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MAYhem: 2020 Edition - On Idgames!


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Hi, folks!

 

I'm here to present to you my third map.

 

Very excited, because it is not 'usual' or 'serious' map, no any shooting involved (so i have some problems with difficulty settings - all the same by now), but coop starts are in place.

 

Map name: Circus charlie

Co-op starts: yes

Difficulty settings: no (how can i add it, advice please)

Music: sx 1021 from "Incredible machine 3' (pretty annoying, but it is the point)

Download

Story:

Spoiler

All the monsters from hell gathered together to decide how to punish doomguy, since they can't kill him for long 25 years.

They changed one portal on mars so it brought him to sadistic hell-circus, where all the monsters can watch and laugh and feel joy, not being ripped and teared to strawberry smoothie.

Screenshots:

Spoiler

Screenshot_Doom_20200530_230715.jpg.b7c647ad817c8fdf890f4c3b81361ab6.jpgScreenshot_Doom_20200530_231636.jpg.58c563d47b97d828b8b4c08d22bdf161.jpgScreenshot_Doom_20200530_231649.jpg.7c18ef8db3f321c1b042f09279b69ae9.jpgScreenshot_Doom_20200530_231703.jpg.80cc69dc99a4bfef70507095c417fdd7.jpg

 

As i said it is my first not-serious map, so it may not work properly. Please, test it and report all the bugs. Sometimes it works quite different in prboom and gzdoom

Now i see those damn joined sectors in my dreams...

Edited by 4MaTC
Link fix

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Hello I took the opportunity to make an id inspired map with the sector limitation. Bet you can't guess which one this is based off.

Mapname: Dens At Night

Difficulty: Implemented for all skills

Coop: Yes, with unique difficulty

DM: Yes, with DM spawns and DM weapons

Music: yes

 

rud1QaM.png

 

Screenies:

Spoiler

vWSTAO6.png
Esb8J80.png
OqU3rg7.png
jUEMdkl.png


Download Link

 

Let me know if there's anything broken or if difficulty needs to be adjusted. As of now the map has a rough difficulty with plenty of traps and ambushes.

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Made a bit of something different. Careful when you shoot. Warning for headphone users in the area with the red key.

Map Name: Sleeping Giants
Custom Sky: Yes (made by me)

Custom Music: Yes ("Avalanche" by Mark Klem - Memento Mori 2)
Difficulty Implemented: Yes
Cooperative: Yes (plus a more difficult experience in multiplayer)
Deathmatch: Not Really (just Deathmatch Starts)

Map Layout:

Spoiler

SleepingGiants.png.ef7e6d2d572cf089c929edb94ba3d2bf.png

 

 

 

M2020_ArgentAgent_SleepingGiants.zip

Edited by Argent Agent

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...god, I'm really not sure I can finish mine without terribly rushing it. The job training is taking quite a bit of my daily life, so the map has to either be downsized significantly or I have to drop it like a rock. Sorry guys.

 

EDIT: I'll still leave the WIP there, just in case.

Edited by brightentayle

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Mayhem Submission!
Map Title: Stealth Mode
Music: Stealth Mode By Jimmy
Difficulties Are Implemented & Co-op Starts are included.
Tested & Is complete able, if you run across any bugs, issues, or have general feed back I would be appreciative :)

HINT: the map title & song are a clue....
Download here: StealthMode.zip Note: I have included, the resource pack in the zip for convenience
Screens

Spoiler

165455419_screenieStartarea.png.611594b9d806aaa4888b3ddfd5d197b6.pngConveyor.png.19b29e42d0b99b665b8628bce738c51f.png181660237_MonsterRoom.png.0fd06099fa076f33bee56a65e55090db.png

Edited by Steve88

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@4MaTC Could you make your map link public please? At the moment it says that you need permission to access it.

 

@Argent Agent Your map uses a sky that wasn't cleared by me beforehand: I ain't gonna reject your map or anything, but it's still something that you need to run past me. In any case, it's similar enough to the sky Galileo's using for their map that it's probably best that the two maps share a sky: would you be okay with me using Galileo's sky for your map?

Edited by Obsidian

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31 minutes ago, Obsidian said:

@4MaTC Could you make your map link public please? At the moment it says that you need permission to access it.

 

@Argent Agent Your map uses a sky that wasn't cleared by me beforehand: I ain't gonna reject your map or anything, but it's still something that you need to run past me. In any case, it's similar enough to the sky Galileo's using for their map that it's probably best that the two maps share a sky: would you be okay with me using Galileo's sky for your map?

Apologies; yeah go ahead.

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1 hour ago, Obsidian said:

@4MaTC Could you make your map link public please? At the moment it says that you need permission to access it.

Sorry, fixed

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12 hours ago, Zergeant said:

Dens At Night - played on UV

Wasn't expecting a huge, nonlinear map. Nice sector usage there!
While I'm not a fan of the overall map layout and color scheme, the gameplay does feel solid and challenging enough. I like how weapons are spreaded out and there are multiple powerups to grab.

Some suggestions:

  • Zombies or imps should teleport right in front of your face after you get to the blue key teleporter. I find the combat in that place pretty dull - everyone was basically running for me, and I just shotgun and rocket grinding, which is obviously unfun.
  • There should be at least 2 cyberdemons in the 1st half of the island (or one cyberdemon teleporting in after a period - you can do this with conveyor belts) After I killed the first one, the pacing becomes much more trivial.
  • Ammo, especially shell boxes and bullet boxes, should be toned down. Also plasma rifle should be introduced a bit sooner (locked right behind the blue pillars).
  • I think there should be some important decoration marks to know where are you going - I see you've already going on the right track by placing red torches to the red key room.
Edited by TheNoob_Gamer

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I am so impressed by all these maps, they look really excellent for being 20 sectors

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Hello. Here it is, Tei Tenga's Core for MAYhem 2020 Edition.

 

A simple map were an UAC Base is sunk in the Tei Tenga's Core.

It contains 20 sectors.

Uses custom music, the map replaces map 01.

Implemented Coop and Deathmatch things.

Tested in all difficulty levels

I took me six days working on it.

 

Here some screens and download link:http:

Spoiler

ovxkk5r3yfq30v56g.jpgncb8nlf3o2m5xmh6g.jpg

 

http://www.mediafire.com/file/rl8zmx21ctlcjtx/MAYhem2020_Tei_Tenga%27s_Core.zip/file

 

Hope you enjoy it. It was a good experience working with just 20 sectors.

Edited by Gerardo194

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Sorry this is so late, but it seems like SKSPINE1 is replaced by a version with transparency between the "spines" in the resource pack, would it be possible to include the original as well?

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13 minutes ago, Kapanyo said:

Sorry this is so late, but it seems like SKSPINE1 is replaced by a version with transparency between the "spines" in the resource pack, would it be possible to include the original as well?

 

Ah, nice catch. Here's an update that restores the original: the transparent version can be found as SKSPINE6, so be sure to replace accordingly if you've used it in your map.

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Thanks for the quick fix :)

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MysteryMayham3000.zip

 

mayham19.PNG.0c2e101315f2d1cdd99cfb89ecb3c7ca.PNG

 

Have a map.

 

I was seriously thinking about giving up, cus i started like around 7 maps  for this project and none of them went all that well... But this is the one i spent most time on and had most fun with. So there you go. 

mayham20.PNG.c46e81a97aede8975d20c26e5bbf63e1.PNG

 

Edited by Hawns Braks

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9 hours ago, Obsidian said:

And thanks once again to everyone who has submitted maps to this year's MAYhem: at the end of the day this is a community project and it wouldn't exist without all of you giving your time and effort. Y'all did great. <3 

I'm really sorry I couldn't contribute properly. Oh well, maybe I'll do a megawad with that map of mine. Good luck to the rest of you folks!

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1 minute ago, brightentayle said:

I'm really sorry I couldn't contribute properly. Oh well, maybe I'll do a megawad with that map of mine. Good luck to the rest of you folks!

 

Would you be okay with someone else finishing your map up for you? That is always an option if you're open to it.

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17 minutes ago, Obsidian said:

 

Would you be okay with someone else finishing your map up for you? That is always an option if you're open to it. 

Oh, sure thing. Won't be able to finish it now anyway - I feel kind of dead and I'll be asleep for approximately the next 14 hours.

 

If you need notes on what I wanted to do with the map - go ahead and ask.

 

EDIT: Actually, I should've put those out right away, so here goes:

  • The one secret, with the BFG, is meant to be reached with the Archvile jump (courtesy of the one Archie at the start of the map). Haven't tested it thoroughly.
  • The whole map was meant to be this "rocky garden inside of a wooden fort" kinda thing, with some platforming from the fort walls across the rocks. Couldn't think of how the progression should go, unfortunately.
  • Wanted to keep the monster count low while still keeping it at a kinda challenging level, kinda. Hence two cyberdemons. Those were supposed to be gated off by rocky platforms.
  • Planned to end the map with a single Spider Mastermind surrounded by four Pain Elementals (the idea is that they'd get into infighting while producing more Lost Souls at the same time). The exit portal is the evil eye in the center of a water-drawn pentagram.

 

Not saying you should do all of it, because of the deadline, but if you somehow manage to do that, hats off to you!

Edited by brightentayle

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On 5/29/2020 at 5:56 AM, TheNoob_Gamer said:

Well, he hasn't mapped in like 20 years, plus obviously my review isn't supposed to be negative - that's actually a compliment :)

 

Don't worry, I did interpret your remark as a compliment. :)

Thanks for the helpful feedback. I've used it to make some changes to the map:

  • A couple of monsters near the far end of the forest area are set to ambush.
  • The SSG is moved to a new area near the green armor.
  • A berserk is added half way the forest area.

About the washed out color patterns: I made some RTCW maps in the past and that might have influenced my choice of textures.

ReturnToPainManor_v2.zip

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https://1drv.ms/u/s!AsRnEDMUKfs8jkQGl3kzkheyq_Hd

 

Dunno if we're supposed to name the levels, but the filename is definitely not the final title :P

 

This needs some serious polish which will hopefully happen tomorrow before the deadline, but it's close to finished.

I tried a lot of different variations on the "Cyberdemon atop tower firing at you throughout the level, culminating in you reaching the top" setup, each time losing steam at some point. I don't think this is the best iteration, when the Cyber's closer there's more urgency and drive to keep moving, but here you tend to forget about him with the rockets serving as an occasional annoyance because of how large the level is. I also think it's probably too linear and a bit boring; other designs I had involved more thorough planning and looping back through previously visited areas with nice flow. But anyway it's here and it works, finally. I probably stuck with it because I got attached to the atmosphere it has

 

image.png.210d062e176f78d4e8f637bb0781d304.png

image.png.9d8c969cd94d56698f9a0c3a6afc3f91.png

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