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TMD

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Posts posted by TMD


  1. On 3/30/2024 at 11:47 PM, june gloom said:

     

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    MAP23: Pulverizer

    The Mionic Donut, Tarnsman
    The thematic opposite of "Ion Flux," Mionic Donut and Tarnsman's "Pulverizer" is a red-and-silver techbase with some volcanic cavern sections. It's pretty much a big loop centered around the mysterious drill, likely the same one seen in the previous map (and possibly connected to the Hellship?? Questions abound...) Lots of punchy combat here, but I struggle to think of a real standout fight as the map is oddly open in some ways and you rarely have a moment's rest. The megasphere secret is an evil one, an even nastier version of a similar one in "Star Bridge." 

     

     

     


    Thanks for playing, hope you enjoyed the show.  I will follow Pottus' suit and talk a little development on this.

    I made a couple E3 maps in 2011-2012 for this project, but they got moved to another project due to directional changes, both in quality and storytelling, around 2014.
    I did Pulverizers layout in 2016, and had a lot of Icarus inspiration (I am tickled by this being an antithesis to Ion Flux, never heard the comparison, cant unsee it, but I dont believe I looked at map12 in making this) but the chief concept I drew from was Evilutions Map18 (Mill).  For reasons that amount to "drama" I just wanted to make a follow up to Mill using mapping styles conducive to the mid 2010s era of vanilla mapping.  Tarnsman was responsible for the aesthetic and a few janky mobility choices in the volcanic section of the map.  I just had a grungy techbase with crushers and a power core in the center.  During an early (relative) beta somebody noticed the power core looked a lot like the drill in map22 so we moved the mapslot and made the centerpiece that drill (Tarnsmans doing more than mine, probably also influenced the pervasive red and silver look)

    Ive always valued Doom for its constant need to move around and the recent release of the 2016 reboot was probably where I got the "you gotta keep moving and chipping away at enemies with limited ammo" vibe, and this map is meant to be a resource drain for single playthrough runs and living up to its name for a pistol start.  I came from mostly DeathMatch and Capture the Flag mapping, so interconnected rooms, an emphasis on kinetics over combat, and the first act of the map being a loop were all key elements in this map.  Act 2 (Getting the Yellow Key to getting the Red Key) is more TNT map18 than anything, minus the switch hunt.  Act Three (Red Key grab to exit) was supposed to be a lot more getting the heck out of dodge and dealing with whatever enemies were still left from act one (and Archviles for all you pesky 100%ers) but that got cooled off a lot by revisions.

    If you thought the megasphere secret was bad in the final product, you arent alone.  Beta testers wanted it out but its the one thing I insisted stay in the map because it is a sort of TNT thing to do, with modern understanding of archjumps.  There was also a mandatory archvile jump to the exit (which was the power core, implied to teleport you into Hard Wireds bizarre reality as this was originally map24) in a super early version of the map.  Less sadistic heads talked me out of it, and by that I mean told me "absolutely not".

     

     

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    MAP02: Grime and Punishment

    The Mionic Donut, Xaser
    A significantly more sedate outing, this one is a small prison complex set in a flooded cave. While there's still plenty of resistance, you're overall blessed with more cover and more ammo, but it might help if you can find the bathroom key. Standout fight? Probably the lurkers in the computer room. I like the metallic green power doors that you can see something sinister through.

     


    This map was sort of influenced by Human BBQ, insomuch that you have a lot of running around outside with hitscanners on balconies (and from some mysterious grimy undergound) getting you in an early map, and this was made as a follow up to a very different map01.  Xaser did the lions share on getting the cave segments up to snuff in visuals.

    The indoor (jail) part of the map was originally lined up to be a duelmap for CGI which was en vogue when this map was made (that just happened to be using the TNT2 resource pack).  However, a bunch of the CGI folks jumped in on revamping Devilution around that time and I just turned it into a small early game level since it was halfway there as it was.

    The metallic door bit was my idea but Xaser somehow got that cherry on top with the Easter Egg in there.  In its original form the Easter Egg was VERY different (in CGI fashion wed just sneak methods to get the BFG when we played the other map designers)  I wonder how much that will screw with the stats once this gets on Doomwiki :3


  2. 54 minutes ago, Yagacaw said:

    I Just played the first few levels and I love the combat encounters and weapons and monster replacements, especially the increased fire power for the starting gun which made it not such an issue to run out of ammo. Also loved the dialogue boxes that rise from the floor for the receptionist and therapist in Map01 i had no idea that was possible!

     

    Edit: Ok now that you did Freud in Boom you can to Jung in UDMF, cuz you will need line set portal trickery to do the collective unconscious justice 

    Bride of Wittgenstein 

     

    Coming to UDMF in like 2030


  3. The new little mermaid was possibly the worst movie I have ever seen.

     

    Not since waterboarding has water been so heavily involved as torment, and every producer on this film SHOULD, frankly, be waterboarded.

     

    Yes, I went in because I have an infected tooth right now and wanted to focus my pain on something else, but now my tooth hurts AND I saw little mermaid, so now I'm taking psychic damage.


  4. On 2/26/2023 at 1:57 AM, Tycitron said:

    Interesting... was it intentional that map23 afterward also has the same drill thing? i thought it was the hell ship from the previous maps drilling into the demon moon for some reason, cause it uses the same moving red stripe texture. Also Solitude is easily one of the best maps in this wad, the atmosphere is amazing.

    It's a coincidence.   I built what is now map23 as map24 around a large circular structure with a bit more eyeball imagery and aesthetic esembling TNT map18. 

    When doing visual updates, Tarnsman(I think) made it resemble the reactor in map22, upped the red and silver vibes and moved the map to the 23 spot for continuity.

     

    I hope someday after the release we can further explore the evolution of this wad.


  5. 6 hours ago, Thelokk said:

    Day off work so I'll try and be there.

     

    At the cost of sounding like an ASS though, since we're near the end, could we try and be a bit less... generic with the prompts? At least compared to the last couple of sessions? 'Make the map limit removing' or 'x number of sectors / linedefs / monsters' isn't exactly... inspiring, if you catch my drift. Let's be wild and go out with a bang.

    We distinctly went with classic restrictive themes intentionally for 67.

     

    Fear not, we got a few tricks up our sleeves for the final sessions.

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