Piranha Fang UGC Posted March 28, 2021 Is allowed to modify enemies and guns? y'know, gameplay mods, mine uses dehacked so it's not very game changing 0 Quote Share this post Link to post
notTyrone Posted March 28, 2021 Name: Baphomet's Lab Map Format: UDMF Ports Tested: GZDoom Build Time: Bit short of 15 hours Textures: Doom2, Jimmytex Requirements: Jump/Crouch/Mouselook to you heart's desire. BaphometsLab.zip 1 Quote Share this post Link to post
Jimmy Posted March 28, 2021 4 minutes ago, Piranha Fang UGC said: Is allowed to modify enemies and guns? y'know, gameplay mods, mine uses dehacked so it's not very game changing Yep, go ahead and modify base assets. 0 Quote Share this post Link to post
MDevlin Posted March 28, 2021 Still finding broken monster spawns. Made some minor adjustments to balance. This is the last hotfix, so I hope I got everything. It is what it is now. The Never.rar 1 Quote Share this post Link to post
NeilForshaw Posted March 28, 2021 (edited) OK First post on DoomWorld Name: GET OUT MY WAY Map Format: Doom Ports Tested: GZDoom (definitely doesn't work in PRBoom+ and I've run out of time) Build Time: 15 Hours (wish I had more) Textures: JimmyTex + Some I've created myself (including a title pic so no warping :D ) External PWADs: JimmyTex Requirements: Jumping/crouching/freelook permitted but not required (hopefully won't break it if you do) Edit: First time ever using UDB and Slade. Probably lost half the time accidentality cancelling linedefs :D Sorry it's missing detailing and there's some slightly off texturing around but I hit the time limit so had to leave it. Edit: Little synopsis. Cheese sale's on and Doom Guy's in a rush. Nuff said. WAD https://drive.google.com/file/d/1tdjRdyEPXxc__hLAbp-Ed2cZyVJ189Mu/view?usp=sharing Not a spoiler. here's the title screen pic. Edited March 28, 2021 by NeilJohnRips 5 Quote Share this post Link to post
Vladguy Posted March 28, 2021 (edited) Hey Jimmy, did you receive the fixed version of my submission? Just need to know. Edited March 28, 2021 by Vladguy 0 Quote Share this post Link to post
Charbomber Posted March 28, 2021 (edited) Name: Dryer Dryer Demons Map Format: UDMF Ports Tested: GZDooM Build Time: ~14 Hours Textures: None External PWADs: None Requirements: Everything is allowed, but I don't think you can skip anything with it, it's just for funsies. This is a re-make of a map I made called "Dry Dry Demons", which sucked, but I thought the concept of going around a vast desert in search of keys was cool. I wanted to make sure this map wasn't NEARLY as bad as the original, so I opted to get lots of feedback, thank you people! See if you can find the super secret ;) Dryer Dryer Demons.zip Edited March 28, 2021 by Charbomber I'm so sorry if any moderator sees this madness 2 Quote Share this post Link to post
Glowylikesdoom Posted March 28, 2021 (edited) Name: The Imp Map Format: Boom Ports Tested: PRBoom+ 2.6 Build Time: around 13 hours Textures: jimmytex, my own External PWADs: none Requirements: No jumping, freelook, or crouching needed Music: Gatorade Nightmare by James Padock (Jimmy) jimmyglowysubmission.zip Edited March 29, 2021 by Glowylikesdoom 1 Quote Share this post Link to post
Remmirath Posted March 28, 2021 Name: Yokai Woods Map Format: UDMF Ports Tested: GZDoom 4.5.0 Build Time: around 10-11 hours Textures: jimmytex, couple textures from Shadow Warrior (1997) External PWADs: none Requirements: Jumping/Crouching allowed but not mandatory Music: Thrashy Trash (WIP name) by Joshua "Dragonfly" O'Sullivan and me Not a long map, but there's a surprise for Jimmy in a secret. :V yokaiwoods.zip 2 Quote Share this post Link to post
Yumheart Posted March 28, 2021 (edited) Name: Sweettoothed Brimstone Map Format: UDMF Ports Tested: LZDoom, GZDoom Build Time: about 13½ hours Textures: Obv jimmytex.wad and a modified Sunlust skybox External PWADs: jimmytex.wad Requirements: No jumping, crouching, freelooking Had to prepare for an exam simultaniously, so it's a bit unpolished. Hope you still enjoy it <3https://drive.google.com/file/d/1acKZue47UoNWGQIyYAwuJb3XP0xSSaLQ/view?usp=sharing Spoiler In case anyone's still playing through these, I published an updated version of my map, feel free to leave your feedback there: Edited April 13, 2021 by C3ntralPr0cessing Positivity! 3 Quote Share this post Link to post
rouge_means_red Posted March 28, 2021 I'd also like to confirm that you have my map version 1.1, which fixes a broken teleport https://www.doomworld.com/forum/topic/120642-15-years-a-doomer-community-map-contest/?page=3&tab=comments#comment-2284301 1 Quote Share this post Link to post
Kami Posted March 28, 2021 Name: Dark Flow Map Format: Boom Ports Tested: GZDoom Build Time: 15 Textures: Jimmy myself and CC4-text Requirements: No Jumping/crouching. Freelook permitted Midi: Jimmy Inspired by the flow of the universe and the fractal like symmetries we see at all levels. Also i really like purple. Will be making more maps in this style, this is my 3rd map ever. Thank you for playing! Kamisub.zip 1 Quote Share this post Link to post
E.M. Posted March 28, 2021 Here's my entry. Name: Everything Explodes Map Format: Boom Ports Tested: DSDA-Doom and GZDoom Build Time: 15 total work hours. I took a few breaks in between. Textures: jimmytex and one secret custom texture Requirements: No Jumping/crouching. Freelook permitted Midi: "Everything Explodes" by Jimmy Comments: The design of this map was inspired by the name of a Jimmy MIDI. Can get pretty difficult. https://www.mediafire.com/file/v4j4gxislgbqydp/everything_explodes.zip/file 1 Quote Share this post Link to post
iDoT Posted March 28, 2021 (edited) Am I still can send my level even before the stream ? Edited March 28, 2021 by iDoT 0 Quote Share this post Link to post
Jimmy Posted March 28, 2021 8 minutes ago, iDoT said: Am I still can send my level even before the stream ? You have until the deadline, which is in about 19 hours from now. 0 Quote Share this post Link to post
Enterim Posted March 29, 2021 Name: CMYK Author: Enterim Map Format: Boom Ports Tested: PrBoom+ -complevel 9, Eternity, GZDoom Build Time: 12-15 hours Textures: 3 flats and 3 textures from jimmytex.wad External PWADs: n/a Requirements: No jumping or crouching. Mouselook is permitted but not required. Built between March 23-28, 2021, in Doom Builder X and SLADE. Easy/Medium/Hard balancing included; single-player only. Music: "CMYK" by Enterim The MIDI is a custom creation for this WAD, included as a D_RUNNIN lump but I will bundle the MIDI file as well. This is my first attempt at mapping since a disastrous 2-hour speedmap in 2014, and the only non-speedmap I've ever tried to create. I spent a few extra hours learning how to use Doom Builder X and SLADE that I'm not including in build time; inexperience surely accounts for at least half of the stated 12-15 hour build time. The visual theme is CMYK - cyan, magenta, yellow, and black. The main theme is high contrast: the visuals, music, and gameplay alike alternate between ambience and high intensity. The photosensitive should be aware that this map contains flashing, high-contrast lights. The flashes are no more frequent than 2 Hz, but nonetheless keep this in mind if you suffer from photosensitivity issues. Screenshots: Spoiler CMYK by Enterim.zip 4 Quote Share this post Link to post
Shadow Hog Posted March 29, 2021 (edited) God, is it really 5AM? Work tomorrow is gonna suck. Name: Help, I'm Trapped In A Barrel Factory Map Format: Boom Ports Tested: PrBoom+UM (the latest Git build), GZDoom x64 4.4.2, Eternity 4.02.00 Build Time: About 14 hours, with a far bit of that not actually working on the WAD Textures: jimmytex.wad with a few flats borrowed from 32in24-tex.wad (itself based on the CC4 texture pack I believe?) External PWADs: jimmytex.wad; all other custom assets are inside the WAD Requirements: For the love of God, do not crouch; if you do that and ride the conveyor belt, you will end up in an inescapable area designed to destroy barrels. Jumping isn't intended either. Neither are disabled because I don't have time to make several MAPINFO lumps. Link: Dropbox No screenshots I'm afraid, I'm too tired. I'm not entering this for the money, TBH, I just wanna be a part of another thing. Basically I took an idea for a map I had for Fork in the Road - to create a DeHackEd Thing that endlessly spawns barrels and then ferry them throughout a map - and decided to put it to the test, limiting players to a shotgun and chaingun and intending them to use the explosive barrels to deal with the higher-tier enemies (of which there are several). Some of these encounters really work, some don't (the Archvile after the red key needs a rethink, and the Hell nobles are WAY tankier wrt barrels than I expected they would be). I might revisit this concept for Fork, but for now, this is wholly original to this contest. I did about as much difficulty balancing as I felt was necessary (though the only difference in difficulty options is how hot you'd like your start). There might still be bugs hiding, but I was able to complete it with 100% kills and secrets (with savescumming admittedly), so there's that. Also the only really Jimmy thing about this is the MIDI, but surely that's the most Jimmy thing that could be a Jimmy thing. Edited March 29, 2021 by Shadow Hog 2 Quote Share this post Link to post
RiviTheWarlock Posted March 29, 2021 (edited) =DOWNLOAD= Name: Void Hydroprocessing Map Format: Boom, w/ UMAPINFO Ports Tested: GLBOOM 2.5.1.7 Build Time: 7 hours consecutively (I am very tired) Textures: jimmytex.wad, jenesis.wad External PWADs: Doom 2 Requirements: No jumping and crouching Comments: I had this big plan with custom assets and everything but uh... I had 3 exams and was stuck in the car two days this week... So here's a straight-forward Boom map with Jimmy tricks thrown in! I really don't care about the money I'm just more proud of myself for being able to make a map for this at all more than anything. Edited March 29, 2021 by RiviTheWarlock 2 Quote Share this post Link to post
yakfak Posted March 29, 2021 Name: Syrupy Bass Base Map Format: Boom Ports Tested: prboom+ 2.6um Build Time: 14.9999999 hours (extra for the midi) Textures: Jimmytex External PWADs: n/a Requirements: complevel 9? beatable without freelook, crouching, jumping etc. syrupybb.zip my tack on this was a tribute to Jimmy's process - mapped out a bunch of shapes on an a4 grid pad before I opened the builder <3 mid file is called "Lick Fingers Between Pages", credit as Zan-zan-zawa-veia good luck to everyone! and happy 15th anniversary to Jimmy! 4 Quote Share this post Link to post
Piranha Fang UGC Posted March 29, 2021 Name: BULLET Map Format: Doom Ports Tested: Crispy Doom 5.10.0, ZDoom 2.8.1 Build Time: Around 8 to 15 Hrs, I procrastinate so much during build time, making it dificult to track down the estimated time. Textures: FreeDoom, Wolfenstein 3d & jimmytex External PWADs: Jimmytex.wad of course Requirements: the only requirement you need to do is TURN DOWN THE VOLUME, I didn't have time to edit the volume of some sounds and they sound too loud, especially the chaingunner's (i haven't merge the .deh file with the .wad file so you have to drag both to your doom source port to play) Comments: Now i know how game devs feel after working with deadlines, i shouldn't have procrastinated as mush as i did, but here it is, shorter than i wanted, but it's here, the map is heavely inspired by games like Metal Slug & Action Doom, the RAR file comes with both a .deh and a .wad file, which can be use for complete vanilla source ports. BULLET.rar 1 Quote Share this post Link to post
HQDefault Posted March 29, 2021 The deadline said today was the last day, but you also said you were streaming the submissions today, so I don't know if you meant they were do by midnight last night 1 Quote Share this post Link to post
Jimmy Posted March 29, 2021 You have just under 4 hours left to submit - deadline is in the OP, complete with countdown link. Thanks for your submissions guys! I counted and we're up to 32. Might have to split the stream up! 4 Quote Share this post Link to post
Vladguy Posted March 29, 2021 23 minutes ago, Jimmy said: I counted and we're up to 32. Might have to split the stream up! Oh, I see. What order are you gonna play the submissions in? Alphabetical or date submitted? 0 Quote Share this post Link to post
Phobus Posted March 29, 2021 Ok, I've spent way too long testing this over and over, only to make the bare minimum of changes as I've no idea how much of 15 hours I've used and don't want to cheat. Drawing a line under it now as I'll probably be late otherwise... DOWNLOAD ETERNAL INSPIRATION Name: Eternal Inspiration Map Format: Boom Ports Tested: Eternity Engine 4.00.00, GZDoom 4.4.2, prboom+ 2.5.1.3, ZDoom 2.8.1 Build Time: ~15 hours Textures: Selected from jimmytex.wad and Mek's Box o' Skies External PWADs: None required Requirements: No jumping or crouching - freelook recommended, but probably not required Notes: When I think "Jimmymap", I think relatively welcoming, generic Doom II key hunt speed maps. Enjoyable pop-corn for the masses (possibly my favourite type of Doom). As we were given 15 hours, rather than 2, I figured I could do a reasonable job of capturing that feel with some polish/ambition. Music is the "Into the Beast's Belly (Extended)" MIDI by Jimmy, as I'm a big fan of the original and have intended to find a use for this for some time. Sky is from Mek's Box o' Skies, so credit to Mechadon. Some inspiration was taken from Doom Eternal: The Ancient Gods - Part 2. Specifically the Reclaimed Earth map. I've packaged everything together to get it to run more reliably in non-ZDoom ports, so no external WAD requirements. Acknowledgements to my girlfriend, for encouraging me to get back on the mapping wagon, and Big Ol' Billy, Biodegradable and glenzinho for testing a rather harsh first draft and encouraging me to make it a bit more digestible! Known Bug: EE reports a load of missing textures in the console because I copied the Boom ANIMATED and SWITCHES lumps from jimmytex.wad, but only the textures and flats I actually used. This does no harm to the map. 6 Quote Share this post Link to post
signaturereverie Posted March 29, 2021 had absolutely no time to do anything, so i guess ill try another time at the 30 year doomiversary lmao 1 Quote Share this post Link to post
Vladguy Posted March 29, 2021 37 minutes ago, reverie said: had absolutely no time to do anything, so i guess ill try another time at the 30 year doomiversary lmao rip man, atleast you tried 0 Quote Share this post Link to post
RonnieJamesDiner Posted March 29, 2021 (edited) Name: Screams from the Slipgate Station Map Format: UDMF Ports Tested: GZDoom 4.5.0 Build Time: 12 hours Textures/Resources: Ukiro (OTEX sky), Tango (Supercharge trees/groundfire), Tormentor667 (custom monster), Jimmy (midi) External PWADs: Jimmytex Requirements: Jumping/crouching/freelook not required but totally fine. Recommended: Hardware renderer, and dynamic lights. The map is a rather direct homage to one of yours (hopefully you know which one!). https://www.dropbox.com/s/o2toirqva3ozqmn/slipgatestation.zip?dl=1 Screenshot: Spoiler Edited March 31, 2021 by RonnieJamesDiner 5 Quote Share this post Link to post
Jimmy Posted March 29, 2021 Just 2 hours to go! I'm curious to see how many 2-hour speedmaps we can reel in. :) 0 Quote Share this post Link to post
HQDefault Posted March 29, 2021 @Jimmy Sadly I'm not gonna get it done by deadline. And I'm not gonna skip class just to try and complete a speedmap that I wouldn't even get done in time anyway. If you're open to have it be in the stream list but not actually include it in the judging, then I'd be happy to wrap it up by midnight. 1 Quote Share this post Link to post
Scypek2 Posted March 29, 2021 (edited) I was busy, so I started 4 hours before the deadline. I never even tried to make a Square map before, but I got something done! Name: This Floor Is Also Lava Map Format: UDMF Ports Tested: GZDoom 4.2 Build Time: 3 hours or so IWAD: The Adventures of Square ThisFloorIsAlsoLava.zip I had a bunch of more ideas, like a couple of custom weapons and a homage to a certain barrel, but I had to scale it down. I'm pretty satisfied with this in the end! I didn't think I was gonna make it at all. My initial idea was completely unrelated - I was going to copy a whole bunch of map sections from Deathless and Jenesis (with some creative spin on them, but also in a way that makes it obvious they were copied)... and then make some important doors or switches invisible, so that it requires familiarity with the original maps to succeed. That could've been really fun! But I never got around to it, and besides, I haven't even played most of Jenesis. It wouldn't feel sincere to pay homage to something I'm barely even familiar with... so in the end, I ended up referencing something much more directly relevant to me. And here it is! Edited March 29, 2021 by Scypek2 3 Quote Share this post Link to post
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