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THEME-GAWAD PROJECT #1


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12 minutes ago, Friezus Christ said:

But shall I make a difficult/cryptic secret for the BFG? I don't like to give good stuff away for easily or freely without some kind of cost, be it monster ambush or keeping your eyes peeled for shootable switches or well hidden doors/switches.

 

Of course! I always make BFGs and measpheres a tad harder to get, myself.

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On 3/16/2021 at 6:36 AM, Ofisil said:

Using MIDIs from other composers are not allowed. The OST will be a part of this community efford.

Just to clarify what this means - as I understand it, all MIDIs must be either:

  1. created for the project, or
  2. specifically offered by the artist to the project

correct? Or is it that mappers can't use tracks that have appeared in previous projects?

 

Also, if I want to cover or remix an existing track, is that allowed?

Edited by northivanastan

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Yes, either created for this project, or offered by the creator. Remixes are more than welcome, just point out that your composition is a remix or cover, so that I can specify that in the info.txt

 

Also @T.Will very good map! Nice, simple, and fun. Love how like @Dwimepon your map organically transitions to the next in line. also love the crematorium bit :)

As this is a WIP, I would remmomend a couple of more light sources to create some contrast in the dark cemetery area (a bunch of candles, or torches with a larger radious which touches some of the walls so that the silhouettes of the enemies can be seen)

 

I await your final map.

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Thanks for clarifying

 

Also @Ofisil - I think you can cite me as the composer for MAP01. I have a (hopefully) finished MIDI for MAP01, which is going to go up on OpenGameArt later today, and @A.H. Sankhatayan has said in DMs that he intends to use it.

Edited by northivanastan

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1 hour ago, T.Will said:

This should work. To reiterate, the map is in MAP 05.

THEME_GA_05.zip

 

Very solid map! Looks great (I geniunely thought you did the crosses using some kind of 3D floor trickery at first until I noticed the middle textures, haha). I like how chill and lower-energy it is compared to the later maps until the very last part with the red key, makes for a nice transition to MAP06's slightly higher difficulty.

As Ofisil said, adding a few more light sources here and there would be cool. Minor gripe, but I would also recommend adding something near the yellow key room's lift to attract the eye. As it is, it's not exactly obvious it's a lift and I mistook it for a random wall at first, even with the textures. 

 

Spoiler

doom27.png.e341e0703bf7d34037eb4daa3288406d.png

 

Maybe adding a floor lamp next to it and making it slightly brighter than the rest of the room could help? It's up to you to see!

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Alright, I got an ACTUALLY FINISHABLE version of mine here, along with the yellow key secret finally obtainable. Will add some more decorations but I'm not sure if I'll be adding a bunch of detail.

screenshots:
 

Spoiler

image.png.1551c1fa0313460e47fc4d7c224b0acb.png

image.png.65c25b305e213c81416896475640f396.png

I just used printscreen it's a lot easier lol

MAP12(2).zip

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Here's the MIDI for MAP01/D_RUNNIN - "Airport Attack." It's inspired by the "elevator music" style but at a much higher tempo. The organ and piano are used, with an electric guitar solo appearing later on.

 

https://opengameart.org/content/airport-attack

 

As with the last MIDI, it's public domain and free to use in other projects.

Edited by northivanastan

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1 minute ago, Bobby “lolmcswagger” said:

Do you have a discord or anything so I can work with the whole group to create MIDIs?

 

 

No. You can either post sth here, approach a specific mapper, or go straight to me.

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Just now, Ofisil said:

 

No. You can either post sth here, approach a specific mapper, or go straight to me.

Alright, thanks for responding.

 

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3 hours ago, forgettablepyromaniac said:

Alright, I got an ACTUALLY FINISHABLE version of mine here, along with the yellow key secret finally obtainable. Will add some more decorations but I'm not sure if I'll be adding a bunch of detail.

screenshots:
 

  Reveal hidden contents

image.png.1551c1fa0313460e47fc4d7c224b0acb.png

image.png.65c25b305e213c81416896475640f396.png

I just used printscreen it's a lot easier lol

MAP12(2).zip

 

Very nice! I really liked the chaotic street battles, how each building feels unique, and the creative use of textures. I did notice that there were missing textures on the side of some stairs (screenshot below).

 

Spoiler

559127420_missingtexture.png.69ad926e995735fd7eb5a2a3b1d28563.png

 

Also, aren't archviles only supposed to show up in chapter 5 and after? 

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@Ofisil yup done some minimal work on the map, but i am working on it. I'll upload something when its got more meat to it.

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17 minutes ago, Tanksy said:

Do I have to keep monster holders for teleport "traps" inside the 3072x3072 area?

 

Yup.

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Alright.

 

So, as my map is beyond MAP15 but is a secret map, should I stick to the same difficulty and monsters as that chapter, or do I move into the next and add revenants etc?

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1 minute ago, Tanksy said:

Alright.

 

So, as my map is beyond MAP15 but is a secret map, should I stick to the same difficulty and monsters as that chapter, or do I move into the next and add revenants etc?

 

Good question. Forgot to clarigy that.

In 31 & 32 you can do whatever u please as long as 31 is a survival-style map and 32 a slaughtermap

 

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Awesome, thanks. I'll post some progress soon.

 

Edit: Can I use Wolfenstein enemies?

Edited by Tanksy

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If anyone wants sth from @northivanastan's list say so, but I'll have the final say as I'm talking with other composers, and haven'r added their name yet because I need to have the final versions of a couple of map to decide.

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15 minutes ago, forgettablepyromaniac said:

this should hopefully be the last version, fixed the HOM and changed the archvile to a chaingunner.

Also added in a bit more detail with more decorations and a hole in the ceiling for the cement building.

MAP12.zip

 

Map's title?

 

@7Soul also, the name of ur map?

Edited by Ofisil

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26 minutes ago, forgettablepyromaniac said:

this should hopefully be the last version, fixed the HOM and changed the archvile to a chaingunner.

Also added in a bit more detail with more decorations and a hole in the ceiling for the cement building.

MAP12.zip

 

I tested the map. Really liked the fight in the beginning. Not too hard but lots of enemies and just really fun.

 

I found one little thing:  the Revenants that spawn in later can be seen through one of the walls.

Screenshot:

Spoiler

map12wallbug.png.2f59afc3b10234cb3baee7f566efc92c.png

  

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1 minute ago, Ofisil said:

Revs don't appear to me. Source port issue maybe?

 

yes maybe. Only tested prboom+.

 

U can only see them from the one side and they must be allready woken up.
 

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