Ofisil Posted January 4, 2022 Freeing @Black Shuck 97 spot. MAP 26. 0 Quote Share this post Link to post
Ofisil Posted January 4, 2022 @NeedHealth That was fast! :) Read the info and send over any questions. Make sure to start your work in standard Doom II format. Thanx 1 Quote Share this post Link to post
xScavengerWolfx Posted January 4, 2022 2 hours ago, Ofisil said: Okay tagging @Rymante for 24 and @xScavengerWolfx for 31. As for the question regarding MAP31 you can handle the "survival" bit any way you want. Personaly I would keep the ammo VERY limited - Make sure to add the Super Secret Exit too. Ok i can do that. 1 Quote Share this post Link to post
NeedHealth Posted January 5, 2022 8 hours ago, Ofisil said: @NeedHealth That was fast! :) Read the info and send over any questions. Make sure to start your work in standard Doom II format. Thanx By arena do you mean like this: Spoiler ... or something like this? Spoiler 0 Quote Share this post Link to post
Ofisil Posted January 5, 2022 @NeedHealth both work. You can have a "typical" map progression that leads to the arena battle, or you can have the whole map be an arena. 1 Quote Share this post Link to post
Ofisil Posted January 6, 2022 @Vaeros I need an update on ur map and the title screen. Will have to free your spots in a day or so. 0 Quote Share this post Link to post
Nimiauredhel Posted January 6, 2022 I'm thinking of coming back for an aesthetic pass on my map (11). I ran it yesterday and noticed lots of stuff that didn't pop out to me ~6 months ago which was the last time I had a look at it. 😅 0 Quote Share this post Link to post
Ofisil Posted January 6, 2022 13 minutes ago, Nimiauredhel said: I'm thinking of coming back for an aesthetic pass on my map (11). I ran it yesterday and noticed lots of stuff that didn't pop out to me ~6 months ago which was the last time I had a look at it. 😅 Cool with me, although I would prefer if u keep an eye on the upcoming free slots and lend us your skilled hands :) 1 Quote Share this post Link to post
DFF Posted January 6, 2022 (edited) I'll take map17 if that's alright. @Ofisil Edited January 6, 2022 by DFF 0 Quote Share this post Link to post
Spectre01 Posted January 7, 2022 Map 28: The Drowning Labyrinth Download Midi: "The Eternal Emptiness" by Myrgharok, from e4m8 of the Ultimate Midi Pack. Apologies for any delays. I can finally share my Flesh/Skin Maze for the 28 slot! The idea was to have something that resembles a maze, while not being annoying to navigate. I tried a lot of different ideas before settling on the final layout. The tower in the middle is inspired by map29 of Hellbound, and serves as a landmark and goal for the player to reach. To balance for continuous play as an endgame level, all weapons are given out at the start and ammo should be very generous. Any feedback is very much appreciated. Only UV is currently implemented. I can always tune the difficulty up or down as appropriate for this project. Have fun! 2 Quote Share this post Link to post
xScavengerWolfx Posted January 7, 2022 (edited) @Spectre01 Ok i played it and i did like it but i do have a few things i wanna point out: 1. I felt like it was a little too confusing (i don't know if it was meant to be that way or not), i kept getting lost but that would be on me though. 2. There's a part where i ran into a group of arch-viles, got flamed and i jumped over a wall. I was laughting about that and said "that wasn't intended to happen". 3. The center where the walls fall down and the floor drops, i got a mirror effect (i did open your map in the editer to figure out where it was so i can screen shot it, but your map is...it's so complex that my brain went brrrrrr lol). 4. Love the traps but goddamn too many arch viles, that's just my option. 5. The exit was confusing for me because i didn't understand what to do until i figured out that the towers are what you need to get to the exit. Overall: I really do like it even though it was my fault for sucking and not being able to kill everything, also i had to god mode because the Arch vile's were fucking me so hard it was burning.......That joke was bad scratch that. As far as the mirror effect thing goes i would use the blood fall texture for that. Over wise i'm still at awe with the layout of it. Wish i could do that lol, but after playing that it did give me a great idea for the secret map i'm doing right now. Edited January 7, 2022 by xScavengerWolfx 1 Quote Share this post Link to post
Ofisil Posted January 7, 2022 4 hours ago, Spectre01 said: Map 28: The Drowning Labyrinth Download Midi: "The Eternal Emptiness" by Myrgharok, from e4m8 of the Ultimate Midi Pack. Apologies for any delays. I can finally share my Flesh/Skin Maze for the 28 slot! The idea was to have something that resembles a maze, while not being annoying to navigate. I tried a lot of different ideas before settling on the final layout. The tower in the middle is inspired by map29 of Hellbound, and serves as a landmark and goal for the player to reach. To balance for continuous play as an endgame level, all weapons are given out at the start and ammo should be very generous. Any feedback is very much appreciated. Only UV is currently implemented. I can always tune the difficulty up or down as appropriate for this project. Have fun! Love the look of it. Will test it as soon as possible. 1 Quote Share this post Link to post
Ofisil Posted January 7, 2022 8 hours ago, DFF said: I'll take map17 if that's alright. @Ofisil Sure thing! Thanx 0 Quote Share this post Link to post
Nimiauredhel Posted January 7, 2022 15 hours ago, Ofisil said: Cool with me, although I would prefer if u keep an eye on the upcoming free slots and lend us your skilled hands :) I'd love to, but I also literally haven't touched Doom or Doom mapping in the last 6 months so I literally need to refamiliarize myself with all the hotkeys and stuff again 😂 so we'll see how that goes before I take a shot on making a whole new map 1 Quote Share this post Link to post
Spectre01 Posted January 7, 2022 5 hours ago, xScavengerWolfx said: @Spectre01 Ok i played it and i did like it but i do have a few things i wanna point out: 1. I felt like it was a little too confusing (i don't know if it was meant to be that way or not), i kept getting lost but that would be on me though. Any sections in particular? You're bound to run into some dead ends, but overall the path is quite linear. Quote 2. There's a part where i ran into a group of arch-viles, got flamed and i jumped over a wall. I was laughting about that and said "that wasn't intended to happen". Yeah, that's bound to happen unless the walls are flagged as impassable, which won't work if they lower.. You can technically do some Vile skips if you really wanted to as well. Quote 3. The center where the walls fall down and the floor drops, i got a mirror effect (i did open your map in the editer to figure out where it was so i can screen shot it, but your map is...it's so complex that my brain went brrrrrr lol). Any chance you could screenshot that section in game? I wasn't able to find any HOMs, though it's possible if you sequence break with Vile jumps. Quote 4. Love the traps but goddamn too many arch viles, that's just my option. There are, but you rarely fight more than 2 at once. I suggest making liberal use of the BFG in those situations to quickly delete them. Each Vile is worth a BFG blast if they are close enough. 0 Quote Share this post Link to post
xScavengerWolfx Posted January 7, 2022 (edited) 8 hours ago, Spectre01 said: Any chance you could screenshot that section in game? I wasn't able to find any HOMs, though it's possible if you sequence break with Vile jumps. i can try but like i said before trying to figure out the sector in the editor my brain went brrr lol. Edit: went back and found out that i didn't let the floor (where the tall exit tower is) fully lift up. So that's on me and for some reason taking screen shots in the game makes my computer not capture them. But i will say that it's still a fun map. Edited January 7, 2022 by xScavengerWolfx 1 Quote Share this post Link to post
Ofisil Posted January 7, 2022 @Spectre01 okay, can we nominate one of our own for a Cacoward? lol Yes, your map is THAT good. First of all it's beautiful. One of the finest in this project. Secondly, the difficulty is just right for the chapter - excellent use of Archies, by the way. Usually most people don't use those very good. Third, the map progression is great. Not at all confusing or sth like that. If I would change something in here, that would be the arch-viles in the final arena. They kind of ruin the moment, but maybe that's just me... Anyways, whenever you feel like it, you can send me the final version, along with its title. I'll have to use a different MIDI. Your pick is FANTASTIC, but for this project we use either music of our own or volunteers. Big thanx mate! 2 Quote Share this post Link to post
xScavengerWolfx Posted January 8, 2022 Just to give a quick update on the secret map i'm doing. I'm remaking it because the last one i had (it was like only 10% done) wasn't working out so i'm redoing it and i'm still going by the theme but would it be ok if i added some taunting rooms, like a room full of stuff you can't get into? i'm asking because it would be the ultimate dick move for a survival map :P. 0 Quote Share this post Link to post
NeedHealth Posted January 8, 2022 The start of my map 26, subject to change. 3 Quote Share this post Link to post
xScavengerWolfx Posted January 8, 2022 59 minutes ago, NeedHealth said: The start of my map 26, subject to change. I can already tell this is going to be good 1 Quote Share this post Link to post
Titanoxus Posted January 8, 2022 (edited) On 1/7/2022 at 5:01 AM, Spectre01 said: Map 28: The Drowning Labyrinth Download Midi: "The Eternal Emptiness" by Myrgharok, from e4m8 of the Ultimate Midi Pack. Apologies for any delays. I can finally share my Flesh/Skin Maze for the 28 slot! The idea was to have something that resembles a maze, while not being annoying to navigate. I tried a lot of different ideas before settling on the final layout. The tower in the middle is inspired by map29 of Hellbound, and serves as a landmark and goal for the player to reach. To balance for continuous play as an endgame level, all weapons are given out at the start and ammo should be very generous. Any feedback is very much appreciated. Only UV is currently implemented. I can always tune the difficulty up or down as appropriate for this project. Have fun! I played through the map and I agree, this is one of the best. Very clever fights, but also very fair. Plus the map looks great. It's a shame we can't use the midi because it fits so well. Great work :) Edited January 8, 2022 by Titanoxus 1 Quote Share this post Link to post
Ofisil Posted January 8, 2022 16 hours ago, xScavengerWolfx said: Just to give a quick update on the secret map i'm doing. I'm remaking it because the last one i had (it was like only 10% done) wasn't working out so i'm redoing it and i'm still going by the theme but would it be ok if i added some taunting rooms, like a room full of stuff you can't get into? i'm asking because it would be the ultimate dick move for a survival map :P. I'm highly against such techniques. Not a rule of this project, really, I just personally see it as bad design, as some players are completionists. 0 Quote Share this post Link to post
Azuris Posted January 8, 2022 Just now, Ofisil said: I'm highly against such techniques. Not a rule of this project, really, I just personally see it as bad design, as some players are completionists. Yup, wasn't it Romeros design Philosophy? If you can see it, make it possible to reach. It causes the Player to spend more Time on a Map to figure out how to get to a certain Point. 1 Quote Share this post Link to post
Ofisil Posted January 8, 2022 (edited) Okay freeing the maps of the following unless I get a message in about a day. @Friezus Christ @nue @nue I just need a WIP wad, not a complete map. Edited January 8, 2022 by Ofisil 0 Quote Share this post Link to post
xScavengerWolfx Posted January 8, 2022 1 hour ago, Ofisil said: I'm highly against such techniques. Not a rule of this project, really, I just personally see it as bad design, as some players are completionists. Ok just wanted to ask 0 Quote Share this post Link to post
xScavengerWolfx Posted January 8, 2022 1 hour ago, Azuris said: Yup, wasn't it Romeros design Philosophy? If you can see it, make it possible to reach. It causes the Player to spend more Time on a Map to figure out how to get to a certain Point. Yes it was. 0 Quote Share this post Link to post
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