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PUSS IX: MAPPING AT WARPSPEED - BETA 3 Released [May-June Speedmapping Event]


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Hell yeah!

I've been waiting for more AA inspired maps, there really is a criminally low number of them. Can't wait for this!

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1 hour ago, Theperson said:

Wait can my map start of in a tube in a ufo?

Its still in one but i dont know it would count?

 

Starting in a UFO is perfectly fine, as long as of at some point you leave the UFO and enter a new one to leave the level. 

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Aww. Thanks for the shoutout. You’re not wrong. 🤣🤘

 

13 hours ago, BluePineapple72 said:

Due to the Incessant Flow of Time, there is no cap to how many maps you can submit to these events. I'm estimating that @Death Bear already has five or so planned. I challenge any of you to try and make more maps than him. As they say, the more the merrier.

 

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Map Name: I Skillsawed the Aliens

Author: Death Bear

Music: Incessant Flow of Time by Stuart Rynn

Sky: Two Skies from aatex

Format: Boom (Doom 2)

Difficulty Settings: No

Build Time: 9.5 Hours

Comments: Homage to Ep1 of AAliens with combination of alien textures and pyramids. Pyramid hub with turrets, continually opening areas, lots of alien lights. My UFO isn’t quite as impressive as the originals. Contains Wolf Warps, and some "redraws" from Map01. The exit teleport will eventually be replaced retroactively by another author’s spaceship. (Might change the name for Blue's convenience). Run with palleted aatex, and aamons.

Spoiler

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Enjoy!

Download: https://www.mediafire.com/file/jl976xz1lrqyelg/DB.ISTAv4.wad/file
v1b: Attempted to fix a bug with players getting stuck in wolf warps. Hopefully, this fixes it.
v3: 
- Warps were replaced. Hopefully no issues now, at all. (Thanks Danlex and Myolden)
- Texture fixes
- Fixed a sky bleed (Thanks, Blue)
- Spiced up several of the traps, and changed the pacing a little (Thanks, Myolden).
- Added more spice to the final fight.
- Added Myolden's UFO to an end area, and directly connected exit UFO

- Fixed button position to escape from trap
v4:
-Added a slight more ammo and health
-Fixed a few textures
-Changed a lift action to a gen floor action
-Removed music-killing items in warps, I think (and tested in PRBoom+)
-Lightened up the second and third trap areas
-Removed a tag from the exit fragment that was causing it to lower

Edited by Death Bear
Updated to v4 (5/29/21)

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Map Name: Ancient Covenant
Author: myolden
Music: Desk Lamp by Stuart Rynn
Sky: Default AA sky
Format: Boom
Difficulty Settings: No
Build Time: 10 Hours
Comments: I still need to add difficulties.

 

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AC-01.png.9281c34bfe15e20e02bfd07f1171ef51.pngAC-02.png.c321898a73664de7dbb49482c33e97f2.pngAC-03.png.b9c3f5ca0ecd94e867694784220ae5d3.pngAC-04.png.a16395d76187738d204707955d93770d.pngAC-05.png.e5ba2b5a3d33ea56c32de7023da371e6.pngAC-06.png.bfb6036df39b44a58111116186fcf26c.png

 

Ancient Covenant v2.zip

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v4 Notes:

1. Fixed an issue where revenants had trouble spawning during the yellow key fight

2. Changed the blue key door to open/close instead of open stay

3. Added difficulties

4. Moved some monster closets further out so the player can't hear them in the main map

5. I definitely didn't add a secret room at the start of the map. You definitely won't find anything at the start of the map after getting the yellow key. If @BluePineapple72 went back to the beginning of the map after getting the yellow key, he would definitely NOT find a secret room.

 

Ancient Covenant v4.zip 

Edited by myolden

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Map Name: Trespasser
Author: notTyrone

Music: Icicles - Jimmy

Format: Boom

Difficulty Settings: Yes (roughly)

Build Time: Just about 9 hours

Comments: You've been dropped off at an unknown facility.  It's quite clear you are not welcome.  Find they way to the mountain pass where there's hopefully a way out.  Also, who is that guy?

TrespasserV1_PUSSIX.zip

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Slowly but surely chipping away on my next one, Ursae Minoris, inspired by Ep2 of AAliens. Almost 2 Hours in.

 

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UM.2.png.ba46dafc9908b4853e71a2ae14136150.png

 

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To allow for more time on my part to finish up older wads and to prepare new events, I'm pushing the Mapping at Warpspeed deadline back into June. 


I simply need more time to catch up on my backlog of works. Likewise, I imagine an extra month will give more people breathing room to participate in this project.

 

Our June event has been postponed until November and our August event reserved for next year. July-August will be the Summer of Slaughter.

 

So with that being said, Mapping at Warpspeed will continue as normal, only that there is now an extra month tacked on for more folks to hop aboard the starship! Let's hit Warp 11 baby!

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Map Name: Oberth Malfunction
Author: notTyrone

Music: Stuart Rynn - Alien Forest

Format: Boom

Difficulty Settings: Yes (roughly)

Build Time: Just shy of 10 hours

Comments: A slight miscalculation has "landed" you here.  This is not a friendly place (as is tradition).

Oberth MalfunctionV1.zip

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Spoiler

 

Alpha Release playtest of Maps 1-4 with SUPERCHARGE. Lots of fun. (I cheated just a little. Just attempting to see if anything was obvious or broke). 

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Final Update: Thanks to @Death Bear@Danlex@BluePineapple72, and @FrancisT218 (on Twitch) for the testing and feedback!

1. Fixed an issue with the sky.

2. Made the hint for the secret a little more noticeable.

3. Changed which sector is tagged as secret due to an issue where the secret would not tag properly in some sourecports.

4. Added some ammo throughout the map.

5. Added some chaingunners so the player can get a chaingun.

6. Increased the duration of the red skull key trap (this is the originally intended duration that I mistakenly forgot to extend when I went from 2 to 4 revenants)

7. Fixed a few spots where textures were not correct.

8. Slightly changed the wording in the super secret area

9. Shortened the hallway in the yellow skull key room to prevent players from cheesing the fight

10. Fixed some minor texture alignment issues

11. Added @notTyrone's UFO to the exit.

Ancient Covenant v6.zip

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Two important links:

 

1. Pre-release.

 

Since the original due date for this project was yesterday, I thought I'd drop what we have insofar here for folks to check out before the final wad releases late June.

 

2. Updated Resource file.

 

A lot of folks have been having issues with the texture pack linked in the OP. That link has been updated to this one, which contains a switch fix for non animating switch textures as well as updated and paletted graphics. Special thanks to @skillsaw @BlooberryPi3 and @myolden

 

NOTE - You'll still need to use aa-mons.wad from the Ancient Aliens texture pack linked on idgames to get the custom monsters.

Edited by BluePineapple72

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Map Name: Ursae Minoris

Author: Death Bear

Music: Depth Charge by Stuart Rynn

Sky: Skies from aatex

Format: Boom (Doom 2)

Difficulty Settings: No

Build Time: 10 Hours (3 Hours for Central Area, 7 for Main part of the map.)

Comments: Part 1 of the Planet Chasers Saga. Bear Warps. AAliens Ep2 vibes. Telefrag you some Spiders, and blow things up. Tested in GZDoom and PRBoom+. Enjoy. Needs both updated aa-tex and aa-mons from OP.

Download: https://www.mediafire.com/file/wh5xsaf38cpijlm/DB.UrMin.v1.wad/file
 

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Map Name: Ursae Majoris

Author: Death Bear

Music: Space Train by Stuart Rynn

Sky: Skies from aatex

Format: Boom (Doom 2)

Difficulty Settings: No

Build Time: 10 Hours (3 Hours for Central Area, 7 for Main part of the map.)

Comments: Part 2 of the Planet Chasers Saga. Bear Warps. More AAliens Ep2 vibes. Four arenas. There is not a sweet, multilayered secret. Nope. I hate secrets in my maps. Will be updated for UFO from next submitted map (currently just a bear warp). Tested in GZDoom and PRBoom+. Enjoy. Needs both updated aa-tex and aa-mons from OP.

NOTE: After playing through again, I felt like there wasn't enough health in the second arena. Will be adding more on next update.

Download: VERSION 3: https://www.mediafire.com/file/8x8tfufp7yejyih/DB.UrMaj.v3.wad/file
Update v2 includes:
Did some texture realignments.
Fixed the lift in central area not working.
Fixed a weird softlock thing in first arena.
Extended one boundary out that was causing skybox overlap.
Fixed some missing textures on end portal.
Update v3 includes:
Some fixed doors, some stuck monsters, and added health to final fight. (Thanks, MUUMI)

Spoiler

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Edited by Death Bear
Song Updates (5/30), Update to Map06 (6/7), (6/11)

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Map Name: Holodeck

Author: myolden

Music: Gold Rush by Stuart Rynn

Sky: SKYAA_01

Format: Boom (Doom 2)

Difficulty Settings: No

Build Time: Either 8.5 or 9.5 hours (see Comments)

Comments: A relatively short techbase map where a big chunk of the build time went into the floors. I think I may have forgotten to add one hour of build time to my notepad file where I track that, so I'm going to assume I did forget and cap myself at 9 recorded hours. I may add some secrets when I go to update the map after playtesting. I also left an open platform at the end of the map where the next UFO will go.

 

Spoiler

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Holodeck.zip

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A quick v2 update:

1. Removed some shotgun ammo

2. Fixed an issue where a few monsters couldn't leave their closets

3. Added some more monsters to existing closets to even out the ammo to monster ratio.

Holodeck v2.zip

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Map Name: Moon Funeral

Author: myolden

Music: Alien Forest by Stuart Rynn

Sky: SKYAA_11

Format: Boom (Doom 2)

Difficulty Settings: No

Build Time: 9 hours

Comments: I left myself with 1 hour of edit time to detail the end of the map after the exit UFO is added and to possibly alter some map geometry based on feedback. Whatever time is left over after that will go into more cosmetic detail.

Moon_Funeral.zip

 

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Map Name: Alien Tartarus

Author: Muumi

Music: basement from resurgence (used in aa map 21)

Sky: SKYAA_01

Format: Boom (Doom 2)

Difficulty Settings: No

Build Time: around 8 hours

Comments: Evershifting stone structure amidst stars. Full of traps and poor aliens to torment.

 

alien_tartarus.zip

 

Spoiler

doom07.png.3a5fb3f7357fabd59909f72cc9f09524.png

 

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Hey, I'm using the aa-tex and aa-mon WADs as resources in Doom Builder 2, but the weapon sprites are all weird. Is there a solution to this problem?

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1 hour ago, AtticTelephone said:

Hey, I'm using the aa-tex and aa-mon WADs as resources in Doom Builder 2, but the weapon sprites are all weird. Is there a solution to this problem?

The easiest way to fix this would be to use the Mapping at Warpspeed Alpha I posted a few days back. 
 

The aa-Tex wad requires mappers to add vanilla doom sprites into the resource by hand and then converting them into the new palette that aaliens has. I’ve gone ahead and done this (as well as a few other things) for the WARP alpha. If you download that and use it as a resource, you shouldn’t have any issues. 
 

edit: I’ll link the most recent version of the alpha here in a moment. 

Edited by BluePineapple72

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Map Name: Lagrange Disruption
Author: notTyrone

Music: Stuart Rynn - Garden of Lost Souls

Format: Boom

Difficulty Settings: Yes (roughly)

Build Time: Just shy of 10 hours

Comments: You've crashed.  Should probably fix that.

Lagrange Disruption.zip

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Map Name: Another glance at the paradise

Author: Muumi

Music: The Incessant Flow of Time (aa map02)

Sky: SKYAA_13

Format: Boom (Doom 2)

Difficulty Settings: No

Build Time: 10 hours of incessant flow of time

Comments: After landing to a garden of ethereal beauty, strangest feel of dejavu fills doomguy. Hell, what is this place? Only thing to do is push forward to see if this mystery can be revealed! (This map is complete bananas, good luck for anyone playing this...)

 

another_glance_at_the_paradise.zip

doom10.png.c371506eba1e5e837419083be3159b2e.png

 

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Map Name: Electron Avenue
Author: Death Bear
Music: GOTO 10 by Stuart Rynn
Sky: Skies from aatex
Format: Boom (Doom 2)
Difficulty Settings: No
Build Time: 10 Hours (3 Hours for Central Area, .5 Hours for vanity-aesthetic buildings. 6.5 for Main part of the map.)
Comments: Part 3 of the Planet Chasers Saga. Bear Warps. More AAliens Ep2 vibes. Compact map with mostly timed-waves of enemies. Tested in GZDoom and PRBoom+. Enjoy.
https://www.mediafire.com/file/7tehd0x4hmba1y4/DB.EleAve.v1.wad/file
 

Spoiler

EleAve3.png.28a1c8b62fc372b7c16f3e646da7469f.png

 

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Map Name: Electron Boogaloo
Author: Death Bear
Music: Web of Steel by Stuart Rynn
Sky: Skies from aatex
Format: Boom (Doom 2)
Difficulty Settings: No
Build Time: 10 Hours (Heavily spent on voodoo dolls).
Comments: Part 4 of the Planet Chasers Saga. More AAliens Ep2 vibes. Compact-ish map with large fights, some timed. UFO to MAP15 will be added retroactively. Tested in GZDoom and PRBoom+. Enjoy.
https://www.mediafire.com/file/hqms9o6n7wfocs8/DB.EleBoog.v1.wad/file

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