Captain Toenail Posted April 28, 2021 On 3/30/2021 at 2:07 PM, MFG38 said: Maximum size for custom wall textures is 128x128 pixels. Can an exception be made for 256 wide textures where it is a natural rock wall? There is no way to abuse the texture limit as it is a uniform texture, it's just wider so it tiles better in large outdoor areas? For example this rock wall from Plutonia. 0 Quote Share this post Link to post
MFG38 Posted April 28, 2021 1 hour ago, Captain Toenail said: Can an exception be made for 256 wide textures where it is a natural rock wall? Sure, I'll allow that. 0 Quote Share this post Link to post
PinkFlamingo Posted April 28, 2021 On 4/27/2021 at 9:40 AM, MFG38 said: @PinkFlamingo That was a pretty good map. The visuals were overall nice with that grimy industrial aesthetic, and the detail work was a joy to stop and look at. I do agree that the gameplay leaves a little to be desired, but honestly, I don't think it needs that much work. What I'd mostly want is some additional cover in the big open area with the lava trench to make the Revenant rockets that much less of a hassle to deal with - more or less everything else I'd say is fine as it is. Thanks a lot! I agree with what you said about the lack of cover in the big open area. I made some edits to both of my maps. These are now the final versions unless some game-breaking bug is found. Toxic Rumble: - I moved the secret sector tag in the area with the armor to another sector. I realized after watching one of the play-throughs that it was possible to grab the secret armor without ever tagging the secret. This is now fixed. Metallurgy: - In the large outdoor area, I added an extra staircase and some rubble with flaming barrels on top. The staircase improves player mobility and overall flow of the map. The piles of rubble can be used as obstacles to take cover from Revenant missiles. - I also made some improvements to the final room: Added some extra stairs to improve player mobility. The "circuit" around the room that the player needs to take is now a loop. You must lower some bars with a switch to reach the exit. Lowering the bars also opens up the loop making backtracking much easier. There is also extra cover to hide from the spiders. - I added one extra secret. Downloads: 3x3_Toxic_RumbleV2.rar 3x3_MetallurgyV2.rar 2 Quote Share this post Link to post
NeilForshaw Posted April 28, 2021 (edited) Yay finally did it Map Name: Skull Faced B*stards Author: NeilJohnRips Build Time: 15-25hrs (sorry. Forget to pay attention to this) Play Time: 5 minutes Music: Skull Faced B*stards - Original I created for this map Textures: No custom textures Difficulty Settings: yes Ports Tested: PrBoom+, GZDoom, DSDA Doom (also tested in Odamex. Getting funny floor lowering bugs) Description: Down in the skull mines those Skull Faced B*stards are causing Doomguy all sorts of grief (I.E.... existing). Fast and simple. Lots of endless dodging with revenant rockets free to keep chasing you. Might notice a subtle theme to this map. Spoiler: Spoiler it's skulls! :D Update 2021-05-01 * Removed triplicated secret sectors * Added more ammo in final stretch Update 2021-05-02 * Added little bit more ammo throughout level * Removed being able to press switches in final area from the ground Skull Faced B-stards.zip Edited May 2, 2021 by NeilJohnRips Updated map. Details in post 2 Quote Share this post Link to post
Death Bear Posted April 29, 2021 Map Name: Powered by Grayskull Author: Death Bear Build Time: ~7-8 hours Play Time: 5-7 minutes? Music: Warsword by James "Jimmy" Paddock Textures: 3 Vanilla Flats, 3 OTEX Textures (one switch, implemented with SWITCHES/ ANIMDEFS), (EXITSIGN, Skull Key Textures), No Sky Difficulty Settings: No (Set for UV) Ports Tested: PrBoom, GZDoom Description: Gray and Blue Techbase. MONSTERS: Pinkies, Chaingunners, Imps DOWNLOAD: https://www.mediafire.com/file/okt7j5tydezwmgk/DB.PBGv2.wad/file Map Name: Rocket Tears 2 Author: Death Bear Build Time: ~4-5 hours Play Time: 5 minutes? Music: D_THE_DA Textures: 3 Vanilla Flats, 3 Vanilla Textures, (EXITSIGN, Skull Key Textures), Default Sky Difficulty Settings: No (Set for UV) Ports Tested: PrBoom, GZDoom Description: Brown and Bloody Castle, like last time. MONSTERS: Shotgunners, Cacodemons, Revenants https://www.mediafire.com/file/eyc9vvls4zy3ycb/DB.RT2v1.wad/file 1 Quote Share this post Link to post
MFG38 Posted April 29, 2021 @NeilJohnRips Not one of my favorite maps gameplay-wise, but the visuals were fun to look at. The combination of skull and rock textures worked well, and the lighting work was great. Admirable use of line teleporters too. The monster combination you picked creates some delightfully hectic gameplay in the latter half of the map, but I can't say I'm a fan of dodging Revenant rockets in big open areas with next to no cover. Personal gripes aside, though, there's a good bit of challenge in the map, and it'll make a fantastic late-game map. Only minor issue I ran into was a redundant secret sector where the Chainsaw is hidden. (Also, nice MIDI! :D ) @Death Bear Good work on both of your maps! The lighting work in Powered by Grayskull was especially cool, but generally, the visuals and gameplay in both maps were commendable. I must admit that I'm a little hesitant about including Rocket Tears 2, though, because as good a map as it is, it feels a little too much like a revisit of the original Rocket Tears map. Different texture choices would have been appreciated at the very least, but I won't force you into retexturing the thing. It's ultimately your map after all. 1 Quote Share this post Link to post
Captain Toenail Posted April 29, 2021 (edited) Map Name: The Badlands Author: Captain Toenail Build Time: 10 hours? Play Time: 10 minutes Music: Water World by Bobby Prince Textures: Otex Difficulty Settings: Yes Ports Tested: PrBoom+ Description: This sun-baked canyon is a dumping ground for the UAC's industrial by-products; toxic green goop and ravenous monsters. Edited April 29, 2021 by Captain Toenail new version available 2 Quote Share this post Link to post
MFG38 Posted April 29, 2021 @Captain Toenail Another great map! I liked your texture choices and the somewhat stark lighting differences - they certainly brought to mind that one map in Duke Nukem 3D. Gameplay was pretty fun as well - the Chaingunners pose somewhat of a challenge for the careless player, but there's enough cover in the map that dealing with them was never frustrating. The only minor roadblock I ran into was the shootable switch that opens the path to the yellow key - I spent an ungodly amount of time wandering around, thinking how I'd go about getting to it, until I stumbled upon it again and realized I'd missed it before. Perhaps making that slightly less missable wouldn't be amiss. 1 Quote Share this post Link to post
Death Bear Posted April 29, 2021 3 hours ago, MFG38 said: @NeilJohnRips Not one of my favorite maps gameplay-wise, but the visuals were fun to look at. The combination of skull and rock textures worked well, and the lighting work was great. Admirable use of line teleporters too. The monster combination you picked creates some delightfully hectic gameplay in the latter half of the map, but I can't say I'm a fan of dodging Revenant rockets in big open areas with next to no cover. Personal gripes aside, though, there's a good bit of challenge in the map, and it'll make a fantastic late-game map. Only minor issue I ran into was a redundant secret sector where the Chainsaw is hidden. (Also, nice MIDI! :D ) @Death Bear Good work on both of your maps! The lighting work in Powered by Grayskull was especially cool, but generally, the visuals and gameplay in both maps were commendable. I must admit that I'm a little hesitant about including Rocket Tears 2, though, because as good a map as it is, it feels a little too much like a revisit of the original Rocket Tears map. Different texture choices would have been appreciated at the very least, but I won't force you into retexturing the thing. It's ultimately your map after all. Thanks! I mean, ultimately, it's up to you. I thought it'd be cool to have a sequel/ callback since I participated in the first one, and I felt like it was an improvement over the first one while kind of sharing similarities. I can look into mixing up the textures. 1 Quote Share this post Link to post
Captain Toenail Posted April 29, 2021 (edited) Ok, here's an update: - Shootable switches now pulsate to make them more eye-catching - Moved the shootable switch near yellow key to a more obvious area - Fixed a slime trail at the exit Edited May 2, 2021 by Captain Toenail V3 now available 1 Quote Share this post Link to post
NeilForshaw Posted April 29, 2021 Thanks for the review MFG38. Quote Only minor issue I ran into was a redundant secret sector where the Chainsaw is hidden. Whoops. I must have split the secret sector during the detailing phase. I can fix that quite quickly if you want. Quote (Also, nice MIDI! :D ) Bet you'll never have thought you'd ever hear a woodblock solo in a metal song. :D 1 Quote Share this post Link to post
Death Bear Posted April 29, 2021 @MFG38 Too classic, or does this work? Spoiler 2 Quote Share this post Link to post
PeceMan Posted April 29, 2021 (edited) Made another one! Spoiler Map Name: A short Ascent Author: PeceMan Build Time: About 3 hours Play Time: Between 3 and 7 minutes Music: Yes, by zsírosbödönm, an old friend Textures: StarBr2, Metal, Door3; Floor5_3, Flat5_2, Nukage1 Difficulty Settings: Yes Ports Tested: PrBoom+ Description: A short and easy map. Weak enemies and plenty of health. (V3) https://www.mediafire.com/file/2hdpaybnu0r9qf1/A_short_Ascent.wad/file I spent around 20 hours working on one, and I still had at least 10 hours more to go. But then, I played what I had so far, and it hit me: "Wait a minute, this isnt fun", so I scrapped it. I thought I would conform with only one submission, but then I read we only had two days left, and I got inspired by the deadline and started mapping. This one is designed to be early game/ maybe even the first level. It's relatively short, and relatively easy. Players are only given the shotgun and the chaingun. Although I didn't spend much time on it, I do believe it is a finished product. Feedback is still welcome. In other news, I'll get back to playing maps in a bit. Edited May 1, 2021 by PeceMan Version 3 available 2 Quote Share this post Link to post
Worst Posted April 29, 2021 Another update to my map; difficulty settings have now been implemented: Spoiler Hard difficulty is pretty much the same as before, aside from maybe an extra monster added in some places. Medium difficulty has ~15% less monsters and little more items. Easy difficulty has ~38% less monsters and further more items, and some sector adjustments. worst_3x3-2_r3.zip 2 Quote Share this post Link to post
Dieting Hippo Posted April 30, 2021 (edited) @MFG38 Here's the last drop of 3TEK! The only difference is that there's now a music track for the map, Blades of Hell. I was originally writing it for a DOOM Hockey map but it fits pretty well here too. The information text file has also been updated with a music credit. I'm pretty happy with how the map turned out overall, this was a fun challenge! Download: 3TEK.zip Edited April 30, 2021 by Dieting Hippo 1 Quote Share this post Link to post
signaturereverie Posted April 30, 2021 (edited) how many maps and how much time is left? id like to squeeze in a speed map for this if im able to btw expect that map i was talking about some time ago to be posted in the period from a few months from now up to never lmao edit: oh yeah hell yeah im leaving home for like almost exactly 24 hours wow incredible epic very likely that im not going to submit my map Edited April 30, 2021 by reverie 0 Quote Share this post Link to post
Worst Posted April 30, 2021 (edited) 9 hours ago, reverie said: how many maps and how much time is left? I think there might be 27 or 28 maps so far, if I counted it right. I believe at the time of me writing this, there is roughly 12 hours left until the deadline hits: Quote Deadline for map submissions is April 30th, 2021 @ 11.59pm GMT. Edit: See MFG38's post below. Edited April 30, 2021 by Worst Correction 0 Quote Share this post Link to post
MFG38 Posted April 30, 2021 I'm extending the submission deadline by 12 hours. The new deadline is May 1st @ 11.59am GMT. OP will also be updated with this information shortly. 17 hours ago, Death Bear said: Too classic, or does this work? No such thing as too classic. But yeah, that looks nice. 1 hour ago, reverie said: how much time is left? As of this post, just under 24 hours. 2 Quote Share this post Link to post
MFG38 Posted April 30, 2021 @PeceMan A rather enjoyable map overall. Short, sweet and definitely on the easier side in terms of difficulty, but that's by no means a problem. While the visuals lean towards simplicity, they're surprisingly nice to look at, even if the lighting is relatively bland. As far as criticisms, the abundance of doors somewhat hurts the flow - you can safely remove a few of them. On that same note, the two exit doors make dealing with the Imps in the final room a bit of a hassle, with them being Open Wait Close actions. I'd change those into Open Stay actions. Other than that, not bad - it would indeed be a suitable first map. 1 Quote Share this post Link to post
PeceMan Posted April 30, 2021 I just played my level with a fresh mind, 24 hours later. My god it's trash. As soon as I have some free time I will go all out on issue fixing. Deadline extension appreciated. 1 Quote Share this post Link to post
MFG38 Posted April 30, 2021 (edited) And here's my second creation. Map Name: Tightrope Author: MFG38 Build Time: ~2.5 hours Play Time: varies... depending on how good you are at (and how much you love) platforming while dodging Cyberdemon rockets Music: "The Hills Have SW2SKIN Eyes", an original MIDI by myself Textures: original custom textures, also by myself Difficulty Settings: no Ports Tested: PrBoom+ 2.5.1.5, GZDoom 4.5.0 Description: The least fun Doom map you'll ever play. Very likely to become a MAP33 if the 32-map threshold ends up being met by the deadline. mfg_3x3ttwo_2.zip Edited April 30, 2021 by MFG38 3 Quote Share this post Link to post
Death Bear Posted April 30, 2021 (edited) Rocket Tears 2, v2 Mostly, I changed the decorative torches to blue, and replaced all textures/flats except MIDGRATE, BLOOD1, and BFALLS.https://www.mediafire.com/file/a08v8tq3hax4bl0/DB.RT2vB1.wad/file Edited April 30, 2021 by Death Bear 1 Quote Share this post Link to post
PeceMan Posted April 30, 2021 (edited) New version available Spoiler Map Name: A short Ascent Author: PeceMan Build Time: About 5 hours Play Time: Between 3 and 7 minutes Music: Yes, by zsírosbödönm, an old friend Textures: Difficulty Settings: Yes Ports Tested: PrBoom+ Description: A short and easy map. Weak enemies and plenty of health. https://www.mediafire.com/file/ecmtg23leemehvj/A_short_Ascent.wad/file A few gameplay changes, but mostly aesthetics. Edited April 30, 2021 by PeceMan 1 Quote Share this post Link to post
PeceMan Posted April 30, 2021 Also, while I'm at it Nukage Castle, by @jacnowak: Spoiler Solid level, had a lot of fun. Still don't know where the other secret was. And Formula 666, by @muumi: Spoiler I don't wanna jump my mark, but I believe this may have been my favourite 3x3 map so far. I'm uploading as fast as I can, apologies if i don't manage to reach your level in time 3 Quote Share this post Link to post
PeceMan Posted May 1, 2021 Metallurgy, by @PinkFlamingo: Spoiler Skull Faced B*stards, by @NeilJohnRips: Spoiler Powered by Grayskull, by @Death Bear: Spoiler Rocket Tears 2, also by @Death Bear: Spoiler The Badlands, by @Captain Toenail: Spoiler Apologies to Worst and Dieting Hippo. The footage for "ForKress of Doom", and "3Tek" got corrupted, so I'll have to replay your levels to upload them. Also apologies to battlescroll. Because of the ammount of times I died in "The Broken Fortress of Insanity", it's gonna take me just a bit longer to finish editing the video. Also to MFG38. In the case of "Tightrope", as it came later than the others, I haven't had time to record it yet. 3 Quote Share this post Link to post
dac Posted May 1, 2021 (edited) Thought I wouldn't make it, but here goes! Map Name: City of Chalk and Flame Author: Dac Build Time: 1 day, on and off Play Time: 5 minutes Music: "Avalanche" by Mark Klem Textures: GRAY5, TEKGREN5, COMPRED (new texture, taken from the MAYhem2020 resource pack), TROPSKY (new sky texture, from Matt Tropiano when he was a wee lad) Difficulty Settings: Haven't had time for it. Gotta admit this map is a bit hectic though! Ports Tested: GZDoom 4.5.0, DSDA-Doom 0.18.0, Doom Retro 4.0.9 Description: Big meaty flamebearers, lean flame invokers, and (at least) one sixth of a burning skeleton. Also a few pentagrams. NOTE: This map was done at very quick pace, and is surely unbalanced with a few texture errors. I'll probably need some more feedback to refine it into something fantastic, but for now, here it goes before the deadline comes! Screenies: Spoiler Download: https://www.dropbox.com/s/9440z7krqx5ngj1/dac_3x3x3_v01.zip?dl=0 Edited May 1, 2021 by dac 2 Quote Share this post Link to post
signaturereverie Posted May 1, 2021 1 hour ago, MFG38 said: !!! SIX HOURS REMAIN !!! yeah very much not gonna be able to make my map in time D: 0 Quote Share this post Link to post
MFG38 Posted May 1, 2021 @dac I can tell you weren't kidding when you said the map was hectic - a little too hectic for my tastes, I must admit. But I'm sure that with some difficulty setting implementation, it can be made more manageable on the easier difficulties. Personal gameplay preferences aside, I really liked the visuals - the combination of red and gray in particular works wonderfully, and the lighting work was equally excellent. The only issue I ran into was this visual glitch (see spoiler): Spoiler 0 Quote Share this post Link to post
dac Posted May 1, 2021 Damnit I thought I fixed that one, gonna sleep a while then I'll fix this stuff. That and a lot of difficulty changes! 1 Quote Share this post Link to post
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