mArt1And00m3r11339 Posted November 23, 2017 I beat Strange Worlds ("Red Tempest" on this site). 3 Share this post Link to post
StormCatcher.77 Posted November 24, 2017 (edited) @Skeletonpatch Glad to welcome! The main wad of this project is doom2.wad. Do not give up participation. You can take as a basis TNT, and then I'll add the textures and music from it to your map, so that it is compatible with the project. Simply, together with the map release, tell me what kind of music and textures there should be. 0 Share this post Link to post
Skeletonpatch Posted November 24, 2017 12 minutes ago, StormCatcher.77 said: @Skeletonpatch Glad to welcome! The main wad of this project is doom2.wad. Do not give up participation. You can take as a basis TNT, and then I'll add the textures and music from it to your map, so that it is compatible with the project. Simply, together with the map release, tell me what kind of music and textures there should be. Ok, I've already started the map and have a pretty basic idea as of what I want to accomplish. Hopefully I can pull it off. 0 Share this post Link to post
mArt1And00m3r11339 Posted November 25, 2017 On 1/31/2017 at 7:20 AM, Dragonfly said: My map is finished! It's a small-medium sized map for GZDoom. The map is called Integrity. [DOWNLOAD] Credit information (also included in pk3): Reveal hidden contents MAPPING Joshua 'Dragonfly' O'Sullivan - Build Time: Around 7 - 10 days? - Software used: GZDoomBuilder, Slade3 - IWAD: Doom2.wad - Source Port: GZDoom, latest build recommended as usual TEXTURES Black & Green Texture pack by 'Agaures' CWB Texture Pak 1 by 'Afterglow' & 'Covaro' MUSIC Ophidian by 'Jimmy' Dark Angel by 'Jimmy' How do you go about accessing the secret where the BFG is located? I tried opening the demo but my GZDoom is g3.2.1 and the demo was recorded with a different version. 2 Share this post Link to post
mArt1And00m3r11339 Posted November 25, 2017 I beat Integrity. The bad news is 50% is as high as I could get on the secrets. I scored 100% for the kills and the items. Record for low health = 4. 2 Share this post Link to post
Dragonfly Posted November 26, 2017 @mArt1And00m3r11339 Click the below link for a smoother MP4 :) https://i.gyazo.com/57441f1016dc8fd29015351ac32b1350.mp4 1 Share this post Link to post
Dragonfly Posted November 26, 2017 Sorry for double post. Decided to give speedrunning my map a go, heh. 2 Share this post Link to post
mArt1And00m3r11339 Posted November 26, 2017 3 hours ago, Dragonfly said: @mArt1And00m3r11339 Click the below link for a smoother MP4 :) https://i.gyazo.com/57441f1016dc8fd29015351ac32b1350.mp4 Thanks for the information. I usually play with jumping and crouching turned off. 0 Share this post Link to post
Marlamir Posted November 26, 2017 1 hour ago, Tindrone said: How does this look so far Very very interesting and nice 0 Share this post Link to post
Marlamir Posted November 26, 2017 Author: Marlamir Map Name: Welcome to U. A. C. Compatibility: Zdoom Play Testing: Zdoom, GZdoom, Zandronum Jumping/crouching: not allowed skill Settings: Ultra Violence build time: 3 weeks Tool Used: GZdoom builder, slade3 Resources: Doom 2 only Music Track: Powerwolf- army of the night(midi instrumental) Bugs: none (didn't find any) Comment: here is my entry. Map is not 100% finished because i don't have much time and right now im without laptop and i propably wouldnt be able to finish map in time so i give whats i have. Is from 90-95% finished is just need few small improvements. Is fully playable. Map is set in one of the many u.a.c bases. Are you able to get trough and kick monster asses one more time, show them that this base was the wrong one to invade. dmp17-marlamir.wad.zip Have fun,i hope you will enjoy. Srry for english 3 Share this post Link to post
Walter confetti Posted November 26, 2017 all new maps looking pretty cool! 0 Share this post Link to post
Memfis Posted November 26, 2017 I liked @cannonball's map. Only this keen frustrated me a little. I noticed the hole immediately but at first I didn't realize that there is a keen inside because it's really hard to see (96 brightness level, and you have to look at it diagonally). Maybe just my stupidity though. Attaching a FDA with lots of wandering around. dmpcb17_mem_FDA.zip 1 Share this post Link to post
StormCatcher.77 Posted November 27, 2017 @Marlamir The work leaves in memory an abundance of microdetails and sloped geometry. It pleases, but there are also some disappointing moments. For example, I find most of the locations unreasonably empty. From the very first minutes the player really needs a machine gun, but it falls into his hands rather late. Fortunately, that there is enough ammunition for the shotgun. The level is structurally complex, which pushes player to explore it along and across. It's a shame, looking into the next room, finding there only a couple of monsters and ... that's all. Usually from such places you expect some useful find. And sometimes even at all, entire locations are empty, like an area with a red key. Intuitively you wait for a massive spawn, but the danger is minimal and easy to avoid. I still got a well-detailed, but again, an empty cave hidden behind the flow of acid. Maybe I just forgot to activate something, somewhere? I was completely confused by a switch labeled yellow. I went through the level anew to find the yellow key, but I could not. It's good that I guessed to just use it ... And one more thing. Midi-track is chosen well, but for some reason it sounds quiet. In general, after the passage there is a feeling that I have been using the early version of the map. In principle, it is technically complete, in terms of geometry and visuals, but the gameplay is slightly undeveloped. Maybe you need to add a few more strokes? :) First Demo Attempt GZDoom 3.2.0, 22 mins 1 Share this post Link to post
MidnightMage Posted November 27, 2017 On 15/10/2017 at 9:31 PM, Voltcom9 said: Version 3 of the Eldritch Construct Most recent update to my map. The link remains the same. https://www.dropbox.com/s/k8kzihc15d6gykp/2017v9.wad?dl=0 Resources: One of Mechadon's Skies (Sky 5) from Mechadon's Sky Pack was used Music track: Jaxxoon R's Dark Ambient Music Track 13 Notes: This short and minimalistic map contains several traps and ambushes. +Freelook, jump and crouch are encouraged for this map. @StormCatcher.77 could you please update the OP to this content. The current map download version of my map is on page 13. Thank you. Current map link https://www.dropbox.com/s/k8kzihc15d6gykp/2017v9.wad?dl=0 1 Share this post Link to post
Sasha Posted December 2, 2017 Author: Sasha Map name: Stodulki Compatibility: ZDoom Playtesting: zdoom versions 2.3 and 2.8.1. Allow jumping and\or crouching: never mind Skill settings: yes Build time: 28 days Tools used: XWE 1.15, Doom Builder 2 Resources: (list sources of custom textures and sprites) Music track: music track 31 from MUSREJ1.WAD Bugs: unknown Comments: 'sto' is one hundred, 'dulo' is gun barrel stodulki.zip 2 Share this post Link to post
DAZZER Posted December 3, 2017 Screenshots: Level name : The Nephilim II Author(s) : DAZZER Build time : about 1 Week Editor(s) used : GZDoombuilder,SLADE 3 Compatibility: G/ZDoom Music track : some Mayhem song Playtesting : Tested with GZDoom 3.2.0 Difficulty settings : No Bugs : If i would know them I would fix them Author's comments : Really short and mostly easy Map. Just wanted to take part in this with a nice layout and Fun Gameplay. Download: http://www.mediafire.com/file/d4idblt1r6yxnsr/thenephilimII.7z 2 Share this post Link to post
MidnightMage Posted December 4, 2017 Final Version the Eldritch Construct (GZDoom compat) -Sky created by Eradrop -music changed to Quake Theme mid by SilentZorah -only vanilla textures - mouselook, jump, crouch are encouraged https://www.dropbox.com/s/k8kzihc15d6gykp/2017v9.wad?dl=0 2 Share this post Link to post
Pyrolex Posted December 7, 2017 Between school, my new job, and a whole bunch of other factors, it looks like my contribution will have to wait until next year, if a DW community megawad project is planned for next year. I don't have pictures of what I've sketched yet, but this is basically my idea: Kinda like a sort of boss rush-type level. At the start, you get a chainsaw, a chaingun, and plenty of clips. The next room you enter pits you against two Barons and a small horde of Spectres (there's a secret here: if you examine the walls, you'll find a secret room with a rocket launcher). After defeating them, you take a lift to a hall (another secret in this hall: there's a walk-through wall, and if you go through it you'll find a plasma rifle with a few cell packs) with a few medikits. You're then faced with 2 doors, both of which lead over a small ledge (so jumping won't work). In one door lies a treasure trove of weapons and ammunition to keep you stocked and ready for the next battle. The other door gives you powerups like Berserk and Invulnerability. Which will you choose? The next room is something akin to D64's Even Simpler (I think that was the name?), facing Mancubi, Cacodemons, and Arachnotrons. No secrets here. After this battle, you get a few stimpaks and health bonuses before faced with a small task: to get past a field of acid by traversing narrow pathways (don't worry, if you fall you should be able to reach a teleporter before you die. I plan for the teleporters to be marked by a flashing sector that can be seen when you're on the platforms). Some parts of this section will be wide platforms to allow the player to take a breather. There are no enemies here. After surviving this, you're awarded with a Soulsphere and some green armor before facing off against a Cyberdemon. A rocket launcher and plenty of ammunition lie around. Careful, though, there will be pillars all around, so aim carefully. Next, another small hallway with some weapons and ammunition (if you tread lightly here and keep an eye on the walls, you'll find a secret room with a holy grail: specifically, the BFG 9000), before a fight against a Spider Mastermind, with a few Hell Knights to worry about as well. And that's that. You can find a keycard laying around behind a wall (I plan to make this sort of obvious so the player isn't stuck), opening a door and taking you down a red carpet -- literally! Spectators cheer as you make your way to the podium. To exit the level, simply step onto the podium. I think it's a really dumb idea, but it's one I've had in the back of my head for a while. I'm new to mapping, so I don't know if I can possibly make it more open-ended and less linear without losing my vision of how I want it to be. I'm trying to add some variety to the geometry I'm drawing out so it's not really boxy like most people's first maps (it might still be a little boxy, but not really entirely square rooms). 1 Share this post Link to post
StormCatcher.77 Posted December 8, 2017 A series of arenas, on which the player is locked, a fairly trivial solution, but not devoid of potential. Makes me think of Serious Sam. But what will the player do if he does not find weapons in the secrets? This can greatly difficult his life. I think that finding secrets is a temporary opportunity to make life easier for a player (with a small amount of ammunition), and when you get to the arena, the player must somehow get more powerful weapons. For example, dodging the cyberdemon's rockets and hiding behind the columns to go to the other side of the arena (where was the cyberdemon) and there to pick up a rocket launcher ... or somehow. Your concept has significant potential. Make it for the project in any form. 1 Share this post Link to post
Skeletonpatch Posted December 8, 2017 I found a different community project that I think the map I've started would work better for, so I'm dropping out of this one. I wouldn't be able to make the deadline anyway... 0 Share this post Link to post
StormCatcher.77 Posted December 8, 2017 Good luck to you. I hope next year you will join this project again. 1 Share this post Link to post
Pyrolex Posted December 8, 2017 (edited) 15 hours ago, StormCatcher.77 said: But what will the player do if he does not find weapons in the secrets? My idea is that if you don't find a secret with a weapon, it'll likely show up in the main path. For instance, the rocket launcher can either be picked up in the secret room attached to the Baron/Spectre room or it can be picked up during the Cyberdemon fight. The BFG will only be found in a secret, however, because since the map keeps the player stocked on ammo it could make the Cyberdemon or Spider Mastermind bosses way too easy. I've been experimenting with themes, and so far it's a tossup between being entirely a techbase, entirely Hell-like, or some sort of weird progressive theme where it starts out as a techbase and slowly becomes Hell, with stone bricks and all those weird flesh textures (I'm leaning towards the progressive theme, myself). EDIT: Also, thanks for your feedback on the idea! 0 Share this post Link to post
Tindrone Posted December 8, 2017 On 12/7/2017 at 7:41 AM, Pyrolex said: Between school, my new job, and a whole bunch of other factors, it looks like my contribution will have to wait until next year, if a DW community megawad project is planned for next year. I don't have pictures of what I've sketched yet, but this is basically my idea: Kinda like a sort of boss rush-type level. At the start, you get a chainsaw, a chaingun, and plenty of clips. The next room you enter pits you against two Barons and a small horde of Spectres (there's a secret here: if you examine the walls, you'll find a secret room with a rocket launcher). After defeating them, you take a lift to a hall (another secret in this hall: there's a walk-through wall, and if you go through it you'll find a plasma rifle with a few cell packs) with a few medikits. You're then faced with 2 doors, both of which lead over a small ledge (so jumping won't work). In one door lies a treasure trove of weapons and ammunition to keep you stocked and ready for the next battle. The other door gives you powerups like Berserk and Invulnerability. Which will you choose? The next room is something akin to D64's Even Simpler (I think that was the name?), facing Mancubi, Cacodemons, and Arachnotrons. No secrets here. After this battle, you get a few stimpaks and health bonuses before faced with a small task: to get past a field of acid by traversing narrow pathways (don't worry, if you fall you should be able to reach a teleporter before you die. I plan for the teleporters to be marked by a flashing sector that can be seen when you're on the platforms). Some parts of this section will be wide platforms to allow the player to take a breather. There are no enemies here. After surviving this, you're awarded with a Soulsphere and some green armor before facing off against a Cyberdemon. A rocket launcher and plenty of ammunition lie around. Careful, though, there will be pillars all around, so aim carefully. Next, another small hallway with some weapons and ammunition (if you tread lightly here and keep an eye on the walls, you'll find a secret room with a holy grail: specifically, the BFG 9000), before a fight against a Spider Mastermind, with a few Hell Knights to worry about as well. And that's that. You can find a keycard laying around behind a wall (I plan to make this sort of obvious so the player isn't stuck), opening a door and taking you down a red carpet -- literally! Spectators cheer as you make your way to the podium. To exit the level, simply step onto the podium. I think it's a really dumb idea, but it's one I've had in the back of my head for a while. I'm new to mapping, so I don't know if I can possibly make it more open-ended and less linear without losing my vision of how I want it to be. I'm trying to add some variety to the geometry I'm drawing out so it's not really boxy like most people's first maps (it might still be a little boxy, but not really entirely square rooms). No idea is dumb until you try it, sound like a good idea to me 0 Share this post Link to post
mArt1And00m3r11339 Posted December 9, 2017 I beat Welcome to UAC with Colorful Hell. 1 Share this post Link to post
AleksB Posted December 9, 2017 I would love to be apart of this! How do I send in my map?? 0 Share this post Link to post
AleksB Posted December 9, 2017 And sorry for that last question, I just realized to add a zip file... But I do have another question that might sound noobish haha, but I wanna use a song out of the chillax megawad, but dont know how to convert it to a not mp3 file. I would love to have my map submitted to this project, but the mp3 is standing in the way of that. Any suggestions on how to go about this? 0 Share this post Link to post
mArt1And00m3r11339 Posted December 9, 2017 1 hour ago, AleksB said: And sorry for that last question, I just realized to add a zip file... But I do have another question that might sound noobish haha, but I wanna use a song out of the chillax megawad, but dont know how to convert it to a not mp3 file. I would love to have my map submitted to this project, but the mp3 is standing in the way of that. Any suggestions on how to go about this? My recommendation would be open up Slade and look for a midi file that you like and copy and paste that into your wad file. Then, you save changes. 1 Share this post Link to post