OpenRift Posted April 26, 2021 (edited) I'm gonna be a bit slow getting started with my map. It's the last few weeks of the semester and school is being a real bitch to get through. Edited April 26, 2021 by OpenRift 2 Share this post Link to post
snapshot Posted April 28, 2021 Aw, I really like the theme and weapons of this CP, missed chance to make a level for this, oh well still gonna play it anyways! GLHF everyone 1 Share this post Link to post
OpenRift Posted April 28, 2021 Speaking of the weapons, @Doomkid I think you may wanna work on the hitscan weapons a bit, because right now they all feel the same. They're all basically shotguns in one form or another. I get that you you wanna make them powerful, but I think the blaster and pistol should probably be changed to work a bit differently. I would suggest try making the blaster more like how you did the chaingun in Rowdy Rudy II, instead of being a full-auto shotgun, since there's already an auto shotgun in the lineup. As for the pistol, I would say maybe you could try doing dual pistols instead, that would probably be the best way to keep the pistol slot useful while also not making it feel like a one-handed shotgun. 0 Share this post Link to post
OpenRift Posted April 28, 2021 On 4/25/2021 at 3:33 PM, MidnightMage said: Alright! I think I've got a finished first draft. This was a surprisingly fun map to make. I've chosen to use the Isle of Dead midi from MOHMIDI.zip Map Name: Temple of the Hula Imps Map Slot: MAP02 MIDI: Isle of the Dead No DM Starts Difficulty Settings: Implemented (ULTRA VIOLENCE is much more difficult) voltcom9map02.zip I really like that HUD! What source port is that? 1 Share this post Link to post
Doomkid Posted April 29, 2021 (edited) Omniarch, due to being very busy when it comes to Doom projects, has kindly handed his slot off to @sluggard. I’m glad to have you on board sluggard, love the maps I’ve seen by you in the past and am looking forward to playing another one! @OpenRift I’m happy with the guns as they are now. They’re ridiculously powerful just as a break from the norm. The only reason the pistol is still viable in vanilla Doom after you get the CG: the CG forces you to fire twice arbitrarily and I didn’t want to implement that. All that leaves us with is the SG/SSG, and in this mod the SSG is just an upgraded SG. This is why the more powerful hitscans don’t show up til later, because they usurp the smaller ones that you start with. tl;dr the weapons feel fine as they are! Also, these slots all filled up fast, so I’ll go ahead and get a soft deadline in place - please have a map submitted to me by June 6th. There will still be room for revisions and improvements to your map after that, but I’d like to at least have something from each author by then! Edited April 29, 2021 by Doomkid 5 Share this post Link to post
xX_Lol6_Xx Posted April 29, 2021 (edited) Do you already have people for the title screen demos? If not, I'd like to do some when the wad is finished :) Lil edit: Whenever the wad is finished (I read that the map submission deadline is June 6) mention me, so I can do a couple of demos Edited May 1, 2021 by Lol 6 2 Share this post Link to post
Lippeth Posted April 30, 2021 Had a lot of fun with the demo; love the setting, monsters and weapons. Excited to see how the finished wad comes out! 1 Share this post Link to post
Scypek2 Posted April 30, 2021 I see both MAP17 and MAP20 are claimed by me now... I could maybe make two maps, but I think I'd rather un-claim MAP17 for the time being. MAP20 seems like enough. 2 Share this post Link to post
Peccatum Mihzamiz Posted May 1, 2021 (edited) Late to the party and all slots are claimed as far as I can see.Edit: I would like to take over @Scypek2's slot: MAP17. Ray Mohawk was one of the first WADs I played (for real) and I would love to make a map for it :D ! Edited May 1, 2021 by Peccatum Mihzamiz 2 Share this post Link to post
Doomkid Posted May 1, 2021 No worries at all Scypek, and happy to have you on board Peccatum! 1 Share this post Link to post
ignatiOS Posted May 1, 2021 Are you planning to add any bonus levels like in RRudy 2? 1 Share this post Link to post
Doomkid Posted May 1, 2021 Well, in Rudy2 the bonus maps weren’t really intentional. Two of the maps I received were not vanilla compatible, but were far too enjoyable to simply toss, so they became the bonus maps. I’m hoping every submission I get will be vanilla this time around, but if I do receive some fun non-vanilla maps, id happily include them as bonus maps in an expansion wad. 4 Share this post Link to post
ignatiOS Posted May 1, 2021 (edited) I may start my map today! My weeks been pretty busy but I’m able to do stuff today. I’m gonna try to replicate what map01 did well with the advantage of having the whole of Ray’s arsenal to hopefully make a pretty awesome map! :D Edit: Are we allowed to use the Cyberdemons or is it exclusive to something like the last 3 maps? Edited May 1, 2021 by IggySqiggles 2 Share this post Link to post
ignatiOS Posted May 1, 2021 Ahhh help! How do I use Mohawk2a with UDB? 0 Share this post Link to post
ignatiOS Posted May 1, 2021 (edited) Day One! Spoiler (I have tested this in chocolate doom and forced to say this is pushing Doom II to it's limits to the point where basically the whole screen would commit die if you go out of bounds haha) Edited May 1, 2021 by IggySqiggles 4 Share this post Link to post
Cheesewheel Posted May 1, 2021 Having a great time making Surf's up in Nuketown! Difficult to cram so many monsters into vanilla compat - cell cannon is insane so you need loads!!! 8 Share this post Link to post
Doomkid Posted May 1, 2021 6 hours ago, IggySqiggles said: Day One! (I have tested this in chocolate doom and forced to say this is pushing Doom II to it's limits to the point where basically the whole screen would commit die if you go out of bounds haha) That map looks really adorable, and as long as the game doesn't crash in the playable area, that's no problem at all :) 4 hours ago, Cheesewheel said: Having a great time making Surf's up in Nuketown! Difficult to cram so many monsters into vanilla compat - cell cannon is insane so you need loads!!! Awesome looking map, can't wait to play it! 1 Share this post Link to post
Hitboi Posted May 1, 2021 On 4/25/2021 at 6:10 PM, Doomkid said: Sure, it's the original/unused Doom 2 Cover art: Thanks! But I've changed my idea and I don't want to make a marble texture. I'm gonna delete my old map and make a new one. 6 hours ago, IggySqiggles said: (I have tested this in chocolate doom and forced to say this is pushing Doom II to it's limits to the point where basically the whole screen would commit die if you go out of bounds haha) lol I guess that error is a result of a visplane overflow. I recommend you to merge some sectors or put a barrier. 1 Share this post Link to post
Cheesewheel Posted May 1, 2021 (edited) Here is my first draft, no difficulty settings implemented at the moment and only 1 player start. It's on MAP03. Will update this post only with map changes. Just about fits into chocolate doom - any more geometry and it will explode! Name: Surf's up in Nuketown MIDI: Duran Duran - Girls on Film DL: SUINTV1.1.zip Screens: Spoiler Edited May 29, 2021 by Cheesewheel Changed up cell cannon progression - made some difficulty tweaks 5 Share this post Link to post
Doomkid Posted May 2, 2021 16 hours ago, Cheesewheel said: Here is my first draft, no difficulty settings implemented at the moment and only 1 player start. It's on MAP03. Extremely fun map, very catchy and suitable MIDI.. You really hit the nail on the head, I had a blast playing this! Didn't find a single bug or anything either. Great submission! 0 Share this post Link to post
Moustachio Posted May 3, 2021 Some progress shots. I'm going for a hidden beach temple theme with a fun twist at the end. I expect to take most of May on this one, as I've got about 25% done so far. 4 Share this post Link to post
Scypek2 Posted May 4, 2021 (edited) I've made the beginning and the end of my map, and a fair amount of the middle! Here's a teaser for now: I'm torn between using Last Resort from Revolution MIDI Pack, and using something more intense and epic for the final map. I feel like Last Resort deserves to be in at least one Mohawk map. Edited May 4, 2021 by Scypek2 9 Share this post Link to post
Doomkid Posted May 4, 2021 Those screenshots are looking awesome, fellas! Can’t wait to try them once they’re finished. Also, I think Last Resort would be a perfect fit for the final battle. 1 Share this post Link to post
Scypek2 Posted May 4, 2021 I just noticed that the weapon progression list allows the Blaster from MAP07 onwards, but both the flamethrower and BFG from MAP09 onward... wouldn't it be better to allow the flamethrower earlier, and the Blaster later? The Blaster is the most versatile, being strong, accurate and long-range all at once. It also uses the same ammo as pistol, while the flamethrower's usage could be further regulated thanks to its unique ammo type. 4 Share this post Link to post
Doomkid Posted May 4, 2021 Your logic is impeccable, Scypek. Even though it isn’t the toughest weapon, I thought the flamethrower was kind of a gimmicky/specialty weapon, so I wanted it (along the BFG) to be the last weapon the player collected. Not nearly as solid as the reasoning you used!.. at this point though, I wouldn’t want to ask any mappers to make revisions based on my lack of foresight - the maps will be rearranged (somewhat) to suit their difficulty, so hopefully that rearrangement process will be enough to counteract any weirdness in the difficulty curve caused by my cavalier approach to doling out the weapons.. 5 Share this post Link to post
Hitboi Posted May 6, 2021 I'm gonna reserve Map05 so others can have the chance to replace it. Spoiler Maybe... 1 Share this post Link to post
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