The_SloVinator Posted September 20, 2021 Title: Gamma Base Author: The_SloVinator Slot: E1M7 Music: Ascension by Psyrus Port: Vanilla Tested with: Chocolate Doom, Zandronum Editors used: GZDB, Slade3, Doom Writer New graphics: DWANGO textures & my signature. Build Time: A bit more than a week for the original map. Then I took less than a week to redo it. Description: Here it is. My first second multiplayer map that I made for Doom. I'm proud of it and I tested it in multiplayer match with bots on highest difficulty. Seems to be good so far. A much smaller map with 5 player spawns plus I added a new sky. :) (Forgot where I got the sky texture from since I have it in my folder for years now. It's called 'STAR3'.) Less corridor interconnection this time as well. mp_E1M7 - Gamma Base.zip 6 Quote Share this post Link to post
Pistoolkip Posted September 20, 2021 Looking good! I like the E1M7 look and feel while not being too overly complex in its layout. Can't wait to play this 1 Quote Share this post Link to post
OpenRift Posted September 20, 2021 21 hours ago, ZeMystic said: Can I yoink a second slot, with E2M8? Gotcha, added. 1 Quote Share this post Link to post
OpenRift Posted September 20, 2021 9 hours ago, xdude_gamer said: Give us a second! We have 3 or 4 maps still unfinished for beta testing. A bit more than that, I think. 0 Quote Share this post Link to post
xdude_gamer Posted September 20, 2021 2 hours ago, OpenRift said: A bit more than that, I think. Well, 3 or 4 still needed to be taken, about 10 still unfinished 0 Quote Share this post Link to post
Mike_C Posted September 21, 2021 I would like to make a map for this, can I take E4M8? 0 Quote Share this post Link to post
magicsofa Posted September 21, 2021 On 9/19/2021 at 4:59 PM, xdude_gamer said: How about these apples? EXITSIGN cannot tile vertically in vanilla. Only 128 pixel tall textures can properly tile. This includes having any offset that would pass the upper or lower boundary of the texture, i.e. moving STEP1 up 16 pixels will cause tutti frutti 3 Quote Share this post Link to post
OpenRift Posted September 21, 2021 6 hours ago, Mike_C said: I would like to make a map for this, can I take E4M8? Yeah, that's fine. I'll move you there. 1 Quote Share this post Link to post
xdude_gamer Posted September 21, 2021 5 hours ago, magicsofa said: EXITSIGN cannot tile vertically in vanilla. Only 128 pixel tall textures can properly tile. This includes having any offset that would pass the upper or lower boundary of the texture, i.e. moving STEP1 up 16 pixels will cause tutti frutti Huh, I didn't actually know that to be honest. I'll take that into consideration for future vanilla mapping purposes that I may have later, since with the help and guidance of OpenRift I have decided to hang up my boots for mapping, so to speak, and just keep my musical contributions instead. 2 Quote Share this post Link to post
TheBlurCafe Posted September 21, 2021 23 minutes ago, xdude_gamer said: I have decided to hang up my boots for mapping, so to speak, and just keep my musical contributions instead. Aw man, that's a shame. Hope I get to listen to more of those good MIDIs you made tho. 2 Quote Share this post Link to post
xdude_gamer Posted September 21, 2021 Just now, TheBlurCafe said: Aw man, that's a shame. Hope I get to listen to more of those good MIDIs you made tho. Me too :) My mapping is definitely getting better. Maybe I can make some great maps for the TNT Twango project, perish the thought! 3 Quote Share this post Link to post
Mr.Rocket Posted September 22, 2021 (edited) Well here's this so far: E2M6 - O' DAMN ODAMN.zip You'll also notice a new wooden version TWANGO texture. :P View the readme on info about how to get the Soulsphere also. This isn't a final version of course, but pretty close. Let me know what you think. Cheers! Edited September 22, 2021 by Mr.Rocket 5 Quote Share this post Link to post
xdude_gamer Posted September 22, 2021 19 minutes ago, Mr.Rocket said: Well here's this so far: E2M6 - O' DAMN ODAMN.zip You'll also notice a new wooden version TWANGO texture. :P View the readme on info about how to get the Soulsphere also. This isn't a final version of course, but pretty close. Let me know what you think. Cheers! It's pretty cool, and it has a funny name 0 Quote Share this post Link to post
OpenRift Posted September 23, 2021 3 hours ago, Mr.Rocket said: Well here's this so far: E2M6 - O' DAMN ODAMN.zip You'll also notice a new wooden version TWANGO texture. :P View the readme on info about how to get the Soulsphere also. This isn't a final version of course, but pretty close. Let me know what you think. Cheers! Oh damn! (lol) Fantastic mapping as usual, Rocket. Gives off a very Bourgeoise Deathmatch feel in terms of its texture use and use of detail. Also, really digging the custom TWANGO texture. 2 Quote Share this post Link to post
Mr.Rocket Posted September 23, 2021 (edited) 16 minutes ago, OpenRift said: Bourgeoise Deathmatch feel Thanks! I was kind of shooting for that actually. :P I'm updating it a little at the moment. It's getting a little tricky fighting the PLN max in a couple spots, but still staying at or just under 100. ~ expect a small update soon. ps. you might notice the super secret teleport switch just behind the Soulsphere.. it opens a wall to another teleport which gives the player an alternate route back to the small tech area.. first time I've tried doing something like that in a DM level.. wondering if I should keep it, and if I do I should at least put something in there, maybe.. ~ single player currently has imps in the red room teleport area. Edited September 23, 2021 by Mr.Rocket 1 Quote Share this post Link to post
Dusty_Rhodes Posted September 23, 2021 Sorry if it seems I've been inactive on E4M6, I haven't been posting any updates. It's coming along, but still very much subject to change. 4 Quote Share this post Link to post
OpenRift Posted September 23, 2021 11 minutes ago, Dusty_Rhodes said: Sorry if it seems I've been inactive on E4M6, I haven't been posting any updates. It's coming along, but still very much subject to change. Oh wow, that's pretty cool! 1 Quote Share this post Link to post
Dusty_Rhodes Posted September 23, 2021 19 minutes ago, OpenRift said: Oh wow, that's pretty cool! Thanks, I think I really like the E4 theme. The wood and orange sky are just gorgeous. I'm done with the layout, but texturing, details, item placement, and overall final touches need to be done. I am going on a week - long trip tomorrow though, and won't be able to edit maps. So you'll have to wait a little bit :D 0 Quote Share this post Link to post
Dusty_Rhodes Posted September 23, 2021 Here's a rough beta of E4M6. THIS IS NOT THE FINAL VERSION. Just to be clear. But since I'll be gone, I just wanted to see what people think of the map. TWANGOE4M6.zip 0 Quote Share this post Link to post
Mr.Rocket Posted September 23, 2021 (edited) 1 hour ago, Dusty_Rhodes said: I just wanted to see what people think of the map. Looks pretty cool so far. Probably should get rid of those little green pillars, or stick'em in the walls.. also maybe have a continuous route going all the way around the map, almost how it already is. Just so you won't always have to go through the lava, but still have the option. Also since there's a central lava area, maybe think about having one large platform in the very center of it so at least some action will happen there. Make it large enough so some battles could be fought there without thinking about taking the dip of death, heh. It could turn out to be a good place for the BFG. Generally players won't like the idea of having damage areas in a DM map, but it doesn't bother me too much. As long as you know it's there, you just have to stay away from it. If there's issues with this, you can keep the lava but remove its damage, since players would much rather be killed by another player than a sector. Then there's the scenario where in heat of a battle and you only have 2% health and running to that health pack, but then your big toe manages to touch the lava pool on the way, it won't go over to well in terms of replay value heh. So again, at least having another route to take aside from the lava path, would probably be a good idea. ;) Edited September 23, 2021 by Mr.Rocket 1 Quote Share this post Link to post
xdude_gamer Posted September 23, 2021 6 hours ago, Dusty_Rhodes said: ... I really like the E4 theme. The wood and orange sky are just gorgeous. I agree, it just all sort of has a natural beauty to it. 1 Quote Share this post Link to post
Dusty_Rhodes Posted September 23, 2021 10 hours ago, Mr.Rocket said: Looks pretty cool so far. Probably should get rid of those little green pillars, or stick'em in the walls.. also maybe have a continuous route going all the way around the map, almost how it already is. Just so you won't always have to go through the lava, but still have the option. Also since there's a central lava area, maybe think about having one large platform in the very center of it so at least some action will happen there. Make it large enough so some battles could be fought there without thinking about taking the dip of death, heh. It could turn out to be a good place for the BFG. Generally players won't like the idea of having damage areas in a DM map, but it doesn't bother me too much. As long as you know it's there, you just have to stay away from it. If there's issues with this, you can keep the lava but remove its damage, since players would much rather be killed by another player than a sector. Then there's the scenario where in heat of a battle and you only have 2% health and running to that health pack, but then your big toe manages to touch the lava pool on the way, it won't go over to well in terms of replay value heh. So again, at least having another route to take aside from the lava path, would probably be a good idea. ;) I was actually planning to have the BFG on a pillar in the middle of the lava. And you make a good point, probably should add less lava and more rock. Although, I like damaging floors in DM adds a lot of pressure imo. No big deal though, I have a few changes I want to make. 0 Quote Share this post Link to post
Mr.Rocket Posted September 23, 2021 4 minutes ago, Dusty_Rhodes said: I was actually planning to have the BFG on a pillar in the middle of the lava. And you make a good point, probably should add less lava and more rock. Although, I like damaging floors in DM adds a lot of pressure imo. No big deal though, I have a few changes I want to make. Sounds good, and I understand the level is young and under development, though secondary route making a complete circle around the map also I think would would help a lot in terms of flow. Looks good, Cheers! 1 Quote Share this post Link to post
Redead-ITA Posted September 23, 2021 Oh hey i didn't notice you guys were doing one for Ultimate doom, i'd be interesting in joining in! 2 Quote Share this post Link to post
OpenRift Posted September 23, 2021 53 minutes ago, Redead-ITA said: Oh hey i didn't notice you guys were doing one for Ultimate doom, i'd be interesting in joining in! Coolio, any slots you're interested in? 0 Quote Share this post Link to post
Redead-ITA Posted September 23, 2021 23 minutes ago, OpenRift said: Coolio, any slots you're interested in? E2M2, current map i just cooked up for it is basic, but i think i can make it work, just need to add an exit and that's all. 4 Quote Share this post Link to post
OpenRift Posted September 23, 2021 13 hours ago, Dusty_Rhodes said: Here's a rough beta of E4M6. THIS IS NOT THE FINAL VERSION. Just to be clear. But since I'll be gone, I just wanted to see what people think of the map. TWANGOE4M6.zip Did run into a visplane overflow, so you'll need to work on that when you get back, also be sure to put at least 4 deathmatch spawns, as right now there aren't any. 1 Quote Share this post Link to post
Dusty_Rhodes Posted September 23, 2021 (edited) 6 minutes ago, OpenRift said: Did run into a visplane overflow, so you'll need to work on that when you get back, also be sure to put at least 4 deathmatch spawns, as right now there aren't any. Hence the work in progress status :) Also what's the best way to fix a violate overflow? Edited September 23, 2021 by Dusty_Rhodes 0 Quote Share this post Link to post
OpenRift Posted September 23, 2021 34 minutes ago, Dusty_Rhodes said: Hence the work in progress status :) Also what's the best way to fix a violate overflow? Reduce the number of visible planes, usually by simplifying geometry and maybe reducing redundant sectors. 2 Quote Share this post Link to post
Redead-ITA Posted September 23, 2021 Here is my WIP entry, it currently has 6 deathmatch players, Need to add ammo and health pickups. outside of that it has an Exit, as for a name, would be "Messy and diagonal" or "ups and downs" but it feels like that name has already been used. twangoe2m2.zip 2 Quote Share this post Link to post
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