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Everything posted by Doom14

  1. Final iteration, now I'm done. Other links won't work, so OP needs to be updated. I added the Mancubus fight like RDWPA suggested. Difficulty levels are very apparent. It's a little tougher than before and I added some switches to unbreak the level from traps. Please let this be the end of it. If you need a name, let's just go with "A Slice of BROWNPIP"
  2. I noticed a simple error in my map after tweaking it (a door gets stuck due to a trap) that I will fix and update the links for. The delayed Revenant teleporter could also be done better.
  3. Habit sometimes, when taking print screens. If this project ever gets up and running, I'd love to get involved. Either to map or contribute assets (mostly sound/music suggestions. I'm not too hot at ACS or anything else.)
  4. It's funny enough that I'm working on something along these lines, but with combat. Exploration based on small-scale levels interconnected via a hub with only a loose goal as you progress. And a snazzy soundtrack I'm shamelessly and legally-questionably adding from a semi-obscure band I like. My suggestion is that if you're going to focus on a non-combative approach, interactivity, aesthetics, and MUSIC SELECTION are pivotal. Phocas Island comes to mind long before surreal maps. Also, keep map/"area" size moderate unless you want very well explained direction in your map - as massive sprawling switch/item hunts become tedious super fast (and can also impede performance on lesser computers.) Secondly, a narrative is key in some aspect. You obviously don't need to write a Pulitzer, but there needs to be some kind of direction or notion of why you're walking around doin' the thangs you do. Even if it's vague. Ambiance, custom sound effects/environments, colored lighting, fog - are also good ideas if you're working with gzDoom.
  5. Updated the map after watching RDWPA's demo. First time I ever watched a demo, it's always fun to see how different people play. Hopefully I've adjusted it to be dick to everything you did during every encounter from the maze on. Had to add more health and ammo. No new weapons. One new, obvious, secret for certain people who like to wall run around my entire decoration rather than walking on the maze walls. Last fight got a bonus friend so it's less mano'e'mano, which I've forgotten how easy those are. I'm kinda too burnt out to add more geometry, so I'd say it's up to Doomlover now if he wants to tweak it in any way. New Link (Which was also updated in the above post.)
  6. And finished! Super deadly download hyperlink. I did a run with Complevel 9. Only difference is the zero-brightness walls show up in the ending teleport room. It's shorter than I intended, but complete. I couldn't really do anything too snazzy with the textures provided other than manipulate BROWNPIP into as many permutations as possible. As such, 12 monsters, 3 secrets, coop and DM (why) starts/item spawns. Even added difficulty levels. I kinda wanted to make a CRATINY nightmare theme'd level, but I lacked inspiration and textures. It's good as a sub-10 map max, honestly. As the monsters may be big (Rev, Knights, Caco), but the difficulty isn't that high. Weapons provided are SG and CG (questionably needed), and RL (secret). Blue armor and soulspheres are also secrets to match the blue. Blue armor might be overkill, though. Ammo provided is right about at the balance needed for completion without secrets on UV - you'll walk away with some bonus bullets or shells depending which guns you use. Midi version of Damned, by Overkill, included. Also tried your map, RDWPA. It was good fun, but if I had to give aimless opinions based on how I played it, the only issues I had were: low ammo count outside if you avoid going inside (which would likely be totally mediated by someone coming into the level with ammo/guns), the crushers coming down too late inside which made me get slapped by a wall of homing Revenant rockets without good places to lose them, and how hard it is to dislodge the archvile on the taller island if you make the mistake of running away from it. oh pfff, sorry, use to S1 due to all the W1s, fixed.
  7. Without the choice of what four textures/flats we're given, it can be a bit strenuous to make a map that doesn't overstay its' welcome. There's also the time taken for some of the still-viable, but less palatable textures that have to be nursed into looking good. Then again, I saw some really cool stuff out of 50 Shades of Graytall, but I'm relatively new to mapping. I'm already quite sick of FIRELAV2 and CRATINY
  8. There, mostly finished. I still need a title and to ensure it's actually complevel 9. A few touch-ups with texture alignment in places would be good too. Also the lighting, which was mostly done cheaply. I now know all the ins-and-outs of BROWNPIP. Difficulty might be slightly tough for people not use to slogging around without the precious SSG. Short map with under 30 monsters, SG/CG only. Ran out of steam so the red key room just became a teleport to an exit. I have to finish a 64x64 entry and this had an earlier deadline. (And other stuff.) Also, RDWPA, that zzwolf texture use was good enough that I actually thought it was a custom texture for a split second.
  9. Cruel. I don't think it would save me at this point. I could abuse a door texture to better effect too, but I think I'll keep with the four I have. One brown wall that can only be used in halves. One gray wall with vines. Fire wall. Comedy Crate Wall. Two good brown flats. Two good blue flats. Certainly not what I had hoped. Didn't even get any liquids.
  10. Oh, that's a lot less stressful. Also rad map.
  11. I already asked for 5, but I'm down for any early level really if the other guy wants it.
  12. Doom14

    what are you working on? I wanna see your wads.

    I found it off hand, but as I had the source, I did some reverse image searching and found the source: http://noemiegoudal.com/observatoires/ Which is great for more inspiration! Glad you asked. There's websites like "Architecture of Doom" (not referring to Doom so much itself), and various blogs about Brutalism (a type of architecture with raw, imposing structures) which is what I'm basing my map loosely on. I've found those to be excellent idea generators for working on maps.
  13. Doom14

    what are you working on? I wanna see your wads.

    One map down, 30 more (or so) to go. Learned how to do outdoors a little better in the process. The goal is to get the project done before the new DOOM, but at this rate, that's unlikely.
  14. I'll give it a shot too, even if only for a short level. I'd like 05 please.
  15. If the deadline is still as it says in the opening post, I'd like to drop an attempt. Title is Fatal if Swallowed. Going to be a nuke-plant-base with influences from The Crusher if I can manage. I'm more posting now so I force myself to finish. The map's already WiP, but it's extremely unfinished right now.
  16. Doom14

    Various Old Projects

    I only recently signed up so I could participate in occasional community mapping doodads. Figured for permanence reasons, I would list previously completed things I've done with download links since I typically only post in other fast-moving or temporary Doom related communities. This is also because most of the things I work on are not suitable to be uploaded on /idgames/(typically due to music, also because of packed assets, general laziness, etc.) I am totally welcome to any and all advice. However, these projects are considered dead/completed except for Brutalist, which won't be done for quite some time (if ever.) If nothing else, I would recommend Juke Joint, followed by Irritating Lindef, because I did some fun stuff in it. Everything else is for historical reasons. !! These were only tested in gzDoom unless otherwise stated !! The Structure https://mega.nz/#!9twgQCKL!g_sIrk3RYbfo-_62cvXNSVEbKF-AU2uwNMBeHxKvUws First map I ever made, based off a website that spat out map ideas. I had both no monsters and two textures/two flats as a requirement. Ironically, this helped me get confidence in mapping. I can't recommend this unless you're curious. It's a switch hunting puzzle followed by the same thing repeated, but timed. Contains: Music from "Please, Don't Touch Anything" - an excellent, if short, game. This also bloated the map well beyond anything it ever should've been. Juke Joint https://mega.nz/#!B84yVaAI!i93Re62BOsblr1xjVG9cjMHU0fTkfp_NlfKd3SDaoS0 Second attempt at a real map - two actually. This one features somewhat excessive detailing. Due to a gzDoom-based rendering bug, I wound up scrapping a massive area and the project. The first map is entirely complete. The second map ends in the desert. I had a large ice-based avalanche you ran away from, but the project quickly became bloated in trying to feed into an unrestrained "ideas guy" frame of mind. So that was scrapped and I gave up on finishing it. There are a few zDoom based tricks (Doom 3-esq teleporter, skybox weather, windy rain) I attempted here if you are curious. Beware, I have long forgotten what is in the ACS script and apologies if I said anything offensive in the comments. Contains: CC4Tex (all my love), and instrumental renditions of Juke Joint Jezebel and Megalomaniac from KMFDM. Vanillic Acid - Doom in Doom Format! https://www.doomworld.com/idgames/levels/doom2/v-z/vnlcacid An attempt at pure Doom-in-Doom format mapping to break away from zDoomisms. Gave me a lot of hassle. Frustration will quickly show at the end with a room full of angry skeletons. A very kind fellow named something along the lines of rJy (or the sort?) helped fix my sloppy monster teleports. It is a little too cramped. This one is on /idgames/! Contains: A midi-rendition of Megalomaniac. Irritating Linedef https://mega.nz/#!5lI3SL6T!2Y1ZRVA8Ih_PkZv2tbWmZ3Dnu57c_SsY5qkPRi9dwXQ Another short project to keep myself going that wound up taking about a week. This entire map was made without any use of Doombuilders' grid to help me get more comfortable with organic architecture (except in a few small areas.) It didn't help much. Features small, dark areas and a few 3D Tricks. Final fight is likely too hard. Contains: CC4Tex (my one love) and "The Mating Sounds of Helicopters" as well as the Taurus Demon Fight from Dark Souls. And a secret song. 15 Minutes - Doom in Doom Format! https://mega.nz/#!5hJ2QRaA!RRt2TwGU7SBpHy__n3RFP3Xq6amRUha4jQfEIb_XA_Y I wanted to make a point that Doombuilder makes making maps easy and fun. The goal was 10 minutes, but I was on Skype and distracted, so it wound up being 15 minutes. I think I still proved a point, maybe? This will take you 30 seconds or so and likely contains nothing of use to anyone. Brutalist - (Intro Level) https://mega.nz/#!AkxwRCyY!G_fBRIBgyBYAbCYLKBGwMM9J5JDP9cY3B5nbZsYC16c This is a large project that is only 1.5 maps complete out of 30-36 (and this link only has the first level.) This is going to be the introduction map and contains two secrets. It was only uploaded to make sure that it worked for other people. As it turns out, gzDoom does not mean zDoom compatibility. Learned that one the hard way. Contains: CC4Tex (please marry me) and many tracks from The Flashbulb. And extreme lack of anything else. Might be a tiny bit of fun sight seeing for all of one minute.
  17. Doom14

    Various Old Projects

    It's currently WIP, and I don't really want to create a thread for it being WIP since the pace is alternating between a map a week to two weeks. I definitely do want to finish it though. This is the current state of the third map, give or take: Thanks! I actually remember you on FP. You inspired me with a few pictures to get into mapping, so I'd be honored to try for that. I also saw the 64x64 which looked fun as well. I can't make promises for either due to my current coursework and other map project.