xdude_gamer Posted September 7, 2021 https://www.doomworld.com/forum/topic/64385-custom-wads-in-dos/ 0 Quote Share this post Link to post
ignatiOS Posted September 8, 2021 4 hours ago, OpenRift said: God daaaamn I don't know how I missed this! Great stuff! Just remember to stay in vanilla limits ;) I'm making sure I'm staying in vanilla limits. :) Spoiler 2 Quote Share this post Link to post
OpenRift Posted September 8, 2021 3 hours ago, Pistoolkip said: Mapname: Bloodtub Slot: E4M3 Tested on: Zdaemon (with bots), Cholocate Doom* I couldn't get it to run under Vanilla Doom, but I think that's more my fault than the WADs. let me know if you run into any trouble. I've never made any deathmatch maps before, and this one is pretty small and intense, so let me know if you have any suggestions for improvements, I'd love to hear them! Bloodtub.zip Screenshots: Hide contents It looks really good, though it should probably paths/rooms branching off of it to give it a little more variety. If there's one thing that playing DECA.WAD has taught me, it's that having one big room to deathmatch in gets boring fast. You NAILED the episode 4 theme though, good job. 0 Quote Share this post Link to post
OpenRift Posted September 8, 2021 1 hour ago, IggySqiggles said: I'm making sure I'm staying in vanilla limits. :) Hide contents It looks so good... 🤤 0 Quote Share this post Link to post
xdude_gamer Posted September 8, 2021 11 hours ago, OpenRift said: It looks so good... 🤤 Wait, is Chocolate Doom considered "vanilla" or do I have to use DOSBox? Because I HATE DOSBOX! 0 Quote Share this post Link to post
xdude_gamer Posted September 8, 2021 In both MIDI and WAV just for purposes of quality. MIDI for the actual WAD, and WAV for cool listening. Made in TuxGuitar! D_INTER.zip 0 Quote Share this post Link to post
xdude_gamer Posted September 8, 2021 Just now, xdude_gamer said: In both MIDI and WAV just for purposes of quality. MIDI for the actual WAD, and WAV for cool listening. Made in TuxGuitar! D_INTER.zip Can also be used for E2M3 under the consent of the map maker. ;) 0 Quote Share this post Link to post
xdude_gamer Posted September 8, 2021 And finally this. This one is for some place in Episode 4 Fun little song.zip 0 Quote Share this post Link to post
Pistoolkip Posted September 8, 2021 I like to reserve slot E4M3 and E4M7 Working on both of them 1 Quote Share this post Link to post
magicsofa Posted September 8, 2021 If nobody has taken E1M9, I want! 1 Quote Share this post Link to post
xdude_gamer Posted September 8, 2021 Just now, magicsofa said: If nobody has taken E1M9, I want! I did make a level for it but it was declined, so you can have it! 0 Quote Share this post Link to post
DJVCardMaster Posted September 8, 2021 (edited) 21 hours ago, Walter confetti said: Tell me if everything it's good here, as usual. I hope you like it! Yes, this works way better, its biggest problem was fixed, that being its size. Now it is a proper DM map, that resembles the old days of Greenwar DM, without the boring green textures. 23 hours ago, Worriedidiot said: The visplane overflow should be fixed now. e4m1death_V2.rar This one is really good, works for me, I don't find many problems, as you can circle this map smoothly. I like how there is a window to rocketspam any cunt that tries to get the berserk pack. Yes it is a weird room to have in DM, but that window saves it from being unnecessary. Edited September 8, 2021 by DJVCardMaster 2 Quote Share this post Link to post
DJVCardMaster Posted September 8, 2021 18 hours ago, Pistoolkip said: Mapname: Bloodtub Slot: E4M3 Tested on: Zdaemon (with bots), Cholocate Doom* Another good one, this is an arena style DM, and I'm sure it would feel pretty spammy. spawns make it a little bit slower paced though, but I won't recall this a problem. The E4 style was nailed, for sure. 3 Quote Share this post Link to post
xdude_gamer Posted September 8, 2021 Filename: D_E4M8 Name: Doomguy's Desert Yes! A great MIDI I made today in about 10 minutes. D_E4M8.zip 1 Quote Share this post Link to post
Mystic 256 Posted September 8, 2021 Stilling figuring it out, can someone have a look at it and see if there's any tweaks I could make or bugs to crush ( I still don't know if the visplane standing on the stairs is still there or if I fixed it) I'm still new to making DM maps, let me know if theres anything to tweak or fix and ill fix it E4M2DV.zip Filename: E4M2DV.wad I'm still thinking of a title and I still need to find a midi but I should have those soon 1 Quote Share this post Link to post
OpenRift Posted September 9, 2021 3 minutes ago, Cacodemon187 said: I'll make a map for E2M7! Alrighty, added. 1 Quote Share this post Link to post
OpenRift Posted September 9, 2021 6 hours ago, Mystic 256 said: Stilling figuring it out, can someone have a look at it and see if there's any tweaks I could make or bugs to crush ( I still don't know if the visplane standing on the stairs is still there or if I fixed it) I'm still new to making DM maps, let me know if theres anything to tweak or fix and ill fix it E4M2DV.zip Filename: E4M2DV.wad I'm still thinking of a title and I still need to find a midi but I should have those soon I do like your take on Perfect Hatred, very interesting. Though I did run into a few visplane overflows, so you may want to look into that. 0 Quote Share this post Link to post
The_SloVinator Posted September 9, 2021 Started today. Let's see how long it will take me to finish it. 1 Quote Share this post Link to post
xdude_gamer Posted September 9, 2021 4 hours ago, The_SloVinator said: Started today. Let's see how long it will take me to finish it. Good luck! 1 Quote Share this post Link to post
Mystic 256 Posted September 9, 2021 Been working on fixing the visplane issues, I'm about to post a updated version soon, I'm having a lot of trouble reducing the visplane in a specific area so give me sometime I'm thinking the map should be called "Perfect Vexation" because the visplane overflows are causing vexation to me 1 Quote Share this post Link to post
Mystic 256 Posted September 9, 2021 PERF_VEX.zip Map Name: Perfect Vexation I think I might of fixed the Visplane Overflows now, but if u do spot any let me know, and if there's any tweaks it could use let me know I still need a midi too 1 Quote Share this post Link to post
DJVCardMaster Posted September 9, 2021 3 hours ago, Mystic 256 said: PERF_VEX.zip Map Name: Perfect Vexation I think I might of fixed the Visplane Overflows now, but if u do spot any let me know, and if there's any tweaks it could use let me know I still need a midi too There are some spots here and there that MAY trigger VPOs, I could not manage to trigger them, but I suppose it would be triggered in online play. My recommendation would be to use 32 units-grids as much as you can, specially on the rocky parts of the level. Layout and architechture is great here, my only gripe would be that feels too dark, and would not be a problem for it to be lighter in favor of visibility, which is pretty important to have in a competitive match at any game. Also, the exit switch is confusing, it should be marked with an EXIT sign, as someone could confuse it with a regular switch and exit the level (or frag himself in modern source-ports). In addition, consider not making players walk that much on killing floors to return to safe zones, like the one at the south. I feel that's more of a personal problem, but we can only speculate if that is much or not before doing playtests. 1 Quote Share this post Link to post
Mystic 256 Posted September 9, 2021 37 minutes ago, DJVCardMaster said: There are some spots here and there that MAY trigger VPOs, I could not manage to trigger them, but I suppose it would be triggered in online play. My recommendation would be to use 32 units-grids as much as you can, specially on the rocky parts of the level. Layout and architechture is great here, my only gripe would be that feels too dark, and would not be a problem for it to be lighter in favor of visibility, which is pretty important to have in a competitive match at any game. Also, the exit switch is confusing, it should be marked with an EXIT sign, as someone could confuse it with a regular switch and exit the level (or frag himself in modern source-ports). In addition, consider not making players walk that much on killing floors to return to safe zones, like the one at the south. I feel that's more of a personal problem, but we can only speculate if that is much or not before doing playtests. How did u make a visplane heatmap? I'm not the best at solving visplane issues, I'm usually a boom mapper, this my first vanilla project, but i'll try and tweak it a little more and see if i can fix it some more (any mopre ideas in particular to solve visplane issues?) also I did put a exit sign on the exit, maybe its too high up or too dark to see if you didn't notice it, I should lower it and maybe brighten the sign up I suppose I could brighten the map a bit even though I was trying to go for the perfect hatred dark vibe as for the lava, maybe i could put something so theres less lava you walk through in the lower parts, just not near the top parts of the lava since the soul sphere and ammo stockpile is suppose to be a risk vs reward kinda thing 2 Quote Share this post Link to post
DJVCardMaster Posted September 9, 2021 Just now, Mystic 256 said: How did u make a visplane heatmap? I'm not the best at solving visplane issues, I'm usually a boom mapper, this my first vanilla project, but i'll try and tweak it a little more and see if i can fix it some more (any mopre ideas in particular to solve visplane issues?) also I did put a exit sign on the exit, maybe its too high up or too dark to see if you didn't notice it, I should lower it and maybe brighten the sign up I suppose I could brighten the map a bit even though I was trying to go for the perfect hatred dark vibe as for the lava, maybe i could put something so theres less lava you walk through in the lower parts, just not near the top parts of the lava since the soul sphere and ammo stockpile is suppose to be a risk vs reward kinda thing It's a software called Visplane Explorer, same software comes included on GZDoom Builder, I use the standalone one, anyways, personal preference. It also makes a heatmap of Drawsegs and other stuff. My only ideas is to maintain as orthogonal as possible, if not, use the 32-grid as much as you can, specially while doing rocky places, when orthogonality is often, not considered. In this case, at the east part of the map, there are some stairs attached into a 16-unit grid, that should be changed, aswell as the walls. VPOs usually happen in big areas. It also has to do with nodebuilder, as different nodebuilders draw visplanes differently, (often in more efficient ways, often not.). I usually do details to hallways or short areas when I know there aren't many sectors in my field of view. Oh, I did not see the exit sign, but yes, it should be visible easily, as the exit switch is not behind some doors. I don't think lightening the map a bit would be bad for the "Perfect Hatred" experience. I always use more than 128 light units. 160 is prefered. Personally, I would rise the sector where the TP to the "start" is, and remove the lava only there, the rest is fine. 2 Quote Share this post Link to post
Pistoolkip Posted September 9, 2021 (edited) Map name: Dood kind Slot: E4M7 Tested on: Zdaemon (with bots), GZDoom, Chocolate Doom Visplane Explorer shows no problems No music change or added textures. I used a ton of the aesthetics from E4M7, and one of the rooms is very much based on a room in this map, but it's also very distinctive. Map is a lot larger than E4M3, but still compact and full of action. I tried my best to incorporate the difficulty settings, so I had to move some items around to make the hotspots appealing at all settings. Screenshots: Spoiler Room based on E4M7. The switch makes the BFG and Mega-armor accessible (temporarily) Edit: Uploaded new version. Made some minor changes, mostly with texture alignment and the like. Edit 2: Another new version with some minor changes, improved visualization and item placement E4M7DM.zip Edited September 11, 2021 by Pistoolkip 5 Quote Share this post Link to post
xdude_gamer Posted September 9, 2021 Romero would be proud of your style! 2 Quote Share this post Link to post
xdude_gamer Posted September 9, 2021 A reimagining of E1M4's motif of power chords as a Metallica thrash song. Takes inspiration from: Damage Inc. (Drum roll in intro and tempo in general) Trapped Under Ice (Main riff and part of mini solo) E1M4's original music (F#-G-F#-E power chord motif) E1M4 remake.zip 0 Quote Share this post Link to post
Mystic 256 Posted September 9, 2021 PER_VEX2.zip Hopefully the visplane overflow is fixed 1 Quote Share this post Link to post
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