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About MtPain27
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Dean of Doom
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What a wonderful surprise! Happy Halloween indeed :D Congratulations and thank you for all of your beautiful work, Doom France! “I can’t wait to play this” is an understatement, and I’m just as excited to meet the new names as I am to spar with old friends.
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[FINAL] EVITERNITY II - FINAL VERSION OUT NOW
MtPain27 replied to Dragonfly's topic in Map Releases & Development
Proud owner of a new t-shirt... -
Just completed the first map and will absolutely finish this wad when time allows: it's sublime. I love the beefy weaponry, the colors, the intensity, and the music. My compliments to Petyan for that status bar, which is undoubtedly the merriest I've ever seen. So nice :) I almost want to save the rest for the first snowfall of the year, but it conjures enough cozy atmosphere all by itself, I think. I did want to mention that an arch-vile managed to chuck me out of the final arena, which allowed me to teleport out of the lake and retrace my steps to a big, hopeless mosh pit of hell nobles and skeletons. I believe I was launched through the section with no guard rails (where the exit path appears) so I don't know if it's possible to block that off. I was playing on an older version of DSDA , so if this doesn't happen on 0.28.1, then disregard. Can't wait to keep playing!
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Please do not design your map to require Dead Simple tags. This is tantamount to reserving the 07 slot, and that is not allowed in this project.
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Nostalgia Zero [36 maps for The Ultimate Doom] - Now on idgames!
MtPain27 replied to myolden's topic in Map Releases & Development
Dude, I have stuff to do besides playing your wads! -
Maps that do not make the final cut of the project are not being shipped to the landfill, they are yours, and you may do with them whatever you like. Thirty-two maps already tests the human attention span; I have tried many times to finish wads that break that barrier to no avail. Fifty, sixty, ninety-map megawads are simply too heavy to finish...maybe not for everybody, but probably for most people. It kills me to stop halfway through Junkfood 3 (at map 50-something), too tired and beat-up to continue. I want to see more, but I have simply reached my limit. I do not want that to happen to D.O.O.M., especially since its individual maps are likely to be quite long. Originally, I was thinking 20 would be the best size for this project. It is against my better judgement that I am opening it up to 32. I won't kibosh the idea of a "B-sides" megawad yet, but it seems derogatory to me, so I'm not in favor of it. The more maps that don't make the cut, the lower the chance that a map was cut because it wasn't good, but honestly, I'm not expecting any "bad" maps to be submitted, and if a map is rejected because it doesn't jell with D.O.O.M., it will probably jell with something else. I am completely opposed to the attitude that time spent on a map which does not get into D.O.O.M. is wasted. Aren't we doing this because we just like making Doom maps? I understand why fear of rejection might dampen one's creative fire, but if you make a map and it gets rejected, you are left with a finished map, which is a lot better than nothing.
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There is no need to balance for co-op, but I won't discourage people doing so. I also doubt these maps will be suitable for DM.
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I will reiterate this once for clarity: nobody is claiming map slots. Only finished maps will be considered "claims" on a spot in D.O.O.M. I hope no one is discouraged by the turnout. If you submit a map before 5/1/25, you are still in contention. No matter how many submissions I receive in the months leading up to the deadline, I will play and consider all of them before narrowing the field down to 32.
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We can explore this idea later in the development process - I like the idea of including some of his glasswork in a credits map, but I'd like to think about it more. My current position is that I would rather this project not presume to know Drake personally, but engage only with his Doom work.
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Sure, you could call it an artificial cap, but my fear is that someone will try to out-magnum-opus everyone else and make an Abandon map, essentially, so we're keeping monster counts in the three-digit range.
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About two weeks ago, it was brought to the Doom community’s attention that Drake O’Brien, creator of TNT: Evilution’s 20th, 21st, and 27th maps, passed away last October. I did not know the man, but his work affected me very much. Drake humbled the player with scale. He made the map itself a formidable psychological adversary, wielding drama like a movie director. He unleashed some of Final Doom’s largest armies of demons and gave us some breathtaking moments. I would like us to pay tribute to Drake O’Brien by making maps that recall his work and how it inspires us. The Drake O’Brien Ovational Megawad, or D.O.O.M. for short, will be a community project dedicated to grim, spacious, intense, cinematic experiences with emphasis on exploration and spectacle. To refine the definition of what constitutes “a Drake O’Brien map,” I have shared below a list of superficial observations about TNT 20, 21, and 27 but most importantly, I want prospective mappers to consider the following prompt: All of Drake’s maps have a critical moment where you emerge from a smaller, more manageable space into a larger, more daunting one. Think of Central Processing’s dread-filled progression from “cubicle shootout” to “storming a watery canyon of horrors under a sea of stars.” Remember how Administration Center dropped your jaw when you teleported to the teeming ashen plains outside, and how, at the yellow keycard, Mount Pain gave you a crushing glimpse of what was to come, and then delivered on its namesake promise. The keystone idea of D.O.O.M. is that each map must contain a terrible revelation. Mappers may interpret this mandate creatively, but remember that the goal is to invoke Drake, so please allow this to direct your muse’s energies. DRAKE-ISMS AND OTHER OBSERVATIONS ABOUT HIS MAPS • You get a super shotgun at the start of every Drake O’Brien map • Large proportions...some might say excessively large proportions • Long, dark tunnels • Gloomy, dread-inducing aesthetics and MIDI choices – the anticipation is killing you • High body counts with plenty of lower-ranking foot soldiers (zombies, imps) – arch-viles are rare, but treated with reverence. • Boss-like encounters are all but expected: Central Processing has the Spider Mastermind, Administration Center has the Cyberdemon, and then there’s the one where a big mountain throws lost souls at you from afar. Use your imagination! • Hellish takeover of human habitations: lifelike locales intermingle with hellish perversions • Prominent use of invulnerability spheres • Secrets that are intricately crafted and sometimes critical to your survival • Secrets that are completely trivial • Secrets that, even though you’ve played this wad for years, you don’t find until you’re watching someone’s walkthrough on YouTube • Damaging floors galore! (Rad suits not required) • Heavy use of TNT-exclusive textures, especially those made by Drake himself • The computer area map is a valuable item, and he always gives it to you • Drake used the rising stair effect in all of his maps (action 100) • Light choices and effects contribute greatly to the mood: flickering, blinking, high contrast, darkness, etc. • Sometimes you will be locked onto a path once you have chosen it • Places don’t always look the same when you come back to them • Surreptitious teleports create encounters with wandering monsters • Sometimes the secret path feels like the regular path • Fake walls welcome! This list is far from exhaustive, and I encourage you not to check these off while you’re mapping. Don’t just make carbon copies of Drake’s work: try to see the editor from his point of view, build on/extend/explore one of his ideas, or thank him for something he taught you. The most important thing is to honor Drake as an artist and community influence. RULES AND REGULATIONS 1) ***There will be no reservation of map slots.*** I will arrange the maps according to a difficulty curve that makes dramatic sense. Completed maps must be submitted on the D.O.O.M. topic thread, to my Doomworld message box, or to my email (mtpain27[at]gmail.com). There will not be a project Discord. 2) This megawad is for fans of Drake O’Brien and Evilution, so you must have a copy of TNT.wad to participate, and the base IWAD will be TNT. 3) No custom textures may be used (although we may incorporate custom skies – right now, I want the first eleven maps to be set under the stars, but beyond that, I’m undecided). 4) Compatibility is limit-removing. I don’t want anyone worrying about visplanes or drawseg limits, and as much as I love Boom, it may open the door to some high-level wizardry that exceeds the scope of this project. Let’s keep it simple. 5) Maps must be noticeably “Drake-inspired.” This is legalese for “please don’t submit a random map you made and change two things about it to make it fit the project criteria.” 6) I reserve the right to cut maps that do not meet requirements or do not adequately reflect the spirit of Drake’s maps, but due to the nature of this project, I will expect some overlong, rough and ragged, intentionally obtuse, experimental, and patience-trying submissions. My first response to maps I’m shaky about will be to give notes; the more you invest in your work, the more I will invest in you. If a map is particularly strange or excellent but doesn’t seem to fit into D.O.O.M., I will also consider earmarking it for a secret slot. Mappers will always have final cut of their work. 7) Drake’s maps have a lot of monsters in them, so the minimum body count will be 150 unless you can justify a lower figure somehow. The soft cap is 500. Maps with more than 1000 enemies will not be considered. 8) Please implement difficulties, and please do not make your map too hard. Sunder and Sunlust are too hard. Hell Revealed is too hard. Aim for TNT: Revilution or maybe Plutonia 2. I know difficulty is subjective, so there will be wiggle room, but this is something I plan to regulate more aggressively. 9) One map per person, please (collaborations are okay though). If submissions are slow, we can consider second helpings, but let’s give everyone a chance to finish their first maps first. 10) No MIDIs are outlawed so long as you can justify their use. There are only three exceptions to this rule: if people feel compelled to use them, “Horizon,” “Into Sandy’s City,” and “Into the Beast’s Belly” may only be used by one map each (this includes remixes...“The Doom World Is Flat” and “Horizon” can’t both be in this megawad). May the best map win. Copyrighted MIDIs are okay, but potentially harder to justify. I encourage folks to create their own MIDIs and submit original material for this project. It would be cool to generate a bespoke soundtrack. 11) Remember, it’s not the end of the world if your map is not right for this megawad. If you did what you set out to do, then you succeeded. The planned release date for D.O.O.M. will be June 17th, 2025 – Final Doom’s 29th birthday. In anticipation of this date, please submit your maps by MAY 1st, 2025 so we have enough time for bug-testing and compiling. We are aiming for 20 maps, and we will not exceed 32. I am an untested project leader, so if you have some doubts about a Doom content creator taking the lead on a big community project, I understand. I would be dubious also. As a way of demonstrating my commitment, I have created a proof of concept map tentatively titled “Familiar Horizons” intended to be MAP 01 of the megawad. It’s in beta form, only UV is currently implemented, the MIDI is a placeholder, and it’s probably a little too difficult right now. I’m sure you can all do much better than me. Happy mapping, folks! LINK TO PROOF OF CONCEPT MAP (please load MAP 20 with TNT.wad): https://www.mediafire.com/file/zo0gg1b99m291d8/DOOM-proof_of_concept.wad/file Screenshots
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I like your style :)
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With the release of @myolden's Misaligned, I figured I would formally put a bow on Misaligned Textures and release it as an album. I had fancifully hoped to finish thirty-two MIDIs and put out a "megawad," but the timing seems providential, and it's been five years since I actually finished a musical project, so what the heck. Below are the links to the Bandcamp page, MIDI download link, and myolden's companion wad. Thanks for listening! BANDCAMP: https://mtpain27.bandcamp.com/album/misaligned-textures MIDI files: https://www.mediafire.com/folder/yqc9ffm6exvmf/MIDI_-_Misaligned_Textures
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Misaligned [11 Vanilla Maps] [idgames release]
MtPain27 replied to myolden's topic in Map Releases & Development
Wow, what a wonderful surprise! Doom MIDI as an art form is very important to me. TNT: Evilution's soundtrack was one of my formative musical experiences as a listener and composer (I use this word in a very casual sense), and community MIDIs of all sorts have accompanied my writing, exercising, working, and soul-searching for the last five years. Sharing and making MIDI music has been an essential part of my time here, maybe even my favorite part of being a Doom community member. Yesterday I would have been pleased to hear someone call me "a Doom MIDI artist." Today? Well, I never expected to see an entire wad scored by my music, let alone one made by one of my favorite mappers in which I'm the main protagonist! Thank you so much @myolden for this gift. It was a half hour very well spent (holy shit, the end of MAP04 kicked me around though...against the most peaceful musical backdrop too!), and it was both surreal and touching to see the homes you made for my MIDIs. You even found one for "What Is It Good For?" somehow. My favorites were MAP 06 and MAP 08, but MAP 11 is the one that means the most to me. @Ludi, the MtPain mug is incredibly charming and your titlepic looks awesome - I also dig the final fight of MAP 09 with the cacos and cyber-gladiator, good stuff. I'm giving you both a hug from afar. -
Road To Hades [32 map megawad for TNT]
MtPain27 replied to Rose Holmes's topic in Map Releases & Development
What a pleasure this was! Such a particular vision of Doom with so many evocative scenes, especially towards the end of E2. The hell episode is completely bonkers, but I'd expect nothing less from Hell's architects. Don't change a thing about MAP24, it's great. The more Doom I play, the more I treasure wads like this. Road to Hades dresses itself in classic atmospheres (TNT, Alien Vendetta, Kama Sutra, Scythe, etc) but they set up big pivots to original concepts and gasp-worthy variations on old themes (Techbase Babel!). Maps 18-20 were captivating, and I particularly liked 22, 23, 24, and the part of 27 spoilered below, but I don't think there's a map I didn't enjoy here. The first half gave me that half-comforting, half-unnerving tingle that TNT always delivers, and the second half is some of the most consistently daring and idiosyncratic work I've played in a while. Thank you for making this, Rose, it's marvelous.