stridertech Posted January 14, 2023 (edited) Map Name: Raise CainAuthor: scientifikgeniusMusic: Ministry - Thieves (MIDI)Difficulty Settings: ImplementedPorts Tested: DSDA-DoomDescription: Hell-castle/UAC techbase fusion. Small, but pretty difficult, especially on UV. Difficulties are: HNTR at the easiest, HMP at the medium, and UV at the hardest.Notes: My first map using a custom resource pack. I will fix if there are any problems. DOWNLOAD - V1: 30mc_scientifikgenius_m08_v1.zip Edited January 14, 2023 by scientifikgenius added image + info 5 Quote Share this post Link to post
Bloodbath Giraffe Posted January 15, 2023 Update to my map I added difficulty setting and added a secret. Map Name: Time Warp Author: Bloodbath Giraffe Music: Time Warp Difficulty Settings: Yes Ports Tested: DSDA Doom 30mc2_BloodbathGiraffe_m01_v2.zip 2 Quote Share this post Link to post
Thelokk Posted January 18, 2023 Realized I've been sitting on this for a while: 30mc2_thelokk_v2 Save for a damaging floor, all changes are entirely cosmetic - fixed misalignments, added decorative sectors, generally made the map a little less drab and same-y. 6 Quote Share this post Link to post
dac Posted January 19, 2023 Should come out soon. Also pushed another update to the resource pack, should hopefully fix the switched dropped items. 8 Quote Share this post Link to post
MortisCausaDonatio Posted January 19, 2023 Aa-tex is fun to use Decided to map a little so here some of the fragments for my entry. BTW the sky on the previous screenshot will replace the default doom 2 sky? 2 Quote Share this post Link to post
dac Posted January 19, 2023 You have to do a sky transfer to use other skies, but otherwise it's good. 3 Quote Share this post Link to post
MortisCausaDonatio Posted January 20, 2023 (edited) Another queston. I guess the 30 monsters are the ones we encounter. If I include a puzzle where I have to put some dummy monster on a conveyor belt outside of the playable area for activating stuff. (I'm not sure the idea i have right now can be done with voodoo dolls only) can I use additional monsters. (making sure they get killed somehow before the level exit to get the 100% kills) Edit: Probably won't be the issue there's a method that i might use and it's doesen't require monsters. Just asking. Also, the second pic was meant to be the starting area but I realised that a simpler starting point might fit better. (my current goal is small map taking place inside a chasm and a small cavern area) Edited January 20, 2023 by HUNdebLeonidasX 1 Quote Share this post Link to post
OceanMadman Posted January 20, 2023 I'm sorry, I'm a newbie related to MBF21 stuff. How do I add the new monsters that don't replace any other? 0 Quote Share this post Link to post
dac Posted January 21, 2023 3 hours ago, OceanMadman said: I'm sorry, I'm a newbie related to MBF21 stuff. How do I add the new monsters that don't replace any other? All the new monsters are in the "User-Defined" folder when choosing things in Ultimate Doom Builder. 3 Quote Share this post Link to post
OceanMadman Posted January 21, 2023 11 hours ago, dac said: All the new monsters are in the "User-Defined" folder when choosing things in Ultimate Doom Builder. Thank you 0 Quote Share this post Link to post
MortisCausaDonatio Posted January 27, 2023 (edited) Map Name: Abysmal Sanctuary Author: HUNdebLeonidasX Music: Fortune Ravine by Arata Iiyoshi (From PMD Explorers of sky) (Needs some editing to make it loop better) Difficulty Settings: Not implemented yet Ports Tested: DSDA-Doom Description: Originally meant to be a techbase-water themed map with different music but I decided to make an use out of those cool looking marble textures, and i had a pack of pokémon midis around so I decided to choose one from them too. So far is more of an arena, where you have to find all the keys in the main chamber. I plan to add some decoration to the main sanctuary. So far i'd say it's the hard difficulty,. updated link: https://www.dropbox.com/s/dzptpljk08i6lie/30mc2_HUNdebLeonidasX_m1_v1.5.wad?dl=0 Edited May 4, 2023 by HUNdebLeonidasX 4 Quote Share this post Link to post
MortisCausaDonatio Posted January 28, 2023 Also an idea for a secret map (I can't promise I finish this, so far it's just an idea to do a level similar to the void in Doom 64) 5 Quote Share this post Link to post
Parkolnaught Posted January 28, 2023 Hopefully I will get this done 6 Quote Share this post Link to post
OverflowingMocha Posted January 29, 2023 Quite the update was made for UAC Spacecraft X in terms of visuals now, big thanks to Dac for helping out with it. Posts of mine with the download for it have been updated as well. 30mcLGandDac.zip 1 Quote Share this post Link to post
CblBOPOTKA Posted January 29, 2023 Map Name: Glowing Embers Author: CblBOPOTKA Music: James Paddock - Economy of Truth Difficulty Settings: Implemented Ports Tested: DSDA-Doom, GZDoom (latest ones) Description: Definitely, the aliens were here. Discover the fascinating blend of ancient architecture and extraterrestrial design. Explore the marriage of cold stone and warm light. Don't miss your chance, the next UFO is arriving in 5 minutes. Notes: Short-medium map with ancient architecture with technical influences. Midi track is inside wad. Screenshots: Spoiler 30mc2_CblBOPOTKA_m1_v1.rar 8 Quote Share this post Link to post
Salmon Posted January 30, 2023 Map Name: But Not in Our Dreams Author: Salmon Music: Punch It, Sleaze It by Alfonzo Difficulty Settings: Implemented Ports Tested: DSDA-Doom, GZDoom Description: A small run and gun map loosely inspired by a Futurama quote. Notes: Regarding nomo, some events are on timers but these timers can be skipped with switch presses. Screenshots: Spoiler Download:But Not in Our Dreams v1 9 Quote Share this post Link to post
JaySmithen Posted February 9, 2023 (edited) @dac I just downloaded the resource pack and it looks like all of the flats from Doom 2 are still included. Also there are switches defined in the SWITCHES lump that point to textures that aren't in the wad. Spoiler P_InitSwitchList: unknown texture SW1MEGA P_InitSwitchList: unknown texture SW2MEGA P_InitSwitchList: unknown texture SW1GOTH P_InitSwitchList: unknown texture SW2GOTH P_InitSwitchList: unknown texture SW1STRTL P_InitSwitchList: unknown texture SW2STRTL P_InitSwitchList: unknown texture SW1STRPU P_InitSwitchList: unknown texture SW2STRPU P_InitSwitchList: unknown texture SW1STRMG P_InitSwitchList: unknown texture SW2STRMG P_InitSwitchList: unknown texture SW1STROG P_InitSwitchList: unknown texture SW2STROG P_InitSwitchList: unknown texture SW1STRRD P_InitSwitchList: unknown texture SW2STRRD P_InitSwitchList: unknown texture SW1STRGN P_InitSwitchList: unknown texture SW2STRGN P_InitSwitchList: unknown texture SW1STRBL P_InitSwitchList: unknown texture SW2STRBL And some switch textures that aren't defined as switches. Spoiler EHELLSW1 EHELLSW2 QSWITCH1 QSWITCH2 SW1GOTH1 SW2GOTH1 SW1GOTH2 SW2GOTH2 SW1SHOOT SW2SHOOT SW1S0V SW1S1V SLSWB0 SLSWB1 SLSWR0 SLSWR1 SLSWY0 SLSWY1 Edit: There is also some double defined flats and patches Spoiler GATE1 GATE2 GATE3 GATE4 I suggest renaming these to GATE1GOT, GATE2GOT etc because they conflict with Doom2 flats. Or are they intended to replace the Doom2 ones in the final version? They do look nicer than the doom2 ones :) LITAA7_P One has purple lights and one has white lights, suggest renaming the one with white lights to LITAA7_W KS_CAI05 Suggest renaming one to KS_CAI06 INCDECP1 the name is used as a texture and a flat, suggest renaming the flat to INCDECPF SW18_7 Is double defined in Doom2.wad so that ones on id software :) Patches that are from Doom2 so they should be deleted from aa-tex WALL00_1 WALL05_2 STEP07 TP2_1 W33_8 W106_1 Patches that are the same so one of them can be deleted from aa-tex KS_CUME5 KS_CUME4 KS_CUME3 KS_CUME2 KS_CUME1 KS_CLIN5 KS_CLIN4 KS_CLIN3 KS_CLIN1 I just thought I'd let you know, Cheers 😊 PS I'm still working on my second map for the project 😅 Edited February 9, 2023 by JaySmithen 4 Quote Share this post Link to post
dac Posted February 10, 2023 Thank you for this. Gonna try and get something out this weekend, no guarantees as work's been pretty hectic lately. 5 Quote Share this post Link to post
suzerduzer Posted February 17, 2023 (edited) Map - Inner Cell Author - suzerduzer Music - "Eruyt Village" from Final Fantasy XII Difficulty Settings - Implemented Ports Tested - GZDoom, DSDA Description - Buried deep in the Mojave you stumble upon the remnants of some sort of tetrachromatic invocation. Stepping into the circle leads you to an ancient stronghold settled within the dunes. Notes - I wasn't super happy with the other map I submitted so I decided to make another one. This ones pretty tough, I've recently been on a kick of designing small, cramped encounters with limited supplies. Tube it. Download: 30mc2_suzerduzer_m2_v1.7z Edited February 17, 2023 by suzerduzer 6 Quote Share this post Link to post
NoReason Posted March 7, 2023 Map name: Overrun Author: NoReason Music: "Violence Makes Violets" by Jimmy Difficulty Settings: Implemented. Ports Tested: DSDA-Doom Description: Space techbase with slight ammo/health starvation. Notes: I recommend playing HMP/HNTR before UV. Screenshot Spoiler Download: 30mc2_noreason_m1_v1.zip 6 Quote Share this post Link to post
dac Posted March 7, 2023 So I wanted to write this earlier but here goes, in case you haven't noticed the title change: . I'm extending the deadline to May 1st. Mostly for me, time has been very lacking last month and I want to give myself some more time. I'll have an updated pack ready to go this Saturday. 7 Quote Share this post Link to post
Scorpius Posted March 8, 2023 (edited) I did not expect this to turn out this way but I'm very glad that it did though! Spoiler Name: Days of Long Ago MIDI: Night Run by stewboy Difficulty Settings: Implemented Build time: Three to four weeks Tools used: Doom Builder X, SLADE 3 Tested with: GZDoom 4.8.2 File: 30mc2_scorpius_m1_v1.zip Edited March 8, 2023 by Scorpius 4 Quote Share this post Link to post
OceanMadman Posted March 10, 2023 (edited) Map Name: Venting Author: OceanMadman Music: Midi #2, also by myself. Difficulty Settings: Implemented Ports Tested: DSDA-Doom Description: Just walk through some claustrophobic vents, to eventually arrive to the surreal world hidden in them. Notes: Sorry for the weird palette in the screenshots, I accidentally deleted the file with the converted IWad sprites and I was too lazy to do it again. Spoiler Venting.zip Edited March 10, 2023 by OceanMadman 0 Quote Share this post Link to post
SCF Posted March 13, 2023 I started a second map right after finishing the first one, but quickly ran out of inspiration. The deadline extension was a good excuse to get back to work. 30mc2_scf_m2_v1.wad Map Name: Trials of Amun-RaAuthor: SCFMusic: "Mysteries of Egypt" by JimmyDifficulty Settings: ImplementedPorts Tested: dsda-doom 0.22.4Description: Small-scale key hunt in an open arenaNotes: The void areas are marked as instakill zones, but there shouldn't be any way to escape the map besides archvile jumping. Screenshot Spoiler 7 Quote Share this post Link to post
JaySmithen Posted March 17, 2023 (edited) Map Name: They Are Watching Author: Aaron Russell Bowtell (JaySmithen) Music: The Raven's Nest by Jimmy Difficulty Settings: Implemented Ports Tested: DSDA-Doom, GZDoom Description: After finding a chainsaw in a dream, the player wakes up in a colorful house in space. Then teleports to a techbase in the middle of a jungle. Find 3 switches to gain access to the blue skullkey. Sprinkled with a bit of doomcute here and there :) And don't forget, they are watching... Download: https://drive.google.com/file/d/1-Rmzkw0VwAflzW_JHJGpqf49VeYFEEul/view?usp=drive_link Screenshots: Spoiler https://drive.google.com/file/d/1wkvDHJ1VP_f_Vg-I83K3bNlrvLA2GPqD/view?usp=drive_link https://drive.google.com/file/d/1C4odo5B_tp_dGC1w0zxKsgfkivXMspZS/view?usp=drive_link https://drive.google.com/file/d/10C9YbuDJFCa0CjeRaj2-RILT6biU2rZs/view?usp=drive_link https://drive.google.com/file/d/1x9YUB5-pFdbYFq5REaNjzabq6nXiAmXK/view?usp=drive_link https://drive.google.com/file/d/1vainCG22JpHcPeF-6KIkp_336wZs-uiw/view?usp=drive_link https://drive.google.com/file/d/1vqWeyICuXRzNa7tU6FuanttNqWL6a5Up/view?usp=drive_link https://drive.google.com/file/d/14OpHvTTpa8TsHqHj6QyHuIKmNSJO0wFU/view?usp=drive_link https://drive.google.com/file/d/1wIsMMBhYwP5ZUX0GgYy2Z2hvQFir4Jmc/view?usp=drive_link https://drive.google.com/file/d/1Xouyl9faU9tW-gcDdyykLGH_7sFEWBGS/view?usp=drive_link Edited June 4 by JaySmithen Added google drive links 4 Quote Share this post Link to post
Loomis Posted March 17, 2023 Argh, why can't this be a "32 monsters challenge" project, haha? My "Shotgun Gambit" has (and needs to have) exactly 32 monsters: 0 Quote Share this post Link to post
MoiraHeart Posted April 8, 2023 Map Name: Cabaret at the Edge of the Universe Author: Moira Heart Music: Stuart Rynn - Hypercube Difficulty Settings: Implemented Ports Tested: DSDA-Doom, Woof, GZDoom Description: Your hyperspace minivan has ran out of juice and you stopped at a gas station near the edge of the universe. While your vehicle is refueling, you decide to check out the local cabaret. Barge in from the front, or carefully infiltrate from the side, but stay on the move, as those alien bastards prepared plenty of entertainment for you. Notes: Well, first map warning. Been looking for a while for a project to lose my mapping innocence with and this seems perfect. I adore AA textures and all the custom content. While aesthetics are on a bland side, I'm pretty satisfied with how the gameplay turned out. Working with 30 monsters is a very interesting challenge for a new mapper especially, as I always feel the urge to fill every nook and cranny with a demon. I'll probably add more visual detail in further iterations of the map. Download: https://drive.google.com/file/d/1-v4HwGL7umnLUyQyGSOOapUiRyhMClt4/view?usp=share_link Screenshots: Spoiler 5 Quote Share this post Link to post
dac Posted April 9, 2023 On 4/8/2023 at 8:58 AM, MoiraHeart said: Map Name: Cabaret at the Edge of the Universe No worries, I said I was open for first maps! As you said, the aesthetics can be worked on a bit (don't hesitate to ask for help on that front, I'm certain a few people here would love to give some pointers) but otherwise this is a good first map. 1 Quote Share this post Link to post
Heretic926 Posted April 18, 2023 I've completed 50 Monsters megawad recently and really liked it, despite being a bit skeptical at first (like come on, how can you make 32 good Doom levels with only 50 monsters?). Now I wonder how this will turn out. Can you sign me up, please? 0 Quote Share this post Link to post
Azure_Horror Posted April 19, 2023 (edited) A rules question: - Monster spawners (from Icon of Sin) are forbidden, right? Technically, nothing in the rules or resource descriptions discusses monster spawner things, but they most likely break the whole spirit of the challenge... Edited April 19, 2023 by Azure_Horror 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.