El Jeff Posted September 10, 2022 Doom map of mine, only 2 rooms so far. any feedback will be welcomed. co-op spawns are there and there are co-op enemies and weapons but it's not tested. KURUPTDMN.rar screenshots 1 Quote Share this post Link to post
El Jeff Posted September 10, 2022 1 minute ago, RileyXY1 said: Since MAP62 is open I'll take it. I'll do a unique Arachnotron/Lost Soul combo. nice, i'll get on that ASAP 0 Quote Share this post Link to post
RileyXY1 Posted September 10, 2022 Just now, Thatonespymain said: nice, i'll get on that ASAP Thanks. 0 Quote Share this post Link to post
El Jeff Posted September 10, 2022 2 minutes ago, epicyolomaster420 said: I'll try, but I wasn't successful the last time I tried this, so not making any promises. it's fine if you mess up, if you need any help we're all here 0 Quote Share this post Link to post
RileyXY1 Posted September 10, 2022 My map is going to be a techbase stylized after Doom 2's early levels. The sky is the same as MAP01-MAP11 of Doom 2 and the music is from Biowar's MAP12. 0 Quote Share this post Link to post
ONETAPPYBOI Posted September 10, 2022 12 minutes ago, Thatonespymain said: Doom map of mine, only 2 rooms so far. any feedback will be welcomed. co-op spawns are there and there are co-op enemies and weapons but it's not tested. KURUPTDMN.rar screenshots what's that arrow for? 0 Quote Share this post Link to post
ONETAPPYBOI Posted September 10, 2022 also, did you trash the map you showed me earlier? with the rocket launcher and the tree in the first area and the microwave in the second 0 Quote Share this post Link to post
El Jeff Posted September 10, 2022 1 minute ago, ONETAPPYBOI said: also, did you trash the map you showed me earlier? with the rocket launcher and the tree in the first area and the microwave in the second Yes 0 Quote Share this post Link to post
El Jeff Posted September 10, 2022 2 minutes ago, ONETAPPYBOI said: what's that arrow for? It’s a parking lot, they have arrows in the UK. I might use it for a secret later on. 0 Quote Share this post Link to post
El Jeff Posted September 10, 2022 1 minute ago, ONETAPPYBOI said: Why? I didn’t like it much, it kinda went nowhere and my ideas for it dried up quickly. 0 Quote Share this post Link to post
El Jeff Posted September 10, 2022 I do want the microwave and toaster to return though 0 Quote Share this post Link to post
Doomy__Doom Posted September 11, 2022 12 hours ago, Thatonespymain said: Doom map of mine, only 2 rooms so far. any feedback will be welcomed. co-op spawns are there and there are co-op enemies and weapons but it's not tested. KURUPTDMN.rar It is missing proper patches/TEXTUREx lumps for your sky texture. Prboom won't work like that. 0 Quote Share this post Link to post
El Jeff Posted September 11, 2022 3 hours ago, Doomy__Doom said: It is missing proper patches/TEXTUREx lumps for your sky texture. Prboom won't work like that. Thank you for telling me about that, i'll get on that ASAP 0 Quote Share this post Link to post
ONETAPPYBOI Posted September 11, 2022 MAP 01: Fixed two GZDoom-exclusive softlocks; Various minor texture fixes & changes; Made the berserk secret easier to find; Fixed a GZDoom-exclusive skip. MAP 34: Fixed a bug where lost souls wouldn't spawn in GZDoom; Various minor texture fixes and changes; Added DeathMatch support, with exclusive items and weapons; Removed a single medikit on UV. TheChasmv1.4.rar 1 Quote Share this post Link to post
El Jeff Posted September 11, 2022 ok so i tested my map in Woof and this happened 0 Quote Share this post Link to post
El Jeff Posted September 11, 2022 it's perfectly fine in ZZdoom, idk what's going on 0 Quote Share this post Link to post
epicyolomaster420 Posted September 11, 2022 @Thatonespymain don't release my spot yet as I have decided that I don't really want to go to the trouble of making a brand new custom dehacked boss monster only to then not even have my map make it's way into the megawad and have instead decide to remove the monster spawners (I just so happen to have gotten an idea on how I might still be able to make this work...) 1 Quote Share this post Link to post
El Jeff Posted September 11, 2022 2 minutes ago, epicyolomaster420 said: @Thatonespymain don't release my spot yet as I have decided that I don't really want to go to the trouble of making a brand new custom dehacked boss monster only to then not even have my map make it's way into the megawad and have instead decide to remove the monster spawners (I just so happen to have gotten an idea on how I might still be able to make this work...) Thank you for your co-operation, i'm excited to see what you make of this 0 Quote Share this post Link to post
pcorf Posted September 12, 2022 (edited) - Edited September 13, 2022 by pcorf 5 Quote Share this post Link to post
ONETAPPYBOI Posted September 12, 2022 (edited) 3 hours ago, pcorf said: My map is complete. Name of map: ChamógeloMAP: MAP19PORT: Boom/MBFEnemies: Chaingunners and CacodemonsMusic: And Blood Will Spill by David "Tolwyn" Shaw (entry D_SHAWN2)Description: Chamógelo which translates to smile from Greek. The map has chaingunners and cacodemons with their cunning smiles ready to destroy you. The map can be pretty hard if you allow it to be, but also fairly easy if you have the wits. The second half of the map is more intense especially after the red key. The secrets help. There are no ammo boxes or clips due to the presence of chainguns. The map is designed for singleplayer but has co-op starts. All skill settings are present. It uses stock Doom 2 textures but included is an original sky (sky transfer). pc_cham.zip 1. This map seems to have a lot of trouble with secrets: A) The invisibility secret is completely unmarked (unless the lack of the Shown as 1-sided on automap is supposed to be the clue, which is kinda dumb but ok); B) The BFG secret is too simple - you see a switch, you run up to it and press it. Maybe hide the switch behind a door which has an upper texture that is different to all other chaingunner columns? C) The plasma gun secret is so simple that i wonder if it was given action 9 by accident. I don't see a way anyone can miss it unless they're speedrunning;2. I actually don't have any problems with gameplay, but the visuals are too... samey? most of the map is green and brown, with some white/grey bits thrown in; 3. In the room with the staircase lowering, you don't actually need to do the mess with the dummy sectors, as Boom allows for reverse stairbuilders. Just go into generalized sectors, select stairs, and then set the direction to "Down". 4. I've also noticed that this map doesn't have a name defined in UMAPINFO. Why is that? fda-2enemy19.rar Edited September 12, 2022 by ONETAPPYBOI 0 Quote Share this post Link to post
ONETAPPYBOI Posted September 12, 2022 Oh, and also i have found an extremely small slime trail. 0 Quote Share this post Link to post
epicyolomaster420 Posted September 12, 2022 (edited) @Thatonespymain The corrected and (hopefully) fully finnished version of my map for this project: Cyberdemonic sin - 2 enemy CP version.zip The only thing(s) I hope is that the map is not too hard and that custom flats count as custom textures as I had to make one for fixing the issue of the floor height variation that @ONETAPPYBOI pointed out (I'm pinging you because the map is now so different that it probably will need a retest - all the more because I suspect it might be too hard), worked quite hard on it and have no intention of taking it out... Also if anyone wants to play the original map, but with the same solution implimented for the problem of the floor height variation, then you can do so here: (I made a standalone release) Edited September 12, 2022 by epicyolomaster420 fixed typo 1 Quote Share this post Link to post
pcorf Posted September 13, 2022 5 hours ago, ONETAPPYBOI said: Oh, and also i have found an extremely small slime trail. There are a few. Cannot avoid it. 1 Quote Share this post Link to post
pcorf Posted September 13, 2022 (edited) 7 hours ago, ONETAPPYBOI said: 1. This map seems to have a lot of trouble with secrets: A) The invisibility secret is completely unmarked (unless the lack of the Shown as 1-sided on automap is supposed to be the clue, which is kinda dumb but ok); B) The BFG secret is too simple - you see a switch, you run up to it and press it. Maybe hide the switch behind a door which has an upper texture that is different to all other chaingunner columns? C) The plasma gun secret is so simple that i wonder if it was given action 9 by accident. I don't see a way anyone can miss it unless they're speedrunning;2. I actually don't have any problems with gameplay, but the visuals are too... samey? most of the map is green and brown, with some white/grey bits thrown in; 3. In the room with the staircase lowering, you don't actually need to do the mess with the dummy sectors, as Boom allows for reverse stairbuilders. Just go into generalized sectors, select stairs, and then set the direction to "Down". 4. I've also noticed that this map doesn't have a name defined in UMAPINFO. Why is that? fda-2enemy19.rar It was a very very tough map to get gameplay sorted for and it is as good as I could get it. Maybe it was designer's block, maybe it is time to just take a good break from mapping after this. I think some of these issues will be difficult to fix and I do know where to relocate the Plasma secret. Invulnerability wall texture was misaligned. I certainly have no plans to retexture the map, it is staying as it is. Maybe the plasma gun should just be deleted. I could move the BFG behind the switch and remove the pillar with the 9K altogether. Plasma ammo is however very limited in the map. I have removed the screenshots and download link so if you get a new version it will be the updated version. UMAPINFO?????, I did not know I needed to have that entry. I think you made that rule up. It was not stated in page 1. Just let the project leaders sort out the final UMAPINFO entry in the future. Edit: my first attempt of trying to fix it had DB freeze losing all my updated work. So you're going to need to wait a bit longer to get the new and hopefully final version. Edited September 13, 2022 by pcorf 2 Quote Share this post Link to post
ONETAPPYBOI Posted September 13, 2022 3 hours ago, pcorf said: It was a very very tough map to get gameplay sorted for and it is as good as I could get it. Maybe it was designer's block, maybe it is time to just take a good break from mapping after this. I think some of these issues will be difficult to fix and I do know where to relocate the Plasma secret. Invulnerability wall texture was misaligned. I certainly have no plans to retexture the map, it is staying as it is. Maybe the plasma gun should just be deleted. I could move the BFG behind the switch and remove the pillar with the 9K altogether. Plasma ammo is however very limited in the map. I have removed the screenshots and download link so if you get a new version it will be the updated version. UMAPINFO?????, I did not know I needed to have that entry. I think you made that rule up. It was not stated in page 1. Just let the project leaders sort out the final UMAPINFO entry in the future. Edit: my first attempt of trying to fix it had DB freeze losing all my updated work. So you're going to need to wait a bit longer to get the new and hopefully final version. Invulnerability is marked, invisibility isn't. Also, about UMAPINFO, everyone else had it, but it's not a requirement. 0 Quote Share this post Link to post
pcorf Posted September 13, 2022 (edited) 1 hour ago, ONETAPPYBOI said: Invulnerability is marked, invisibility isn't. Also, about UMAPINFO, everyone else had it, but it's not a requirement. Invisibility is now marked, it is near the megasphere. I am working on a new updated version of the map. You'll get it in several hours. I cannot change the lowering staircase action because other sectors also lower revealing the chaingunners and yellow key. BFG secret is still there but it has been changed a little. I still might consider removing it or deleting the plasma gun and replacing it with the BFG. Edited September 13, 2022 by pcorf 1 Quote Share this post Link to post
El Jeff Posted September 13, 2022 I fixed my map, now to finish it. KURUPTDMN.rar 0 Quote Share this post Link to post
pcorf Posted September 13, 2022 (edited) Second and hopefully final version of my map. - Plasma gun no longer a secret. - All secrets marked with hints. - BFG secret a little bit different. - A few minor architectural enhancements. - UMAPNIFO (as if it was nessecary) Note: The sky is original and created by me and uses the sky transfer. I took the photos and blended them together and made sure they tiled horizontally. Good night everyone. pc_cham2.zip Edited September 13, 2022 by pcorf 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.