xdude_gamer Posted September 6, 2021 Yeah it's a big ass brick but it'll be alright I guess. I should add some nukage sooner or later but until I receive proper criticism I won't. Remake of a MIDI I made on August 3, 2021. It was meant for a PWAD I was creating, but I got bored and ended up having this stored away somewhere. I was watching Jimmy Paddock do some speedmidi streams and I heard one of his songs and received a lapse of creativity. I've never released it before. Mysterious Power MIDI!.zip Frick I forgot deathmatch starts so here E1M9 again.zip 0 Quote Share this post Link to post
DJVCardMaster Posted September 6, 2021 Ok I'm up to take E3M5 aswell 2 Quote Share this post Link to post
OpenRift Posted September 6, 2021 3 hours ago, DJVCardMaster said: Ok I'm up to take E3M5 aswell Added. 1 Quote Share this post Link to post
OpenRift Posted September 6, 2021 4 hours ago, xdude_gamer said: Map looks like this You may want to put some more variety in item pickups as well as including some more map detail. I'd say you may want to practice mapping more before making a submission. 1 Quote Share this post Link to post
OpenRift Posted September 6, 2021 4 hours ago, xdude_gamer said: Map looks like this You may want to put some more variety in item pickups as well as including some more map detail. I'd say you may want to practice mapping more before making a submission. 1 Quote Share this post Link to post
DJVCardMaster Posted September 6, 2021 23 minutes ago, OpenRift said: Added. Done. Download: 1000 Years of Unholiness (V1) E1M1 with a hellish twist, another reclicled map I had for a stupid mapset I made long time ago, with many more rooms, as the original one only had the two first rooms of the E1M1 map. Music: Soundgarden - Room 1000 Years Wide 6 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 (edited) 5 minutes ago, DJVCardMaster said: Done. Download: 1000 Years of Unholiness (V1) E1M1 with a hellish twist, another reclicled map I had for a stupid mapset I made long time ago, with many more rooms, as the original one only had the two first rooms of the E1M1 map. Music: Soundgarden - Room 1000 Years Wide Wow. I have no words, this is excellent. I can't wait to deathmatch in here. Speaking of an inaugural deathmatch: Will they be holding any sort of celebration deathmatch thing once Twango is done being built? If so, I gotta join it sometime. Edited September 6, 2021 by xdude_gamer 2 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 Another long song. 4:26! Tell me your thoughts. I think it would make for a nice addition to an Episode 3 or Episode 4 map. a sad song.zip 1 Quote Share this post Link to post
OpenRift Posted September 6, 2021 4 hours ago, xdude_gamer said: Map looks like this You may want to put some more variety in item pickups as well as including some more map detail. I'd say you may want to practice mapping more before making a submission. 0 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 58 minutes ago, OpenRift said: You may want to put some more variety in item pickups as well as including some more map detail. I'd say you may want to practice mapping more before making a submission. I got it the first like three times. Also, is my music good for Twango lol 1 Quote Share this post Link to post
OpenRift Posted September 6, 2021 Just now, xdude_gamer said: I got it the first like three times. Also, is my music good for Twango lol Actually, I already had a very similar MIDI I planned on using that I rearranged. D_E3M1.zip 0 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 2 minutes ago, OpenRift said: Actually, I already had a very similar MIDI I planned on using that I rearranged. D_E3M1.zip Well that's neat! I like that piece too. Perhaps we could use all three in some place or another? 0 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 So as such, I think until now these four MIDIs will have to do until I can see other people's levels. It's a little hard to create a MIDI off of hypothetical level design as of right now, so I think the other MIDIs I can come up with will have to stay in anonymity. xdude's twango midis.zip 1 Quote Share this post Link to post
DJVCardMaster Posted September 6, 2021 On 9/3/2021 at 4:56 PM, Worriedidiot said: Here's an updated version. Hopefully I fixed the problems with it. I have a bad habit of making updates to maps that make them worse, but I hope that's not the case now. E2M1Death_V2.rar At least when doing tests in Doom Builder, and Chocolate Doom (Similar source-ports) you can add to the "testing parameters" menu of the builder, "-altdeath" to check every single spawning spot whenever you press F9, as this will make you start the level in a random DM spawn of the map. Alright, doing some feedback tests: On 9/5/2021 at 1:38 PM, SkeletronMK666 said: https://www.mediafire.com/file/3aajv8kkmg6sils/turnaround.wad/file here is someting i put together, the map is called "Turnaround" The map is pretty spacious, making the rocket launcher and plasma rifle trivial to use, as they are easily avoidable. It can be shrunk down a little bit to solve this problem. You can also add something new at the east side, to have a little bit more variants. My biggest grippe here would be texturing, which look amateurish, even for Sandy Petersen standards, some textures like SUPPORT2 or DOORRED should not be there. It could really fit the E2M8 slot though, but I'll recommend you to check out how texturing works on E2 maps, you know, castle-like tech-bases that look old and decaying, and at some places is getting corrupted by hell (Vines or bricks work great in this case). SUPPORT2 or SUPPORT3 are usually used to transition softly between different wall textures. My best advice is to check out Doomkid's video-tutorials, as they are great for starters. On 9/5/2021 at 5:21 PM, Walter confetti said: Sign me E2M9. Also, a first draft of the map, enjoy! Feedback is highly encouraged, since i'm not a top DM mapper... But i think it's good even if it fells a little too big? dm-thing.zip Nice Tom Hall approach here, fells like a good looking Greenwar DM map, although I think it is pretty big for regular DM standards, some parts of it, such as the caves, could be placed near the rest of the level, as combat here could take some time while trying to find your opponents. Indeed it's big, some shrunking would be fitting. 7 hours ago, xdude_gamer said: Surprise! I made an E1M9 deathmatch map myself. It's my first ever DM map. It's a rather short but complicated looking map. Lots of symmetry and stuff. One secret. A ton of backpacks so that everyone can get every ammo! Edits are welcome. TwangoE1M9.zip It's pretty simple, it tries to look like E1M9 at some points, but feels again, like an amateurish job at times. It lacks verticality or different height levels at times, and that SUPPORT2 door is certainly something I would not aim to do, in fact, the less doors in DM, the better. The inside rooms could be remade, and also add some more variety outside, or at the northern section. Obviously adding more rooms with stairs would fit, just like the original E1M9 did, in fact E1M9 was one of the better Ultimate Doom maps for DM, because of verticality, and being able to circle around the map freely without loosing too much momentum. The BFG secret should be opened by another thing, like a switch or a walk-over trigger, as it fastens gameplay without making it easier for players to be obtained. Also, don't make rooms so dark like the one with the plasma rifle. It could also get some extra texture work aswell. 4 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 I kinda suck at making maps in general so it's not a biggie 2 Quote Share this post Link to post
Dusty_Rhodes Posted September 6, 2021 2 minutes ago, xdude_gamer said: I kinda suck at making maps in general so it's not a biggie Everyone starts somewhere though. Keep practicing. It's so fun when you get into the mindset of mapping. 1 Quote Share this post Link to post
SkeletronMK666 Posted September 6, 2021 texturing is ALWAYS my weakest point when making maps, and i usually make them too big, however im told my layouts are pretty good most of the time! i'll need to go back and somehow add more geometry to it to make the huge spaces smaller. 2 Quote Share this post Link to post
Dusty_Rhodes Posted September 6, 2021 1 minute ago, SkeletronMK666 said: texturing is ALWAYS my weakest point when making maps, and i usually make them too big, however im told my layouts are pretty good most of the time! i'll need to go back and somehow add more geometry to it to make the huge spaces smaller. I have a harder time with layouts, but I'm pretty good at texturing. If you need any help, I'm open. 0 Quote Share this post Link to post
DJVCardMaster Posted September 6, 2021 21 hours ago, forgettablepyromaniac said: adding textures in vanilla doom 1 is fucking weird so it's broken in vanilla atm but whoever is compiling everything together probably knows what's up. It works in Zando though, and I tried it with Zando bots and it was kinda cool ngl TwangoE3M3.zip tell me what to add/change also i need to fix the sig texture dont yell at me i know it's cut off Yes, this one fells claustrophobic, and small, maybe some more rooms or connections between areas aswell, the style I think is on point for E3M3. As Doomkid says in his tutorials, most "connecting" areas, tunnels or corridors, should be wider than 128, at least 160 map units, just to avoid bottlenecking and the usual rocket spammer aiming for said corridors, without making said gun useless. 160/192 work great here. Dark rooms are pretty dark, and makes rocket cheesing corridors even easier. I guess some kind of room at the middle of it would work great, as it provides some alternatives. You can circle this map really well, but there are no variants at going left to right, which make short maps like this, suffer a bit. Also I have a doubt, is it expected to run from the BFG platform to the armor one to get it, right? 2 Quote Share this post Link to post
DJVCardMaster Posted September 6, 2021 8 minutes ago, xdude_gamer said: I kinda suck at making maps in general so it's not a biggie Don't worry, making DM maps is simple and fun, you can keep trying with this layout as much as possible, or switch to another one. You don't have to worry about those pesky monsters in your way. 1 Quote Share this post Link to post
OpenRift Posted September 6, 2021 3 hours ago, DJVCardMaster said: Done. Download: 1000 Years of Unholiness (V1) E1M1 with a hellish twist, another reclicled map I had for a stupid mapset I made long time ago, with many more rooms, as the original one only had the two first rooms of the E1M1 map. Music: Soundgarden - Room 1000 Years Wide How the hell are you churning these out so fast?! God damn. 3 Quote Share this post Link to post
DJVCardMaster Posted September 6, 2021 6 minutes ago, OpenRift said: How the hell are you churning these out so fast?! God damn. Both maps had a basic old layout and were done, years ago, I added some more gameplay, rooms and connectivity to them, as they were rejected from ZDaemon projects for a reason. They were simpler and uglier. My Singleplayer maps have quite some heavy "ring" interconnectivity lately, so I try to use it to my advantage. Here there are the old layouts (Also, they were in Doom in Hexen format, awful!): I deleted the watermark and the GL marks (The clan tag of the old ZDaemon days) This one was just lame, and a BFG spam, although it looked good (Is just the first two rooms of E1M1 and nothing else, no more twists to it). 3 Quote Share this post Link to post
Mystic 256 Posted September 6, 2021 everything is going pretty good so far, I should have something cool to show pretty soon hopefully though it is a bit hard to work consistently when I get interrupted by various things 2 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 I saw this fun looking Dr. Sleep map called "Crossing Acheron" which I think could make a good E3 or E4 deathmatch map if enemies are removed. 1994 stuff too, replaces E1M3 in the original and as such was part of a set of maps he was making to look like Dante's Inferno (which is of course set in Hell). 0 Quote Share this post Link to post
SkeletronMK666 Posted September 6, 2021 https://www.mediafire.com/file/1n62d5s3q3eo5x8/turnaround%282%29.wad/file fixed the door textures, that was actually unintended, also varied the textures a bit, added more geometry to tighten up the open areas. 2 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 Looking through 80s metal songs and found this! "I Want Out" by Helloween just screams title screen music to me. Title for Twango.zip 3 Quote Share this post Link to post
forgettable pyromaniac Posted September 6, 2021 1 hour ago, DJVCardMaster said: Is it expected to run from the BFG platform to the armor one to get it, right? Yes, that is. I'll mess with the halls and making a room in the middle and such to see what sticks. 2 Quote Share this post Link to post
xdude_gamer Posted September 6, 2021 @OpenRiftWhen the Ultimate Twango is finished, will there be a big grand deathmatch on Chocolate Doom or something like that lol? 2 Quote Share this post Link to post
MAN_WITH_GUN Posted September 6, 2021 I'd like to take E2M4 slot, my fav doom level of all time. 2 Quote Share this post Link to post
xdude_gamer Posted September 7, 2021 Credits screen for current development perhaps? 2 Quote Share this post Link to post
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