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Joshy

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Everything posted by Joshy

  1. <Graphics done by Thomas van der Velden> Gotcha! Did you think this was going to be another April Fools prank? Plutonia 3 is a boom-compatible megawad that will contain 32 modern Plutonian maps made by an interesting blend of mappers ranging from talented newcomers to crusty old veterans. More details will come up over time. We're hoping to have the first release candidate out before the end of the year but we won't rush it out if it's not ready before then. In the meantime, enjoy some screenshots! Screenshots:
  2. Bet you’re wondering why this is happening! I have decided to start Plutonia Revisited: Community Project 2 for several reasons. Firstly, during Plutonia 3’s development (yes it's still alive), there are a handful of great maps that sadly don’t quite fit in a Plutonia 3 megawad but would fit great in a PRCP2 megawad and we wanted to give these maps a good home. I figured that at the same time, I’d start up this open community megawad for all mappers (from the beginners to the veterans) to have a go at making a Plutonia-styled map and hopefully learn something new in the process via feedback and guidance. It doesn’t hurt to have more Plutonia maps right? The goal of the project is to try and create nice Plutonia-ish maps in Boom compatible (complevel 9) format (speedrun friendly is desirable)! Make sure they are co-op friendly. The standards for this project are very, very flexible as we want new mappers to have a fair go. However, the minimum standard we expect is something similar to the original Plutonia in quality. If maps come close to the quality, we can give feedback to get you closer to the standard, otherwise it will be rejected. You guys can submit as many maps as you like. Ideally, we'd like maps similar to Sunlust (in terms of short but punchy quality gameplay) but closer to Plutonia in terms of difficulty generally. Although you can submit multiple maps, we'd like to try and include one map per author into the megawad so everyone can have a go. Try not to make large maps. It’s understandable that people are inclined to churn out their large magnum opus in community projects but we’d like for most maps to not be big, save for a few. Try for maps with less than 200 monsters if possible. No slots are to be reserved for anyone. If you want to make a map for map07 for example, be sure to name that your map is specifically for map07 but there is no guarantee it will be included in the final product. No specific deadline at the moment but may be introduced depending on how this project is going. A good goal at the moment would be to finish this in less than a year. You don't have to sign up, all you have to do is submit your map and I'll put it on the list! No rules regarding Midis, you can make or pick your own or have someone else pick it. If a bunch of Doomworld musicians want to create a completely new soundtrack, that's not a problem! It's not a priority either way. Use the Plutonia iwad and the texture pack but you don't have to use new textures, original textures are perfectly fine! Will there be a bonus Map33? No idea, we'll see how the project takes shape over time and make decisions based on that. Difficulty settings is required. Co-op settings required also. No DM settings needed. You don't have to use Boom features, make whatever you want within the freedom of Boom compatibility. Try to avoid obvious homages! A little hint or a interesting twist on an idea is fine. NOTE: There may also be a chance that your map will be poached for Plutonia 3 (we still need maps that fits well with the project) so if your map happens to be a great fit for Plutonia 3, it will be transferred over (provided you do give permission of course!). This is the texture wad (similar to the one we’ve used for PL3): link removed If you want new textures added, be sure to add a few letters of your username to the texture names in your WAD so there aren’t any conflicting texture names. DISCORD SERVER: https://discord.gg/JU43JXHXcg (Please be respectful, any sort of disrespectful behaviour will not be tolerated) RC1 Maplist: Map01- "Inception" by Dutch Doomer/Joshy Map02- "Medieval Evil" by Silverminer Map03- "Murder Well" by deetee Map04- "Decayed Redoubt" by riderr3 Map05- "Against the Spirit" by DMPhobos Map06- "Waters" by DJVCardMaster Map07- "Agarthan Anomaly" by Captain Toenail Map08- "Azure Ambition" by Sincity2100 Map09- "Church of Pollution" by The SloVinator Map10- "Natural Selection" by DJVCardMaster Map11- "Plutonium Rust" by Eternal Map12- "Close Encounters" by Egg Boy Map13- "Never Safe, Always Sorry" by NuMetalManiak/Archi Map14- "Corpseflower" by Scorpius Map15- "Ironclad" by Cheesewheel Map16- "Ifrit's Lair" by Edumm/Egg Boy Map17- "The Wolf Hour" by Sincity2100 Map18- "Enclave" by Anon Map19- "Acid Bath" by DukeOfDoom Map20- "Calamity Valley" by Yumheart Map21- "Scorched Sacellum" by Wydoomer Map22- "Trickster's Lair" by Jark Map23- "Wrong Turn" by MattFright Map24- "Untitled" by tatsurd-cacocaco Map25- "Sting Operation" by General Rainbow Bacon Map26- "Golgotha" by Xyzzy01 Map27- "Rules of Nature" by Potatoboih Map28- "Crimson Realm" by Waverider Map29- "Gehenna" by Yumheart Map30- "Shattered Nightmare" by Death Bear Map31- "Steel Mill Zone" by Joshy Map32- "Orestruck" by Cannonball Final version: /IDGAMES Link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/prcp2
  3. Thank you for pointing out these; it is however not a concern thankfully- one of them is in fact intentional ;) Agreed, it's a very cool secret!
  4. Joshy

    Speed of Doom

    Version

    599 downloads

    33 challenging maps of a megawad.
  5. Just a bump to say the Idgames link for PRCP2 is now up: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/prcp2
  6. Hi all, Managed to put together the final version of PRCP2! It has been uploaded to /IDGAMES, will post the link once it's up. Changelog RC3>Final Version: -Updated Map12 -Added new Demo3 as the previous one desynced. Idgames Link: Coming Soon Temporary Link: https://www.dropbox.com/s/au3scttz6ddm6co/PRCP2.zip?dl=0
  7. Sorry it took a while but I've compiled the next release candidate. Here's PRCP2's RC3: https://www.dropbox.com/s/xo3n7faop3ydox5/PRCP2-RC3.zip?dl=0 RC2>RC3 Changelog: - Added 'compat_trace' to Map26 in Mapinfo - Removed eggboy from Map16 credit - Changed music for Map12 to ""Aztec Gods" by Jimmy" - Included new versions updated by authors: - Map10, 12, 20, 26, 29. - Map03: Fixed misalignment in Sectors 79 and 81. - Map15: Added coop starts - Map23: Made linedef 11950 impassible - Replaced thing899 and 897 with non-blocking hanging bodies - Map25: Removed inner monster blocking lines on 4 revenant pillars. - Removed thing7 (as it was blocking, and replaced with non-blocking hanging body) - Fixed sound travel issue- so monsters in sector73 wake up and can teleport - Added coop starts - Map30: Added 8 rad suits in damaging pit - Map31: Added coop starts - Added damage to sector 630, 635, 614, 610, 606, 597 - Added a bunch more of radsuits - Added W19 lines tagged 40 on the other side to prevent players getting stuck if they come from the east side.
  8. PRCP2 RC2 is now released! Forgive me for the delay in releasing this version, haven't had a lot of time on my hand to put all of this together. Link: removed Changelog: RC1>RC2 Changelog for PRCP2.wad Changed Switches.lmp Modified dehacked/mapinfo story text Added demo1,2,3 lumps Added wide status bar Map02*: Added a switch that crushes chaingunners in the castle. Removed exposed speedrunning route and added underwater chasms around the main isle and some other misc stuff. Map04*: -in swamp area, removed small metal platform which cause some sectors being not properly damaging. -removed redundant tag 7 from small swampy river, which activates along with lift in another place. Map07*: Deleted chaingunner and imp in sector 451 where the node issue was Map08*: Added polish Map12*: Added more ammo and fixed multiplayer softlock Map14*: Removed blue bars (sector 172), toned down sky details on central hub Map16*: Fixed stuck pinkies, hidden on the map two secret places, other minimal things Map17*: Polishes added, made map a little bit harder a minor bug fixed and fixed a misaligned texture Map18*: Changed a few spawns to make it slightly harder Map20*: Fixed crusher room and removed some cell ammo, fixed slimetrails, and preventing players going out of bounds, Cybervault is harder on UV, Coop should be supported now Made the upper unpegged textures in the crusher room a lot wider in hopes of making it more obvious that you're getting crushed Map21*: removed the soul sphere that was placed in no mans land and added an extra box of rockets -skull switch fix Map22*: Fixed floating health bonuses, improved blood maze reward from 1 soulsphere to 2, and other minor improvements Map23*: Fixed potential exploits, fixed crusher that should finish off endless revenant towers, and a stuck revenant Map26*: Made changes Map27*: - Placed non-secret Super Shotgun inside the room with 4 viles and the switch that raises the stairs to the red key - Inside the previous SSG spot is now a berserk, could be helpful since getting health there can sometimes be a problem - In the same room with 4 viles, removed one medkit but replaced 2 nearby stimpacks with 2 medkits instead - The exit door out of the secret inside the cave leading out of the blue key door now has a different, brown texture to stand out better (hopefully) - The secret with soul sphere now has the sector on which the powerup's placed flagged a secret instead of the surrounding sector - Fixed a possible softlock after the red key area got blocked off by bars - the room with the blue skull got shrunk by 24 or 32 map units Map29*: Coop implemented as well, fixed teleporter jump Map30*: Removed unused closet with Chaingunners. Was able to 100% non-IoS kills more than once. Fixed Teleporter to starting fight to be accessible on all difficulties. Attempted to remove possible AV jump/ get stuck areas in second fight. Lengthened line 9120 and added a failsafe. Removed Slimetrail on Sector 800. Moved Teleport Closets North. Checked multiple times to confirm evacuation of all the closets. Removed AV from IoS Head Platform. Moved Monster Spawn points away from the spheres, and added lights underneath their spawns. Removed Monster Spawner in front of IoS platform. Map31*: Removed damaging floors for non-damaging floors Fixed monsters not teleporting in (tag 26/27) Added more rad suits in different areas Map32*: Made few edits to some health/powerups to allow aggressive play. Also more ammo for high tier weapons Coop starts added
  9. Joshy

    POOGERS.wad [Final release]

    Remember Alf? He's back, in poogers form!
  10. Joshy

    How do you define "Community Project"?

    I second this answer, it's a straightforward distinction I believe. Community projects are open to anyone to participate, whereas other projects that aren't open are not community projects, even with multiple mappers. This is basically the difference between PRCP1/2 and Plutonia 2/3.
  11. Joshy

    Plutonia 3 [boom-compatible megawad]

    The project is very close to completion, with 29/32 maps completed. Map 30 and 31 are being worked on, and one map, although playable, needs detailing. I'd estimate that, realistically, the project may be ready in a couple of months. I'd also like to take this opportunity to ask skilled musicians for help. We're planning for a 100% original soundtrack. We have a handful of tracks completed but there's still more to go and will need help to get there. If you'd like to help out, let me know! EDIT: We've got a good number of musicians helping out now, I won't be accepting any more for the moment, thanks!
  12. Glad you liked it! I'll definitely add more radsuits, that has been a common criticism so clearly there isn't quite enough. Cannonball actually made the map for PRCP2! He was just worried it was too big for a non secret map (among other big maps that was already in) and I agreed and suggested that it would actually work well as a secret map, considering its more unique designs and fun challenging gameplay.
  13. The first release, pending upcoming bugs and stuff that may need to be fixed. But it does have everything! (well, the story appears on prboom but not on gzdoom it seems, that'll be fixed for the next release version). Edit: My map31 damaging floors are completely screwed up, totally my fault. Been played numerous times and for some reason it was not spotted, so that'll be fixed for the next release >.<
  14. What engine are you using? I can confirm it works fine on prboom-plus, so it may be related to engine compatibility. Also the multiple dehacked is unintentional, may be from merging maps that also had a dehacked file as well.
  15. Thanks for pointing these out! I think they're mostly a carry over from the PRCP texture pack which has had its buggy quirks (I'm not sure how they happened). I'll try to get them fixed for the next release.
  16. Good news everyone! The first full version of PRCP2 is now ready to play! You can download the first release candidate here: link removed edit: I updated Map26- accidentally had the old version in somehow.
  17. I've asked someone if they could do the graphics but I'll let you know if they're not able to do it :)
  18. Joshy

    Doom Pictures Thread 2022

    Worked on a new map for PL3!
  19. Damn fine stuff sir, I really liked the black/white key room bit especially, that was neat.
  20. -link removed- It has all 32 maps (some maps have been updated, I'll start adding changelogs from this version onwards). Only the graphics and story is missing. I've also quickly picked new midis (from the Plutonia and TNT midi packs) for the maps that don't have music selected (to the authors: feel free to let me know if you have any MIDIs you want for your maps instead). I also would like to take this opportunity to ask for help in the graphics department. Is there anyone who'd be willing to help out with making a new title screen, level names, and so on? I've also changed the maplist order a bit for better flow. It is as follows: Compilation V0.9.5 Maplist Map01- "Inception" by Dutch Doomer/Joshy Map02- "Medieval Evil" by Silverminer Map03- "Murder Well" by deetee Map04- "Decayed Redoubt" by riderr3 Map05- "Against the Spirit" by DMPhobos Map06- "Waters" by DJVCardMaster Map07- "Agarthan Anomaly" by Captain Toenail Map08- "Azure Ambition" by Sincity2100 Map09- "Church of Pollution" by The SloVinator Map10- "Natural Selection" by DJVCardMaster Map11- "Plutonium Rust" by Eternal Map12- "Close Encounters" by Egg Boy Map13- "Never Safe, Always Sorry" by NuMetalManiak/Archi Map14- "Corpseflower" by Scorpius Map15- "Ironclad" by Cheesewheel Map16- "Ifrit's Lair" by Edumm/Egg Boy Map17- "The Wolf Hour" by Sincity2100 Map18- "Enclave" by Anon Map19- "Acid Bath" by DukeOfDoom Map20- "Calamity Valley" by Yumheart Map21- "Scorched Sacellum" by Wydoomer Map22- "Trickster's Lair" by Jark Map23- "Wrong Turn" by MattFright Map24- "Untitled" by tatsurd-cacocaco Map25- "Sting Operation" by General Rainbow Bacon Map26- "Golgotha" by Xyzzy01 Map27- "Rules of Nature" by Potatoboih Map28- "Crimson Realm" by Waverider Map29- "Gehenna" by Yumheart Map30- "Shattered Nightmare" by Death Bear Map31- "Steel Mill Zone" by Joshy Map32- "Orestruck" by Cannonball Play this version instead :) As for complevel, I don't know exactly, I suspect 9 is the best considering it is a boom compat project and that overrides differences betwee Doom2 and Final Doom?
  21. Joshy

    Unfortunate design coincidences

    I definitely didn't do these on purpose, though a Freudian psychoanalyst would probably disagree.
  22. Joshy

    The 2021 Cacowards

    Great work on the Cacowards guys, so much quality work to comb through and pick from this year. Congrats to all the winners, runnerups, and mentions! Xaser and Tarnsman are absolute inspirational champs, I'm glad they've received proper recognitions they deserve.
  23. Here's the first compilation (version 0.9) of the PRCP2 maps! It has all maps except for Map20 and 30 which is currently being worked on. Not all maps have music and graphics aren't included yet. Let the playtesting begin! Compilation V0.9 Maplist Map01- "Inception" by Dutch Doomer/Joshy Map02- "Medieval Evil" by Silverminer Map03- "Murder Well" by deetee Map04- "Decayed Redoubt" by riderr3 Map05- "Against the Spirit" by DMPhobos Map06- "Waters" by DJVCardMaster Map07- "Church of Pollution" by The SloVinator Map08- "Azure Ambition" by Sincity2100 Map09- "Agarthan Anomaly" by Captain Toenail Map10- "Natural Selection" by DJVCardMaster Map11- "Plutonium Rust" by Eternal Map12- "Close Encounters" by Egg Boy Map13- "Acid Bath" by DukeOfDoom Map14- "Corpseflower" by Scorpius Map15- "Ironclad" by Cheesewheel Map16- "Ifrit's Lair" by Edumm/Egg Boy Map17- "The Wolf Hour" by Sincity2100 Map18- "Enclave" by Anon Map19- "Never Safe, Always Sorry" by NuMetalManiak/Archi Map20- "Untitled" by Yumheart (**WIP**) Map21- "Scorched Sacellum" by Wydoomer Map22- "Trickster's Lair" by Jark Map23- "Wrong Turn" by MattFright Map24- "Untitled" by tatsurd-cacocaco Map25- "Sting Operation" by General Rainbow Bacon Map26- "Golgotha" by Xyzzy01 Map27- "Rules of Nature" by Potatoboih Map28- "Crimson Realm" by Waverider Map29- "Gehenna" by Yumheart Map30- "Untitled" by Death Bear (**WIP**) Map31- "Steel Mill Zone" by Joshy Map32- "Orestruck" by Cannonball
  24. Joshy

    Silver Edge (Two Boom maps, /idgames)

    Yissss, another Paul977 map!
  25. Is anyone game to have a go at making something for Map30?
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