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Deadline Announced! [Community Project] Pandora (Shovelware MegaWad) - All Slots Taken


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MAP28.png.9bb01730dd766aea69883f016dbbe589.png

This map is really starting to get big, though the par time for getting here in-game is about 7 minutes. The problem is that I don't know how to make areas long, so it'll just be a giant map with a short time.

Edited by Paf

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On 4/2/2022 at 6:11 PM, Jaccident said:

Hi, I’ve mostly finished my map but I don’t have a lot of experience with what comes after finishing a map because I’ve never actually finished one before. I’ve tested it in crispy doom since chocolate doom doesn’t work on my computer, and the visplane explorer in UDB says everything is fine so I’m pretty sure everything should work in DOS but I’ll test that once everything else is finished. I have a few questions, though:

  • You said the map must have support for all play types, including DM and coop. I’ve never played either of these much, so what does this entail for the map?
  • Do I need to have a custom midi? (I don’t know any midis so if I do I’ll need to do a bit of searching)

The google drive link to the first version of my map is here: https://drive.google.com/file/d/1Ba6un83X5ddfH62a0dNGTMlDY4pey7uK/view?usp=sharing

I’m fairly happy with it, although it still feels a bit amateurish.

 

Thanks!

 

Sorry @Gibbon, please could I get some answers to these questions?

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33 minutes ago, Jaccident said:

 

Sorry @Gibbon, please could I get some answers to these questions?

If your map doesn’t fit well with DM or COOP then you can forget those.

 

No custom midi required.

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Name: Why isn't there a waterfall texture? ("Plootonia" for short)

MAP slot: MAP23

MIDI used: "Crucifix Held Close" by Michiru Yamane and Kuzo Koshiro, sequenced by Jayster (ripped from Chillax)

Build time: 4 days

Editor used: Ultimate Doom Builder

Tested with: Crispy Doom and chocorenderlimits

Playable in Deathmatch? : Technically, yes

Playable in Co-op? : Technically, yes (I added some addition weapons, ammo, and monsters, but didn't test it)

Known bugs: There are numerous visual errors, but they hopefully don't impact gameplay. The two outdoor areas are prone to exceeding the sprite limit considerably, but I think I kept drawsegs pretty under control.

 

plootonia.zip

 

Finally put something together. Hopefully the core gameplay is fun and the jank is charming. (Note: The wad file is called hell_area.wad, which was the original planned title before the concept got some more direction).

 

Story: An aspiring game designer wanted to make some content for the popular game called "Doom," so they found an editor and started whipping up a map. This game designer had only played The Plutonia Experiment, but it's probably not so different from Doom II. After wasting most of their time learning how to do that neat invisible bridge in MAP03, they quickly cobbled the rest together to get what you see before you.

 

Screenshots:

Spoiler

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21 hours ago, Pistoolkip said:

@Jaccident @lokbustam257

Two quick and easy vanilla maps. Both feel like 90s shovelware, but some interesting combat and item placement 
 

 

Thanks so much for the playtest! You've given me a lot to think about, especially when it comes to the large amount of door fighting.

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On 4/10/2022 at 4:00 AM, Walter confetti said:

Oh, i've got the reference to ORIGWAD starting room in lokustbam map, good job!

eh, it's actually not a reference, I initially just use BROWN1 as a placeholder for DBX default texture, but then I left it in because why not

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On 4/10/2022 at 7:20 PM, thiccyosh said:

I'm done now with my true submission.

 

https://wadhosting.com/Wad/9EA1F3EB99EF61901362F8BEFD4B97F86F51F01E

 

Have fun with it.

 

It's... good. Very good. In fact, a bit too good in my opinion - the one criticism I can levy against it is that it doesn't really feel shovelwareish. It could definitely use more glitches and odd artifacts / texture choices. Gameplay is fine, though a tad bit too 'modern' to qualify as shovelware too. 

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55 minutes ago, Thelokk said:

the one criticism I can levy against it is that it doesn't really feel shovelwareish.

 

I got a little carried away during mapping. Whoops.

 

The only shovelware-ish part is really that this map is just a generic Romero-esk techbase with a deathmatch layout (loops, very few doors, shortcuts etc.) with some inconsistent texturing here and there, I have seen shovelware maps that are similar like what I've built but I guess it's the details which ruin the stink. Still better than the first version I made which was just a HOM-Mess that could be beaten in 10 seconds flat and wasn't very fun to play either.

However! A lot of textures in this map are messed up if you play on Dos. Unless I'm the odd exception and for everyone else it's fixed.

 

I also think the term 'Shovelware' can be interpreted in many different ways in terms of mapping, it doesn't have to be bad, but it doesn't have to be good either. Shovelware is just there to fill space. And from what I have seen, the maps from others here don't look too bad either.

 

Maybe I should've just made a MYHOUSE.wad instead...

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Alright fellas, after a long delay, my level is finally complete. It's got every sign of great shovelware:

 

  • Weird texture usage and inconsistent yet slightly consistent theme
  • Strange room shapes
  • Weird encounters
  • Super hidden joke room*
  • The dumbest secrets this side of the Mississippi
  • And more!

Get Diggin'

Author: Dusty Rhodes

Format: Doom 2

Tested in: Chocolate Doom and PrBoom+\UMAPINFO

Bugs: none

Theme: Hell

Slot: Map20

Skill levels: implemented and tested!

Midi: Unreleased Doom music by Bobby Prince. Big thanks to @Romero for releasing

Link: get_diggin'.zip

 

 

Sorry this took so long, I'm very tired. Also apologizing in advance for how weird this map is. Hope you guys like it! Also calling @Clippy and @Biodegradable. If either (or both!) of you could be so kind as to test my level I would greatly appreciate it.

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The joke room is an altar to Pink Fish. It contains one Lost Soul to troll the ZDoomers. You will also not find it without an editor lol. Don't worry, it's untagged, so UVMAX is possible without finding it.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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20 minutes ago, Dusty_Rhodes said:

Alright fellas, after a long delay, my level is finally complete. It's got every sign of great shovelware:

 

  • Weird texture usage and inconsistent yet slightly consistent theme
  • Strange room shapes
  • Weird encounters
  • Super hidden joke room*
  • The dumbest secrets this side of the Mississippi
  • And more!

Get Diggin'

Author: Dusty Rhodes

Format: Doom 2

Tested in: Chocolate Doom and PrBoom+\UMAPINFO

Bugs: none

Theme: Hell

Slot: Map20

Skill levels: implemented and tested!

Midi: Unreleased Doom music by Bobby Prince. Big thanks to @Romero for releasing

Link: get_diggin'.zip

 

 

Sorry this took so long, I'm very tired. Also apologizing in advance for how weird this map is. Hope you guys like it! Also calling @Clippy and @Biodegradable. If either (or both!) of you could be so kind as to test my level I would greatly appreciate it.

*

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The joke room is an altar to Pink Fish. It contains one Lost Soul to troll the ZDoomers. You will also not find it without an editor lol. Don't worry, it's untagged, so UVMAX is possible without finding it.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

When this project is done I will attempt to play through it - that's the best I can do

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  • 2 weeks later...

Ok, so it seems I’ll be quite busy over the summer and I don’t want this project to suffer and wait for all that time.

 

Therefore I’m placing a deadline for July 1st.  This way I’ll know when it’s done and it won’t have to be put on hold until Autumn (or Fall for our less British mates).

 

If anyone feels they won’t be able to get their map done by then, please post here. Don’t worry about it at all :)

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17 hours ago, Gibbon said:

I’m placing a deadline for July 1st

Damn, I was hoping to have an opportunity to fix up my map after I've finished with A levels, I'll see if I can get my fixes done before then though. If not, the map not quite being finished and having problems that could easily be fixed is peak shovelware, so it should be fine regardless.

Edited by Jaccident

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Just now, Jaccident said:

Damn, I was hoping to have an opportunity to fix up my map slightly after I've finished with A levels, I'll see if I can get my fixes done before then though. If not, the map not quite being finished and having problems that could easily be fixed is peak shovelware, so it should be fine regardless.

 

Fixes for shovelware is heresy! :) little non-game-breaking things is part of the charm.

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12 hours ago, Luleta said:

if the slot is still open i want in!

You got it!

 

EDIT:

Pandora Version 2.0 is uploaded (basewad) with Dusty's MAP20 included.

 

I also finished my map.  It is probably the worst and most shovelware map I've ever made.  Complete with untagged door hinges, midtexes, random texturing and awesome placement of torches.

It's called..  Shovel of Sin and is within the latest basewad.  The romero head sprite is also replaced with something more..  appropriate :)

Edited by Gibbon

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Since there is 2 months left, I’m going to start playing each completed map in DOS from tonight and basically give them a good bashing to make sure there are no crashes on vanilla.

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here is my map!?!?!??!?!?!?!?

name: MASONTROYADAMS.WAD
slot: 17
difficulties: not yet implemented (coop and dm starts are there however, not tested tho)
tested in: chocolate doom and dsda-doom (-cl2)
midi: zombie panic from zombies ate my neighbors

screenshots:

Spoiler

I3CO1Ws.png

 

gnHc3D2.png

 

DOWNLOAD

 

lemme know if this is alright or if its too extreme, i dont mind doing something different, this is kind of a liberating mapping exercise xD

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So as promised, I'm starting them.  The first is by @DynamiteKaitorn and is called Bricky Castle.

 

Spoiler

 

 

FYI - one of the maps is accidentally overtaking MAP01 so that is why I started with MAP02 until I can fix it.

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i did a double post im a dumbass please ignore :)

Edited by Luleta
ignore please :D

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On 5/2/2022 at 5:28 PM, Luleta said:

here is my map!?!?!??!?!?!?!?


name: MASONTROYADAMS.WAD
slot: 17
difficulties: not yet implemented (coop and dm starts are there however, not tested tho)
tested in: chocolate doom and dsda-doom (-cl2)
midi: zombie panic from zombies ate my neighbors

screenshots:

  Reveal hidden contents

I3CO1Ws.png

 

gnHc3D2.png

 

DOWNLOAD

 

lemme know if this is alright or if its too extreme, i dont mind doing something different, this is kind of a liberating mapping exercise xD

did a little ""update""" adding ""difficulty balance""" to my map so i can say it's """finished"""" since no one told me it was too extreme or anything :D

 

""""download"""""

Edited by Luleta

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So I am redoing map30.  I really hated how I just faked the shovelware feel.

 

So this time, I am making map30 in DETH. This way it will have ‘that feel’.  After spending a few hours with it, I can really appreciate just how hard it is making maps without any hand holding software.

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So MAP30 is done, completely in DETH 4.31 (except one instance of me screwing up a sector and rejoining it in Eureka).  Nodes were built in BSP 1.1.

 

Spoiler

 

 

The end boss patch is a D!Zone Gold CD with a tribute to Kong.  I tricked the engine into not displaying my sprite so it looks like you're shooting the CD :)

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Oh my, I should really be watching this thread. Didn't realise the deadline was announced :p

 

I haven't had time to start work on my map (been too busy with other things), though given this is a shovelware community project, making a map shouldn't be too hard nor take much time either.

 

I'll see what I can make before the deadline.

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