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[SLOTS TAKEN!] Community Trunk, a cp in the style of CC1 and CC2


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1 hour ago, Pechudin said:

Small edit. The map is about 30% complete, I'd say. I hope a week or 2 will complete it.

 

slika.png.ad8e47546c5ac5ee46d2f20cdc7db7f4.png

Looks fantastic!

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I have started work on my map. Ideas are a little dull but I am sure I'll make something okay, expect it to be linear and dark with plenty of combat (or kombat if it was of the mortal variaty). The music I have currently decided to use is The Doom World is Flat (Horizon remix) by decino from TNT Midi Pack map20 as it is one of my favorite ever midis and suits the darkness of the map, but I still may compose a song later. I will of course use a mixture of the textures in the texture wad and Doom 2 iwad. Not intending to make it the greatest map, just something fun and adventurous.

Trunk9A.png

Trunk9B.png

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On 2/3/2022 at 4:26 AM, Gibbon said:

2 shots of an 'almost' finished MAP27.  I don't wanna spoil anything so that's all :P

 

  Hide contents

Second screenshot with the rocket: "It was at this moment he realized he was fucked" :o)

 

 

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Inevitably, my Mucus Flow inspired map is too big, unwieldly, and likely to not be finished any time soon.

 

Therefore, enjoy this blastfest inspired by MAP24 of CC1 instead!

 

Map name: Delivery of Evil

Map Number: 24

Music: Doomkid & Lippeth - Wondering...

DL: Here

Screens:

Spoiler

DOOM0016.png.70c64ec17022f7e43dc6b0c8189b1180.pngDOOM0018.png.2d47cd83e8d68ea6d4bfbb4ef8119792.pngDOOM0017.png.1d2dd3e9b6b777596f4f2803888a9e1c.pngDOOM0020.png.009cc3c56302033cb357702a0ee44b0b.pngDOOM0019.png.bf22fff1d1a392c25b1dc569ae381a89.pngDOOM0021.png.f31b7dce5baaeac031bbfd2b07b2982c.pngDOOM0022.png.2e2028936523b865d6de33f60d1fdd6c.png

 

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On 2/6/2022 at 2:01 PM, Cheesewheel said:

Inevitably, my Mucus Flow inspired map is too big, unwieldly, and likely to not be finished any time soon.

 

Therefore, enjoy this blastfest inspired by MAP24 of CC1 instead!

 

Map name: Delivery of Evil

Map Number: 24

Music: Doomkid & Lippeth - Wondering...

DL: Here

Screens:

  Reveal hidden contents

DOOM0016.png.70c64ec17022f7e43dc6b0c8189b1180.pngDOOM0018.png.2d47cd83e8d68ea6d4bfbb4ef8119792.pngDOOM0017.png.1d2dd3e9b6b777596f4f2803888a9e1c.pngDOOM0020.png.009cc3c56302033cb357702a0ee44b0b.pngDOOM0019.png.bf22fff1d1a392c25b1dc569ae381a89.pngDOOM0021.png.f31b7dce5baaeac031bbfd2b07b2982c.pngDOOM0022.png.2e2028936523b865d6de33f60d1fdd6c.png

 

Wow Cheesewheel, great map! I really enjoyed the references to a great classic Torn level. It was really tough, but I think it's very fitting for Map24. Great work.

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On 2/7/2022 at 4:01 AM, Cheesewheel said:

Inevitably, my Mucus Flow inspired map is too big, unwieldly, and likely to not be finished any time soon.

 

Therefore, enjoy this blastfest inspired by MAP24 of CC1 instead!

 

Map name: Delivery of Evil

Map Number: 24

Music: Doomkid & Lippeth - Wondering...

DL: Here

Screens:

  Hide contents

DOOM0016.png.70c64ec17022f7e43dc6b0c8189b1180.pngDOOM0018.png.2d47cd83e8d68ea6d4bfbb4ef8119792.pngDOOM0017.png.1d2dd3e9b6b777596f4f2803888a9e1c.pngDOOM0020.png.009cc3c56302033cb357702a0ee44b0b.pngDOOM0019.png.bf22fff1d1a392c25b1dc569ae381a89.pngDOOM0021.png.f31b7dce5baaeac031bbfd2b07b2982c.pngDOOM0022.png.2e2028936523b865d6de33f60d1fdd6c.png

 

Awww :(

Will you finish it though? I was really really looking forward to it.

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  • 2 weeks later...

Ok, here's a first version of my map. A bit rough, and underdetailed in some spots. Also, kinda easy TBH. Tell me what you think, and I will revise parts. It does work, and accomplishes some concepts I had in my mind.

 

To be honest, this map is not the most inspired one I have ever made. I do think it's publishable, but (again) please provide feedback.

 

Link:

https://dl.dropboxusercontent.com/s/fiw27gsq5fmizl6/comm_proj5_map11_try2.wad?dl=1

 

Map name: A Friend in Need

Map #: 11

Music: Wadanohara and the Great Blue Sea OST - Emergency (maybe could be changed?)

 

Screenies:

Spoiler

nahui.png.c1b4ab3e68d63a114a3a132b56ec7222.pngnahui2.png.018195f994c1d67e9e69622d828e6529.png

 

Edited by Pechudin

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13 hours ago, Pechudin said:

Ok, here's a first version of my map. A bit rough, and underdetailed in some spots. Also, kinda easy TBH. Tell me what you think, and I will revise parts. It does work, and accomplishes some concepts I had in my mind.

 

To be honest, this map is not the most inspired one I have ever made. I do think it's publishable, but (again) please provide feedback.

 

Link:

https://dl.dropboxusercontent.com/s/fiw27gsq5fmizl6/comm_proj5_map11_try2.wad?dl=1

 

Map name: A Friend in Need

Map #: 11

Music: Wadanohara and the Great Blue Sea OST - Emergency (maybe could be changed?)

 

Screenies:

  Reveal hidden contents

nahui.png.c1b4ab3e68d63a114a3a132b56ec7222.pngnahui2.png.018195f994c1d67e9e69622d828e6529.png

 

What source port did you develop this for?

 

I noticed (or at least it was flagged in UDB) that the format is Boom instead of Doom format.

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43 minutes ago, Gibbon said:

What source port did you develop this for?

 

I noticed (or at least it was flagged in UDB) that the format is Boom instead of Doom format.

 

What, why? GZDooM Builder says the format is Doom: Doom 2 (Doom format). I am sure I saw no options for generalized doors or generalized sectors or scrolling floors. Maybe problem with UDB (I mapped in GZDooM Builder)

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Terrific stuff, @Pechudin! I really enjoyed this map. The progression is intriguing but also fairly straightforward which creates an interesting contrast with the map's imposing layout and use of height variation. Really lovely work, mate.

 

 

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4 hours ago, Gibbon said:

What source port did you develop this for?

 

I noticed (or at least it was flagged in UDB) that the format is Boom instead of Doom format.

Ultimate Doom Builder is silly and uses the first map format alphabetically. Don't worry, it seems only vanilla.

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4 hours ago, Biodegradable said:

Terrific stuff, @Pechudin! I really enjoyed this map. The progression is intriguing but also fairly straightforward which creates an interesting contrast with the map's imposing layout and use of height variation. Really lovely work, mate.

 

Thanks for playing. I spotted a couple of errors (like a switch which does not actually need a yellow key), and ways to skip the fight. I will also tweak the arenas and monster counts a bit.

 

@Dusty_Rhodes, I will post a new version soon.

 

EDIT: " A bit more rockets to deal with the Mancs".

Well, you do get a lot of them. Infinite, in fact. The Cyberdemon is your friend! It is intended to provoke the Mancs to fight the Cyberdemon.

Edited by Pechudin

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On 2/22/2022 at 4:04 PM, Pechudin said:

Ok, here's a first version of my map. A bit rough, and underdetailed in some spots. Also, kinda easy TBH. Tell me what you think, and I will revise parts. It does work, and accomplishes some concepts I had in my mind.

 

To be honest, this map is not the most inspired one I have ever made. I do think it's publishable, but (again) please provide feedback.

 

Link:

https://dl.dropboxusercontent.com/s/fiw27gsq5fmizl6/comm_proj5_map11_try2.wad?dl=1

 

Map name: A Friend in Need

Map #: 11

Music: Wadanohara and the Great Blue Sea OST - Emergency (maybe could be changed?)

 

Screenies:

  Reveal hidden contents

nahui.png.c1b4ab3e68d63a114a3a132b56ec7222.pngnahui2.png.018195f994c1d67e9e69622d828e6529.png

 

 

Cool map - bio showed me it - so many mancubi lol but I liked the cyber setup - the end was wacky too - fun! 

 

 

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Current status: Still actively working on existence.wad!

 

Progress has been kinda slow, but I'll try my best not to rush it. If I had to guess how done this map is, it's probably 20% done, though I cannot tell how long it'll take for me to finish, I think I'll be done in June (very rough estimate)

 

In the meantime, look at the screenshots. Let me know what you think of the visuals, and what I could improve! Keep in mind I'll only use vanilla textures (Doom and Doom2 textures)!

 

doom10.png.71f2e4e3fb0856b216f45b647d692898.pngdoom09.png.2831b752a476353b09362d1061fc438b.png

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7 hours ago, thiccyosh said:

Current status: Still actively working on existence.wad!

 

Progress has been kinda slow, but I'll try my best not to rush it. If I had to guess how done this map is, it's probably 20% done, though I cannot tell how long it'll take for me to finish, I think I'll be done in June (very rough estimate)

 

In the meantime, look at the screenshots. Let me know what you think of the visuals, and what I could improve! Keep in mind I'll only use vanilla textures (Doom and Doom2 textures)!

 

doom10.png.71f2e4e3fb0856b216f45b647d692898.pngdoom09.png.2831b752a476353b09362d1061fc438b.png

I think the visuals look great! I can't give too much feedback, since it's not playable yet. Either way, good job so far!

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On 2/28/2022 at 12:58 AM, Clippy said:

 

Cool map - bio showed me it - so many mancubi lol but I liked the cyber setup - the end was wacky too - fun! 

 

 

 

I really need to work some of those fights, seems like I am bad at communicating to the player how to do a fight. Like, for the Spiderdemon you could also use the Cyberdemon to kill her (there is a button that lowers the wall, enabling the Cyber to shoot at her). And there are a ton of ways to escape fights.

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On 3/6/2022 at 7:54 PM, Pechudin said:

 

I really need to work some of those fights, seems like I am bad at communicating to the player how to do a fight. Like, for the Spiderdemon you could also use the Cyberdemon to kill her (there is a button that lowers the wall, enabling the Cyber to shoot at her). And there are a ton of ways to escape fights.

 

Y'know, a lot of problems in my map could be avoided if I axed the attempt at nonlinearity and just made the map a loop. I am working towards this at the moment, as well as making the Manc and SMM fights better.

 

@Dusty_Rhodes, the texture pack you attached in the OP also seems to have maps that have been finished so far? Is there a version with only the textures, I would really like to use them in the future.

 

By "having maps", I mean I can IDCLEV to them when testing.

Edited by Pechudin

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3 hours ago, Pechudin said:

 

Y'know, a lot of problems in my map could be avoided if I axed the attempt at nonlinearity and just made the map a loop. I am working towards this at the moment, as well as making the Manc and SMM fights better.

 

@Dusty_Rhodes, the texture pack you attached in the OP also seems to have maps that have been finished so far? Is there a version with only the textures, I would really like to use them in the future.

 

By "having maps", I mean I can IDCLEV to them when testing.

Yes there are maps there. I'll need to compile the latest version of the resources and post it here. I'll ping you when I do. 

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Okay, here's an update. Map is now a loop, fights have been made tighter and loose ends tied up. The Manc fight is now an endurance with more flanking fire, and even the SMM fight is tighter. Ammo ... might be a bit too tight, not sure. I am happier with this.

 

Link: https://dl.dropboxusercontent.com/s/fiw27gsq5fmizl6/comm_proj5_map11_try2.wad?dl=1

 

Difficulties, still only UV. But I think the map might be at most a week from the finished product. Lookig forward to the release and hope MtPain27 eventually takes a look at this one.

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  • 2 weeks later...

Hi! Wanted to say that I am still working on a map for this. This map is already my fifth attempt at making something "original".

Progress has been slow but steady. I hope to get something playable out next month.

 

Here are some work-in-progress screenshots:

Screenshot_Doom_20220317_202153.png.39586168f422acb07011af2778195bd7.pngScreenshot_Doom_20220317_202600.png.cb4e8b554a6064457c074f31cf7114f6.png

 

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I'm also still working on my map. I have several other doom projects in the works, so that's why progress is so slow.

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