MFG38 Posted December 30, 2020 @Breezeep Nice work! I really enjoyed that map. Lovely brutalistic visuals, well-crafted layout with nice flow, and the barrels scattered throughout create the potential for very tactical gameplay. About my only criticism regards the one secret in the map - I like the thought behind it, and it's subtle enough that you can easily miss it unless you really pay attention to the environment, but it's too easily given away by the fact that it's not hidden in automap view. That's the only thing I think needs fixing. 3 minutes ago, elio.exe said: A third map wouldn't be accepted, huh? Unfortunately not, and I'm not changing that rule on this short a notice either. 2 Quote Share this post Link to post
Havoc Crow Posted December 30, 2020 Here's an updated version of my map. Changes: - some visual tweaks here and there - difficulty settings implemented The total build time is now about 4:45 hours. ankhegs_keep_v12.zip 1 Quote Share this post Link to post
Walter confetti Posted December 30, 2020 Fixed some thing with the health on easy skill rusty tower.zip 1 Quote Share this post Link to post
muumi Posted December 30, 2020 Fine, here is second map from me Title: Plutocracy Author: Muumi Sky: sky3 Music: Going down the fast way from Rott by Lee Jackson Difficulty Settings: yes but lower skills not really tested Description: 3 hour something speedmap, meant to by kinda like plutonia parody of some sort, first person to guess which enemies it has wins golden chaingunner. Download Screenie Spoiler 2 Quote Share this post Link to post
Michael Jensen Posted December 30, 2020 I had a lot less time than expected due to christmas/new year stuff such as cleaning the entire house. The end product isn't very similar to what I had in mind. While I normally can decide if I like what I made or not, in this case I really can't tell if like it. See for yourself. Title: Two Thou-zoned Out Author: AHS Textures used: METAL2, COMPBLUE, FIREWALA (+DOORRED, DOORYEL and EXITSING) Flats used: CEIL5_1, FLOOR1_6, CEIL4_2 (+F_SKY1) Music: Shards by Lee Jackson (from Rise of The Triad) Difficulity settings: Yes Two_Thou-zoned_Out.7z 2 Quote Share this post Link to post
NaturalTvventy Posted December 30, 2020 50 minutes ago, A.H. Sankhatayan said: I had a lot less time than expected due to christmas/new year stuff such as cleaning the entire house. The end product isn't very similar to what I had in mind. While I normally can decide if I like what I made or not, in this case I really can't tell if like it. See for yourself. Title: Two Thou-zoned Out Author: AHS Textures used: METAL2, COMPBLUE, FIREWALA (+DOORRED, DOORYEL and EXITSING) Flats used: CEIL5_1, FLOOR1_6, CEIL4_2 (+F_SKY1) Music: Shards by Lee Jackson (from Rise of The Triad) Difficulity settings: Yes Two_Thou-zoned_Out.7z Cool light effects in this one! 1 Quote Share this post Link to post
we're closed Posted December 30, 2020 I have a question, does map 31 have a secret exit to access map 32? (I haven't tried out any of the maps since I want to play the compilation as a whole) 0 Quote Share this post Link to post
Worst Posted December 30, 2020 Updated my map: - Implemented difficulty settings - Added some extra monsters for multiplayer - Fixed a few misaligned textures - Added some extra cover in a couple of spots when playing on easy - Made one secret less obvious, and another one more obvious - Adjusted many line flags to improve the automap view - Added some extra enemies in one part of the map, and a little extra ammo and health too Download: Immundus_Stagnum_v2.zip (I kept the wad filename the same as before, without '_v2' in it.) 1 Quote Share this post Link to post
MFG38 Posted December 30, 2020 2 minutes ago, elio.exe said: I have a question, does map 31 have a secret exit to access map 32? (I haven't tried out any of the maps since I want to play the compilation as a whole) I'll take the liberty of updating MAP31 such that its exit will lead directly to MAP32. 0 Quote Share this post Link to post
Mike_C Posted December 30, 2020 (edited) Here's mine, had to cut it short as I was running out of time. Title: Blood_Crypt Author: Mike_C Textures used: GSTONE1, BIGDOOR7, SW1GSTON, (DOORBLU2) Flats used: DEM1_5, FLAT1_1, BLOOD1, (F_SKY1) Music: BFG Division by Csonicgo (from D4V mod) Difficulity settings: Yes Sky texture is from OTEX Blood_Crypt.zip Edited December 30, 2020 by Mike_C 1 Quote Share this post Link to post
MFG38 Posted December 30, 2020 ~~~ TIME IS UP! ~~~ MFG38 thanks all participants. Final map roster will be announced and updated in the OP momentarily. 6 Quote Share this post Link to post
MFG38 Posted December 30, 2020 (edited) Alright, the final map roster has been decided upon and updated in the OP. I'll give all mappers who participated an extra 12 hours (as of the time of this post) to bugfix and otherwise update their maps as they see fit. Those whose maps don't have custom music yet - namely @NaturalTvventy and @revlis - may also add a custom music track if they wish, otherwise I'll assume the default music track of the respective map slots. Once I have the latest versions of everyone's maps, I'll get around to compiling the wad, and the full 29-level megawad should show up here within the first few days of 2021. Stay tuned! Edited December 30, 2020 by MFG38 3 Quote Share this post Link to post
KeaganDunn Posted December 30, 2020 7 minutes ago, MFG38 said: I'll give all mappers who participated an extra 12 hours (as of the time of this post) to bugfix and otherwise update their maps as they see fit. Did just that. Changed the red key "trap" and made some minor visual changes. Basically touched up the map a bit. 3x3 speedmap - Dunn & Dunn.rar 1 Quote Share this post Link to post
Breezeep Posted December 30, 2020 Updated my map. Did some automap cleanup and some slight visual adjustments. 1 Quote Share this post Link to post
P41R47 Posted December 31, 2020 1 hour ago, MFG38 said: and the full 29-level megawad should show up here within the first few days of 2021. oh, just three maps short of a full megawad. Crap, i should have participate :( 0 Quote Share this post Link to post
muumi Posted December 31, 2020 quick update plutocracy v2 Added more enemies to final fight and some visual improvements 0 Quote Share this post Link to post
Weird Sandwich Posted December 31, 2020 (edited) Final version of my map: https://www.dropbox.com/s/t02a6eyo2av8ffr/deadly_tech.wad?dl=0 Just some minor fixes of missing textures/misalignments. Edited December 31, 2020 by Weird Sandwich 0 Quote Share this post Link to post
Swalzi Posted December 31, 2020 Thanks for hosting this project. It's been several months since I played Doom and made a map for it. I'm updating my map. I found a few things to change.Changelog: • Changed door open linedefs to be "fast" from "normal." • Fixed blue torches to appear in the alcoves of embedded ruin along the wall. • Altered geometry where a wall would appear invisible and fixed wall texture alignment in the gorge. • Balanced deathmatch to be boring instead of unfun. BADWRONG_CANYON _v2.zip 0 Quote Share this post Link to post
akolai Posted December 31, 2020 Blazing_Emerald_v2.zip New version adds some big pillars to the second fight to make it more visually interesting, and changes the exit to a secret exit in line with the map order. It may also be set up in slade... strangely. Upon adding STARSKY1, it would refuse to launch as it couldn't find the SKY3 texture (despite it not even being used???). My solution was to create a texture archive using doom2.wad as a base, since it was the first thing I found that fixed it and the program honestly terrifies me too much to find anything better. 0 Quote Share this post Link to post
Mike_C Posted December 31, 2020 quick update to my map, couple of small issues fixed. Blood_Crypt_V2.zip 0 Quote Share this post Link to post
Worst Posted December 31, 2020 One final update to my map: - Made one mandatory leap easier to pull off without straferun - Adjusted the position of some trees so they obscure the view less - Gave the player a little more room to maneuver outside Download: Immundus_Stagnum_v3.zip (wad filename is same as before, without '_v3' in it.) 0 Quote Share this post Link to post
Michael Jensen Posted December 31, 2020 (edited) Version 2 containing some minor fixes to lighting, texture alignement and the final room. NOOOOO Edited December 31, 2020 by A.H. Sankhatayan 0 Quote Share this post Link to post
Michael Jensen Posted December 31, 2020 (edited) Ignore my previous update, Doom Builder decided to automatically add textures to where there aren't supposed to be any and I didn't notice it. This should be the proper version. Two_Thou-Zoned_Out_final.7z Edited December 31, 2020 by A.H. Sankhatayan 0 Quote Share this post Link to post
waciej Posted December 31, 2020 https://www.mediafire.com/file/auwcdvogd2raxsp/Boxes_chaos.rar/file Fixed some bugs and added some health :p 0 Quote Share this post Link to post
MFG38 Posted December 31, 2020 The compilation process is beginning! 4 Quote Share this post Link to post
Breezeep Posted December 31, 2020 Another update for my map. Fixed a few monsters that wouldn't wake up when they were supposed to teleport in. Also added a couple of barrels at the end of the map. 0 Quote Share this post Link to post
Worst Posted December 31, 2020 4 hours ago, MFG38 said: The compilation process is beginning! By the way, not sure what the plan for this is, but I would suggest first releasing a release candidate, eg. "3x3_rc1.wad" so that the wad can be playtested and any map breaking issues that may have managed to slip in, can be fixed before the final version is uploaded to /idgames. In the best scenario, this could just mean having to rename the wad file if no major issues are found. I'm hoping that this suggestion doesn't go too much against the spirit of the project, and that it's worth-while to do so, in order to present a more solid megawad to the people wanting to play through it once it's finished. 3 Quote Share this post Link to post
MFG38 Posted December 31, 2020 2 hours ago, Worst said: By the way, not sure what the plan for this is, but I would suggest first releasing a release candidate, eg. "3x3_rc1.wad" so that the wad can be playtested and any map breaking issues that may have managed to slip in, can be fixed before the final version is uploaded to /idgames. That was my plan from the get-go, worry not. 2 Quote Share this post Link to post
MFG38 Posted January 1, 2021 (edited) Happy New Year, ladies and gentlemen! Go celebrate the turn of the year with the freshly unleashed RC1 of 3x3: https://drive.google.com/file/d/1kRrIKQfFb4CW-GMkkh6EsRs5sFwAQ7kj/view?usp=sharing I've also updated the OP with some basic info + screenshots. Once again, thanks to everyone who contributed towards this project for making it a success! I still can't believe that this project ended up a measly 3 maps short of being a full 32-level megawad in only a week. I know my 2021 is already off to a good start - I hope yours is too! c: Edited January 9, 2021 by MFG38 11 Quote Share this post Link to post
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