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Deadly Standards 3 - a Episode 3 Community Project with a twist (idgames ready!)


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1 hour ago, Lord_Z said:

I also noticed the crash that RonnieJamesDiner mentioned. The new sky texture wad kills Chocolate Doom for whatever reason.

 

I don't think it actually has to do with the resource wad. For testing in Chocolate Doom, I've just added the resources to my wad, and then added " -merge level.wad " as a command line parameter to Chocolate Doom, and it seems to work perfectly. It seems if I try the " -file " command line parameter it crashes, but " -merge " works.

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3 minutes ago, RonnieJamesDiner said:

 

I don't think it actually has to do with the resource wad. For testing in Chocolate Doom, I've just added the resources to my wad, and then added " -merge level.wad " as a command line parameter to Chocolate Doom, and it seems to work perfectly. It seems if I try the " -file " command line parameter it crashes, but " -merge " works.

 

Ah, ok. That's good to know. I was just using Doom Builder's defaults when it came to testing the map.

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Oh boy! Thus, my struggle hath come to an end. This was the first map I've ever made aiming to be compatible with Chocolate Doom, which meant discovering fun things like HOMs and visplane errors. The end result is a bit different from my original idea, but I'm still relatively happy with the map.

 

Name: Aphotic Crypt

Slot: E3M3

Difficulty Settings: Yes

Coop: Yes, 2-4

Ports Tested: Chocolate Doom, PRBoom+ (-complvl 3), GZDoom

 

The map is a quick romp through a demonic mausoleum, with a focus on non-linearity.

 

 Download Here (dropbox) (link updated with v2)

 

I'm sure there are bugs (visual or otherwise) that I've missed, but I think I found the bulk of them. I never tested the map in coop.

 

Definitely looking forward to feedback!

 

e3m3_ds3_forum.png.0941cfc33622d04eeed4b39ef1b2f831.png

 

Edited by RonnieJamesDiner

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Working with vanilla Doom textures and enemies was more challenging than I remember, haha. But here is my map!

 

E3M2 - Mobius Flip

Music: Level 1 of Hover by SmartOne

 

Screenshots:

Spoiler

Screenshot_Doom_20190929_111358.png.d339c271eea21f1e7c86951314b7257f.pngScreenshot_Doom_20190929_111438.png.a1aa100688131f2bdd9446dfc6c86b82.pngScreenshot_Doom_20190929_111552.png.9e196ade35e332d6858ea57ffc621a68.pngScreenshot_Doom_20190929_111702.png.1fb2f6cd9c3576734a0d2b34f50675de.png

 

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@RonnieJamesDiner - I had a quick play through of your map and it was pretty good! A lot bigger than I was expecting but overall if definitely feels like Ultimate Doom. Makes me wonder if my map is too easy/small now, haha.

 

Here are some minor cosmetic suggestions:

Spoiler

In the mausoleum area - possibly use a brown/metal texture on top of this platform. It's odd that it goes from metal switch side to marble floor:

Screenshot_Doom_20190929_114643.png.5da3bd1af2001d61fc10b04e9cc5c9d3.png

 

Similarly on this lift near the start:

Screenshot_Doom_20190929_114608.png.37b7535fbfd740f71f2ee2591606659d.png

 

There is an awkward transition here in the nukeage room with the plasma gun. Maybe have small metal or wood trim around the lions to hide the seam:

Screenshot_Doom_20190929_114536.png.7288b3640a54da9bcf5453439dea76f8.png

 

Some misaligned bricks in the room with the long lava pit (selecting this wall in Doom Builder and using Shift-A will fix this right up):

Screenshot_Doom_20190929_115952.png.0bfad8ba36507528262d54320d1ff964.png

 

The bricks with vine texture gets cut off on both sides. Possibly just use the normal green bricks texture here:

Screenshot_Doom_20190929_120235.png.40d31b9392a8629c4c7da5756e53a4df.png

 

Finally, I would avoid having hard seams when changing floor or ceiling textures. A change in floor height would help hide a transition like this:

Screenshot_Doom_20190929_121038.png.4c5461cdf4dcf3240cc31000c58033a2.png

 

 

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1 hour ago, Lord_Z said:

Working with vanilla Doom textures and enemies was more challenging than I remember, haha. But here is my map!

 

E3M2 - Mobius Flip

Music: Level 1 of Hover by SmartOne

 

Screenshots:

  Reveal hidden contents

Screenshot_Doom_20190929_111358.png.d339c271eea21f1e7c86951314b7257f.pngScreenshot_Doom_20190929_111438.png.a1aa100688131f2bdd9446dfc6c86b82.pngScreenshot_Doom_20190929_111552.png.9e196ade35e332d6858ea57ffc621a68.pngScreenshot_Doom_20190929_111702.png.1fb2f6cd9c3576734a0d2b34f50675de.png

 

 

Looks really good! Adding it to the OP list!

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@Lord_Z Hey, thanks for taking the map for a spin! I really appreciate the feedback, and I'll tend to those texture issues immediately.

 

I played through your map as well, and really enjoyed it! I would not worry about it being too short or easy, because I think that's one of its greatest strengths! It fits perfectly in the second slot of the episode, and makes for a really smooth, enjoyable experience -- and absolutely feels like Doom 1. Some really fun fights and ambushes, and the overall design is fantastic – it looks awesome, and I definitely love the void teleporting lines / mirrored rooms idea that you’ve used throughout the map. It really helped sell the idea of being in this other-world type of theme, and from a gameplay perspective I thought it was just a lot of fun.

 

 

@riderr3 Another awesome map. I played through this one twice, as I didn’t conserve ammo properly for the climactic battle near the end (won’t spoil it), but I absolutely loved the way this played and felt. The difficulty level (on UV) is great, and the whole map has this very Doom 1 feel to its layout, with an extra bit of abstract fun. I especially enjoyed the switch/lift puzzle structure out in the open void area, very cool idea! The detail is fantastic, and there’s a lot of interesting things going on throughout the map that felt quite unique to me. I definitely had trouble finding some of the secrets (I’m terrible at secret hunting).

 

 

@ShadesMaster This is a fun, pretty challenging little map. I love the twist on e1m2 here, and think you did an admirable job of creating something that feels unexpected and intense, while playing on the familiarity of Nuclear Plant. The map can certainly be unforgiving, especially with its use of crushers, but overall I really enjoyed this! There’s just a few notes here --

 

The most pressing is that, as it stands, the player can’t actually exit the map, as the door leading to the exit cannot be opened. There’s also a poor Shotgun Guy who appears to be trapped in the floor (not sure if this was intentional?)

Spoiler

ds3_warrens_shotgunguy.png.cb81107064796fb0abded0f692c03fac.png

 

I’ll also just say... for me, the crusher at the Red Key felt pretty unfair. I died to this thing a few times (first of all not realizing it would happen, which is fine, but then the fact that both teleports outside lead straight into it, just felt a little ruthless).

Edited by RonnieJamesDiner

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  • 1 month later...

Fixed the texture error and added a few enemies on multiplayer.

 

Name: "Burning Night" but maybe I´ll change that.

Music: I´ll get back to it.

Map: E3M1
Single Player: Designed for
Cooperative: Yes
Deathmatch: Yes
Difficulty Settings: Yes
Other files required: ds3-gfx.wad
Build Time: over 3 months
Editor(s) used: Doombuilder2
Tested With: PrBoom-Plus 2.5.1.4

 

https://www.dropbox.com/s/k61lysg38frxuec/nh_e1m1_stand3D.wad?dl=0

 

also working on mine and walters standard e2m5 collab....

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  • 2 weeks later...

It's been quite long i didn't asked what do you guys are you doing on this project:

@Roofi @Steve D @Pegleg @Noiser?

 

Are you still interested with the project?

 

Also, i changed the title screen picture, is this way better?

Immagine.png.0de58a1f564663f5b107a81beac65210.png

Edited by Walter confetti

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I'm also still interested. I started a map a few weeks ago, and even have a title: What Stares Back.

 

Unfortunately, I doubt I'll be able to spend a lot of time on it until January. If that's a problem, feel free to open my spot to someone else.

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I continued my map a bit last week , but october month was a huge mapping block for me.

 

Anyway, I'm still interested , I will release a map. :)

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  • 1 month later...

After several attempts, I finally figured out what I wanted to do. :) I left the map city lost in the void because I found it off-topic. It didn't match my way of mapping too.

Two weeks ago, I started this map, it's 75% done with wide estimates. I think I'll ideally finish it in a week. It's a big and strange museum with lots of vegetation.

 

doom496.pngdoom502.pngdoom501.png

1002..png

The layout is complete , I must do monster placement and some detailing.

Edited by Roofi

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Pretty interesting shots! I like the style of it, it fits well also with the other maps you made for Deadly Standards 2... Somehow, it recalls of Nicolas Monti style, but less abstract.

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  • 4 weeks later...

BUMP

 

Hello all, i just want to tell you two things:

 

- I modified the main source wad, a new title screen and a episode lump gfx are added (also, subtitle changed from "Where standards become anomalies" to "Atypic Death")

- I've played some time ago RonnieJamesDiner and Lord_Z maps and recorded a pair of FDAs for them with cripsy doom 3.2: fda-ds3maps.zip

Both maps are really good and have a classic hell style, really enjoyed Lord_Z gimmick of upside down rooms! Didn't find any game-breaking bug...

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doom512.png ( Say helllo to the mysterious marine)

 

doom513.png

Just some news about my map. 

 

I must be at 85% completion but I just slowed down the process by using the builder only once a week or so. I'm very slow on the finishing touches and placement of items. I'm thinking of releasing my map in February. :) 

I found the music for my map but not the name. It will come quite easily I think. 

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No problem, as I always said, take your time.

Map looks awesome! Since the map is set in some sort of museum, it could have a title based upon museums?

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16 hours ago, Walter confetti said:

- I've played some time ago RonnieJamesDiner and Lord_Z maps and recorded a pair of FDAs for them with cripsy doom 3.2: fda-ds3maps.zip

Both maps are really good and have a classic hell style, really enjoyed Lord_Z gimmick of upside down rooms! Didn't find any game-breaking bug...

 

The FDA seemed to break for me. Do I need to watch it in the exact same version of Crispy Doom as it was recorded (3.2)? I was trying to watch it in version 5.6.3 and I'm just guessing that was my problem.

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7 hours ago, RonnieJamesDiner said:

 

The FDA seemed to break for me. Do I need to watch it in the exact same version of Crispy Doom as it was recorded (3.2)? I was trying to watch it in version 5.6.3 and I'm just guessing that was my problem.

 Probably...

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  • 1 month later...

Hi , my map  is 99% finished just because it's in testing phase. I have to adjust difficulties. I will release the map in few days. Here are the latest screenshots I took.

 

F.png

F3.pngF2.png

F4.png

Edited by Roofi

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As promised, here's the map !

 

https://cdn.discordapp.com/attachments/292378951588773888/688745297186259012/Ventose_E3M4_RC1.zip

 

 

HThere is the map, a txt, a uv-max demo and finally the ds3-gfx.wad file. It launches with the wad. The map is located in slot E3M4. The map is very adventurous and requires an hour of play at least I think. It's not extremely difficult but I strongly recommend playing with saves. Good luck !

 

Also , I took the E3M4 slot but to be honest I didn't really take the difficulty of the other maps into consideration. It's harder so I wouldn't mind moving it further in the wad. We'll see what happens!

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