The Kingslayer Posted April 2, 2021 Map 29 and 30 aren't listed as taken by anyone, could I give 29 a shot? I usually hate IoS maps so I'm dedicated to making one I don't hate. 4 Quote Share this post Link to post
Doomride Posted April 3, 2021 (edited) Hi everyone, I'm new to the community, this project caught my attention enough to want to be a part of it. I'd like to compose the music for one of the (maybe a couple) maps. It would be great for the process to be able to play the map to get a "feel" of the athmosphere, and talk to the author of the map in order to compose something more suiting. From the map list, Factory #1, Prison, Military Base and Demonic Temple #1 seem like the ones I'd feel more confident with Edit: One of the Corrupted Tech-Bases would be nice as well Edited April 3, 2021 by Doomride additional info 4 Quote Share this post Link to post
Ofisil Posted April 3, 2021 9 hours ago, The Kingslayer said: Map 29 and 30 aren't listed as taken by anyone, could I give 29 a shot? I usually hate IoS maps so I'm dedicated to making one I don't hate. It's yours! When you have a first draft ready, upload it so that the team can take a look at it. Also, send over any questions you might have about the rules. 0 Quote Share this post Link to post
Ofisil Posted April 3, 2021 (edited) 11 hours ago, Doomride said: Hi everyone, I'm new to the community, this project caught my attention enough to want to be a part of it. I'd like to compose the music for one of the (maybe a couple) maps. It would be great for the process to be able to play the map to get a "feel" of the athmosphere, and talk to the author of the map in order to compose something more suiting. From the map list, Factory #1, Prison, Military Base and Demonic Temple #1 seem like the ones I'd feel more confident with Edit: One of the Corrupted Tech-Bases would be nice as well You can start composing right away btw and send me a sample - u don't have to wait for the map. If your tune doesn't fit the map, don't worry, we can always use it in another one. Edited April 3, 2021 by Ofisil 0 Quote Share this post Link to post
Michael Jensen Posted April 3, 2021 Map 14 by @ViolentBeetle My favourite map so far. I love the setting and feel it is executed perfectly. It looks and plays great. I love the map name as well. I didn't find any slime trails and only a few very minor texture misalignements. And one candelabra is placed outside the map. Spoiler These lights are cut in half. These lights have different alignment on both sides of this one door. 0 Quote Share this post Link to post
Nimiauredhel Posted April 3, 2021 Latest version of MAP11, more detailed, more generous with the health items, some enemy tweaks and additions. And I took away the rocket launcher completely because I remembered that MAP12 has a big tease up to when you get it and I don't want to ruin that. Actually not sure if that matters here - are the chapter breaks actually going to force a pistol start? Anyway I think I'm gonna let this sit for a while so I can come back to it with fresher eyes in a week or so. themegawad_1_map11_20210403.zip 1 Quote Share this post Link to post
ViolentBeetle Posted April 3, 2021 Update that (I think) fixes misalignement found by @A.H. Sankhatayan The candelabra is there to keep caged mancubus from teleporting. LostAndFoundry_v3_1.zip 2 Quote Share this post Link to post
The Kingslayer Posted April 3, 2021 Is it alright if I put decoration buildings outside of the 3072 * 3072 grid for my level? I'm trying to go for a Hell citadel look. 0 Quote Share this post Link to post
Ofisil Posted April 3, 2021 27 minutes ago, The Kingslayer said: Is it alright if I put decoration buildings outside of the 3072 * 3072 grid for my level? I'm trying to go for a Hell citadel look. Sorry buddy, but no. Decorative items beyond the 3072 grid are not allowed (possible exceptions the City themes, Map 12 & 18). "Enemy closets" that go beyond the 3072 grid are only allowed in slaughter-friendly maps, 30 & 32. The challenge here is to craft the best map possible DESPITE the limitations. On the other hand, worry not. Most of the work so far is proof that the limit isn't really a such a big deal. 0 Quote Share this post Link to post
Ofisil Posted April 3, 2021 @Nimiauredhel if you are good, this map is basically complete for me. 1 Quote Share this post Link to post
Nimiauredhel Posted April 3, 2021 3 minutes ago, Ofisil said: @Nimiauredhel if you are good, this map is basically complete for me. I'm good for now, yeah. Gonna switch gears this week and see if I remember how to MIDI. 😁 0 Quote Share this post Link to post
Ofisil Posted April 3, 2021 @Fiendish your masterpiece has been checked by me (if other find sth wrong do point it out) Name of the map??? (sorry if you've already told me before) 0 Quote Share this post Link to post
Nimiauredhel Posted April 3, 2021 4 minutes ago, Ofisil said: @Nimiauredhel name of the map? Away Mission 🛸 1 Quote Share this post Link to post
Ofisil Posted April 3, 2021 (edited) From now on, I will occasionally upload the newest version of the megawad for anyone to test in the first post (right under the logo) 7 maps for now - some really good stuff there people! :) Edited April 3, 2021 by Ofisil 3 Quote Share this post Link to post
Fiendish Posted April 4, 2021 (edited) 8 hours ago, Ofisil said: @Fiendish your masterpiece has been checked by me (if other find sth wrong do point it out) Name of the map??? (sorry if you've already told me before) The Power Station. Not that interesting of a title, but I'll let you know if I can think of a better one. Edited April 4, 2021 by Fiendish 0 Quote Share this post Link to post
Ofisil Posted April 4, 2021 (edited) The Power Station will do just fine. Edited April 4, 2021 by Ofisil 0 Quote Share this post Link to post
The Kingslayer Posted April 4, 2021 20 hours ago, Ofisil said: Sorry buddy, but no. Decorative items beyond the 3072 grid are not allowed (possible exceptions the City themes, Map 12 & 18). "Enemy closets" that go beyond the 3072 grid are only allowed in slaughter-friendly maps, 30 & 32. The challenge here is to craft the best map possible DESPITE the limitations. On the other hand, worry not. Most of the work so far is proof that the limit isn't really a such a big deal. Hey, no worries! I'll do the best I can with what I've got. 1 Quote Share this post Link to post
RemoveUwU Posted April 5, 2021 (edited) Thanks On 3/31/2021 at 9:27 PM, A.H. Sankhatayan said: Map02 by @RemoveUwU This is a really nice small sewer level, which is much prettier than most other sewers I've seen, especially IRL. The combat is fittingly easy for map02, but I think some of the emptier rooms could use some hitscanners. Only issues I found are pretty minor, except for some stuck monsters on lower difficulties and a possible but unlikely softlock. Hide contents Very strange texture choice of a door as a lift, which doesn't look good in my opinion. Slime trail #1. Also, the grate at the bottom doesn't extend all the way around. Slime trail #2 This one is kinda hard to always spot, but it's still noticeable. If you keep pressing the switch to raise these stairs, you can raise them like this, which will softlock you. You can't change it to be usable only once, since there are four W1 triggers to lower the stairs. My suggestion is to make it so that only a single w1 linedef lowers them and then change the switch to be usable only once. Overall, I like this map very much, even though there are some issues. Only suggestions I have regarding the aesthetic are to make some of the bright areas a bit darker, especially when there is no clear light source. I'm also not sure about the use of SUPPORT2 as a border texture, but that's just me. I mainly associate it with elevators. Thanks a lot for your feedback! The enemies and some texturing problems and stuck enemies have already been solved, I'm still working on everything else. About the slime-to-water sectors, some of them already have other tags, I'll think of something that looks okay tho. As for the softlock, I'll change it too, I wasn't aware the SR tag would do that, thanks! I used Support2 mainly because I associate Support3 with hellish or more industrial infrastructure, but that's just me. Again, thanks a lot for your feedback! btw, about the slimetrails, I don't really know how to solve them. I've been testing the map with GlBoom+ so I couldn't see them. Edited April 5, 2021 by RemoveUwU Forgot to add another comment about the feedback I was given. 1 Quote Share this post Link to post
Michael Jensen Posted April 5, 2021 1 hour ago, RemoveUwU said: btw, about the slimetrails, I don't really know how to solve them. I've been testing the map with GlBoom+ so I couldn't see them. Slime trails are very annoying. I mentioned it a few posts back. Quote there really is no reliable way to get rid of them, other than dragging the vertices around, before returning them to their original position and hoping that node builder figured its stuff out. Sometimes moving moving the vertice just once and then back to its position does the trick, sometimes not. 0 Quote Share this post Link to post
T.Will Posted April 5, 2021 (edited) I took the critique from @A.H. Sankhatayan and made minor graphical tweaks to the map. This time, it's final. By the way, Sankhatayan, I considered your suggestion of changing the cross textures. Though STEPTOP looks more like wood, I like the texture of STEP3 more as it cuts though the darkness better and doesn't look as flat and boring. THEME_GA_05v3.zip Edited April 5, 2021 by T.Will 2 Quote Share this post Link to post
yakfak Posted April 6, 2021 if anyone's familiar with my style of MIDI and thinks I could write 'em a new tune which'd suit their level, let me know, I'm perfectly willing to make stuff for this project :3 6 Quote Share this post Link to post
Black Shuck 97 Posted April 6, 2021 (edited) Alright so seeing as I wanted to get a feel for this project I decided to play through all the current maps and provide some feedback on them. Though considering the maps size I won't have much to say most likely but anyhoo lets get on with it. Note: I played through each map from a pistol start on UV with no saves Map 05: Talk about atmosphere geez... @T.Will for such a small map this ones both deadly and got some nice atmosphere to it. The start of the map cements that your in for an adventure of a life time. The dark gloomy and yet catchy music and verboting dark halls which hold those deceased. The map is dark and it plays to its design well. Now onto the actual gameplay here many parts of this map is filled with hitscan, and man my first run was going great but at the ending portion of this map I got the worst case of rng. I went from 100 health to 10 and by the end I was left scratching my head going "That's unlucky..." The trap in the yellow key door area I feel could have a bit more punch to it personally as I was really left with no wounds to lick on myself let alone a little sting. The ending however left quite the impression on me. Aside from that the maps great and I love the small but mostly deadly nature of it. PS: @Bobby “lolmcswagger”” you did a nice job on this midi for the map. It's my favorite of the wad so far. Map 06: @7Soul Pretty straight forward map I enjoyed a lot. I don't often see crate based maps in general, it was a concept of the 90's which has gone with time. But strangely enough someone decided to bring it back and in great style as well. This maps looks are wonderful and funny enough it was also the first map of the whole set I actually played first. Combats fun despite it being a mix of enclosed and some open combat. The hell knights trap was fun almost got killed due to me trying to rush past them but overall I liked the map. Map 11: @Nimiauredhel This maps the odd one in for me. Notice what I did there ;) Anyway this map has 3 different ways to start the map which is an odd thing to see in a lot of megawads now a days. I will admit I died a few times in this map 2 times to be exact more so trying to figure out a good route to play this map. Which is always great, but yeah onto the actual map itself. The overall look of the map is abstract like the odd piece of art in the gallery among all other beauties around. However this one sticks out in a positive way, as each area strikes its own interesting design and use of textures. Though out of the 3 areas the concrete room is by far the weakest in design as it really doesn't have any great looks to it which is a shame since the rest of the map is quite detailed where it needs to be. Though I think since your only in the area a grand total of 3 times for just a second it doesn't really matter. I'll admit the teleporter back to the main hub confused me for a minute as I keep hitting the switch and reopening the area just lost... but after figuring out how it worked I pretty much breezed through the map. The new areas opening up every time the player grabs a key is a nice. The ending took me by surprise and its a cool touch to an already great map :) Map 11 issue link: https://imgur.com/a/1U1rYaC Map 12: @forgettablepyromaniac City Scape ahoy! So were transported into a city scape of sorts and dang is it a show stealer. Before I talk about the map lets get into this midi, man... this midi is awesome and it fits the map perfectly (Something you'll hear a lot heh...) The whole city landscape is fun to see and play and the mini pieces of chairs and hellish influence can be felt. This level tact's on little side parts such as the sewer and stuff into the map which I like reminds me of Memento Mori 1 and Requiem with its urban city settings. My only complaints for this map is this small section where you use a computer to lower rocks? That doesn't seem logical to me at all... I feel this should be tech of some sort to signal its something that can be lowered. But that's just me heh... Another thing I feel is a bit strange is the teleporter behind the fence... I don't like the idea of teleporting behind the fence personally it just feels weird. Maybe if it was a trap it would be fine but as it stands for me I don't get the logic behind it. I also am not sure how to feel about the stone columns on the outside of the buildings, I would personally change them to lights to give it that city vibe. But the columns could also be seen as the influence of hell overtaking the city so that can go either way I feel. Map 12 issues link: https://imgur.com/a/4RCjy9Z Map 14: @ViolentBeetle Hmmm..... well this map is something. It reminds me of a gimmicky map.... wait is this the chasm? Well I can say I enjoyed this map quite a lot actually despite its the floor is lava game. The music definitely helps capture the joy of this map. Reminds me of an old Rpg actually and I was quite fond of it if I do say so myself. The secrets in this map are quite well thought out despite its small size and funny enough the plasma gun secret took me pretty much to the last room to find. I feel a bit dumb admitting that but hey it was cool to find. My standout moments in this map has to be the mancubus in the cage area, I was put to 2 health and was basically panicking like hell when the lost souls started flooding into the area. The maps game is pressure in a fair and fun way while employing the use of thin narrow walkways onto the player. Despite its hated influence within the community the map far outpaces its influence by a mile with fun gameplay and great music to accompany it. Map 19: @Fiendish So this was a lengthy map and by far the longest in terms of gameplay. This maps got a lot of nice atmosphere and architecture going for it. The map did kill me 2 times funny enough both deaths were from self splash (Noticing a trend aren't you?) so jokes aside this maps got a nice layout and combat as well. My standout moments would have to be the red key area which unleashes a horde of demons from all sides. Barons, revs, imps and all flying into the room locking down any route. My only issues is progression was a little bit vague to me on the map, so I found myself running around a bit to find my way around. The other issue I had was the red key trap I feel should maybe have some more resistance up top in the form of zombies or maybe have things teleport up top to prevent the player from camping up top? But aside from this I enjoyed what I played. Map 19 issue: https://imgur.com/a/sU2KkTf Map 22: @Dwimepon What if Doom 2 was given the influence of a Casali brother? What if hunted was placed in Doom 2? Well you'd get this. I actually enjoy this map quite a lot and the music really helps bring the mood to it. The only complaint I have is it ends before it can really get its foot onto your throat. But hey Scythe was short and people loved it so why can't people do the same for this gem. :) Map 23: @E.M. So here we are onto the hell marbled themed map. So first I want to get this out the way right now. I personally don't mind the blood floor doing damage as I find if your on the blood most likely your going to be taking damage from all sides and you'll also most likely take a face full of rocket to the face. Anyway onto the actual map on hand. I like the overall look and design of this map, the standout sections of this map for me has to be the blue skull key route/area. The narrow stairwell leading up to it gave me Alien Vendetta vibes and the whole upper area where the blue key resides is a fun fight for me personally. I won't lie I died from my own rocket once, but after that the map was pretty straight forward. The concept of every key item you get triggers something I think is great and just when you think you have the map solved it throws a bone at you and pulls the rug from under your feet. It's my 2nd favorite of the whole pack so far. It's totally not because I love hell themed maps in general and marble textures ;) So about the music overall I quite enjoy the musicians midi tracks in these maps as they perfectly fit every map. While I've never had music specifically made for my maps ever I look forward to what hellish mesh mash of music is given to my map haha. Edited April 7, 2021 by Black Shuck 97 2 Quote Share this post Link to post
Nimiauredhel Posted April 7, 2021 @Black Shuck 97 Thanks for this! Really funny to me that your 'issues' pic is of that wooden block/table/thing, I literally only dropped it in there because the room felt too barren, and yeah it didn't really fix that 😅 0 Quote Share this post Link to post
Fiendish Posted April 7, 2021 @Black Shuck 97 Thanks for the feedback! Glad you enjoyed it. BTW, I think @Doomride has done a stellar job composing a midi for it, which I will include in an updated version soon. Regarding the red key room fight, I did mean for the strategy to be to clear out the part behind the balcony first before taking on the rest of the room, but maybe it's too easy. Earlier versions of the map originally had a few ambush revenants waiting in the back tunnel, making it more challenging to claim that area, but I took those out to tone the difficulty down and not overdo the revs. I tested it with more zombies added back there, but I don't think they make much of a difference. But! I have a totally different idea to discourage camping on the balcony/rooms behind. It'll take some work to restructure some of the architecture, but I think might make for a more interesting fight. I will see how it goes and include it in a new version if I think it's more fun. 0 Quote Share this post Link to post
Dwimepon Posted April 7, 2021 Woah, thank you!! I'm really glad you liked my dinky little map. I originally wanted the map to be a sort of transition piece between two, more dynamic and fast-paced level and ended up going for something more experimental, haha. Ofisil's midi is perfect, too, yeah. Definitely fits the whole aesthetic I was going for! 2 Quote Share this post Link to post
Mr Masker Posted April 7, 2021 Sorry for being reletively quite during the building period so far. Tbh I've had a small lack of motivation within doom mapping and have found myself doing other things. However now that I have a more certain idea of what I'm doing, I hope that I will be able to work on this map more often! Here's a screenshot of the second (first combat) room 1 Quote Share this post Link to post
forgettable pyromaniac Posted April 7, 2021 16 hours ago, Black Shuck 97 said: I don't like the idea of teleporting behind the fence personally it just feels weird. I made it like that because it's kind of like you're jumping over the fence. It made more sense in my head, but I wanted it to be a one-way type deal so I did it like that. 0 Quote Share this post Link to post
StarSpun5000 Posted April 9, 2021 Progress report time. I had a little hiatus a little while back because of responsibilities but I've had a lot of time to work on my map. It doesn't have an exit just yet but I think I'm doing good so far. 3 Quote Share this post Link to post
DavidN Posted April 10, 2021 Manufactured a factory level! I think it's about ready to be tested in a beta stage - at least on the single difficulty level I've done so far. http://files.teamouse.net/doom/wads/MAP07.wad - Factory Level 1. It occupies MAP07 I've also included a MIDI of my own for the music - I'm not 100% sure it fits but it's there if you want it! 4 Quote Share this post Link to post
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