ViolentBeetle Posted October 6, 2021 (edited) E2M5: Abandoned Tunnels First finished version. Might come to add details later. Will definitely come to add difficulty, didn't have time for it today, so it's UV only. Edited October 7, 2021 by ViolentBeetle 2 Quote Share this post Link to post
CBM Posted October 7, 2021 (edited) 5 hours ago, ViolentBeetle said: E2M5: Abandoned Tunnels First finished version. Might come to add details later. Will definitely come to add difficulty, didn't have time for it today, so it's UV only. cool map... but did I select the wrong map format? your map is in boom format according to ultimate doom builder? Edited October 7, 2021 by CBM 0 Quote Share this post Link to post
ViolentBeetle Posted October 7, 2021 (edited) 3 hours ago, CBM said: cool map... but did I select the wrong map format? your map is in boom format according to ultimate doom builder? Your Doom Builder doesn't know what format my map is in (Configuration is stored separately), you need to set it manually to "Doom: Doom (Doom format)". Edited October 7, 2021 by ViolentBeetle 1 Quote Share this post Link to post
CBM Posted October 7, 2021 7 hours ago, ViolentBeetle said: Your Doom Builder doesn't know what format my map is in (Configuration is stored separately), you need to set it manually to "Doom: Doom (Doom format)". ok, thank god... I am using "Doom: Doom (Doom format)" in my map. 0 Quote Share this post Link to post
MemeMind Posted October 7, 2021 Question How long should maps be? 0 Quote Share this post Link to post
ViolentBeetle Posted October 7, 2021 (edited) 6 minutes ago, Theperson said: Question How long should maps be? Not very long. If it takes more than 10 minutes to complete, you probably overdid it somewhat. (That assumes you don't get stuck on a specific combat piece of course, and just grind instead and the level just won't end) The recommended size also should keep your map from getting too long. Edited October 7, 2021 by ViolentBeetle 1 Quote Share this post Link to post
RHhe82 Posted October 7, 2021 20 hours ago, ViolentBeetle said: E2M5: Abandoned Tunnels First finished version. Might come to add details later. Will definitely come to add difficulty, didn't have time for it today, so it's UV only. Cool map, there is a definite downward bound feel to it. One problem: I wasn't able to 100% it. Secrets, yes, but not the kills. There were four imps that wouldn't teleport in. I tried it in PrBoom and CrispyDoom, both had the same outcome. I don't know why; with IDDT I could clearly see the imps moving back and forth in their closet, but that's all. 0 Quote Share this post Link to post
LordEntr0py Posted October 7, 2021 (edited) 13 minutes ago, RHhe82 said: Cool map, there is a definite downward bound feel to it. One problem: I wasn't able to 100% it. Secrets, yes, but not the kills. There were four imps that wouldn't teleport in. I tried it in PrBoom and CrispyDoom, both had the same outcome. I don't know why; with IDDT I could clearly see the imps moving back and forth in their closet, but that's all. They can't cross the linedef far enough to teleport. Odd that the impassable wall is angled like that, because if it wasn't they would be able to teleport. Almost looks as if @ViolentBeetle was trying to prevent then teleporting while testing their level and forgot to straighten it out again. Edited October 7, 2021 by LordEntr0py 3 Quote Share this post Link to post
RHhe82 Posted October 7, 2021 (edited) On 10/6/2021 at 3:19 AM, myolden said: E1M1: Detention Facility Mapper: myolden Music: Nightfall by stewboy Difficulty settings: Yes Coop support: Yes, with monsters Deathmatch support: No Screenshots: Reveal hidden contents E1M1 - Detention Facility.zip Excellent level! But I wasn't able to complete it? I feel like the red door should open normally as any other, but it sort twitches, makes the door sound but ultimately stays shut when I try to open it. At first I thought it was a deliberate trap, and the door would have to opened thru other means, but I couldn't figure out any. Looking in the DoomBuilder, it looks like a normal door (except for some trap shenanigans involved :^) ). I test played again in PrBoom (CompLevel 3) and CrispyDoom, and both behave the same. P.S. I'm already humbled by the efforts of others :-D Edited October 7, 2021 by RHhe82 cont'd 1 Quote Share this post Link to post
ViolentBeetle Posted October 7, 2021 33 minutes ago, RHhe82 said: Excellent level! But I wasn't able to complete it? I feel like the red door should open normally as any other, but it sort twitches, makes the door sound but ultimately stays shut when I try to open it. At first I thought it was a deliberate trap, and the door would have to opened thru other means, but I couldn't figure out any. Looking in the DoomBuilder, it looks like a normal door (except for some trap shenanigans involved :^) ). I test played again in PrBoom (CompLevel 3) and CrispyDoom, and both behave the same. P.S. I'm already humbled by the efforts of others :-D The line inside the door screws with its idea of what destination it has. Mapper already uploaded a fix (I didn't have a chance to test it) on Discord channel. 1 Quote Share this post Link to post
myolden Posted October 7, 2021 (edited) On 10/7/2021 at 2:33 PM, RHhe82 said: Excellent level! But I wasn't able to complete it? I feel like the red door should open normally as any other, but it sort twitches, makes the door sound but ultimately stays shut when I try to open it. At first I thought it was a deliberate trap, and the door would have to opened thru other means, but I couldn't figure out any. Looking in the DoomBuilder, it looks like a normal door (except for some trap shenanigans involved :^) ). I test played again in PrBoom (CompLevel 3) and CrispyDoom, and both behave the same. P.S. I'm already humbled by the efforts of others :-D Here's a fixed version, I forgot to update the link in my original post. E1M1 - Detention Facility v5.zip Edited October 16, 2021 by myolden 1 Quote Share this post Link to post
ViolentBeetle Posted October 7, 2021 Various fixes on E2M5 (Original post also updated) - Fixed monster closet not letting monsters out. - Expanded windows so cacos could fly by - Made fight in a pit with armor more dynamic by letting cacos wake up. - Some ammo rebalancing - Some texture errors fixed - Difficulty levels added 2 Quote Share this post Link to post
ViolentBeetle Posted October 8, 2021 The was some confusion regarding map format, so I'd like to stress out that we are doing Doom and not Boom mapping. Best port to test everything is Crispy Doom. 1 Quote Share this post Link to post
muumi Posted October 8, 2021 Muumi_E3M8_v2.zip E3M8: Space Elevator Mapper: Muumi Music: Escaping the Mechanism by Jimmy Difficulty settings: yes Coop support: yes, also coop monsters Deathmatch support: no 2 Quote Share this post Link to post
LoreCaco37 Posted October 8, 2021 Got my map to a state where I feel like it is finished E1M7: Traffic Control By: LoreCaco37 Music: Atomic By Jimmy Difficulty settings: yes Coop support: yes, but very jankily Deathmatch support: no Traffic Control v1_0_2.zip 2 Quote Share this post Link to post
rouge_means_red Posted October 9, 2021 On 10/2/2021 at 8:17 AM, ViolentBeetle said: I want this wad to look like a homage to original Doom, so while making it look good is desirable, try not to overdetail it. As far as what I'm seeing almost every map so far breaks this. If this rule is left in the maps that do stick to a Doom 1 style are gonna look like crap in comparison 2 Quote Share this post Link to post
ViolentBeetle Posted October 9, 2021 1 minute ago, 7Soul said: As far as what I'm seeing almost every map so far breaks this. If this rule is left in the maps that do stick to a Doom 1 style are gonna look like crap in comparison Most of the mapping so far fits my idea of "not overdetailing". I suppose it's not reasonable to expect something as simple as Doom originally was. 0 Quote Share this post Link to post
Shawny Posted October 11, 2021 (edited) MAP: E1M6 Name: Visitor center Music: Goldrush by Stewboy (Coop friendly with no additional monsters, no DM support.)E1M6VCenter v1.1.rar Spoiler Just a nice, cozy lobby where nothing bad will happen... trust me. Edited October 11, 2021 by Shawny 2 Quote Share this post Link to post
ViolentBeetle Posted October 12, 2021 (edited) On 10/9/2021 at 12:47 AM, LoreCaco37 said: Got my map to a state where I feel like it is finished E1M7: Traffic Control By: LoreCaco37 Music: Atomic By Jimmy Difficulty settings: yes Coop support: yes, but very jankily Deathmatch support: no Traffic Control v1_0_2.zip Sorry for being silent, wasn't able to check out your map right away. Pretty good stuff. Interesting style. There's a few things that bother me. First of all, green building. It does this: You should raise the sky around it to match the rest of the map. Also there's a door that disappears into the sky, for good measure. I also think you should make secret door not unpegged, and just align it normally. And I don't entirely like solid doors made out of key markers, but that's not as important. Also the monsters coming out of the floor look a bit weird, sometimes they get drawn through it. Perhaps you could make an actual lowered platform that raises on trigger or hide them behind walls or doors instead? Edited October 12, 2021 by ViolentBeetle 0 Quote Share this post Link to post
LoreCaco37 Posted October 12, 2021 6 hours ago, ViolentBeetle said: Also the monsters coming out of the floor look a bit weird, sometimes they get drawn through it. Perhaps you could make an actual lowered platform that raises on trigger or hide them behind walls or doors instead? I was aiming to re-create an effect from Speed of Doom sometimes referred to (at least by Mt. Pain27) as "Pop-up Monster Closets" I have re-tooled the map a bit in order to keep the pop-up monster closet but mitigate the demons showing up through the ground. 0 Quote Share this post Link to post
ViolentBeetle Posted October 12, 2021 2 minutes ago, LoreCaco37 said: I was aiming to re-create an effect from Speed of Doom sometimes referred to (at least by Mt. Pain27) as "Pop-up Monster Closets" I have re-tooled the map a bit in order to keep the pop-up monster closet but mitigate the demons showing up through the ground. I figured that. Just looks a bit weird up-close, though it's not critical. 0 Quote Share this post Link to post
LoreCaco37 Posted October 12, 2021 Putting the boundaries of the box closer to the monsters and adding spacers to reset the fake floor effect fixes the issue so it wasn't a very big issue 0 Quote Share this post Link to post
LoreCaco37 Posted October 12, 2021 Here's the fixed version, only needed a 30 minute fix after I was done with stuff I needed to get done Traffic Control v1_1_1.zip 0 Quote Share this post Link to post
ViolentBeetle Posted October 15, 2021 I have went through the opening post and marked everything that's been submitted and doesn't have major issues as (Done). Please check that you are not forgotten or that I didn't jump the gun and marked you by mistake. @LoreCaco37 There's one thing that came up in our Discord, the secret with blue armor and soul sphere can trap the player. It's probably best if it doesn't go back up again - or if you want it to get up, lower the ceiling so player couldn't fit on it and send it down again. 0 Quote Share this post Link to post
LoreCaco37 Posted October 16, 2021 (edited) Opps, I didn't notice that. I didn't know there was a discord to go to and I can fix this rather quickly. As of 9:34 EDT. this has been fixed Traffic Contol v_1_1_2.zip Edited October 16, 2021 by LoreCaco37 zip file contained outdated changelog 0 Quote Share this post Link to post
xdude_gamer Posted October 17, 2021 A set of MIDIs I made for a friend, Paf, for his NanoWADMo. [OST] PafWADMo.zip 1 Quote Share this post Link to post
DJVCardMaster Posted October 17, 2021 Posting my submission here aswell:DJV-E4M4-V1.zip 1 Quote Share this post Link to post
ViolentBeetle Posted October 19, 2021 @Pegleg @Anarkzie I'd like to remind you that your maps are supposed to contain secret exits. 2 Quote Share this post Link to post
ViolentBeetle Posted October 20, 2021 Revision of E2M5: Abandoned Tunnels. Now more radioactive, and secret that makes more sense. 0 Quote Share this post Link to post
Anarkzie Posted October 20, 2021 21 hours ago, ViolentBeetle said: @Pegleg @Anarkzie I'd like to remind you that your maps are supposed to contain secret exits. I'm on it. 0 Quote Share this post Link to post
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