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Doom -1: A Doomworld Experiment


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It all depends on what kind of WAD AtticTelephone wants to release.

 

If the idea is to see what the Doom community can do in a short period of time, then yes, you could release the WAD 'as is'. It will have well-polished maps and unfinished buggy maps. It is a social experiment after all.

 

If the idea is to have a consistent map set where each map is as polished as MAP 01, then no, I don't believe we can accomplish that in 5 days.

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v5.25 - map13 changes

  • Populated the CSGO Cache part of the map with monsters and items
  • Press 3 switches to lower the gate to continue
  • Added some coop-only Cyberdemons

This map still has empty hotel rooms and the basement is a bit rough, but I will leave those for someone else.

 

https://www.dropbox.com/s/4n0a6h03vrym12o/NEGATIVEONE_v5.25.wad.7z?dl=0

Edited by Captain Toenail

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@KILLA DIO In Map09 I changed some item placement, notably adding more ammo in the starting area, in Map10 I fixed a few sectors that didn't have sky transfers, Map17 I changed some monster placements, Map20 I edited the red key area to improve flow, and in Map24 I changed the texture theme from lava/red rock to nukage/brown rock

Edited by LoneAlpha2401

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Version 5.27

 

https://easyupload.io/4ofbn0

 

Map 09 updated

- Re-textured and edited the first six rooms of the warehouse to resemble some derelict jungle base (kinda Plutonia style?)

 

I may continue with this tomorrow but wanted to get this version out quickly so others have the opportunity to contribute as well.

 

Also fixed a Map 05 start bug

 

Screenshots:
 

Spoiler


Screenshot_Doom_20201003_215119.png.10ad8c57217424a740000481a1c0d59e.pngScreenshot_Doom_20201003_215129.png.89d6f4ce731977fbda30104459a3341f.png


 

 

Edited by PinkFlamingo

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I think that there should be no more delays. That's no reason to demotivate; rather, I see it as reason to hurry up, hurry up, hurry up! It's the perfect motivation!

 

This is probably not the main project of many people here, nor is it entitled to anyone's time nor effort. But nobody said it has to be! We always can lazy up and procrastinate, but we are worth more than that. This is our project, and we will commit to it until the very end. It is worth it! The final product is what everyone will see! Besides, it's more exciting than just waiting for the deadline to come around while sulking in a corner.

Edited by Gustavo6046

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9 minutes ago, Gustavo6046 said:

I think that there should be no more delays. That's no reason to demotivate; rather, I see it as reason to hurry up, hurry up, hurry up! It's the perfect motivation!

 

This is probably not the main project of many people here, nor is it entitled to anyone's time nor effort. But nobody said it has to be! We always can lazy up and procrastinate, but we are worth more than that. This is our project, and we will commit to it until the very end. It is worth it! The final product is what everyone will see! Besides, it's more exciting than just waiting for the deadline to come around while sulking in a corner.

You're definitely not wrong there

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1 hour ago, Gustavo6046 said:

I think that there should be no more delays. That's no reason to demotivate; rather, I see it as reason to hurry up, hurry up, hurry up! It's the perfect motivation!

 

This is probably not the main project of many people here, nor is it entitled to anyone's time nor effort. But nobody said it has to be! We always can lazy up and procrastinate, but we are worth more than that. This is our project, and we will commit to it until the very end. It is worth it! The final product is what everyone will see! Besides, it's more exciting than just waiting for the deadline to come around while sulking in a corner.

hard agree

 

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Version 5.28

 

Map 06 quick update

- Added a lobby/waiting room before entering the spaceship hangar.

- Added Arachnotrons here and on the runway, they work very well in large long open spaces :-)

- Added shortcuts (one-way doors) to eliminate backtracking in blue key area and yellow key area.

- Lowered the walls in the centre of the red key area because it was annoying me so much that you couldn't simply walk across, lol.

 

I am thinking of replacing the MAP06 music with something more ambient/slow/dark. I do not like the current song.

 

http://www.mediafire.com/file/66jn9zyvxh42ieu/NEGATIVEONE_v5.28.rar/file

Edited by PinkFlamingo

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EDIT: I've updated MAP02, MAP03, MAP05, MAP07 to MAP11, MAP13, MAP14, and MAP17 to MAP26 to fix various missing and unnecessary sector tags. I also deleted an inaccessible room in the southeast of MAP13, as it had monsters and items and was preventing 100% completion.

 

I didn't have time to look at MAP27+, will try to fix these tomorrow.

 

https://drive.google.com/file/d/1MZlvCB_jMtOMlgUTLzwvoo-APZokQ9D5/view?usp=sharing

 

Heads up to PinkFlamingo: on MAP06, the teleport destination in sector 211 doesn't have the easy or medium difficulty flags set.

 

There are a few things I haven't fixed on the maps:

 

MAP07: There are two "W1 Start Slow Crusher Quiet" triggers where there are no sectors with the corresponding tags (16 and 21). I'm not sure which sectors are supposed to have these, so haven't touched them.

 

MAP22: In the very north of the level there's a Sigil-style shootable eye with GR-Open Door and tag 26, but there are no sectors with this tag. I wasn't sure what this is supposed to open.

 

MAP26: The switch in the south east of the level, linedef 2815 doesn't have a linedef tag. I'm not sure what it's supposed to lower.

Edited by NiGHTMARE

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v5.30

 

MAP12 updated:

 

  • Added ammunition/health/other important items throughout the map.
  • Added some more monsters to various places.
  • The big cave with the Blue key had no monsters or items other than the key itself. Added 2 switches which allow access to the key now.
  • Also added a Rocket Launcher and 2 cybers (guarding both the switches) and many other monsters in the cave along with ammo.
  • Added monster invasions to some areas as well.
  • Fixed a few sector-related issues here and there.

 

Hopefully these were the final edits this map required.

 

http://www.mediafire.com/file/0ylvxjyetwqalmc/NEGATIVEONE_v5.30.wad.7z/file

Edited by Rosh Fragger

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Version 5.31

 

Map 06 updated

- Added a new outdoor section in the red key area with two monster invasions :-)

- Added enemies and weapons/ammo/health all over the map, including secret BFG. Needs more playtesting but so far it seems fun.

 

https://easyupload.io/di09os

 

http://www.mediafire.com/file/o59xo1nfugepxhf/NEGATIVEONE_v5.31.rar/file

 

 

3 hours ago, NiGHTMARE said:

Heads up to PinkFlamingo: on MAP06, the teleport destination in sector 211 doesn't have the easy or medium difficulty flags set.

I removed this teleport destination as it is no longer needed.

 

Screenshot of the new outdoor area:

Spoiler


Demons attack the base

Screenshot_Doom_20201004_212659.png.87e58f5aff89933ff88b00ef6f4eaa26.png

 

 

Edited by PinkFlamingo

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@PinkFlamingo can you please upload the file on mediafire too if possible? That link doesn't work for me for some reason. Just realized that some extra edits are required in MAP12. 

 

Or I can upload just the updated map here and you can merge it with your version if that's more convenient? :)

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On 10/2/2020 at 8:17 PM, AtticTelephone said:

It’s still going to be October 7th.

We definitely need to start polishing the maps by now :) Looking forward to the final release of Doom -1! :)

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6 minutes ago, Oldschoolgeek32 said:

We definitely need to start polishing the maps by now :) Looking forward to the final release of Doom -1! :)

One of the last versions have to have new demos (DEMO1-4 lumps), because the actual demos are really fucked up because the map edits :v

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Ok guys I know that I'm really really late on this but I was wondering if it was ok that I squeezed in one of my older maps as MAP34. Always wanted to be a part of something like this on here.

It's Named "Pot Luck"

NEGATIVEONE_v5.33.zip

Edited by Dubbagdarrel

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1 hour ago, Dubbagdarrel said:

Ok guys I know that I'm really really late on this but I was wondering if it was ok that I squeezed in one of my older maps as MAP34. Always wanted to be a part of something like this on here.

It's Named "Pot Luck"

NEGATIVEONE_v5.32_(2).zip

We should make another episode with the extra maps? (via mapinfo or else) For putting here MAP33 and MAP34 :/

Edited by URROVA

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1 hour ago, Dubbagdarrel said:

Ok guys I know that I'm really really late on this but I was wondering if it was ok that I squeezed in one of my older maps as MAP34. Always wanted to be a part of something like this on here.

It's Named "Pot Luck"

NEGATIVEONE_v5.32_(2).zip

That should be named v5.33

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3 hours ago, EpicTyphlosion said:

That should be named v5.33

fixed

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On 9/30/2020 at 4:27 PM, Oldschoolgeek32 said:

Version 5.17

 

Minor Fix in Map33 with the layout of the start of the map

-Added a starting platform for design

-Added 2 luigis (One part needed to be balanced with hanging luigis so yeah XD)

-Placement of starting weapons and megaspheres are also slightly arranged in order to be balanced and fit the level

 

http://www.mediafire.com/file/y22tybuyt1e7olz/file

Screenshot_Doom_20200930_231729.png

THEY'RE DECOY ROEBLOZs. (The real one is in MAP21)

As a side note, I think we should reduce the number of Skeleton SS that get released in MAP32 in the blue door (30 is already excessive, 800 with an archvile is just NO.)

Edited by Roebloz

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On 9/29/2020 at 12:52 PM, Captain Toenail said:

You've added this to the wrong version, but map31 still somewhat resembles the original map01 so maybe we could merge that there?

I'm late but uhh, no. Wolfenstein. Not Betray.

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