sajbear666 Posted May 1, 2020 Questions! 1. Do we packaged the map and the texture pack in the same wad? 2. Are we allowed to use the textures in doom2.wad as well or ONLY the texture pack provided? Thx! :) 0 Quote Share this post Link to post
Nine Inch Heels Posted May 1, 2020 7 minutes ago, sajbear666 said: 1. Do we packaged the map and the texture pack in the same wad? No 7 minutes ago, sajbear666 said: 2. Are we allowed to use the textures in doom2.wad as well Yes 6 Quote Share this post Link to post
sajbear666 Posted May 1, 2020 34 minutes ago, Nine Inch Heels said: No Yes super thanks! :) 0 Quote Share this post Link to post
Nine Inch Heels Posted May 1, 2020 (edited) So here's a map: Coffeebreak_tortureporn.zip EDIT: For some reason the demo didn't make it into the zip, so here it is: CTP_NIH.zip It's a speedmappy kind of deal, about 3 minutes of playtime (IGT) in length (MAYbe). I didn't really want to bash my head into the wall that is trying to figure out how I could make the largest possible map, so instead I went with gimmicks. In case something isn't clear, I also added a PrBoom+ demo (cl-9 of course) that shows off almost the entire map. The demo ends at a point where the only way you could loose would be blowing yourself up by shooting at a wall. I just didn't wanna spoil the end. With all that being said, you will need a particular sense of humour to enjoy this map, but don't worry, it'll all make sense once you reach the finish line. -Difficulty settings are implemented -Coop-Starts are in -MIDI is "In The Wind" from Gradius (Don't remember which one, but I believe it was Gradius III) As for "stats"... It's 20 sectors, of course. It's got a maximum of 832 things, only 169 of which are monsters (assuming you play on UV). Most things are medkits, so you can't say I wasn't nice for a change. Is it detailed, though? Nah... Nah it ain't... :P Does it have platforming, though? Yeah, sure does... Edited May 3, 2020 by Nine Inch Heels 4 Quote Share this post Link to post
sajbear666 Posted May 1, 2020 Just found out that the TITLEPIC still says 10, it should be 20 right? :) 0 Quote Share this post Link to post
Nine Inch Heels Posted May 1, 2020 Had to fix an exploit real quick: Coffeebreak_tortureporn_v2.zip 1 Quote Share this post Link to post
Roofi Posted May 1, 2020 Here is my map : DOWNLOAD Spoiler Author : Roofi Map Name : Complexe militaro-industriel Build Time : few hours music : "GADDAC" by Jimmy Inspiration : HR2's maps TimeOfDeath's maps for the end. Known bugs : I hope not. Comments : I love BFG spam. :) There are "a little too much" ammo. :p Saves are recommanded. I beat my own map on UV (see the demo). Good luck have fun ! 13 Quote Share this post Link to post
The_SloVinator Posted May 1, 2020 What about the soundtrack? Should we put anything in it or do you guys supply it later on? 7 hours ago, Nine Inch Heels said: 7 hours ago, sajbear666 said: 1. Do we packaged the map and the texture pack in the same wad? No Not sure if I understand this correctly. Does this mean we need to use that program that removes unused textures from your wad? 0 Quote Share this post Link to post
Nine Inch Heels Posted May 1, 2020 5 minutes ago, The_SloVinator said: Does this mean we need to use that program that removes unused textures from your wad? No 0 Quote Share this post Link to post
Steve88 Posted May 1, 2020 I'll see if I can crank out a map in time 0 Quote Share this post Link to post
TheV1perK1ller Posted May 1, 2020 @The_SloVinator I'm fairly certain that custom music is allowed. Regarding texture usage, you start a new map, and import May20res.wad as a resource. The compiled map pack will then have the texture pack contained within it (at least I think that's how it works). You don't have to remove, or alter, any textures. Someone please correct me if I am wrong. 5 Quote Share this post Link to post
Obsidian Posted May 1, 2020 10 hours ago, sajbear666 said: Just found out that the TITLEPIC still says 10, it should be 20 right? :) Heh, the TITLEPIC on the screen is the original 10 Sectors one. The computer it's on is the one in Doom Eternal that can run old-school Doom wads. 0 Quote Share this post Link to post
TMD Posted May 2, 2020 Ugh Sector limitations and coop compatability are a dangerous mix. At least if you are going for trying to make a sector limited map play normally, what with doors and lifts. 0 Quote Share this post Link to post
Obsidian Posted May 2, 2020 (edited) Cheers to everyone looking to contribute. I look forward to seeing how creative things get going forward. :) As for me... Spoiler Edited May 2, 2020 by Obsidian 17 Quote Share this post Link to post
TheV1perK1ller Posted May 2, 2020 I have to say, I am quite enjoying this challenge. I have not undertaken a map design with a restriction like this before, so I find this to be great in improving my mapping skills. Here is a screenshot on what I have done so far, though texturing is far from finalised. So far, I have used only 8 sectors in total, but we will see how things turn out... hopefully I can submit my first ever contribution to a community project! 12 Quote Share this post Link to post
DavidN Posted May 2, 2020 Those look great :) I’m definitely finding myself relying more on midtextures - a way to make interesting walls or ceiling variations without sacrificing a sector! 3 Quote Share this post Link to post
The_SloVinator Posted May 2, 2020 WIP but close to being finished. Inspiration is from one of my favorite Doom 2 maps called The Focus. 17 sectors so far. 10 Quote Share this post Link to post
Arno Posted May 2, 2020 I haven't made a Doom map in 20 years. Nevertheless, I very much like this challenge. I'm in. 7 Quote Share this post Link to post
DavidN Posted May 3, 2020 Mapped like mad over the last few days and have a fairly competent techbase! Embarrassingly, it's almost... faster mapping like this? You have a library of sectors to use, you draw a new one out, click, click, J, you've got your flats and heights set already - no need to fiddle with them endlessly. Also nice is that I found three little sectors I'd forgotten to join out in the corners of the map, so now I've got some overhead to do... something with. 18 Quote Share this post Link to post
Obsidian Posted May 3, 2020 (edited) Damn, good-looking stuff! The restriction does lend itself pretty well to swift mapping, I can attest to that myself. I'm kinda tempted to make a second map actually. :P Edited May 3, 2020 by Obsidian 0 Quote Share this post Link to post
Revenant Posted May 3, 2020 Put me down as a "maybe" for this one, I think - I have an idea to sketch out this week, who knows if I'll actually finish anything though. 3 Quote Share this post Link to post
The_SloVinator Posted May 3, 2020 Done! Deep Focus.zip - Difficulty implemented - Coop starts are implemented & I also added some enemies & weapons only for coop. - Map was tested on UV only. - Play the map a couple of times to find a good strategy. ;) Enjoy & give me feedback too. 1 Quote Share this post Link to post
TheNoob_Gamer Posted May 3, 2020 @The_SloVinator So far one of my favorite map in this project (Roofi's comes in close second). I played this on UV, demo below. (8/10) NOOBMAYFOCUS(slov).zip Overall it's a pretty nice, short-n-sweet tribute to MAP04, and the detailing is pretty good, especially for a small map. It's also very action-packed. Ammunition is enough; and enemies are nicely placed. My nitpicksTM : -A trial-and-error map, but the overall progression and everything else that's good about the map makes up for this. Still mostly a fair one, I almost managed to beat it (with approx 95% kills) on my first try, only to die by the caged zombies. -The twin barrels in 4 shotgunners area are honestly useless unless you are patience enough to lure enemies (I'm assumming pinkies here). I suggest placing those somewhere near the arachnotron. -The 4 barrels hallway is again useless if you are slow, don't know what just happened or too lazy to explore the map (I initially thought the switch opposite the red key just lower the lift). Could use some more commandos and more barrels; though I suppose this is due to technical limitations. -The final 2 revenants could have teleported to the starting area or near the exit - I just ran past them (due to my low-ass HP) in my first playthrough. 1 Quote Share this post Link to post
The_SloVinator Posted May 3, 2020 1 hour ago, TheNoob_Gamer said: @The_SloVinator So far one of my favorite map in this project (Roofi's comes in close second). I played this on UV, demo below. (8/10) NOOBMAYFOCUS(slov).zip Overall it's a pretty nice, short-n-sweet tribute to MAP04, and the detailing is pretty good, especially for a small map. It's also very action-packed. Ammunition is enough; and enemies are nicely placed. My nitpicksTM : -A trial-and-error map, but the overall progression and everything else that's good about the map makes up for this. Still mostly a fair one, I almost managed to beat it (with approx 95% kills) on my first try, only to die by the caged zombies. -The twin barrels in 4 shotgunners area are honestly useless unless you are patience enough to lure enemies (I'm assumming pinkies here). I suggest placing those somewhere near the arachnotron. -The 4 barrels hallway is again useless if you are slow, don't know what just happened or too lazy to explore the map (I initially thought the switch opposite the red key just lower the lift). Could use some more commandos and more barrels; though I suppose this is due to technical limitations. -The final 2 revenants could have teleported to the starting area or near the exit - I just ran past them (due to my low-ass HP) in my first playthrough. Deep Focus v2.zip Changelog: - Made barrels more useful. - Added few extra enemies. (Two) - Final two revenants spawn near the exit & stay there, so they pose an obstacle. Thanks for the feedback. 2 Quote Share this post Link to post
DavidN Posted May 3, 2020 OK, have at it! It's called "Wastewater Plant" or something and is aimed at an early slot in the mapset. I'm not sure whether the ending is too much or not - see for yourself :) http://files.teamouse.net/doom/wads/davidn_wastewater_plant.wad 7 Quote Share this post Link to post
DavidN Posted May 3, 2020 @The_SloVinator Great map :) It definitely starts off like The Focus but then goes off and does its own thing. I definitely had to try a few different routes before finding a strategy that worked, as you manage to drop the player in the middle of a lot of different threats - I think it could possibly have done with a bit more ammunition just after you pick up the yellow key, as I found myself relying on infighting and repeated resurrects/drops a bit. You used lighting effects pretty well for only having 20 sectors to work with! 2 Quote Share this post Link to post
Redead-ITA Posted May 3, 2020 (edited) Might as well be sharing my progress a little bit, so far it's very inspired by E2M2 mostly on the techbase part, i plan to maybe use the rest of the sectors for detailing once i finished withe layout which i am quite close to it. the only challenge i've faced so far was to account for multiplayer because boy... the possibilities to scam the map are high, thankfully it shouldn't be a thing to be relied upon hopefully. Edited May 3, 2020 by Redead-ITA 9 Quote Share this post Link to post
Obsidian Posted May 4, 2020 (edited) Just a quick note: I've been messaged about a potential bit of weirdness with some of the textures, so if there's any discrepancies I'd encourage you to post them. Don't want any weirdness slipping into the final product. And excellent stuff, @The_SloVinator and @DavidN! I'll see about doing proper write-ups for each map as I go, but from a quick playthrough I really liked what I saw. :) Edited May 4, 2020 by Obsidian 4 Quote Share this post Link to post
Dragonfly Posted May 4, 2020 (edited) Okay, map done. Credits are included in the wad itself. I made a custom sky (included) and got permission to include it from Obsidian, I needed a sky that was vertically seamless, and the ones included aren't, heh. (Feel free to use the sky in your own map, texture name is DFLYSKY1!) Screenshots: https://www.doomworld.com/forum/post/2123831 Download: https://www.dropbox.com/s/k4z530znrs2laeh/DFMAY20.wad?dl=1 If anyone has the time to, please test it. I've implemented difficulty settings, though I imagine for most people this is really easy anyways, as I'm aiming for the map to be MAP01 or close-by with it's size & difficulty. I also cleaned up the automap, so unless there's bugs or gameplay improvements, this thing's done and dusted. Regarding texture weirdness though, the blue lights on they Grey concrete textures don't display like they do in the editor - the texture in question is GRAY35, if anyone can fix / suggest how to fix, I'd appreciate it. Edited May 4, 2020 by Dragonfly 7 Quote Share this post Link to post
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