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[MBF21 Community project] Paint-It Doom. Get creative with simple colors... again! But now with Ancient Aliens palette [Unlimited slots!] [We are past deadline for new maps, finishing phase]


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Had a very sudden flash of inspiration. When I was brainstorming map ideas back in September, I saw the starry skybox and it immediately made me think of Epic 2.

 

So, with the deadline extended, I started a 2nd map. Something quieter, lower energy, less ambitious, and where combat takes a backseat.

 

CmoK85V.png

 

aWBodTr.png

 

ePTOIee.png

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With the singleplayer release of Headless Chicken (go chicken it out), I'm taking my creative sidestep with two, maybe three maps here.

First - I haven't made an Egypt/Temple map before... not. I've started with this outdoor area, and I've got plans for the interior.

 

doom786.png.766ed07945c0f2a3a46c9d88fb952368.png

 

I'll make a couple of custom flats and prefix them with CH_, as I'll likely be taking advantage of scrolling floors and need some form of visibility to illustrate this fact. They'll fit the theme.

Edited by Chookum

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Spoiler

Screenshot_Doom_20231122_223246.png.5cc67bfb76e7a91b79bcbcf54c969d71.png

Screenshot_Doom_20231122_223302.png.089681838f13391aaa9940d012ecf5f0.png

Screenshot_Doom_20231122_223333.png.94d177b95ff3ed8a09a618d5ba09a23b.png

Screenshot_Doom_20231122_223407.png.4051c9b5dfd9305efc6e39bccc69435f.png

 

Chromophobia is ready for testing! Difficulty settings are included but will probably still need more fine-tuning done. Music is Plurry by Bucket, from the Plutonia Midi Pack.

Chromophobia.zip

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On 11/22/2023 at 3:27 PM, Razza said:

Chromophobia is ready for testing! Difficulty settings are included but will probably still need more fine-tuning done. Music is Plurry by Bucket, from the Plutonia Midi Pack.

I enjoyed the map, although the hunting for red keys seems a bit odd? Perhaps a regular 3-keycard lock or something would be better? Or just buttons?

Not sure how I feel about climbing to chaingunner, but it worked out in the end. Without vertical aim it was pretty weird.

You should probably also make sure to kill all the stationary monsters, it's very inconvenient to deal with the final cyberdemon and revenant but they can't do much on their own after I cleared the viled.

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  • 2 weeks later...

The Icon of Shin

Ready for testing, primarily a combat test.

Notes:
Some flashing lights.

The level is completable as is with both a normal and secret exit.
Still working on the puzzle/ending.

**Still in progress:
I plan on the normal exit opening via a boss action or ending on Icon death, this will be accomplished by stomping the foot (3-4? times; in the 2nd phase).
Difficulties
A lot of details to come (aesthetics).

Implemented since original post/last update:
Music: Nine Inch Nails - Reptile
Made progress on the aesthetics and puzzle, still a bit to do.



Drive Directory Containing The Icon of Shin (most recent update 5/28/2024)
1436873313_BaseProfileScreenshot2023_12.02-13_59_11_17.png.cf850a35aaecd0f7f820bdc0b33fc9b5.png719217624_BaseProfileScreenshot2023_12.02-14_01_34_25.png.7550f05de566bc888c1eb0762d1c0acc.png1706273843_BaseProfileScreenshot2023_12.02-14_00_51_98.png.04a2b5dfca4ac5101c9542eb2a9249cb.png

Edited by DeetOpianSky
Added update/progress info.

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On 12/2/2023 at 10:38 PM, DeetOpianSky said:

The Icon of Shin

I'm not sure what I'm supposed to do. I'm trapped in a pit with the snakes, and it doesn't seem I have enough ammo to fight everything you throw at me. Am I supposed to do something else?

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Hit the button to lower a wall to the SE, circle the rim to get out/on top of it. This will give you access to the rocket launcher by completing the loop.

Progression will be indicated by the button in front of the (beginning of level) start spot and will give you a volley of arachnotrons for in-fighting.

Thanks for trying this out, hope it becomes something worthy of the project!

Edited by DeetOpianSky
Corrected text.

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6 minutes ago, DeetOpianSky said:

Hit the button to lower a wall to the SE, circle the rim to get out/on top of it. This will give you access to the rocket launcher by completing the loop.

I see it now, but progression isn't very clear - maybe if you delay the lift more, it would work better? Also, you stack two lines for some reason, which made it look like button doesn't work.

 

Now that I see it, I'll return to the map a bit later.

 

Update: Oh and because of the wonky collision running circle on a thin line is pretty hard, maybe you can make that rim wider?

Edited by ViolentBeetle

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  • 2 weeks later...
20 hours ago, Lagoonatic said:

@ViolentBeetle Congrats on being in the Cacowards this year!

 

I took an extended break from my 2 maps and hopping back in once my Christmas break begins.

Great. I was planning on pinging everyone who received feedback and didn't update, probably will do after the new year.

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I think I am going to drop out of this project.
I am not experienced enough to make something good and I also have not been playing doom very much recently.

I wish you luck though!

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  • 3 weeks later...
26 minutes ago, HiMyNameIsChair said:

New Year means it's time for a progress update! As of RN, both my submissions which I'm tentatively naming "Beyond the Veil of the Dream", and "The Waves Will Carry Your Name" are progressing nicely! The former, the Speed of Doom-looking map is very far along now, with only one more area left i have to do layout for, and I'm either planning out key encounters or starting them. Should be done by hopefully end of January, and then i'll swap back to my other map. 

 

Hope y'all had a nice new year, and good luck on your submissions~! apologies for any placeholders, a few sections i gotta finish texturing.

Looking great!
I started a second map also; wasn't sure that the unlimited slots meant there was no limit per mapper but it is a great resource set to work with.

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9 hours ago, DeetOpianSky said:

I started a second map also; wasn't sure that the unlimited slots meant there was no limit per mapper but it is a great resource set to work with.

Unlimited slots means we can go beyond 32 maps if needed. For now I set limit on 2 submissions per person, because I didn't want one particularly productive person to crowd out the project.

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2 hours ago, muumi said:

Finally had some time from million other projects lol

I don't have any major complaints. I feel like maybe red key fight is a little out of place compared to other two, but possibly it's just because I have to run away and leave the revenant squad behind and they are scarier than the rest.

The fight for yellow key seems to be largely about running in circles in the pit which isn't too back, but that kinda leaves a few monsters stuck there. Perhaps raising the entire platform at some point would make more sense? Or add monster-only teleporters that at first are blocked by something that lets them return to general area later?

 

None of those are a big deal though, and the first one might just because I played this segment poorly.

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Yeah red key is intended to be "run from it"-fight with annoying revenants spreading to the arena after that. Though player can make them infight mastermind who will take down atleast some of them. In yellow part, rising the platform was my first idea but there is so much detail on it that I couldnt bother to trigger the whole thing to rise haha. Monster teleporters are good idea.

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tesseract labyrinth v2 
- added difficulties
- added few more cacos to the yellow key fight and monster teleporters out from the pit
- few more enemies to the final fight and walls lower bit sooner now

- minor visual polish

 

v2

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2 hours ago, muumi said:

tesseract labyrinth v2 

I don't have time to replay it right now, I'll trust you it works. Gonna write it down as accepted. Good work.

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I'm very glad this has been delayed because only now in 2024 have I found the time and an idea for mapping. I'm trying to make a map that vaguely plays around with the fact 256 lighting everything makes some stuff a little difficult to see. (Not going too far with the idea yet, not very challenging) But I wanted to make a funny little poison swamp that's sort of covered by 'plants' but there's only the neon green grating. @ViolentBeetle Would you mind either making me a match for F_GREEN2 in color or I could make my own and add it in my submission? Having the entire field neon was a little too strong for my eyes.
image.png.a406cf6841a95d97f760054044cb91da.pngimage.png.a66a4788a51f4bfc4140277bc042e596.png

Edited by Nootsy-Nootsy

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7 hours ago, Nootsy-Nootsy said:

Would you mind either making me a match for F_GREEN2 in color or I could make my own and add it in my submission? Having the entire field neon was a little too strong for my eyes.

Yeah, should be fine.

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Status Update for Empire of Black and Gold.

 

199666068_BLAKGOLDat2024_01.1820-23-56.816R4152.jpg.3662d6eb85068b13cfc92ec2fe4a895a.jpg

 

Currently 2/3 of the way done building/testing the level. Just need to get a red key area (south) and the final blowoff (east) set up and test those two fights respectively. Should be done by the end of this month or start of February.

 

Had a slightly busier holiday break and January than usual, but its not insurmountable.

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@ViolentBeetle

Spoiler

Screenshot_Doom_20240120_190052.png.8d159d6ea9b9b4ed9404ede283f32e21.png

Made some work. To be honest i thought there would be more colours, specifically shades, like dark gray, dark red, dark green, light blue and so on. But well, its part of the challenge i guess

Edited by SpaceCat_2001

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3 hours ago, SpaceCat_2001 said:

Made some work. To be honest i thought there would be more colours, specifically shades, like dark gray, dark red, dark green, light blue and so on. But well, its part of the challenge i guess

I tried to cover various base colors under the assumption that the rest can be done with brightness.

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17 minutes ago, ViolentBeetle said:

I tried to cover various base colors under the assumption that the rest can be done with brightness.

Understandable. And I didnt expect that you would add my skies so outright, but thanks a lot!

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