This is the smallest ammount in the entire history of DMP.

If you look at past DMP threads, you'll see that most maps always get submitted in December, and although I haven't counted them, I'd guess that there was always less than 32 maps submitted up to each year's November 22nd.

Share this post


Link to post
6 minutes ago, scifista42 said:

If you look at past DMP threads, you'll see that most maps always get submitted in December, and although I haven't counted them, I'd guess that there was always less than 32 maps submitted up to each year's November 22nd.

Kind of. Most of us are master procrastinators.

Share this post


Link to post

Turned out that there were more things to fix. Many thanks to everyone who played my level so far! :)

 

- Fixed one major glitch that can break the game.
- Fixed a slime trail near the blue keycard.
- Fixed a glitch, related to the godsphere in front of 6-key switch, again.
- Some secrets are changed, allowing the player to reach them easier.
- A small change for the 6-key switch combat.
- Added some teleporters to assist the coop gameplay.

 

DMP2017_antares031_v20171122

Share this post


Link to post

I'm interested in mapping for this, but I would like to use textures and music from TNT. Will using TNT as my resource .wad cause problems when integrating my map with others?

 

I don't know how to add resources to my PWADs manually, and I'm not sure if I'll have the time to learn how to do that with everything else going on in my life right now.

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
×