Doomworld Mega Project 2013 - 54 maps - /idgames link

I've always wanted to make a mine themed map and am about to get the ball rolling and screed this sucker out. My map should be done within few weeks.

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AtTheGates said:

it's called death metal and there's no actual death metal soundtrack? :/

That's what they will be expecting

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MY MAP IS DONE!!!

http://www.mediafire.com/?r7rf3z6ioo3mkyu

Level name : Visation
Port: Boom compatible
Author(s) : Pcorf
Build time : A few days
editor(s) used : Doom Builder 2.1, XWE and Cakewalk Sonar 7 for music.

Music track : popul.mid, a remix of popular midi files used in WAD's which I composed. The remix is based on Heretic E3M9, with some Rott and Duke3D songs and Doom 2 readme.
Playtesting : Nothing serious. Just ammo balance. Hope its hard.
Bugs : Maybe the gameplay is bad and I rushed it.
Inspiration : Boredom :D
Author's comments : Hard base/gothic level with an outdoor courtyard. The northern area is a tuneup of an old 1996 map I made named briklift.wad.

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pcorf said:

MY MAP IS DONE!!!

http://www.mediafire.com/?r7rf3z6ioo3mkyu

Level name : Visation
Port: Boom compatible
Author(s) : Pcorf
Build time : A few days
editor(s) used : Doom Builder 2.1, XWE and Cakewalk Sonar 7 for music.


just tested your map, couldn't find any bugs (yay).

some stuff i noticed (all on my first playthrough, take that as you will):

- map has a metric fuckton of ammo

- the whole acid pit area might benefit from some stimpacks or a medikit. i like how you are forced into it, which works nicely, but the fight is a bit tough.

- didn't like the spider mastermind fight that much - it was hard to get to cover with the knights running around, and once she stalks you in one of the alcoves its over pretty much.

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cannonball said:

Here is my map called Death Metal
http://speedy.sh/5NT88/deathmetal.wad
plays with complevel 9 (boom)

Not sure about how the gameplay will go around collecting the blue key so might revise this if there are any problems.


https://dl.dropboxusercontent.com/u/3786967/ATG-deathmetal-001.lmp

...i suck at slaughtermaps, but i got surprisingly far (my skills considered). the replay is quite long,i almost got to the blue key. i like the map, the ammo placement requires planning, although a bit more might be nice to lessen the randomness a bit. the only area that drove me insane was the one with the chaingunners right to the left of the start, i got lucky in my attempt, they usually rip me to shreds and i leave with less health than before even after picking up the soulsphere. also, no idea how i survived the caco/hellknight trap, it was close as hell, i didn't even realize there was a switch at first.


edit:
katamori's map:

(edit2: obsidian found them as well i guess, so you might be aware of that those things) you can get stuck in the pillars here if you enter them right away - same for the other screenshot, and other areas as well probably.

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Retog said:

Guys sorry but I found another mistake in my wad. This one should be 100% working now: http://www.mediafire.com/?3axuy1nqfps4ve3


some observations:

- the backpack can be picked up even before the alcove lowers. it's also not flagged as a secret? so either raise the alcove and turn it into a secret, with the backpack only accessible if you lower it, or leave the backpack like it is but remove the lowering floor.

- i usually don't like to criticize the style of maps because i think that's something quite subjective, but in my opinion the map would benefit greatly if you added some more lighting to it. some of the tunnels, especially the narrow ones, would look better if they were darker, and some sectors with lights brighter. good lighting doesn't take that much time and can add greatly to the atmosphere of a map without having to add a million sectors for detail.

- i'm not a big fan of mixing doors that open by themselves with doors that can be activated. i prefer consistency, it's less confusing.

- the rad suit seemed quite pointless / the acid area seemed pointless.. until i realized there is another one later in the level where i should have probably rushed to.

- you might want to look at the ammo balance a bit, it seemed a bit excessive after a while, but tight in the beginning.

- also not a big fan of the exit, which comes without warning (i know, an exit sign there would be kind of weird, but let's face it, we don't play doom because it's realistic.)

minor misaligned texture

these demons can't come down the stairs - shooting gallery. pretty pointless.

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AtTheGates said:

just tested your map, couldn't find any bugs (yay).

some stuff i noticed (all on my first playthrough, take that as you will):

- map has a metric fuckton of ammo

- the whole acid pit area might benefit from some stimpacks or a medikit. i like how you are forced into it, which works nicely, but the fight is a bit tough.

- didn't like the spider mastermind fight that much - it was hard to get to cover with the knights running around, and once she stalks you in one of the alcoves its over pretty much.


I love making the architecture but gameplay is my weakness.

Glad it punished you. The aim is to make the Spider shoot the Hell Knights to get them to attack the big bitch. Just run out of the room as fast as possible, once you get 1 knight fighting others will get involved. The area after the blue key is a tuned up 1996 crapmap named briklift.wad pasted in. The original map had Barons.

But this map is not a serious attempt as this mega project is nothing serious. Just had some fun in Doom Builder.

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AtTheGates said:

some observations:


Good points that I will take into consideration. Some of what you mentioned is supposed to be like that but I will change the lighting, the exit and fix the couple of errors you found.
Thanks.

Here is the fixed version: http://www.mediafire.com/?wclqu60f7kfwwg7
(Could it be updated again, please? Sorry XD)

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Finnaly finished my map, now I can start working on a map for this project.

I actually already started working on a map but nothing much to show for the moment.

It's going to be a zdoom compatible map.

Map slot is 01 for the moment.

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well, i'm signing up. I'm gonna put a few plutonia textures (5, maybe?) so, count me in!

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This may sound a little stupid but are you allowed to put a mapinfo lump or will the mapinfo lump be compiled at the end?

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Yeah go for it if your map needs it, and at the end I'll add them all together.

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Map is about 85% done, it will not be anything groundbreaking but it will be a medium sized map for ZDOOM (Done in UDMF format).

A few "new" textures have been added with the prefixes of course. I really wanted to have fun with the builder.

Anyways, the map should be finished today of tomorrow and I will keep in touch when it is.

No screenshots, I want to keep it a secret ^^

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Finally started working on something, probably won't end up as long as last year's submission but then I'm not promising anything in that respect.

Meaning it'll probably transform into some 700 monsters across some ludicrously sized map again. Oh well.

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Haven't started yet, but I think I'll make a funny school map for zdoom...

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BaronOfStuff said:

Finally started working on something, probably won't end up as long as last year's submission but then I'm not promising anything in that respect.

Meaning it'll probably transform into some 700 monsters across some ludicrously sized map again. Oh well.


You should do a D!Zone tribute.

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Ok, here is my map for the project

http://www.mediafire.com/download/3sw3848xg3l89bv/Water_control.wad

Name: Water control
Sourceport: Zdoom/gzdoom
Map format: UDMF
Map slot: Map 01 for now

Build time: About 2 weeks
Playtested: Yes, to see if everything goes well
New textures: Yes with the prefix "TTR". Most of the textures are taken from various packs available at realm667.
New monsters: No
Music: Gut wrencher from DN 3D

Aditionnal notes:

Map size is about medium I guess.

The map comes with a few text lumps (MAPINFO, SNDINFO and SNDSEQ).
The mapinfo will be updated when I know the final map slot.

This map is nothing groundbraking, I just wanted to have some fun and I managed to pull this out of my head.

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Well, this mapping thing can't be all that hard, since my brother's so good at it, right?

I present my prodigious efforts before you, Doomworld, 5 years since I last touched Doom Builder... this is Go To Hell. Good? Adequate? Awful? Well, that's really for YOU to decide.

https://www.dropbox.com/s/bdgj9i3a0krkvdq/gotohell.wad

Description
Level name : Go To Hell
Author(s) : Ben "Baratus aka Jimmybro" Paddock
Build time : 10 hours
Editor(s) used : Doom Builder 2, SLADE
Source Port: Doom II (ZDoom Compatible)
Playing Time: ~2 mins
Music track : magmoor.mid because Hell maps
Playtesting : I put some care into this, honest
Bugs : Just some newbie mistakes here and there. Leaving them in. Want to get a laugh or two out of this.
Inspiration : 5in100 speedmapping sessions you have here in which you guys - my brother included - are good at mapping and I am teh jealousy.
Author's Note : Some MAPINFO included. You... might not want to leave all of it in.

Description Description
That description was completely stolen from Xaser's post. Oh crumbs!

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Baratus, I listed your map as zdoom compatible because the first door uses an SR action with a zero tag. That's fine to leave it like that, but just letting you know anyway.

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I hope you guys aren't getting tired of E1-style maps, because here's another one!

http://www.mediafire.com/download/lnmbq6e9e433523/laststand_D2.wad

Description
Level name : The Last Stand (V1.0)
Map Slot: MAP01
Author(s) : Matt534Dog
Build time : A couple of weeks.
Editor(s) used : Doom Builder 2 & SLADE
Source Port: Vanilla-Compatible
Music track : Led Zeppelin - Achilles' Last Stand MIDI
Bugs : None that I know of right now.
Inspiration : Ultimate Doom - Episode 1

Screenshots:
http://www.theruncomic.com/Screenshot_Doom_20130814_005127.png
http://www.theruncomic.com/Screenshot_Doom_20130814_005139.png
http://www.theruncomic.com/Screenshot_Doom_20130814_005157.png

EDIT: Doom II version posted! Sorry about that!

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It's a Doom 1 map. It's against the rules.

But a decent one. In fact it isn't E1 map, the only thing resembling E1 is the texturing mostly of the first parts. You're not sticking to E1 rules such as monster/item/texture usage, and the gameplay is much more frantic than anything in E1, thus resembing D2 more. I like it a lot. You can just take D1 textures and transform the map into Doom 2.

One little thing: You've got there two soulsphere secrets and one berserk, but as far as I know, no (blue) armor, don't you wanna do something with that?

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Oh, there's a blue armor all right! Just a bit hidden is all... ;)

Anyways, here's a Doom II version!

EDIT: UPDATED BELOW!

Sorry about that! I guess I just had a brain-fart. I had to sacrifice some textures, but the layout and items are still the same.

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You forgot to rename music lump.

Also, please, add the D1 textures in, you can! It looked better.

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