Big Ol Billy Posted June 3, 2017 one hour down already? :/ still feel rusty but I have an idea, just hoping I can get something together 0 Share this post Link to post
NuclearPotato Posted June 3, 2017 (edited) Hey I made a thing for this: https://drive.google.com/open?id=0B1bX8V5Yr798X2NmS3VuMkNnU2M Name: Life at the Outpost Build time: 2 hours Textures: Base Doom 2 MIDI: Death Mask by Lippeth, from the Plutonia MIDI pack: https://drive.google.com/open?id=0B1bX8V5Yr798X2k3RmplQnRvMlU Themes: Plasma Gun only, under 70 monsters (41, to be precise) Aesthetically, it looks like baby's first Plutonia map. Not my finest work, but I got it done and UV-Max'able in 2 hours, so I'm proud of it. Edited June 3, 2017 by NuclearPotato 1 Share this post Link to post
everennui Posted June 3, 2017 Time: 2:07 Midi: Big Blue (Bluegrass) [F-Zero] Name: "Big Green" https://www.mediafire.com/file/0u618s3p0vkg6y0/ess3.wad 0 Share this post Link to post
Forli Posted June 3, 2017 Would a backpack count as non-energy cell ammo? 0 Share this post Link to post
NaZa Posted June 3, 2017 2 minutes ago, everennui said: Time: 2:07 Midi: Big Blue (Bluegrass) [F-Zero] Name: "Big Green" https://www.mediafire.com/file/0u618s3p0vkg6y0/ess3.wad Theme, everennui? 1 minute ago, Forli said: Would a backpack count as non-energy cell ammo? Well... technically yes. 0 Share this post Link to post
everennui Posted June 3, 2017 @DoomLover234 I was confused. I did all four. 1 Share this post Link to post
Big Ol Billy Posted June 3, 2017 working out a few kinks... need some newbie leniency :/ 0 Share this post Link to post
NaZa Posted June 3, 2017 (edited) That's excellent everennui. It's the point to try and combine all themes into a consistent and coherent map! 1 Share this post Link to post
everennui Posted June 3, 2017 Here's to crossing fingers. When I first saw the themes I wanted to back out, but a little persistence paid off. 0 Share this post Link to post
dl_simc Posted June 3, 2017 (edited) Here goes (fixed):https://www.dropbox.com/s/35vk3p2e3hntzcb/dls_plasma_v2.zip?dl=0 build time 2:20 all the theme aspects should be ok title: plasma plus two crates with monsters midi: I didn't had any at hand, so I ripped MAP02 track from TNT.wad After one hour it really sucked. As someone has said: "It still sucks but it's much more coherent in doing so." Edited June 4, 2017 by dl_simc : updated link 0 Share this post Link to post
elmle Posted June 3, 2017 (edited) Here is what i came up with: dreamsintheghettov2.zip Build time: 2:46 Themes: 70 monsters+plasma Didn't really have time to playtest with monsters in it but it should be beatable. Edited June 3, 2017 by elmle 0 Share this post Link to post
Forli Posted June 3, 2017 I had some trouble uploading to mediafire, I hope it works well http://www.mediafire.com/file/88ancv6lv7bi29c/SPDMP3.zip Name: Blue plasma yellow skulls Midi: E1M4 from Doom1 Time: 2hours 30minutes Themes: All 4 I think I'm starting to get a bit better at this but there's still a lot of room for improvement 0 Share this post Link to post
Big Ol Billy Posted June 3, 2017 (edited) Ok here goes nothing. Still worried it might be broken in some way I'm not realizing: [UPDATED]: http://www.mediafire.com/file/q48816wjivu8b9r/panopt2.wad build time: 2:50 title: Panopt-Icon - Only use walkover triggers - 70 monsters at most - No ammo or weapons except plasma gun and energy cells - Health is only present via health bonuses edit: Slightly less shitty now + MediaFire. This is the first map I've ever "released" I guess so go easy! Edited June 3, 2017 by Big Ol Billy 0 Share this post Link to post
Walter confetti Posted June 3, 2017 http://www.mediafire.com/file/hibazbjp0di30qu/shitaste.wad Title: Cloaca Theme: Walkable triggered lines, no health expect health potions Build time: 1 hour and half (Started this thing late) Description: Really short (512 x 1024) and compact map sets into a sewer place of sort, like that map in Evilution. Yeah, that one, you know? Music: Chip's Challenge track arranged by Doomkid 0 Share this post Link to post
BigDickBzzrak Posted June 3, 2017 (edited) WAIT FOR ME PLEASE 1 SEC, HAVE MERCY CRITICAL BUG (one out of many) FIXED; STILL DON't DOWNLOAD PLZ ------------------------------ Unexplainably Unexplorable https://doomshack.org/uploads/UnexplainablyUnexplorable-V2.wad Theme: a few Build time: 02:30 or so Description: untested as well, kind of a city, vanilla compatible I think, 4096x4096 music: going down the fast way by Lee Jackson comments: uh I spent way too much time on goofy detailing and satisfying the bugs in my head, because having huge-ass offsets and unnecessary textures pisses me off. Kapanyo's 3D floor effect present. Play -nomo only. My second speedmap ever, yay Edited June 3, 2017 by bzzrak 0 Share this post Link to post
Fuzzball Posted June 3, 2017 Shame I was out all day...these themes are actually very good this time! 0 Share this post Link to post
elmle Posted June 3, 2017 I hope this is not too late, added some more ammo cause the level was unbeatable: dreamsintheghettov2.zip 0 Share this post Link to post
NuclearPotato Posted June 3, 2017 Updated my description with my MIDI of choice, separate from the WAD for compiling purposes. 0 Share this post Link to post
StormCatcher.77 Posted June 4, 2017 Uh ... I just forgot about the contest. Well, and was busy. Excuse me. A complete compilation of all the work has not yet been created? 1 Share this post Link to post
Forli Posted June 4, 2017 I just noticed a problem with my map, I had not tested on zdoom Here it's fixed: http://www.mediafire.com/file/88ancv6lv7bi29c/SPDMP3.zip 0 Share this post Link to post
dl_simc Posted June 4, 2017 If possible here's a minor fix too:https://www.dropbox.com/s/35vk3p2e3hntzcb/dls_plasma_v2.zip?dl=0 One demon was stuck in a wall. Also a few grass sectors were at the wrong height causing a HOM. 0 Share this post Link to post
elderdragonbrasil Posted June 4, 2017 OH, I really forget about that :( @Suitepee did something for this one? 0 Share this post Link to post
NaZa Posted June 4, 2017 (edited) Nice! I'll play through each map, check if they're broken in any way and then I'll make a compilation. Would've loved to participate but in the first session I had no time and in the second session I couldn't start anything decent. Damn Mappers Block hit me. 0 Share this post Link to post
NaZa Posted June 4, 2017 PRE-RELEASE BETA: - CWILVs added - music added - GFX added - Map order made - Fixed bugs in these maps: * Big Ol Billy - bleeding sector, bleeding midtex * Bzzrak - lifts lower into opposite lifts from the inside in the house area so it was inescapable * dl_simc - it was possible to get stuck in an inescapable pit in two points of the map * NuclearPotato - made two cell packs more visible so that you don't avoid them eagles03.zip 1 Share this post Link to post
BigDickBzzrak Posted June 4, 2017 (edited) 2 hours ago, DoomLover234 said: * Bzzrak - lifts lower into opposite lifts from the inside in the house area so it was inescapable 00P5! The one on the outside is intended, the one on the inside is not. If it's not too much of a bother for you, could you please reverse the tags on linedefs 369 and 373 yourself? Thanks a bunch. ninja edit: oh wait you already did it! Heh, sorry. edit2: One thing, could you pleeeease raise the floor of sector 20 to 384 (the one with the cacodemons)? Not necessary though. Also you've apparently made a typo in the DEH for my map. Played the maps, btw. Some really awesome ones, I liked Big Ol Billy's and everennui's maps the best. :] Great job everyone! Edited June 4, 2017 by bzzrak 2 Share this post Link to post
StormCatcher.77 Posted June 4, 2017 (edited) Plenty of plasma made the passage of each map fairly easy. The only difficulty is the completion of the last map. To fight with a lot of arch-viles in a confined space was difficult. Difficult, but cool! Very powerful set of maps. First Demo Attempt GZDoom 2.4.0 No errors found critical for passing. 0 Share this post Link to post
Suitepee Posted June 4, 2017 11 hours ago, elderdragonbrasil said: OH, I really forget about that :( @Suitepee did something for this one? Not this time; I was pretty busy yesterday at the time of the evening session. I might plan on livestreaming the finished wad however. 1 Share this post Link to post
NaZa Posted June 4, 2017 1 hour ago, bzzrak said: edit2: One thing, could you pleeeease raise the floor of sector 20 to 384 (the one with the cacodemons)? Not necessary though. Also you've apparently made a typo in the DEH for my map. Did that, and there was no typo in the DEH (Unexplainably Unexplorable?) 0 Share this post Link to post
dl_simc Posted June 4, 2017 Cool - They're all playable from "the pistol start" on ZDoom with savegames. Liked MAP07 the best. Also MAP08's crowded end section is a hassle. MAP05 ammo balance might get tricky: There are 2+2 cell packs after the stairs but the revenants are released so fast that the careless player might end up fighting them with the pistol. Understand speedmapping better now. Instead of every project taking ages, getting something done and finished within a fixed time is fun. Thanks a lot! 0 Share this post Link to post
baja blast rd. Posted June 4, 2017 (edited) In map04, you eventually teleport into an arena with a mastermind and cyberdemon, onto a high self-referencing sector that simulates a mid-air drop. You are in the air (and thus unable to move X/Y coordinates) for some seconds. During that time if the cyber just waltzes near you and fires, you are dead. map08's cell ammo balance was tight early on, so I ended up using the pistol, mostly against the numerous weak monsters, to preserve a cushion. It's only by luck that I didn't use all of my bullets and get stuck at the shoot switch. Mandatory unpunchable shootswitches don't really work whenever the player could run out of the needed ammo types. Highlights were map05, map07, and map08. <3 that progressive vile arena. The theme is too restrictive imo; 'an emphasis on the plasma rifle' would do a similar thing while maintaining a bit of variety. 2 Share this post Link to post