Scorpius Posted October 6, 2022 Flaps I can't wait for this to come out! uh, this year? 0 Quote Share this post Link to post
Clippy Posted October 6, 2022 George RR Martin is helping with this project 4 Quote Share this post Link to post
Salmon Posted October 6, 2022 @Obsidian, I was looking at my submission and found a small mistake. If fixing errors is no longer allowed then you can ignore this. Download - Hangnail v3 Changes: - added an additional trigger to prevent seeing into a pop-up trap from the plasma secret - fixed a few lines I missed on automap cleanup 0 Quote Share this post Link to post
Suitepee Posted November 5, 2022 (edited) Just bumping this thread to quickly point out that I'm starting my playthrough of the v0.6 beta (kindly given to me by @Obsidian) for this wad tonight at: https://www.twitch.tv/johnsuitepee I will post the entire list of Youtube VOD's here when the playthrough is finished within the next week or so on my livestream, and I hope to be able to provide some useful feedback! Edited November 6, 2022 by Suitepee 13 Quote Share this post Link to post
Obsidian Posted November 6, 2022 Yep, the DMP is officially in beta! I gave the first public copy to John and he's gonna be streaming it over the next little while. Once he's done (and I've fixed any bugs he finds), I'll upload it here for everyone to enjoy. So...yeah, this has definitely taken way too long to finish. I'm painfully aware of the extended dev time of this project and I would like to apologize to everyone who has taken the time to make a submission: it is not an unrealistic expectation to want to see your hard work displayed to the public in a timely manner and I did not deliver that outcome. I will detail why below, but I am aware that reasons and excuses are two different things and I do not do this to absolve myself. I started up the Doomworld Maximum Project in February last year as a means of revitalizing the spirit of the Doomworld Megaprojects of yore and at the time I was somewhat free of IRL obligations, so I felt like I could handle managing the project alongside MAYhem and the Abyssal Speedmapping Sessions. Fast-forward a couple of stagnating months and I decide to enrol in some higher education, try and make my way up in the world: I moved towns, set up somewhere new and started going back to school...while also handling the DMP, MAYhem and ASS. Yeah, you can kinda see how things went a bit pear-shaped. MAYhem 2021 was severely hamstrung by the fact that I was preparing to move during May and between MAYhem 2022, hosting (and compiling) monthly speedmapping sessions and doing my best to keep on top of my schoolwork, things kind of came to a head this year. This also wasn't helped by some incredibly frustrating compiling bouts for the DMP, which eventually wore me down to the point that I went "fuggit" and delegated the work to someone else (thanks @roadworx, you're an absolute lifesaver). So yeah, those are my reasons for why it has taken this long to get DMP2021 done. I will do my best to learn from my mistakes and hopefully not repeat this incident going forward. /me knocks on wood 25 Quote Share this post Link to post
Obsidian Posted November 8, 2022 Remember, Suitepee is streaming the beta! 8 Quote Share this post Link to post
knifeworld Posted November 9, 2022 (edited) Alright here's an update with a few changes, some based on feedback from @Suitepee, others to improve things like monster teleports and the telegraphing of some line actions, now that I've got a bit more experience with stuff like teleporter efficiency. Tested with dsda-doom 0.24.3KW-DMP22__Update-091122.zip Changes: -improved monster teleport speed. -removed one of the most threatening chaingunners. -provided a few more stimpacks in some corners. -moved berserk and ssg to more sensible locations. -added proper difficulty changes to most of the monsters. -removed the crusher effect on the compblue waterfalls. -made some wall actions more clear, such as the secret, and the starting metal wall. -lift to return to start swapped in favor of steps to avoid waiting. -chaingunners at the end now pop out of the slime rather than being alerted for the whole map. (I swear I already made them only appear at the end but I guess not) BTW, I'm not trying to start drama or pollute this thread, but after playing back the stream to see Suitepee play my map, I would like to ask what exactly is "janky" about my map, apart from the crusher effect and perhaps some aspects of the enemy placement? (cyber and HK snipers, maybe?) Over the last few months I've learned that sniper enemies are often dispised, but there's not too many in this map and you get enough cell and rocket ammo to melt them fairly quick.) The crusher effect was 100% intended, the ceiling starts at 32767 height and the lower-unpegged compblue textures scroll down as the crusher lowers, to create a crude approximation of waterfalls, using the only vanilla wall tex that looks anything like water, (although it barely does, rofl.) This was part of the maps intentionally surreal texturing and atmosphere. The huge height value is so it takes quite a while before the ceiling becomes visible and ruins the effect. I tried to lower the rest of the map by another 32767 units so it would take even longer but that made things worse, so I've decided to remove those sectors and just leave the textures static. As for the enemy placement, it's intended to make the player run for better weapons and/or cover, the idea is to keep the player moving around and force them to prioritize the most dangerous targets, usually it was the chaingunners when I was testing the map earlier this year. It's somewhat similar to an earlier map in the streams called this place is death, at least just in the sense that you aren't really safe anywhere. Either way, cheers for testing the map! Edited November 9, 2022 by knifeworld explained the reason for the crusher effect better 2 Quote Share this post Link to post
CorzaX24 Posted November 17, 2022 (edited) On 11/9/2022 at 7:18 AM, Obsidian said: Remember, Suitepee is streaming the beta! @Suitepee I couldn't make the live stream due to work but I just watched the play through of my map - appreciate the feedback Suitepee, and hating on the projectile blocking wall at the start haha! This was my first ever map release so yeah it's not great but I'm happy I got something out! I've been working on my next submission for the DMP2022 and I can confidently say it'll be much better! That invuln sphere was just bad. Bad, bad, bad! Thanks mate. Edited November 17, 2022 by CorzaX24 2 Quote Share this post Link to post
digithead100 Posted November 17, 2022 @Suitepee Thanks for playing through my map. Its a strange one, I know. Still very new to map-making. I just had a bunch of different ideas that I wanted to incorporate and I ended up making something really strange and incoherent. Something strange happened here where you were able to shoot these viles through the invisible wall. I think it might have been a compatibility issue with GZdoom. All the playtesting I did was with prboom+ and I think that is probably the best way to play this monstrosity of mine. And that fight is really weird, I know. Trying a little too hard to be interesting. I wanted to make it so that the platforming was optional and if you didn't want to do it, you just had to fight the viles. If you did the platforming, you could crush them easily. But obviously, it wasn't very clear. Anyway, I did make some changes and I hope that makes it a bit more intuitive. Thank you so much for your input. new link-https://www.mediafire.com/file/x59ld7sjcdqesvt/omt-updated2.zip/file 1 Quote Share this post Link to post
Obsidian Posted November 17, 2022 Oh yeah, @digithead100, I actually did a couple fixes to your map myself. :P That problem with the Arch-Viles was solved by swapping out the self-referencing sector for a height transfer and I made it so you can't press the switch to escape the office cubicles before raising the stairs by putting some action linedefs around it. Shall I keep my edits or would you prefer I use your update? 0 Quote Share this post Link to post
digithead100 Posted November 17, 2022 @Obsidian thank you you can keep your edits, its perfectly alright 2 Quote Share this post Link to post
Suitepee Posted November 18, 2022 (edited) Well, here are my Youtube VOD's from my playthrough of the DMP2021 beta! (mapper names linked in the chronological order I play them in each part) https://youtu.be/33RGloTEd4I = Midnightmage, Doctornuriel, Mundyc, Sesamia, Awall, cannonball, Optimus, Alper002, Salmon. https://youtu.be/VHmgMy-grSY = XVertigoX, Scorpius, Kuro_Mahoh, Walter Confetti, Jazzmaster9, Azuris, Bloxwess, Roofi. https://youtu.be/KM9_7b5GRwE = Lokbustam257, Zylinderkatze, Quin, Knifeworld (1st playthrough), E.M., Carboxylicacid5, Sincity2100. https://youtu.be/-LWDUPcTh7I = Gratefulname, Dunn (and Dunn), Digithead100, Dr Fluffystuff, Drjodo, Arbys550. https://youtu.be/xqOukF0ikko = Knifeworld (2nd playthrough, updated version), Rymante, Doomrevolver, Vortale. https://youtu.be/3R-CI5dS5xA = Windbagjacket, Brassknight, Valhen, Silverminer, El Inferno, Iusuallydie. (also Obsidian's Eternity map) https://youtu.be/SoAvy30L9tw = Rook, Xyzzy01, Danlex, Doom OG, Lonealpha2401, Bloodbath Giraffe, Austinado, Doomtherobot. https://youtu.be/arECSnndF60 = Obake, Nottyrone, Russel Bowtell, Riderr3, Peccatum Mihzamiz, Eltiolavara9. https://youtu.be/WWmiyHxxZUs = Worm318, Horselessheadsman, Corzax24, Kuba18i. Overall I was rather impressed with the general level of quality control throughout the whole project, even with the more newbie/amateur-ish maps. That being said, a couple of points I'd like to make: -Doom OG and Riderr3; the use of STEALTH enemies was not at all appreciated on your maps. I have yet to see stealth enemies equate to any fun in Doom, and these maps were no exception. (both maps were fine otherwise) Granted in riderr3's case it was just one room, but still; this is a UDMF mapping trend that I really wish would just end already. -Danlex needs to provide a text document (or video guide) so that people who don't know obscure/hard to pull off speedrunning tricks can attempt to get all 6 keys by knowing what the heck to do. I figured out two (one of them due to watching Kingdime runs with the "Barney" archvile) and the rest is ????? -Doomtherobot's map was the most interesting one in the collection, and I sincerely hope for an even more fleshed out sequel in the future. This project definitely captured the joys of playing the old pre-TOD Doomworld Mega Projects, and I kind of hope this becomes an annual thing; I sincerely look forward to the 2022 edition! Good job to everyone who took part! Edited November 18, 2022 by Suitepee 19 Quote Share this post Link to post
Walter confetti Posted November 19, 2022 Fixed the missing wall in my map: dai-exaz.zip 0 Quote Share this post Link to post
hakros Posted November 19, 2022 Just now, Obsidian said: Downloab. Awesome ! 1 Quote Share this post Link to post
MundyC Posted November 19, 2022 (edited) It's great seeing this project finally getting a release. :) Have fun with my map! Edited November 19, 2022 by MundyC 1 Quote Share this post Link to post
jazzmaster9 Posted November 19, 2022 Hope everyone enjoys the my map. Lets see how many can spot the difference between DMP version and the Standalone version of Metropolitan Mayhem Machine. 1 Quote Share this post Link to post
DoomTheRobot Posted November 19, 2022 (edited) So glad this finally came out. Good work from everyone that helped throw it together. Though one issue I found in the release build with my map (MAP53) is Spoiler that the custom sounds I used (there are 4 custom sounds I used) aren't there. They're completely missing. I was screaming very loud internally thinking I forgot to include them but they just... aren't there in the release build. I did notice now that since this is a WAD and not a PK3: One of the names of those sounds are longer than 8 characters so I'm sending a new version of the wad with that file renamed. Sorry about that. @Obsidian OCDv2.zip Edited November 19, 2022 by DoomTheRobot Forgot to spoiler'd the stuff 0 Quote Share this post Link to post
Nefelibeta Posted November 19, 2022 Trying to open the wad with DSDA-Doom gives me this massage. I'm using 0.23.0, if that helps. 1 Quote Share this post Link to post
Obsidian Posted November 19, 2022 Thanks to the both of you for catching those bugs! Turns out the UMAPINFO had a missing quotation mark and the aforementioned sounds must've gotten lost in the compiling process (and the SNDINFO thinking they were still in a folder wasn't helpful either, heh). I've fixed them up and now Beta 1.1 is ready to download. Or downloab, if that's more your speed. 3 Quote Share this post Link to post
JaySmithen Posted November 19, 2022 Howdy Obsidian congrats on the release, I'm hyped as for it 👍 Unfortunately I found a bug, my name is missing an L on the end :) Russell in the file MAPID50. Cheers!🍻 1 Quote Share this post Link to post
Hasamnas Posted November 22, 2022 Hello, I'm playing this wad and this is pretty solid stuff, kudos to the mappers. I'd like to suggest a filler map for map 30, akin to map 01, as the map I'm playing now, "By Inferno's light" breaks while in this slot. 0 Quote Share this post Link to post
Obsidian Posted November 23, 2022 7 hours ago, Hasamnas said: Hello, I'm playing this wad and this is pretty solid stuff, kudos to the mappers. I'd like to suggest a filler map for map 30, akin to map 01, as the map I'm playing now, "By Inferno's light" breaks while in this slot. Could you describe the error please? Is it to do with telefragging or does the problem stem from somewhere else? 0 Quote Share this post Link to post
Hasamnas Posted November 23, 2022 3 hours ago, Obsidian said: Could you describe the error please? Is it to do with telefragging or does the problem stem from somewhere else? Yeah it's telefragging, should've been more specific. 1 Quote Share this post Link to post
Jakub Majewski Posted November 23, 2022 2 smol issues with my map: This flat is no longer animated: Spoiler This torch is replaced with some ambient sound actor: Spoiler 1 Quote Share this post Link to post
Valhen Posted November 24, 2022 (edited) On 1/1/2022 at 2:16 AM, Valhen said: Name: Rushed Job. Format: Boom (Complevel 9, tested with DSDA). Difficulty Levels: Yes Coop/Deathmatch: Only other player starts for coop. Textures used: 32in24-15tex.wad (Not included in the wad), Mechadon's Box of Skies (Plus text created using Doom Text Generator). Music: music2.mid from the game Astrobatics, originally composed by Vakhtang Adamiya. Additional notes: I quickly speedmapped the level this week since I was busy with irl stuff in the last month, hence the name "Rushed Job" :) Download link: RushedJob.zip I made an update to this map a few days ago to fix some visual glitches found on Suitepee's stream but unfortunately I didn't have internet at the time, so I'm uploading it now :) RushedJobv2.zip Edited November 24, 2022 by Valhen 1 Quote Share this post Link to post
DoctorNuriel Posted November 24, 2022 (edited) Here's a new version of Noroi, mostly small tweaks and I replaced the blocking hanging body, the area beneath it should hopefully now be walkable. Thanks Suitepee! yureimap01_noroi_v4.zip Edited November 24, 2022 by DoctorNuriel 1 Quote Share this post Link to post
Obsidian Posted November 25, 2022 Alright, new beta time! Added the updated maps, fixed up some discrepancies and disabled MAP30 telefragging in MBF21 and ZDoom-compatible ports. 7 Quote Share this post Link to post
Searcher Posted November 25, 2022 Just grabbed it. Looking forward to giving it a run. 1 Quote Share this post Link to post
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