DoctorNuriel Posted May 12, 2022 On 5/9/2022 at 3:18 PM, The_SloVinator said: Map is finished layout-wise. Time to populate it, clean up the automap, playtest it & then I'll release it. Caps taken in Crispy Doom. That first screenshot gives me One Humanity vibes. Looks great! 2 Quote Share this post Link to post
The_SloVinator Posted May 12, 2022 30 minutes ago, DoctorNuriel said: That first screenshot gives me One Humanity vibes. Looks great! It actually is inspired by it. haha Though originally, it looked aesthetically more like One Humanity but decided to tone down a bit. And yes, evil eyes are shootable, if that's not obvious from the first screenshot. :) 1 Quote Share this post Link to post
The_SloVinator Posted May 13, 2022 (edited) EDIT2: Based on feedback & my dissatisfaction with some things in the map, I've made yet another batch of changes. - Removed RL as the map is cramped & its use would be questionable. It is replaced with a chaingun. The secret hopefully is more noticeable now too. - Added another secret with a chainsaw. - More bullet ammunition. - Switched a crate's position with plasma gun in it, so players have less chance to miss it. - Added 'block monster' flags to some lines near doors, so monsters don't open doors & get stuck. - Revenant on the create has been moved below it, as this could potentially break the sequence due to mapblock with autoaim. Better safe than sorry. - Other miscellaneous changes. EDIT: Fixed map issues. - More ammo added + a berserk. - RL secret is more noticeable (hopefully) - Fixed lamps at the start. They raise only once now. - Fixed a misaligned texture. ======== Here it is. One Humanity inspired map. Had a lot of fun making this one. Screencaps are above this post. No changes have been made since then. Feel free to give me feedback, as always. Name: Sarcophagus Format: Limit Removing Music: The Dave D. Taylor Blues Tested in: Crispy Doom 5.9.1 Multiplayer support: No New textures: No Jumping: No Crouching: No Freelook: Not recommended due to sequence breaking. Difficulty implemented: Yes A little story for the map: EDF has sent you on a mission to reclaim UAC Atlantic Base Research & Development's projects stored inside the crates, as it could pose a huge risk by falling into the wrong hands, in this case, demons. After the events of Doom 2, the monsters are desperately trying to fuel their war effort in any way possible. After you load your gun & enter the portal, EDF should shut down the teleporter, preventing demons from using it for their own purposes. The objectives are as follows: - Turn on the power. - Raise the protective wall/shield around the crates. This will keep away any further attempts at seizing and/or damaging the R&D projects. - The marine squad is tasked to approach your location. Use it to escape after your mission is complete. Sarcophagus v3.zip Edited May 16, 2022 by The_SloVinator 3 Quote Share this post Link to post
The_SloVinator Posted May 14, 2022 (edited) 3 hours ago, Biodegradable said: @The_SloVinator EDIT: Updated the map! Link is in the same post. Thanks for playing! I've noticed some issues with the map by watching your playthrough and will go & fix them asap. Edited May 14, 2022 by The_SloVinator 1 Quote Share this post Link to post
Razza Posted May 15, 2022 @The_SloVinator Nice map, starts off tricky with the scramble to get the shotgun and keeps up the pressure throughout with some nice ambushes. Never found the rocket launcher, but it didn't hurt missing it. TBH I don't even know where I would've used it as the map is pretty cramped anyway. I did find myself really wanting a chaingun to deal with the early revs and HKs, and I kinda felt the invul wasn't really needed, but still a solid and fun map to blast through. 2 Quote Share this post Link to post
Walter confetti Posted May 23, 2022 (edited) A very short and kind of silly map for you guys: wa-max22.zip Title: Between Levels Author: Walter Format: MBF21 Music: "Between Levels" by Bobby Prince, remixed by @silentzorah Tested in: Woof! 9.0.0 Multiplayer support: Player spawns are there but it's untested. New Textures: Hellcore Textures by espi and Doom 2 edited textures by me using pictures from the net, sky author is unknown Jumping: No Crouching: No Freelook: I don't care Difficulty Settings: Yup Description: A map based upon the song title "Between Levels", what kind of place will lies in that void space? Here's my interpretation of it! Take a little break from demonic invasions! Spoiler Feedback is always accepted! Have fun! Edited May 23, 2022 by Walter confetti 5 Quote Share this post Link to post
omnitrekker Posted May 28, 2022 The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes. Progress on my first doom map ever (working title Japetus Facility) is slow but steady, currently around halfway done. Most of the general geometry is completed, but a lot of detailing and texturing remain. Format is limit removing with only standard doom 2 textures. My main inspiration is the level design of many dungeons in Skyrim, the ones where you at the end of the dungeon drop down a ledge and find yourself near the entrance/exit. 14 Quote Share this post Link to post
FEDEX Posted May 28, 2022 Hi @Walter confetti i played your map, blind run (didn't see Bio playthrough). Nice little one. In the BFG secret area, you can jump to the outside area, and you get stuck there, can't come back again. 1 Quote Share this post Link to post
IRod54 Posted May 28, 2022 8 hours ago, omnitrekker said: The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes. Progress on my first doom map ever (working title Japetus Facility) is slow but steady, currently around halfway done. Most of the general geometry is completed, but a lot of detailing and texturing remain. Format is limit removing with only standard doom 2 textures. My main inspiration is the level design of many dungeons in Skyrim, the ones where you at the end of the dungeon drop down a ledge and find yourself near the entrance/exit. Hmm I might try that brick design next time 0 Quote Share this post Link to post
Razza Posted May 31, 2022 On 5/28/2022 at 11:46 PM, omnitrekker said: The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes. Progress on my first doom map ever (working title Japetus Facility) is slow but steady, currently around halfway done. Most of the general geometry is completed, but a lot of detailing and texturing remain. Format is limit removing with only standard doom 2 textures. My main inspiration is the level design of many dungeons in Skyrim, the ones where you at the end of the dungeon drop down a ledge and find yourself near the entrance/exit. Damn dude, this is your first map? Looks cool already! 0 Quote Share this post Link to post
omnitrekker Posted June 3, 2022 On 5/29/2022 at 1:00 AM, IRod54 said: Hmm I might try that brick design next time Sure, I was trying to imitate the way you add details to walls in Minecraft, by cutting out blocks. Sure was fiddly to align the brick texture when I didn’t know about lower/upper unpegged when I started. On 5/31/2022 at 10:19 AM, Razza said: Damn dude, this is your first map? Looks cool already! Thanks. 1 Quote Share this post Link to post
osminee Posted June 24, 2022 (edited) Here's my little map.ddmaxgladiator.zip Name: Gladiator Format: Limit-removing vanilla Doom 2 Music: Scooby (Slipper), WAD: Memento Mori Tested in: PrBoom+ 2.6.1um Jumping: No Crouching: No Freelook: Allowed, but I recommend disabling it for this map Difficulties: Implemented Co-op: Starts only Deathmatch: Starts only Known bugs: Didn't find any Notes: Spoiler The main arena was meant to be a Colosseum but I'm bad at designing, so I made an arena instead. :P I also think that the hell-themed area is not detailed enough, but the main reason for that part was to surprise the player by the fake exit. At the end of the day it was really fun to make something that I can be proud of. :) Screenshots: Spoiler Edited February 21, 2023 by osminee 2 Quote Share this post Link to post
osminee Posted June 25, 2022 1 hour ago, Biodegradable said: @osminee Thanks for the playthrough, Bio! :) 1 Quote Share this post Link to post
Mr Masker Posted July 5, 2022 Apologies if there was a specific time to join, But I wouldn't mind having my name there. I definitely can't guarantee something to come out of this, but I'll try. 2 Quote Share this post Link to post
Pegleg Posted August 9, 2022 (edited) I finally managed to finish making the final tweaks to my map, despite having had most of them done back in February. I removed all the textures and flats that I added, so as to meet the requirements from the OP. As a consequence, jimmytex.wad must be loaded alongside it. I also removed version 1 from the post on January 17. <file removed, see post on December 29 for version 3> Title: Against the Smiling Horde Version: 2 Format: Limit-removing Tested with: Chocolate Doom v. 3.0.0 (switches don't animate and there are HOMs due to sidedef overflows in some parts), PrBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 3.2.5, GZDoom 4.7.1 Changes: Removed textures and flats Changed the location and prominence of the switch out of the SSG room Changed various textures Added a flashing light sector and armor bonuses to draw attention to where you're supposed to go after getting the yellow key and having the way blocked Added an oscillating light on the shoot switch to raise the sector to get into the building (which, yes, can be strafe-ran over) Changed the teleport destination to face that shoot switch @Biodegradable identified some of the things they did in their playthrough as sequence-breaking, and that wasn't my intended way to play the map. In truth, I had considered blocking off those ways to get out of the section where you first teleport into the base. However, I decided to allow the player that freedom of movement because doing so doesn't really afford you many advantages--it's not as if you can avoid some portion of the map by doing so. Also, it increases the fluidity with which you can move around later, if you so choose (there is a switch that allows you to open the door of the red key room and return to the rest of the map--it's not a permanent lock-in--but the switch is inconspicuous by design). Edited December 29, 2022 by Pegleg Edit 1: Added sentences about loading jimmytex.wad alongside wad and the bugs with Chocolate Doom. Edit 2: Removed file and added sentence about version 3. 2 Quote Share this post Link to post
omnitrekker Posted September 11, 2022 (edited) The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes. Name: Japetus FacilityIWAD: Doom2Format: Single map, limit removingMap slot: MAP01Jumping/Crouching: No (disabled in MAPINFO)Freelook: Recommended but not requiredDifficulties: YesMultiplayer: Co-op starts onlyMusic: No! No music allowed.Tested in: gzdoom g4.7.1, prboom-plus 2.5.1.4, crispy doom 5.120, dsda doom 0.24.3 Additional info: Nukage is non-damaging. Tech doors are opened by using. Wooden doors are opened by linedef action. Teleport pads indicates enemy teleport destination - there are no player teleports. VERSION HISTORYv1.0 Initial release v1.1 Window by the blue door made impassable. Added fail-safes at the traps so that you don't get soft-locked if you manage to escape in an unintended way. SCREENSHOTS automap with spoilers, don't look if you want to do a blind run I'm looking for feedback, especially on balancing the amount of ammo and health. Also if you find any misaligned textures please let me know. DOWNLOAD v.1.1 wadhostinggoogle drive Edited September 16, 2022 by omnitrekker v1.1 update 6 Quote Share this post Link to post
omnitrekker Posted September 12, 2022 @Biodegradable Thanks for playing! I’ll look into the potential soft lock issues. 1 Quote Share this post Link to post
omnitrekker Posted September 16, 2022 Original post updated for version 1.1 of my map. 0 Quote Share this post Link to post
Obsidian Posted September 22, 2022 Cheers to everyone who's submitted a map so far! Guess it's time to throw my hat in the ring. Map name: Necroduct Music: "Ded" from Heretic Format: Boom (might be vanilla or limit removing, but I can't be bothered checking) Difficulty settings: Naaaaah :P Screenshots! Spoiler Did a simple map this time around, only tossed in some waterfall textures and an all-black flat for the sky. Enjoy! 5 Quote Share this post Link to post
Pechudin Posted September 22, 2022 I have a couple of maps I made (or nearly made) but did not release, could I put them here if I want? 1 Quote Share this post Link to post
Obsidian Posted September 22, 2022 28 minutes ago, Pechudin said: I have a couple of maps I made (or nearly made) but did not release, could I put them here if I want? Sure! Just one of them though. 👍 0 Quote Share this post Link to post
xScavengerWolfx Posted September 22, 2022 Mmmmmmm this looks like a lot of fun. Haven't done a community project map in a while. I think i'll toss my hat in this ring. Yes i have read the rules and i think i can whip something out before jan. 1st of 2023. This will give me a chance to flex on my mapping career. Besides i've been looking for an excuse to show off my mapping skills anyways. Another words what i'm saying is...count me in if there still room for mappers. 1 Quote Share this post Link to post
Obsidian Posted September 22, 2022 Ahhh, the intended experience: sheer bewilderment! Thanks for the playthrough @Biodegradable. :) 2 Quote Share this post Link to post
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