Bridgeburner56 Posted June 30, 2019 (edited) What do you get when you take 2 thick slices of vanilla textures, layer 30 different mappers for 15 maps, add a generous dollop of mek's box o' skies, and toast it to a crispy finish in a 3 week build time? Why you get The Mapwich of course. What started out as a discord server joke became a dumb idea that then transformed into something of a genuinely high quality with a twist. Everyone in the project would be paired up with another mapper to make collaborative maps ... and the teams would be randomly assigned. With an experience level ranging from never have mapped before to hardened mapper (and everything in between) 30 brave souls put their name into the hat (names were literally drawn from a hat live on stream) and fate took over from there. What should have happened was disaster and a few if any maps submitted. What actually happened was an energetic, fun and at times frantic mapping project that has produced some outstanding maps. With a variety of aesthetic elements and game play styles in all formats (only criteria was that they had to be tested in GZDoom) we've ended up with a pack that should contain something tasty for all palates. The range made more impressive by the fact that other than mek's box o' skies and a couple of fall textures, everything used is Doom 1 and 2 stock assets. RC1 is here! Get it while it's hot and spicy (jk, it's always hot and spicy)The Mapwich v0.9 Old versions Spoiler The MAPWICH V0.8 Hot fix: - Fix broken exit on map 16 - Intro voice over no longer locks the player in for the full length. You are free to leave after 5 seconds - A couple of other minor bugs Old versionsTHE MAPWICH V0.7 Individual maps have been balanced/tested and we are now currently going through testing the compiled build which has been connected up in a hub map. If you want to get a bite early and help with the final testing it is being managed through my discord server The Hellforge. Once any bugs have been identified and cleared RC1 will be released for the wider public on this thread. And to whet the appetite in the mean time a little taste with maps by: Insane Gazebo and Danlex Jimmy and The Individualist Simpletonium and Lorenzo Scotty and NoReason Major Arlene and Sparks Terminus, Megablast and Tolleycastle Remmirath and Nirvana Liberation and Vertigo Kaito and Plecthron Galileo and Pegleg Cyano and Alfredo Clay and Market Anarchy AD_79 and Leekster Breezeep and Yonttebloke Bridgeburner and General Roasterock COME EAT THE MAPWICH Edited November 5, 2020 by Bridgeburner56 84 Quote Share this post Link to post
MFG38 Posted June 30, 2019 Saw a few WIP screenshots of this over on Twitter - they definitely caught my interest. Looking forward to playing this one. c: 1 Quote Share this post Link to post
Danlex Posted June 30, 2019 I'm glad to see this finally came out. I hope people like their mapwich with extra spicy. 2 Quote Share this post Link to post
Mk7_Centipede Posted June 30, 2019 a double decker that aint cut hotdog style or hamburger style, but pentagram style! I guess its never too late to play on ITYTD ;) 0 Quote Share this post Link to post
seed Posted June 30, 2019 (edited) *eyergasm* Oh yes, this gets my heart pumping for sure, I am so waiting for this :). In anticipation. Let the bell ring and signal victory. Edited June 30, 2019 by seed 3 Quote Share this post Link to post
StormCatcher.77 Posted July 2, 2019 Somewhat sorry I missed my chance... On the other hand, quite recently I just wouldn’t have time for that. I hope that the project will continue someday. Working together on one map is an intriguing experience. And yes, all that looks exciting!! 2 Quote Share this post Link to post
Bridgeburner56 Posted July 2, 2019 The plan is to do this roughly every 6 months or so and each iteration will have a new texture pack and theme and I will be announcing it on DW and other discord servers in advance in the future. I really wasn't sure how well this would go which is why this wasn't more publicly promoted until now. The whole thing was way too much fun not to do again. The plan is to do the next one at the beginning of next year depending on what else is going on but there will be plenty of notice. 5 Quote Share this post Link to post
elend Posted July 2, 2019 Beginning of the year would be nice, because I'll have more time around that time. I think. I hope. I really hope. Really interesting screenshots so far, can't wait to try it for reals. 2 Quote Share this post Link to post
Bridgeburner56 Posted July 3, 2019 I just want to give a big shout out to @Terminus for his boundless energy for testing and high quality and detailed feedback for this. An absolute legend and a joy to be around. 7 Quote Share this post Link to post
Bridgeburner56 Posted July 16, 2019 RC1 is here! Get it while it's hot and spicy (jk, it's always hot and spicy)THE MAPWICH Special thanks to @AD_79 for writing music for the title screen, intermission screen and hub map in the last 36 hours. What a machine. 15 Quote Share this post Link to post
Dragonfly Posted July 16, 2019 Congrats on the release guys!! I'll have to check this bad boy out on stream for y'all one day. :D 2 Quote Share this post Link to post
Poncho1 Posted July 16, 2019 Is this Boom-compatible, or is it purely ZDoom? 0 Quote Share this post Link to post
MFG38 Posted July 16, 2019 Just downloaded, will give it a spin ASAP. c: 0 Quote Share this post Link to post
MFG38 Posted July 16, 2019 Discovered a bug in MAP16 - the level doesn't end when it's supposed to, I believe due to a BEHAVIOR lump that doesn't include the required function(s) for whatever reason. Also, there are a couple missing semicolons in SCRIPTS (lines 16 and 69). 0 Quote Share this post Link to post
seed Posted July 16, 2019 I guess I know what comes after CChest2 on my list :p . Also none of the images in the OP load anymore, at least not for me. 0 Quote Share this post Link to post
Remmirath Posted July 16, 2019 (edited) 3 hours ago, Poncho1 said: Is this Boom-compatible, or is it purely ZDoom? It works in Gzdoom only, OpenGL/Vulkan renderer. Edited July 16, 2019 by Remmirath 0 Quote Share this post Link to post
Nash Posted July 16, 2019 That intro speech is WAY too long. Please make it skippable. That 1 minute might be all it'd take for some people to quit before even getting to play it. Also consider adding subtitles for people who do actually want to listen to the speech but have difficulties picking up the audio. 2 Quote Share this post Link to post
galileo31dos01 Posted July 16, 2019 Ay mama this is too good to be true 2 Quote Share this post Link to post
Snikle Posted July 16, 2019 In the hub map, the text that appears when you go near a level should stay on the screen a bit longer. I need to go back over the trigger twice to read it all. 1 Quote Share this post Link to post
Paul977 Posted July 16, 2019 (edited) Played @Scotty and @Noreason map. Very good looking stock textures map which remind in some parts Sunlust map 4. Good gameplay with fun and quite challenging fights combined with easier ones. The spot I died the most is the final area, the hardest part of the level. Two things about this area: - Yellow key switch that gives the megasphere is quite easy to miss and cannot be reached outside of vile-jump once you are in the exit room (unless I missed something obvious) - I'd move one of the soulspheres on the pillars in the lava pit since it's very easy to grab both wasting one cool and fun map, gj Edited July 16, 2019 by Paul977 2 Quote Share this post Link to post
Bridgeburner56 Posted July 16, 2019 @MFG38 thanks for that. That was on old bug that had been fixed but has reappeared due to those missing semicolons. I'll upload a hotfix after work today with a fix for that. In the mean time you can use change map to go back to the hub which will keep the hub scripts working so you can complete the wad I'll remove the player freeze during the voice over so if people want they can get stuck in straight away. @Snikle original feedback was that is was up for too long so I'm leaving it as is for now. If more people say they want it up longer then I'll tweak it 1 Quote Share this post Link to post
MarketAnarchy Posted July 16, 2019 10 hours ago, Poncho1 said: Is this Boom-compatible, or is it purely ZDoom? Zdoom only 0 Quote Share this post Link to post
AwakeOnPhobos Posted July 16, 2019 Well, this is a nice surprise. I didn't have this project on my radar at all, but Map02 (Technical Difficulties) alone is worth the download already. Gorgeous infested techbase map with superb lighting and a great sense of progression throughout. If the rest of the maps is anywhere close to this in quality, I'd say we have a serious Cacoward contender here. 4 Quote Share this post Link to post
Sapfiar Posted July 16, 2019 Congrats on the releaseeee:) we'll play tomorrow! 1 Quote Share this post Link to post
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