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MAYhem: 2020 Edition - On Idgames!


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Oooh, I remember that one! I played through some of 10sector as a primer for this and I remember that map being quite fun to play. :D

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Here's Get Up; Don't Stop - my submission for this project. All difficulties are implemented, as is co-op and deathmatch (although both multiplayer modes are untested). I've tested playing it in GZDoom and functionality in prboom+ cl9 during development, so I assume it's all good. Music is a MIDI cover of Papa Roach - M-80 (Explosive Energy Movement) from MidiMelody.ru

 

I may think of a better name, but I'm struggling a bit!

Edited by Phobus

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put me down as a maybe. i'd like to take a stab at this if i think of anything worth pursuing.

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Outstanding map, @Phobus - I love the layers to it, and how it begins with the main floor and then spirals up and expands around it with the new areas overlooking the old ones. It's also constantly challenging while never turning into an overwhelming slog, and it's really impressively detailed for such a low sector count. The amount of stuff people get out of the limit is just amazing to me :)

 

Oddly I don't get any movement noises for the lifts and doors - something to do with Doom playing them at the average centre of the scattered sector, perhaps? But I'm not sure how this map would be different from the others to cause that. The blue lights around the doors also look a bit too much like they need a blue key to open them, but that's largely not your fault, just because some people use them in their maps that way. It's also quite easy for rockets to get caught on the lip of the ledge overlooking the big pit with the revenants/mancubus at the other end, close to the end of the level.

 

The only real flaw I can mention is that it's 21 sectors! But it looks like an easy fix, this one just got detached from the others of that height around it.

image.png.fd4c2d5c043c658ad05af269e35321b9.png

 

I've updated my own map in place - the new version makes some adjustments to the balance by toggling around some monsters and items per difficulty level.

Edited by DavidN

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@Phobus I tried your map, nice solid stuff. I made a CL 9 demo for you.

 

Thoughts are:

I played on HMP because, as always, I forgot to type -skill 4. That said I think HMP's difficulty could be tuned a little higher, I was kinda breezing through until I blew myself up after the yellow door -- that encounter was the first time I felt under threat, heh.

the opening area's quite flat and symmetrical and doesn't really give that good an impression of the map since it goes on for a while, I was a bit worried the whole thing was gonna be like that. I'd consider lowering the monster count there to make it a bit faster to go through, then beef it up a bit after the monster closets open.

There's a lot of rocket ammo, maybe too much. I also felt the shotty was a bit starved. Bullet ammo was about right.

The map looks great -- nice usage of impassible lines! Kinda reminded me of Blake Stone a bit with the office-type environment.

 

As a general thought it would be cool if the final released versions of our maps could have individual sectors for doors and lifts and things (even beyond the 20, although ofc. submissions should still fall within the limit as 'proof of concept') because yeah, the missing SFX are a bit weird. I've noticed this when testing my map too.

yo_admins_make_lmps_and_wads_attachable.zip

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I just made this dumb little speedmap called Mild Terror at Vacation Station. It uses a custom sky by Mek. The music is 6PM from Animal Crossing.

 

EDIT: made a couple last minute tweaks and re-uploaded. One of the space mancs wasn't reacting to the player efficiently.

 

Also there is now one secret.

Edited by Impie

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@DavidN Thanks for pointing that out! I've done a quick "fix-in-place" update to the link with the sector joined again. As much as I like GZDoomBuilder-bugfix, it has been a terrible editor to do this project in. It seems like you can't even move a vertex without it making a new sector...

 

@dmdr I see you've caught me out... Aside from at the very start, I don't often make changes to ammo, armour and health supplies between difficulties, so ammo balance won't really reflect the adjusted monster composition. I'll take a note of what you've said and, if it becomes a recurring criticism, I'll act on it! I'm pretty happy to leave the map on a generally low difficulty, as I know these community projects often attract a lot of high-difficulty maps, so I'm happy to fill out the front half of the final maps et! I'll check your demo out now :)

 

Thank you both for playing and giving feedback!

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@Phobus

Aside from my nitpick (Making the monster turret sectors larger to prevent chaingunners and imps on them from getting stuck/falling down - yes this is a thing with cl 9; and the thing that @DavidN and @dmdr said); everything in this map is very impressive (Keys, finally!). Very good map.

 

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Thanks @TheNoob_Gamer!

 

@DavidN - I've had a go at your map, as I missed it on my first go at testing others' submissions. It's really nice! A visually busy tech base with lots of small height variation that feels quite E1 for a while before ramping up at the end. My one thought was that the rocket launcher secret came a bit late in the level, as there were some heavier enemies beforehand that would've been nice to have (optional) rockets for. I think picking up rockets made me feel like I was missing out on it, too! Also, a new music track would be great - even something from E1 of Doom would be a strong choice, given the prevalence of STAR textures.

 

@Impie - This is a cool idea, but it needs a bit more work IMO. The outdoors section is the best-realised, although the imp is definitely stuck (as in, can't move or do anything) in the jacuzzi. The starting area is a bit bland and could stand to have something other than just the one space ship in those landing bays. My playing experience would've been greatly improved by a green armour early on, as I felt too fragile to the mid-tier enemy fireballs. The biggest issue I spotted by far is that the blue key door isn't closed when the map starts, though, making it possible to skip straight to the red key card!

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1 hour ago, Phobus said:

@ImpieThe biggest issue I spotted by far is that the blue key door isn't closed when the map starts, though, making it possible to skip straight to the red key card!

Yeah I just realized I left it open while testing the manc's fov. just fixed it.

 

@Phobus EDIT: made a few more revisions that should make the first area a bit more interesting. i think.

Edited by Impie

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@Phobus I played through your map and got a kick out of it. It's not Hell Revealed crazy, but crazy enough to keep me on my toes, which is the sweet spot i'm always looking for. And you really can't tell at a glance that it's 20 sectors.

 

At the elevator pit I narrowly survived with 8 health, and infighting saved my ass last-second when an imp hit a revenant in the back as he was about to blast me to kingdom come. I love that shit, so this map stands out to me.

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@Impie Odd little thing that I thought was awkward at first but I grew to appreciate more as it went on :) I definitely had health and firepower shortages that I had to remedy by using a lot of infighting and strategic fleeing. I found it annoying that the hovering blocks above some of the rooms were just low enough for me to bang my forehead on and couldn't get under them. It could do with a vertically seamless sky, as well - there's one earlier in the thread!

 

@SilverMiner No idea what to say about this one! Bit weird and glitchy for my tastes

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Been a bit behind on the feedback posts, apologies! Also for those wondering, these are all being played on UV.

 

@Dragonfly - Wet My Appetite

 

Really good stuff! I played both the first and third iterations and both of them are really smooth: you even fixed the original software rendering glitch that I was gonna bring up in the first version. :P Seems perfect for an early map slot, it demonstrates what you can do with the limitation really well.

 

@DynamiteKaitorn - Untitled

 

Like previous reviews have stated, this is a very Wolfenstein-y map: I honestly don't mind that as much as others though, it gives the map a bit of charm that hearkens back to the original 10 Sectors maps and it isn't so long that it overstays its welcome. Perhaps the combat could use some tweaks (the SSG could be removed on UV and it's trivial to run past the key ambushes), but apart from that it's a fine addition to the project.

 

@Redead-ITA - Untitled (please title your maps folks!)

 

I like it! It's a good layout with some nice inter-connectivity and while the texturing can be a bit busy at times, it still conveys enough of a sense of place that I don't mind it. If I were to suggest some changes it would be a little less health: the soulsphere in particular feels a bit needless considering the berserk pack and the rest of the health placed throughout the map. Otherwise, good job!

 

Oh yeah, almost forgot: the DOORTRAK isn't lower unpegged at the exit. :P

Edited by Obsidian

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v8ourJP.png

 

Here's my submission, Enter The Fist, made in 3 - 4 hours, give or take. Music is the main theme from Lotus 3. Tested mainly in ZDoom / PrBoom +. I've never made a map with this kind of limitation, so it's really, really small.  

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@Obsidian - Spire in the Cascade of Glimmers

 

wtf what kind of monstrous homogay made this

 

@Phobus - Get up; Don't Stop

 

Really liking this map too! The layout is really good, makes good use of the sectors and the new textures really well. I like how the combat ramps up too, although the first Archie ran off into the corner instead of coming out with the Revenants: might want to put a monster blocking line there to avoid that. Minor quibble aside, it's an awesome map.

 

@Impie - Mild Terror at the Vacation Station

 

Soooooo....the map itself is good. A little flat, as can happen with mapping with a limited amount of sectors, but still fun to play and the constant stream of monsters teleporting in keeps things interesting. I like the little tables as well, it's a nice little bit of Doomcute. What I do take umbrage with however are the included MP3 for the music and the custom sky, neither of which were cleared by me. Would you be able to find a MIDI and possibly utilize some of the existing resources for your sky?

 

Also there's an Imp stuck where the blue key is, but that may be intentional? I don't know.

 

@SilverMiner - SSMSI

 

Ummmm...

 

A few things:

  1. The yellow key door requires a blue key, which is not present in the map.
  2. The silent teleporter can be used by the player and is rather jarring.
  3. I think there's a hell knight that gets stuck in the wall.
  4. Is the BFG supposed to teleport into the starting area?
  5. Are the translucent bars near the yellow blue key switch supposed to be solid or are we supposed to just walk through them?
  6. What is going on with the sector around the exit sign?
  7. What is going on with the height transfer?
  8. Why are the walls scrolling?
  9. Why are the walls scrolling that fast?
  10. ARGH

I'm sorry, but this just isn't very good. I get the feeling that you're experimenting with the various features that Boom has and there's nothing wrong with that, but you need to get your fundamentals sorted first and the map underneath all of these effects demonstrates to me that that isn't quite the case for you yet. I would encourage you to practice your layouts for now and play some of the often-suggested wads out there (the classic pantheon of 90s megawads, Cacowards, that sort of stuff) to see how other people approach the mapping process. 

Edited by Obsidian

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@A2Rob A nice little semi-puzzle/resource management map! I knew what the theme of this was going to be from the title, and I was even surprised by how manageable it was up until the end - you just couldn't let me have it! The arrangement of the exit switch and the enemies so that you can't just run past them is a... clever touch, if one that I was frustrated at being foiled by :) I didn't know if using the enemy drops was a bit against the spirit of the level... but I did anyway.

Edited by DavidN

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@Obsidian CRAP, I got so into the design aspect I didn't even think of any of that. Sorry...

 

Here's two updated versions. The second one uses only the mayhem 2020 resources and looks okay, but it definitely looks cooler with the space sky. if you're okay with my using it, that'd be cool. If not, we'll just use the "blue moon" version.

Edited by Impie

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@A2Rob - Enter the Fist

 

Haha, a Berserk map! Really good, especially considering the build time: it plays well and encourages an almost ambush style of gameplay at times, lurking around corners to deck monsters in the face. The two Archies are quite a jump up in difficulty, but not so much that it becomes off-putting: then again, that could just be my penchant for Berserk punching talking. :P I like it!

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8 hours ago, Obsidian said:

@Redead-ITA - Untitled (please title your maps folks!)

 

I like it! It's a good layout with some nice inter-connectivity and while the texturing can be a bit busy at times, it still conveys enough of a sense of place that I don't mind it. If I were to suggest some changes it would be a little less health: the soulsphere in particular feels a bit needless considering the berserk pack and the rest of the health placed throughout the map. Otherwise, good job!

 

Oh yeah, almost forgot: the DOORTRAK isn't lower unpegged at the exit. :P

I've been actually on to give it a name along with a par time and midi, so far i am waiting for the Jimmy's permission to use it, as for the map name and par i put them on a map info file inside the wad which is "Nukaged powered Clastrocomputer" and the Par time is 93

also thanks for the feedback i've replaced the soulsphere with a battery pack and moved it to the plasma gun position, so now you get a plasma rifle near the end instead, i will release it once i finally get Jimmy permission.

 

Edit: So i discovered the midi was for BTSX3 So while i decided to ask permission from the head to see if it was cool to use i've decided to use another midi still made by jimmy named "Squar" for claustrophobia 1024, i found it very fitting.

here is the link.

RedMAY2020.zip

Edited by Redead-ITA

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@Obsidian

The first post in this topic told me nothing about what quality the map should be.

So I made this map just for fun

7 hours ago, Obsidian said:

Is the BFG supposed to teleport into the starting area? 

> Yes.

 

7 hours ago, Obsidian said:

I get the feeling that you're experimenting with the various features that Boom has

> Ofc I do but I'm far not a newbie in that.

 

7 hours ago, Obsidian said:

What is going on with the height transfer?

> There's even no 242 action on the map. If you are talking about sky transfer, it's all OK

 

7 hours ago, Obsidian said:

Are the translucent bars near the yellow blue key switch supposed to be solid or are we supposed to just walk through them?

> The latter

 

7 hours ago, Obsidian said:

ARGH

> The map is just made for this.

 

7 hours ago, Obsidian said:

The yellow key door requires a blue key, which is not present in the map.

> The blue key is on the right in the water room behind the not scrolling wall, however.

 

7 hours ago, Obsidian said:
  • Why are the walls scrolling?
  • Why are the walls scrolling that fast? 

> Just for WTF feeling

 

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1 hour ago, SilverMiner said:

The first post in this topic told me nothing about what quality the map should be.

 

I...erm...well fuck, you got me there, I guess.

 

Look. I get that mapping should first and foremost be for yourself, it's one of the main tenets of any sort of artistic expression: if you're not doing it for yourself, you're doing it for the wrong reasons and might as well not be doing anything at all. The problem I have here is that you submitted this map to a community project, where there's an unspoken rule that you need to put some actual effort and consideration into your contribution. Yes, the process of making the map should be fun, but at the end of the day we're making what we hope is a worthwhile contribution to this project, something that other people can enjoy playing as much as we enjoyed creating.

 

Instead, what you've given me is a disorienting, unintuitive, borderline nonsensical and ultimately subpar map, one that I'd be forgiven for thinking was legitimately broken. Were you expecting me to put this into the finished product? And if not, then why even show it to me if not just to waste my time? I want to be charitable with my feedback and responses, but this is kind of beyond the pale and I think you can forgive me for being a bit nettled about it.

 

Nothing is stopping you from making maps that make you and only you happy: as a matter of fact, I encourage it! The problem arises when you put these maps into the public sphere and expect anything other than responses similar to mine. Don't get so entirely wrapped up in the creative process that you forget that other people exist and consume your work.

Edited by Obsidian

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Just now, Phobus said:

@Obsidian Thanks as well! I assume you meant the Arch-Vile and four Revenants after the yellow key door?

 

Yeah, that one: the Archie ran off to the right and for some reason just kind of stayed there. Kinda funny in hindsight, heh.

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9 minutes ago, Obsidian said:

 

Yeah, that one: the Archie ran off to the right and for some reason just kind of stayed there. Kinda funny in hindsight, heh.

I see! I'll get a line in there and update-in-place again, I think! I'll also make sure GZDB doesn't add a sector for the hell of it again, too...

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