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scwiba

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Everything posted by scwiba

  1. I'm a little late on the announcement this year, but never fear -- NaNoWADMo is here! Every October, dozens of mappers come together to do that thing we love to do: make maps. Maybe you've been itching to get your first finished map under your belt? Want to break through a creative block that's held you back for months? Thinking about laying the groundwork for that megaWAD you always wanted to make? Give NaNoWADMo a shot and see where it takes you! The premise is simple: you start mapping on October 1st and challenge yourself to complete a project by the last day of the month. "Completed" doesn't necessarily mean released, polished, or even playtested. Nobody expects a masterpiece; the point of NaNoWADMo is to buckle down and make maps without overthinking or second-guessing yourself. At the end of NaNoWADMo, if all you've got are some half-finished concepts to build off of later, consider that a victory! You're also encouraged to share your work as you go! NaNoWADMo-ers and spectators will be giving feedback and cheering you on both in this thread and over at the Discord. We're in this together! The challenge runs from October 1 to 31, and at the end I hope everyone who participated will share what they made. That's it! Any additional rules are ones you set for yourself. You could make it your goal to reach a certain number of maps, sectors, or linedefs. You could aim to have a playable map at the end of every week, or make it a rule that you'll set aside 30 minutes each day for mapping. But if rules don't work well for you, don't use them! It's all up to you. For me it helps a lot to have concrete goals and deadlines, so I've included a spoiler below with the rules I used in previous years. Keep in mind that this is just one example of a goalset, and a pretty extreme one at that. NaNoWADMo is about what you want to get out of the challenge. Okay, so you set out to make a 32-map epic and you didn't quite make it. You've only got 25 maps, or 10, or 3. Did you "fail?" Heck no! You've got 25 or 10 or 3 maps you didn't have a month ago! You've got something to build off of at your leisure, or some cool concepts you can turn into even cooler concepts later. The idea of the challenge is to get your mapping juices flowing, so if you get anything done, pat yourself on the back! You did it! Remember: this is a challenge, not a contest. Above all, it should be fun. Happy NaNoWADMo! Here are all the awesome projects that came from previous years' NaNos (note that some of these are still works-in-progress): NaNoWADMo 2022 NaNoWADMo 2021 NaNoWADMo 2020 NaNoWADMo 2019 NaNoWADMo 2018
  2. Post you WIP projects you mean? It's definitely encouraged, just to show off what you've done and to get feedback from players. But posting something doesn't mean you can't keep working on it or use it for something else down the road.
  3. Can't believe we're already at the end, but it's November in every timezone I'm aware of. Another NaNoWADMo complete, and this one had the most mappers of any year so far! Keep posting your updates and I'll keep adding them to the list of projects at the beginning of the thread. Remember: they don't have to be complete or totally polished to share, and feedback is helpful at any stage. I hope to see you all back in 2024!
  4. It's here! My final vanilla Doom WAD, (almost) just in time for Doom's 26th anniversary! Bury My Heart Knee Deep is a huge, vanilla, E1-style map for Doom II that takes cues from Metroidvania game progression. It's bursting with optional areas, secrets, and potential sequence breaks. You can follow the "intended" path or make your own way through. You can even complete the whole thing without picking up a single key. If you like the map, I hope you'll play through two or three times and look for different ways you can beat it! In true Metroid fashion, "upgrades" like the rad suit and light amp goggles are "unlocked" at certain points. There are also barriers scattered throughout the map that can only be opened using rockets. These are never required to progress, but they usually provide valuable ammo, health, and gear. Rockets are a precious commodity, so it's up to you: Do you fire all your rockets off to survive a tough fight, or save them to blast open a cache of healing items later? DOWNLOAD BURY MY HEART KNEE DEEP (Note: BMHKD is fully vanilla-compatible except for the savegame buffer. Do not try to save if you're playing in vanilla; it WILL crash.) Trailer: Screenshots: Known Issues: Changelog:
  5. Try deleting the ZSCRIPT entry in the wad, then open the ZMAPINFO entry and remove everything from "gameinfo" down. Don't delete the ZMAPINFO entirely or the map will stop working correctly. ZDoom-based ports are not my specialty but I think that will fix your issue.
  6. Just an FYI: the public Discord invite has been removed temporarily because we were getting raided. If you'd like to join in the meantime, DM me here for a link.
  7. We're halfway through! Just over two weeks left. I love what I'm seeing so far. Keep mapping and remember to hydrate! Yes, it looks to be some sort of Blood Zone.
  8. That's fine! Sure, I've added you to the list.
  9. And away we go! Good luck to everyone on your projects! Feel free to post updates here or on the Discord as you go.
  10. Immorpher is correct about CE. The reason I don't recommend EX or EX+ is due to a number of relatively minor issues: Visual differences, mostly related to skies. At least one sky does not display correctly in EX/EX+, but in general I think they just look better in the remaster. Fog is also thicker and more intrusive in EX/EX+, a noticeable annoyance in maps like 13, 22, and 37. Kill percentage is calculated including enemies that failed to spawn in and were therefore impossible to kill. There are many maps where you can't get 100%. Demon keys are carried over after the death exits in maps 08, 16, 24, 35, and 39 (which are designed to wipe out the player's inventory). This can at times affect the intended difficulty curve. The player is unable to pick up duplicate keys, which is relevant for map26, where it means a certain secret cannot be accessed.
  11. Welcome. Your technicolor nightmare awaits. The world's first 40-map Doom 64 megawad is now available for the official PC remaster! Three distinct episodes to challenge both your trigger finger and your puzzle thinker, plus a literal solar system's worth of bonus content. The UnMaking marks the end of a 5-year mapping project that began with UnAligned, and contains some of the strangest and most sadistic scenarios I've dreamed up yet. The wad is in part a tribute to Doom 64 and an experiment to see what kind of shapes I can twist the engine into -- some of which I think might surprise even its creators. DOWNLOAD THE UNMAKING VERSION 2.6 (Includes the WAD file, instructions, and an optional patcher to modify Doom 64's logo and menus) The above version of The UnMaking is compatible with Doom 64 EX, EX+, and the official remaster. For the best experience, I highly recommend playing in the remaster. The WAD is also available for Doom 64 CE as a separate download. However, the CE build of The UnMaking does not yet include any updates from v2.0 onward. Screenshots: Map List: Track List: Known Issues: Changelog:
  12. I'll cheer you on. I'm excited for everybody's wads. That's a-okay! There are already at least two multi-mapper teams I'm aware of.
  13. This year's NaNoers and their projects are: @A Handsome Fridge - Exit the Gecko @A2Rob - Escape From Sunveil Starport @Arsinikk - Boxcutter @Ash4ash @BarbarianGrunge @beansguy @BigBeanDotGov @BluePineapple72 @Bobby "J @Cacodemon187 - Ciudad Empresarial @cannonball - Return to Hadron E4 and Almistice @CorzaX24 @DaBigNerd @dac @DankMetal - The Dank Levels Vol. 2 @dashiefrickintyan @DavidN @DeathBearOfDeath @DeetOpianSky - DeeNanoWadmo Episode 1 @Dieting Hippo - Doom By the Numbers @DoomGuy999 @DRON12261 - Russian Random Speedmap Pack #1 @DukeOfDoom @Dusty_Rhodes @Ecafr8708 @El Inferno @Engired @finnks13 and @Yumheart - Doomed: By the Hour 2 @gabirupee @General Roasterock - Alcázar @Heretic926 - Onset @HiMyNameIsChair @ilmutus @IvanDobsky @JJBoren - Trouble in Tiny Temple @JustAthel - Power Struggle @Kam Tovalski @KillbotMKV @komojo @Large Cat @LoatharMDPhD @lokbustam257 @Major Arlene @Maribo - Let's Be Enemies @Master Medi @Melodic Spaceship @Misty @MoiraHeart @Napsalm @NecrumWarrior @Nefelibeta @NiGHTS108 @NinjaDelphox @OliveTree @Pechudin @Petyan @Phoenyx @Plerb @plums @Rayziik @riktoi @russin @Scypek2 - Yangshuo Invasion @SilentD00mer @Skela - Enter the Facility @Sneezy McGlassFace @spd7693 @Spectere @spineapple tea @StarSpun5000 @stochastic @stupid (tsocheff) - Doom But My Way @Super Mighty G @Surreily @SuyaSSS @Synami - Synami's Speedmaps @ThatWeNGuy @The_SloVinator @TheShep @tonytheparrot - Tony's Speedmappy Tomfoolery @VIE-rus @Vortale @Walter confetti @Worm318 @Worriedidiot @Yagacaw - Midnight Movie Marathon: Spooky Sequel Season @Yoshiatom - Yoshiatom's NaNoWADMo 2023 Midis @yourlocalchef
  14. Minor update is up now, mostly adjustments to map22. This is likely the last version before an /idgames upload.
  15. That's correct. EX+ is not the recommended port due mostly to visual differences between it and KEX, but it does work. There are only two known gameplay issues in EX and EX+ which are listed in the OP: 4) [EX and EX+ only] Demon keys are carried over after the death exits in maps 08, 16, 24, 35, and 39 (which are designed to wipe out the player's inventory). This can at times affect the intended difficulty curve, but you can always select Restart Level from the menu to start any map with a blank slate. 5) [EX and EX+ only] The player is unable to pick up duplicate keys. This is relevant for map26, where it means certain scripts cannot be activated. The map is completable but one secret is impossible to reach. EDIT: Whoops, I actually lied. There was an EX-exclusive progress-halting bug in the new map that I just caught. A hotfix has been uploaded. If you've already downloaded the wad, make sure you grab the new version before you hit map22.
  16. It's time for the dreaded Triple Post. Please forgive me. Version 2.5 is live! In addition to the usual fixes, 2.5 includes custom enemy palettes, additional graphics, and a completely new map. This is what I've been affectionately calling The Final Cut. At this point, The UnMaking is complete. That doesn't mean there won't be bugfixes and other small updates (especially to the new map) based on player feedback, but no major changes will be made after this point. Thank you all for taking this weird little journey with me.
  17. It is. As someone with garbage vision, I can confirm that turning off texture filtering in GZDoom has exactly the same effect as putting my glasses on. I would laugh so hard if someone forked GZDoom and the only difference was that texture filtering was off by default. Call it GGZDoom -- Good GZDoom.
  18. I have nothing to back this up, but I feel like younger audiences are under the impression Doom looks way worse than it actually does and that's entirely because of GZDoom's default settings. If you boot GZDoom up with zero context you'd be forgiven for thinking Doom has always looked like a soupy nightmare.
  19. Oh, just to be clear my feedback is also from the perspective of a pistol-starter. I do agree that the latter maps are easier than the earlier maps mostly due to ammo balancing, so they could definitely be tuned to be harder to account for that.
  20. Just to add my two cents here since I see other folks suggesting the ammo is too limited, I played what I believe is the latest version and found the balance to be quite good. Ammo is definitely a problem in the first half, but in a good way that furthers the sense of scarcity and exploration befitting the setting. Every last throwing axe carries tremendous value. Maybe you could add more secrets -- to force players who run out of bullets to take some time poking around for hidden caches -- but personally I would not recommend adding too much extra ammo to the critical path. The other wonderful thing that the ammo deprivation does for this mapset is give the player immense satisfaction when they're finally given mountains of ammo to let loose and tear into the bigger monster counts at the end. In my opinion it all works out perfectly. One issue I did notice was that the background flat for the text intermission is missing (or possibly just misspelled). Delightful and unique little wad. Thank you for sharing it.
  21. scwiba

    Demaded

    It works if you copy the actual text rather than clicking on it.
  22. Well, this is the first NaNoWADMo since the WADs & Mods and WAD Discussion forums were split, so I hope I'm still in the right place. It's not technically a "project"... but it's close! It's the NaNoWriMo of Doom mapping. Over the course of one month, dozens of mappers come together to do that thing we do: make maps. Maybe you've been itching to get your first finished map under your belt? Want to break through a creative block that's held you back for months? Thinking about laying the groundwork for that megaWAD you always wanted to make? Give NaNoWADMo a shot and see where it takes you! The premise is simple: you start mapping on October 1st and challenge yourself to complete a project by the last day of the month. "Completed" doesn't necessarily mean released, polished, or even playtested. Nobody expects a masterpiece; the point of NaNoWADMo is to buckle down and make maps without overthinking or second-guessing yourself. At the end of NaNoWADMo, if all you've got are some half-finished concepts to build off of later, consider that a victory! You're also encouraged to share your work as you go! NaNoWADMo-ers and spectators will be giving feedback and cheering you on both in this thread and over at the Discord. We're in this together! The challenge runs from October 1 to 31, and at the end I hope everyone who participated will share what they made. That's it! Any additional rules are ones you set for yourself. You could make it your goal to reach a certain number of maps, sectors, or linedefs. You could aim to have a playable map at the end of every week, or make it a rule that you'll set aside 30 minutes each day for mapping. But if rules don't work well for you, don't use them! It's all up to you. For me it helps a lot to have concrete goals and deadlines, so I've included a spoiler below with the rules I used in previous years. Keep in mind that this is just one example of a goalset, and a pretty extreme one at that. NaNoWADMo is about what you want to get out of the challenge. Okay, so you set out to make a 32-map epic and you didn't quite make it. You've only got 25 maps, or 10, or 3. Did you "fail?" Heck no! You've got 25 or 10 or 3 maps you didn't have a month ago! You've got something to build off of at your leisure, or some cool concepts you can turn into even cooler concepts later. The idea of the challenge is to get your mapping juices flowing, so if you get anything done, pat yourself on the back! You did it! Remember: this is a challenge, not a contest. Above all, it should be fun. Happy NaNoWADMo! Here are all the awesome projects that came from previous years' NaNos (note that some of these are still works-in-progress): NaNoWADMo 2021 NaNoWADMo 2020 NaNoWADMo 2019 NaNoWADMo 2018
  23. I reported the above bug a while ago and thought it had been fixed. So it's possible the version of this map in the current build is not the newest one.
  24. Version 2.2 is available! A few music changes and minor balance tweaks in this one. There's still one major change coming, but I wanted to get all this quality of life stuff settled beforehand. I've also been working with @Gibbon to get the wad working with Doom 64 EX+. Everything with the exception of the bonus maps should now be all set in EX and EX+. If anyone wants to be a guinea pig and give the EX+ compatibility more testing, it would be extremely helpful. EDIT: Don't want to triple post here but version 2.3 is now up. This one includes a bunch of new music by @Immorpher and @Jetx_121. You can see the full tracklist in the OP. EDIT EDIT: I've been holding onto version 2.4 until a new map is ready, but that map hasn't quite come together yet. So it's time to get this version out there on its own. Version 2.5 will be The Big One.
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