OverflowingMocha Posted December 14, 2021 (edited) This looks like something very fun to do, but I don't think I have the time for it. Edited December 16, 2021 by LGmaire 0 Quote Share this post Link to post
Kuro_mahoh Posted December 17, 2021 (edited) I pop in unannounced to say I have made a map for this big project, oh yeah and it may or may not be kinda hard. Download: https://www.mediafire.com/file/7scu8axrl16m8mh/Twinge.wad/file IWAD: DOOM II Engine: Limit-removing Music: Secrets of mana SKY: Me (are custom skies allowed? Because RSKY1 is technically a doom 2 resource) Screenies: Spoiler Edited December 17, 2021 by Kuro_mahoh fix 10 Quote Share this post Link to post
DoomTheRobot Posted December 19, 2021 (edited) This took a bit longer than I expected, but hey, I'm finally finished with it. Screenshots: Spoiler Name: OCD Format: GZDoom (UDMF) Tested with: GZDoom 4.7.1 Supports Co-op and Deathmatch play. Credits are in WADINFO.txt. Description: A completely normal techbase map with absolutely no issues. Go in, kill the demons, and get out. DOWNLOAD Edited December 19, 2021 by DoomTheRobot Forgot some details 6 Quote Share this post Link to post
knifeworld Posted December 19, 2021 Sign me up! I'm down to contribute a 2048x2048 limit removing doom2 map! 1 Quote Share this post Link to post
DoctorNuriel Posted December 20, 2021 On 12/14/2021 at 1:14 PM, Obsidian said: Cheers heaps to everyone who's submitted maps and apologies for the radio silence: it's been a pretty busy year all told and I have just not had the brainspace to keep an eye on this project like I should have. XP That being said, I have been spending my time putting a hub map together for the finished product and I am pleased to announce that my own map submission is finally finished! Glad to see this project nearing completion! So many good maps. How will the maps be ordered in the lineup/map roster? In order of difficulty, theme, submission date? 2 Quote Share this post Link to post
Obsidian Posted December 20, 2021 52 minutes ago, DoctorNuriel said: How will the maps be ordered in the lineup/map roster? In order of difficulty, theme, submission date? They'll be sorted by source port and then ordered by submission date, with a hub map in ZDoom-compatible source ports to divide up the maps by source port for ease of access*. *Except for Eternity, heh. 1 Quote Share this post Link to post
maxmanium Posted December 20, 2021 7 hours ago, Obsidian said: They'll be sorted by source port and then ordered by submission date, with a hub map in ZDoom-compatible source ports to divide up the maps by source port for ease of access*. *Except for Eternity, heh. Is there going to be the issue of >35 vanilla maps? 0 Quote Share this post Link to post
Clippy Posted December 20, 2021 (edited) On 12/17/2021 at 5:13 PM, Kuro_mahoh said: I pop in unannounced to say I have made a map for this big project, oh yeah and it may or may not be kinda hard. Download: https://www.mediafire.com/file/7scu8axrl16m8mh/Twinge.wad/file IWAD: DOOM II Engine: Limit-removing Music: Secrets of mana SKY: Me (are custom skies allowed? Because RSKY1 is technically a doom 2 resource) Screenies: Reveal hidden contents Very fun map I enjoyed the challenges Edited December 20, 2021 by Clippy . 3 Quote Share this post Link to post
Obsidian Posted December 20, 2021 2 hours ago, maxmanium said: Is there going to be the issue of >35 vanilla maps? I would like to hope not, heh. 0 Quote Share this post Link to post
Optimus Posted December 20, 2021 How do we submit entries? I guess just posting it here counts? Then here is my final entry, uploaded as an attachment. Name: Valmanic Dreams Author: Optimus Engine: Vanilla Tested with: GZDoom, Chocolate Doom, Chocolate Renderlimits (to seek for those nasty visplanes overflows and reduce detail where needed), original Doom 2 under Dosbox. p.s. Even had some struggle to make the deep water effect (first time I use this trick) work on both under accelerated GZDoom and original Doom engine. valmanic.zip 2 Quote Share this post Link to post
MDevlin Posted December 21, 2021 I might be backing out of this one. There's still so much to do with my map, and I don't know how to tie it all together without it feeling half-assed. 0 Quote Share this post Link to post
Rhapsody Posted December 21, 2021 I would like to participate, but I have a question, by what means will the map that I have to deliver be presented? And this will be like the master levels for doom 2? A compilation of several wads or will they have any continuation? In that case, you would have to consider the previous maps already presented to know what weapons, difficulty and enemies to put depending on the level, since it is not the same to make a map01 than a map29 0 Quote Share this post Link to post
MDevlin Posted December 21, 2021 5 hours ago, FutureDAY said: I would like to participate, but I have a question, by what means will the map that I have to deliver be presented? And this will be like the master levels for doom 2? A compilation of several wads or will they have any continuation? In that case, you would have to consider the previous maps already presented to know what weapons, difficulty and enemies to put depending on the level, since it is not the same to make a map01 than a map29 I'm assuming it's just going to be a compilation of several wads. That said, if you want your map to have continuation, I don't think you'd be breaking any rules. You'd just have to communicate with the respective mappers. 0 Quote Share this post Link to post
Alper002 Posted December 21, 2021 I had one idea, but I took too long to make it and couldn't be bothered to continue it. Then I got another, more possible idea. Here's my submission: a small-ish normal limit-removing map, featuring plenty of hitscan. Comes complete with difficulty settings! (HMP designed first.) The one custom texture is a sky by Chainie, and is implemented via sky transfer. This does technically mean particular limit-removing ports will just show the vanilla sky, but the map still looks fine with that one. I also composed a midi for this map, mostly because I was unaware of anything already made that gave off the right feeling. Screenies: Spoiler DL: MaxP21-Alper002.zip The map's name is "Not in good shape". 3 Quote Share this post Link to post
Danlex Posted December 21, 2021 (edited) On 12/21/2021 at 2:20 AM, FutureDAY said: I would like to participate, but I have a question, by what means will the map that I have to deliver be presented? And this will be like the master levels for doom 2? A compilation of several wads or will they have any continuation? In that case, you would have to consider the previous maps already presented to know what weapons, difficulty and enemies to put depending on the level, since it is not the same to make a map01 than a map29 As explained many times before, all the maps will be in a single wad, but this wad will not have the traditional mapslots structure, the maps will be sorted by format (so all vanilla maps first, then limit removing, then boom and so on) and they'll be reached via a hubmap at the start, so you can play all the maps at any order you want (I'm not sure if pistol starts will be forced tho) Edited December 23, 2021 by Danlex 0 Quote Share this post Link to post
DoctorNuriel Posted December 21, 2021 4 hours ago, Alper002 said: I had one idea, but I took too long to make it and couldn't be bothered to continue it. Then I got another, more possible idea. Here's my submission: a small-ish normal limit-removing map, featuring plenty of hitscan. Comes complete with difficulty settings! (HMP designed first.) The one custom texture is a sky by Chainie, and is implemented via sky transfer. This does technically mean particular limit-removing ports will just show the vanilla sky, but the map still looks fine with that one. I also composed a midi for this map, mostly because I was unaware of anything already made that gave off the right feeling. Screenies: Hide contents DL: MaxP21-Alper002.zip The map's name is "Not in good shape". Wow, I really like this map! Spoiler The earthly tones and ruins theme give it kind of a Plutonia-like atmosphere (though further up north than PL's more tropical setting). Nice midi too. Gameplay-wise it's a very cozy bit of running and gunning, nothing too ball-crushingly hard but still with its fair share of surprises. The wide elevator with the hitscanners on the side got me good. Great job. 1 Quote Share this post Link to post
Major Arlene Posted December 21, 2021 I'll unfortunately have to pass on submitting a map for this project, got overly ambitious and won't have time to finish. maybe next year! 1 Quote Share this post Link to post
LordEntr0py Posted December 21, 2021 Hi, I'm also going to have to flake on this. Too many other projects on and I just haven't had time to work on something for it. Sorry! Loving the look of what people have done so far... 0 Quote Share this post Link to post
WindbagJacket Posted December 21, 2021 (edited) Here is an initial version of my map, while there's still time to test it! Way bigger than originally intended so maybe a bit of a slog, but hopefully not. Some areas still need a clean-up/detail pass. Also still need to test in PrBoom or similar. It's name is inspired by the song from the awesome new Mastodon album, but also because I bit off way more than I could chew with the length of this thing! I will update closer to the deadline with the final version. Name: More Than I Could Chew Music: Hangar 7 by Jimmy, from the Revolution! MIDI Pack (included in wad) Format: Boom Tested in: GZDoom Custom textures: OTEX v1.1 Custom sky: OTEX v1.1 via sky transfer Difficulties: Implemented (without much thought) MTICC.zip Screenshots: Spoiler Edited December 21, 2021 by WindbagJacket Typo 7 Quote Share this post Link to post
CorzaX24 Posted December 22, 2021 On 12/21/2021 at 8:59 AM, Optimus said: How do we submit entries? I guess just posting it here counts? Then here is my final entry, uploaded as an attachment. Name: Valmanic Dreams Author: Optimus Engine: Vanilla Tested with: GZDoom, Chocolate Doom, Chocolate Renderlimits (to seek for those nasty visplanes overflows and reduce detail where needed), original Doom 2 under Dosbox. p.s. Even had some struggle to make the deep water effect (first time I use this trick) work on both under accelerated GZDoom and original Doom engine. valmanic.zip That first light as you start the map make my eyes go nuts. It's like looking at 3D movie without the glasses on lol! 0 Quote Share this post Link to post
Hitboi Posted December 22, 2021 I want to reserve my slot, because there are 9 days left, and I have don't have enough time. Maybe I should make something if another Maximum Project happens. 0 Quote Share this post Link to post
JaySmithen Posted December 24, 2021 (edited) Howdy everyone 😊 I have finally finished working on this map. It was fun to work on, it kept me going though some very tough times. Thanks to Obsidian for hosting this project. Making a Doom map is fun and all, but having a place to publish it takes the hobby to a different level. Cheers! 😀 Name: Uncanny Encounters Author: Russell Bowtell (I would like to be credited as Russell Bowtell, jaysmithen is just a username that I should change lol 😫) Engine: GZDoom UDMF Difficulties: Map was made for UV then I spent a day reducing the enemy count for the other skills. Should be good enough for Australia 🍺 Music: None Sky: The default Doom 2 sky Lightmode: 2 "Doom" The map is made with only the Doom 2 textures, but I have added some DECORATE and GLDEFS. It is just a tall yellow torch from realm667/prop stop/light sources/torch variations/NewTorches.wad PS I don't envy you @Obsidian the task of compiling all these maps, I can't even begin to try to think about thinking about imagining it 😁 Thank you. Please message me if you have any questions about my map. Oh yeah almost forgot, here is the link lol https://drive.google.com/file/d/16Uhhcwb7k4RLqjnyrrqanZtJtLc_0x1s/view?usp=drive_link Updated 05-08-2022 (Needed to fix a texture) Edited June 4 by JaySmithen I fixed some incorrect textures 5 Quote Share this post Link to post
jazzmaster9 Posted December 24, 2021 @Obsidian Here's a minor update to my submission, 'Metropolitan Mayhem Machine' which fixes some HOMs and incorrect texturing. metropol_v2.zip 1 Quote Share this post Link to post
Biodegradable Posted December 25, 2021 @DoomTheRobot Yep, nothing out the ordinary arou-hey wait a minute! @Kuro_mahoh This is your best map yet, lad. Nicely done. Pretty cheeky and challenging. 5 Quote Share this post Link to post
Kyukon Posted December 25, 2021 I'm going to have to pass on this, year was really hit or miss on when I had time to sit down for stuff. 0 Quote Share this post Link to post
Biodegradable Posted December 26, 2021 @Optimus Neat little map, mate. I like the bits of DoomCute with the dumpster and the mechanism at the back of the building. @WindbagJacket Really awesome, challenging adventure mate. Had me sweating a few times hehe. Nice use of OTEX 2 Quote Share this post Link to post
riderr3 Posted December 26, 2021 Hi again. My map is ready. I'm still not good at the detailing and UDMF stuff after a decade of Boom/Vanilla mapping... yet everything has its time! Quote "Escape from cursed hideout" by riderr3 For Doomworld Maximum Project 2021 Advanced engine needed: ZDoom Map format: ZDoom - Doom 2 (UDMF) Music: Dio, Ronnie James - Lost My Insanity.mid New textures: textures from cfmanson pack, textures from hellfire.wad, skybox by Mechadon Map: MAP01 Single Player: Designed for Cooperative: Player starts only Deathmatch: Player starts only Difficulty Settings: No Jumping: Yes Crouching: Yes Build Time: 27 days Editor(s) used: Ultimate Doom Builder, SLADE3 Tested With: QZDoom q2.0.0 Description: Find a way out from cage and use truck to escape the hideout. Download link: https://www.mediafire.com/file/jpuogw6dhh0f2jf/escapfch.zip/file 5 Quote Share this post Link to post
Peccatum Mihzamiz Posted December 27, 2021 (edited) Title: 'Hard Light' Mapper: Peccatum Mihzamiz Iwad: Doom 2 Map: MAP01 Map format: GZDoom (UDMF) Music: 'Garazin' (PMGARAZN), by Peccatum Mihzamiz. I wrote the track for .MID the way id did Texture pack: OTEX Additional custom texture: PECGRSTN, a recoloring of a vanilla Doom texture Designed for Single player Difficulty Settings: Yes, implemented Cooperative: Yes, implemented Deathmatch: Player starts only Jumping/ crouching: optional. I recommend NOT jumping. Mouselook: optional Build Time: a few hours Editors used: Ultimate Doom Builder, SLADE3 Tested With: GZDoom 4.5.0 Comments: Short and sweet gimmick map. I originally started this map for Full Moon but broke the one hour mapping limit. I changed it to UDMF format and tweaked it a little further. Screenshot: Spoiler File Edited December 27, 2021 by Peccatum Mihzamiz Changed my mind about jumping/crouching 5 Quote Share this post Link to post
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