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NaZa

Eagle Speedmapping Sessions 7 - All Alone in the Flame of Doubt (BETA COMPILAT)

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Ok so mine is "done", or at least as done as i could get it in the time I had (literally could not work for more than the initial 2 hours), it is beatable but it"s also really short, simple, and looks way too much like map01 (honestly don't know how that even happened lol, I was going to go for a maze like design but didn't have the time to make it- mostly because I got way too caught up on the lighting :P so I had to make something much more simple and this is what came out..). I tried to follow all the themes, there are mostly spectres and lost souls, there is no lighting above 160, and it is a "mansion", though I use that term very loosely in this case :/ There are some problems, like some texture misalignments and the lighting looks kind of weird in one part and the final room is very bland since I finished it when my time was running out, I wasn't even able to find a good midi for it in time :( But I guess it's not as bad as it could possibly be... definitely not as proud of it as I would like to be though.

 

Anyway here it is. I'm not sure what to call it since there isn't much content to name, the name of the wad itself is mansion01 because of the map01 style so maybe I will just call it that... it is Boom format and designed for single player. It can probably be beaten in less than 30 seconds as well LOL

 

 

Mansion01.zip

 

edit: this is also my first publicly released map :O And it is only something like my 5th attempt at making a wad in general, the others being speedmapping practice runs from earlier this week and 2 "main" wads which I am working on (a wolf3d/doom2 crossover mapset and a first map in a gzdoom-centric multi level doom2 only wad, both of which are slowly coming together, hopefully I can pick up the speed after getting some more mapping experience)

Edited by therektafire

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Second session will now genuinely start at 2 AM New York time and 8 AM CET to hold it when it should've been held in the first place. 

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Name: That followed me home
Theme: Mostly Demons and 160 light level
time: 03:30 hours
Music Picture of the Ghost Ship from Castlevania Dracula X sequenced by JILost
Links updated. https://ufile.io/nntvx

 

e- it uses c4 textures which I totally forgot to mention . Sorry!

Edited by NeedHealth

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Name: The Dark

Time: 2 hours 20 minutes

Themes: Mansion (That was the idea, at least.)

Song: "Fire Hive" by Jimmy (Plutonia Midi Project Map18)

 

It's pretty small, but overall I think it worked out pretty well. However, I do think the mansion theme didn't work out quite right. Instead, I got a gothic brick-metal level. It's not really very mansion-like but I do think that it looks pretty cool. I also tried to focus on enemy placement and trying to make it play well (Which I hope it does.) If I had used more time I probably would have just added more wall features.

 

Aw crap it breaks prboom. gimme a few minutes. Fixed (I hope).

Minor update 2: I lit up the exit switch and changed one floor texture.

 

thedark.zip

Edited by Spie812

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Do not include mine in compilation; I did not finish.  This happened last Eagle i tried too, srry.

I tried to beat the 3 hr clock but my hands exploded from nerve pain after a couple hours, and I was only half way through at that point.  For sake of show-and-tell aspect of speedmapping sessions, here is screenshots and a link to unfinished map (uses cc4tex.wad)

 

Notes: I spent 20 minutes doodling sketch on paper, and 2:30 minutes in doombuilder.

 

I'm currently sitting on a pile of maps like these.  Some point in the next coming months I will have to set aside some time and do a mapping marathon and finish them; a new year's resolution maybe.

Spoiler


failedESS7map.jpg

failedESS7map_layout.jpg

 

 

noisy_unfinishedESS7.zip

Edited by NoisyVelvet : images into spoiler tag

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37 minutes ago, therektafire said:

Ok so mine is "done", or at least as done as i could get it in the time I had (literally could not work for more than the initial 2 hours), it is beatable but it"s also really short, simple, and looks way too much like map01 (honestly don't know how that even happened lol, I was going to go for a maze like design but didn't have the time to make it- mostly because I got way too caught up on the lighting :P so I had to make something much more simple and this is what came out..). I tried to follow all the themes, there are mostly spectres and lost souls, there is no lighting above 160, and it is a "mansion", though I use that term very loosely in this case :/ There are some problems, like some texture misalignments and the lighting looks kind of weird in one part and the final room is very bland since I finished it when my time was running out, I wasn't even able to find a good midi for it in time :( But I guess it's not as bad as it could possibly be... definitely not as proud of it as I would like to be though.


Anyway here it is. I'm not sure what to call it since there isn't much content to name, the name of the wad itself is mansion01 because of the map01 style so maybe I will just call it that... it is Boom format and designed for single player. It can probably be beaten in less than 30 seconds as well LOL

 

And your first demo. (Video is in software but I played in GL, so the spectres are easier to see than it seems.) Not bad. Doesn't overstay its welcome, and the cyb-BFG section makes it, imo.

 

 

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1 hour ago, rdwpa said:

 

And your first demo. (Video is in software but I played in GL, so the spectres are easier to see than it seems.) Not bad. Doesn't overstay its welcome, and the cyb-BFG section makes it, imo.

 

 

Yay, first released map and first playthrough in short order :) I'm glad you liked it, the errors are pretty glaringly obvious though... There were some obvious premature texture cutoffs and the cyberdemon area has crap lighting and some of the textures weren't offset right (like the BIGDOOR5 that was supposed to be used like a door track texture on the door to the short hallway before the cyber but the door part is showing instead of the metal part) and some of the textures are just wrong (like on the wall you thought lead to a secret, that was supposed to be torches too). And less obvious is the fact that some of the monster teleport spots in the cyberdemon area don't work since they don't have their own sector so all the enemies (of which there aren't really that many) just teleport to one spot :( The haphazard placement of the pillars was mostly intentional though, I wanted to make sure the player had sufficient cover to avoid being shot while trying to add some variety to the room at the same time. Oh and the bfgs were a literal last minute addition when I realized the pretty obvious fact that the player would not be able to kill the cyberdemon with the little shotgun ammo they would have... you can obviously tell that part was added when I knew I didn't have much time left and was rushing to figure out any sort of remotely interesting final encounter to add :D Sadly I would not be able to fix these errors until monday which I'm assuming is too late, so I guess it will have to stay the way it is... At any rate I have a feeling I will probably do a revisiting of this map in the future to make it better and release it on its own

Edited by therektafire

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So due to the earliness of the first session, I was able to make a small map layout about a half an hour so is it ok to finish it during the 2nd session & make a 2nd map?

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Technically, the rules are that you need to start a second map for the second session, however if it was only half an hour, I'll make an exception in this and only this case. 

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THEMES

- possessed and creepy mansion 

- no light levels brighter than 160 

- Spectres and Lost Souls should be most dominant monsters although you may use others 

 

BONUS THEME

- No chainsaw, berserk or rockets in the map. That doesn't hurt ghosts :) plasma is Ghostbusters stuff and lets assume Shells and Bullets are good bc weapon balance. 

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Name: Fisting in a Small Spooky House

Time: 30 minutes on first session with an additional 15 minutes on 2nd session(Thanks @NaZa )

Theme: All except Bonus 

Music: Doom II Map03

 

Due to RL stuff(and needing sleep too) I unfortunately wont be making a 2nd map :(

EDIT: link deleted due to a fix version on a later post.

Edited by Philnemba : fix version on later post

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Alright, so as I couldn't post yesterday (good to be back, yo!), this post includes both maps I made, on both sessions.

BOTH MAPS REQUIRE CC4-TEX.WAD

 

1. The Spectrophotometer

Themes: Spectres&LSs, <160 light

Time: 03:10

Music: D_BETWEE from rokelek2.wad (a music compilation)

https://doomshack.org/uploads/TheSpectrophotometer.zip

(35 kb)

 

2. Bzzrak's Haven

Themes: all 4

Time: 03:00

Music: D_COUNTD from the same wad

https://doomshack.org/uploads/Bzzrak'sHaven.zip

(51 kb)

 

And yes, the first map is actually set in a spectrophotometer.

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If my numbers are right (and I don't think they are) I think we have 8 maps which is alright, I'm pleased with it. Especially after the recent arguments and such. 

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Hi, here's one more. Ghostbusters here we come!

 

3 first themes only. I misread the bonus theme and used the plasmagun only.

 

Build time 3:00 (+extra for music)

Music is from MM2, MAP01 (by Mark Klem)

 

EDIT: Updated the link. A minor fix.

Edited by dl_simc

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A good mapper who shall remain nameless (in addition to a good mapper who made it very clear) mentioned that the themes have put them off participating, so I feel obligated to comment on why that might be the case.

 

First, the three regular themes are basically just one or two themes. That's either:

 

- possessed and creepy mansion (no light levels above 160, spectres and lost souls should be abundant) 

 

or: 

 

- dark, possessed mansion (spectres and lost souls should be abundant) 

 

or:

 

- possessed and creepy mansion (either theme #2 or #3) 

- (the other theme)

 

So that's one or two potentially inspiring themes that don't exist since this single idea has been split into three subthemes. That's even before getting into the quality of those subthemes. Good theme sets strike a balance between negating one another and being so intertwined that they might as well be supporting details of a single theme.

 

 

The bonus theme also isn't really a theme. 'No tyson' is a non-factor of a theme -- probably 95% of maps don't really use the berserk or chainsaw anyway, or hand it out as a secret or something. Most maps that do use the rocket launcher tend to parcel out ammo in measured amounts. So essentially this is a negation of possible 'gimmicky' themes -- tyson, rocket spam -- and a negation of elements that can add welcome variety to maps -- a bit of tyson, some rockets. 

 

Negation themes should strike out things that actually would be very common otherwise, in hopes of getting mappers to try their creativity elsewhere. 'No revenants' is a negation that does something, for example. 'No arachnotrons' just takes away arachnotrons from people who use them in good, thoughtful ways and has no effect on people who don't use them much, if at all. 'No SSG' or 'No doors' -- worth a try. 'No BFG' or 'No stairbuilder effect' -- waste of a slot.

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27 minutes ago, rdwpa said:

A good mapper who shall remain nameless (in addition to a good mapper who made it very clear) mentioned that the themes have put them off participating, so I feel obligated to comment on why that might be the case.

Have you considered that it might be because the "good mapper" is in fact a spoiled sissy with a total lack of creativity? I mean, 8 of us (none particularly "good mappers") have all made a map despite not liking the themes too much either. However, we still managed to employ our creativity and make some quite decent maps. And the allegedly "good mapper" just ran off. Boo-boo mommy I can't map if the themes don't suit me!

Like the proverb whose English equivalent I don't know: "In a struggle the actual heroes are seen".

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I think many people still would have participated if the prompt was 'screw themes, make a map'. But there are themes, and it's better for them to be good instead of deficient in easily fixable ways. As Abraham Lincoln once said: 'lol when you're speedmapping, good themes lead to even better maps than bad ones'. 

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The person being talked about here is far from an uncreative sissy but w/e-.

Themes could have been a bit more...generic and loose to allow for some fun. I bet most of the maps made for these events don't even follow them anyway.

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alright i'm not saying the themes are great but to say they have only a few outcomes is false. off the top of my head i can come up with atleast 15 with the 3 given themes. blends of outdoor concepts, indoors, techbases, voidscapes, etc.

 

 

it's just a matter of how willing you are to stretch those definitions and think outside the box

 

THAT being said however, these themes could be better because youre still gonna deal with a lot of overlap in submissions

 

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2 hours ago, rdwpa said:

the three regular themes are basically just one or two themes.

Those themes were the guidelines but strict following them isn't mandatory. 

Thanks for @NaZa for organizing this event!

 

 - - -

@Spie812 My goof up! Here's a fix:
https://www.dropbox.com/s/xjjfzn3vxu930z0/102c.zip?dl=1


@bzzrak The Spectrophotometer is one of the most unique levels I've ever seen. Real bad-AAS.

 

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I think I know who the "'good'  mapper" is but I'll keep it for myself. I also know who's the other guy. 

 

As far as the themes go, I think everyone could've made a map out of it. You can't please everyone, isn't that so? Who wanted to, made a map. Next time out I might to three themes with sixty subthemes so "they don't overlap eachother" but in that case the "good mappers" will say it's too complicated. Like the first session. So again, you can't please everyone.

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Can you wait til tomorrow to compile so I can fix the texture issues with my map and add a midi, I can't make those changes until then :(

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