Astro X Posted January 21, 2022 Thanks for pointing that out! It didn't happen during my testing. I'm gonna add a monster-blocking linedef there to prevent that, but only tomorrow. And I'll make sure to properly submit my maps in the supposed format. 1 Quote Share this post Link to post
Scorpius Posted January 23, 2022 Update to Dystrophia: 30mc_scorpius_v2.ZIP 1 Quote Share this post Link to post
knifeworld Posted January 23, 2022 (edited) I'm not dead! IRL stuff and other projects getting in the way a bunch.. My map is already 70% done, just refinement of level design and monster balancing to do left! Edited January 23, 2022 by knifeworld 4 Quote Share this post Link to post
dac Posted January 23, 2022 Time for a small update: I'll release a small beta compilation of currently released maps next weekend - every maps released before that weekend will be in it. Deadline is still in two months, but that should be a good sneak peek for how everything will be formatted in the final release. Once again, sorry for not being there all the time. Doing some writeups for maps: Dystrophia by @Scorpius - Good overall, nice to see more of these kind of maps among all the arenas I've played. There's two things I'll mention though: one, the cyberdemon fight at the end is a bit overkill and two, maybe add a chaingun for lower difficulties since chaingunners aren't very present there. Paroxysm by @NoReason - I mentioned this on Discord already, but holy shit this kicked my ass (and other parts where it hurts more) in a good way. This map is definitely going to be among the last of the set, in the 'very hard' section. Demon Electrica by @Bri - This is REALLY good. Loving the detailing on that one. Dismal Twilight by @NeedHealth - A bit of a lonely if good experience. Expected the map to be a lot meaner considering the start, but fine nonetheless, we need easier maps to counter the challenging ones anyway. Caeco Regno by @LPad - Gonna echo what some said about this being a very mean map, albeit one you can easily abuse infighting in (especially the mancubus). And it could do with a small detailing pass on the ending, but that can wait for until we gear up for an official release. 4 Quote Share this post Link to post
NoReason Posted January 24, 2022 (edited) Thanks for the feedback, Dac and SCF. Here's an updated version of my map with mostly minor changes (including a "non secret" chaingun on UV). Edited June 18, 2022 by NoReason removing outdated map 2 Quote Share this post Link to post
Gaargod Posted January 25, 2022 I'm in, started a map this morning, it should be finished soon @dac 1 Quote Share this post Link to post
Thelokk Posted January 26, 2022 @dac Just a tidbit of info, since I see this thread cropping up here and there - is the project still open for signups? or is it a done deal? 1 Quote Share this post Link to post
ryiron Posted January 26, 2022 Version 2 of Lapis Lazuli: https://drive.google.com/file/d/1AT-UrZDomtXTghRZ2QNz2VWB6dYMFdfB/view?usp=sharing. Thanks to @SCF and @Biodegradable for the play testing feedback. I've lowered the difficulty of the first fight a bit, and tried to make the later fights a bit more interesting/engaging. Changes: Spoiler Made the first archvile fight a bit easier: one less revenant, spectres become pinkies, slightly narrower hit boxes on the columns, and the first column is moved to allow going around in both directions. The cyberdemon room has changed significantly. New mini combat challenge reusing most of the original layout. The bars lower quicker on easier difficulties. Its also less easy to just escape this room after grabbing the red key. Exit room has more enemies and an archvile/baron blocking the exit. Minor tweaks for ammo, health, etc. Removed the co-op starts since the map won't work well in co-op (the red key room at least can become inaccessible I think). The rules don't mention co-op, so hopefully this isn't an issue? I finally switched over from Eureka to Ultimate Doom Builder for this. I'm a bit slow going currently trying to fix my muscle memory for all the shortcuts. Discovered an annoying issue where Eureka defaults to applying textures even when they aren't needed, which sometimes messes with UDB's auto align. 4 Quote Share this post Link to post
Gaargod Posted January 26, 2022 (edited) 30mc_Gaargod_V2.zip @dac Map Name: Patio Bloodbath Author: Gaargod Theme: Outdoors/Hell/Plutonia Based Music: “La Migra” by Brujeria Difficulty Settings: Implemented Ports Tested: GZDoom, DSDA-DOOM, ZDoom, Zandronum Description: Small map inspired by The Plutonia Experiment, mid and high-tier enemies but relatively easy due to open spaces. Notes: Custom sky “SKYR3D3”, also, this is my 33rd map ever made, so the design is quite simple compared to other maps that have already been posted on this thread lmao Edited January 26, 2022 by Gaargod 4 Quote Share this post Link to post
Biodegradable Posted January 26, 2022 @Gaargod Terrific and challenging little map, fam. 2 Quote Share this post Link to post
Scorpius Posted January 26, 2022 Update 2 to Dystrophia (set chaingunners to all difficulties / toned down final fight): 30mc_scorpius_v3.ZIP 2 Quote Share this post Link to post
galileo31dos01 Posted January 26, 2022 Little heads up that I have also started my map, going very slow as I'm dealing with power cuts regularly so it won't be up for the beta but (be)for(e) the actual deadline. 1 Quote Share this post Link to post
dac Posted January 27, 2022 On 1/25/2022 at 7:50 PM, Thelokk said: @dac Just a tidbit of info, since I see this thread cropping up here and there - is the project still open for signups? or is it a done deal? If you can make a map before the deadline, you're good. 2 Quote Share this post Link to post
Thelokk Posted January 27, 2022 13 minutes ago, dac said: If you can make a map before the deadline, you're good. Alright I'm game then. 2 Quote Share this post Link to post
Thelokk Posted January 28, 2022 (edited) Aaand courtesy of COVID work is already underway. Currently writing a love letter to the best texture to ever come out of Doom - the CEMENT series. Plus textures from the project pack of course. Edited January 28, 2022 by Thelokk 5 Quote Share this post Link to post
dac Posted January 29, 2022 This is a bit last minute, but @Astro X I'll need you to compile your maps in the correct submission format. Otherwise, I'm still on schedule to release the beta compilation this sunday. 1 Quote Share this post Link to post
akolai Posted January 29, 2022 Hey, I'll be dropping out of this project. I've got a finished map, but it's hilariously unbalanced and I have no intention of changing it. Good luck to the rest of you. 1 Quote Share this post Link to post
Thelokk Posted January 29, 2022 (edited) Hey, anyone feels like giving the eeearly beta of my submission a spin? The Sinkhole Title: 'The Sinkhole' Author: TheLokk Playtime: short, about 10 mins, can be speedrun in literally 20 seconds. Tested: DSDA, GlBoom+, GzDoom MIDI: "Main title" from Shadow of the Beast MUST LIKE CEMENT1. It's a short and sweet 'switch hunt' playing around monster as obstacles and the scavenge for tight resources. Pretty sure the balance still needs severe tuning though. Note: it said 30 monsters in GZDoom, 24 in the other ports? probably because the remaining six are lost souls. Also I assumed that souls spawned from pains wouldn't count against the total. Thanks! Edited January 29, 2022 by Thelokk 2 Quote Share this post Link to post
dac Posted January 30, 2022 Doing a bit of UMAPINFO (Also sneak peek for how things will be ordered!) Spoiler @RastaManGames Also also played your map, liked it!! I took the liberty of setting up the sky you wanted with UMAPINFO, it should show up correctly in the beta. 9 Quote Share this post Link to post
dac Posted January 31, 2022 Thirty Monsters Challenge, beta compilation 1 is OUT! And there's thirty maps in it too! Get it here! So first things first, notable omissions: Astro X's maps aren't in, still waiting for them to be properly submitted. Thelokk's map came in a bit too late, and I assume it still has a LOT of work needed to be done in it - as of right now, you can literally end the map by doing a 180 and pressing the use key. Maps are ordered by difficulty, or at least what I found difficult. Needless to say this will change as people go WTF at certain placements 😅 Heavy use of UMAPINFO, so I recommend DSDA-Doom or Woof to run these maps. Can't guarantee anything for anything else. So without further ado, map list, episode names shamelessly retro gaming: Spoiler EPISODE 1 - FUN MAP01 : 'Obsidian Ravine' by @Walter confetti MAP02 : 'Trapped in Remnants' by @RastaManGames MAP03 : 'Caco by Caco' by @Origamyde MAP04 : 'Vile Keep' by @ryiron MAP05 : 'Blueberry Castle' by @DynamiteKaitorn MAP06 : 'Azure Crypt' by @MFG38 MAP07 : 'Dystrophia' by @Scorpius MAP08 : 'Crate Processing' by @lokbustam257 MAP09 : 'Dismal Twilight' by @NeedHealth MAP10 : 'Demon Electrica' by @Bri EPISODE 2 - TRICKY MAP11 : 'Marine's Snowiest Base' by @LGmaire MAP12 : 'Pitted Iron' by @Obsidian MAP13 : 'Lapis Lazuli' by @ryiron MAP14 : 'Spider Testament' by @alexsa2015sa MAP15 : 'Tomb of Nephren-Ka' by @PinkFlamingo MAP16 : 'Blu-Ray Pain' by @cannonball MAP17 : 'With Time Comes An End' by @Engired EPISODE 3 - TAXING MAP18 : '30/30/3' by @Parkolnaught MAP19 : 'Windswept' by @Salmon MAP20 : 'Hide and Sick' by @Shawn MAP21 : 'Rapturous Grief' by @myolden MAP22 : 'Patio Bloodbath' by @Gaargod MAP23 : 'Caeco Regno' by @LPad MAP24 : 'wiltingDryad' by @BENCHY EPISODE 4 - MAYHEM! MAP25 : 'Irregular Expression' by @SCF MAP26 : 'Overgrown Fortress' by @finnks13 MAP27 : 'Infernal Engine' by @BiZ MAP28 : 'Misjudging the King' by @Bloodbath Giraffe MAP29 : '-ANTI-LIFE-' by @Worriedidiot MAP30 : 'Paroxysm' by @NoReason And with that, off to get some sleep. 23 Quote Share this post Link to post
Thelokk Posted January 31, 2022 (edited) TheSinkholeV2.wad Title: 'The Sinkhole' Author: TheLokk Playtime: short, about 10 mins, can be speedrun. Tested: DSDA, GlBoom+, GzDoom MIDI: "Main title" from Shadow of the Beast - Fixed the switches and the exit so they are a bit less conspicuous, and more difficult to activate out of the intended sequence. - Adjusted monster flags and ammo. Enough to complete the map, but having the necessary ammo at the right moment will require proper routing. - Decorated some more. Any suggestion and criticism more than welcome! Edited January 31, 2022 by Thelokk 2 Quote Share this post Link to post
LPad Posted February 1, 2022 Map Name: Sea of Wonders Author: LPad Theme: Wood/Cave Music: Frozen Flame, from Chrono Cross Difficulty Settings: Implemented Ports Tested: GZDoom, DSDA-Doom A short level with low difficulty, intended for early levels of the Wad. Tried to keep it with a moderate pace and very manageable. I ran into a couple of bugs that constantly reappeared when I made changes, like a wall that constantly lost its texture or sectors that just disappeared from time to time. I tried to solve everything before posting this version of the map, but if something's not right, let me know. 30mc_LPad2.rar 3 Quote Share this post Link to post
Obsidian Posted February 1, 2022 Stop me if I'm wrong, but I don't believe submissions are open anymore? 0 Quote Share this post Link to post
LPad Posted February 1, 2022 They are as far as I know. There's time until March 21st. The beta is just what we have so far, but it's still not closed 0 Quote Share this post Link to post
Thelokk Posted February 1, 2022 (edited) Not much time to play recently so only up to map09, but lots of very good stuff! Heavily leaning towards the short and whimsical. A couple of slightly unfair archies/ cybers in the lower difficulty maps but nothing insormountable. A few maps could also go a bit easier on the instantly raising ambushes but that's just a peeve of mine. Highlight so far is Caco by Caco, great visuals and loads of fun! Will add comments as I go along. - Spoiler for map09: Spoiler @NeedHealthI would make the linedefs of the two deep pits right in front of the spawn point impassable. By sliding on the window's ledges I happened to fall in and softlock myself, unless I missed a way out. Will post a ss as soon as I can. - I can't remember off the top of my head if the megawad's txt file is meant to suggest pistol start or continuous, but imo it should strongly reccomend the former. Up to map11 and I'm almost maxed out on all kinds of ammo, can entirely ignore the map's own pickups. Edited February 1, 2022 by Thelokk 1 Quote Share this post Link to post
Bri Posted February 1, 2022 48 minutes ago, Thelokk said: - I can't remember off the top of my head if the megawad's txt file is meant to suggest pistol start or continuous, but imo it should strongly reccomend the former. Up to map11 and I'm almost maxed out on all kinds of ammo, can entirely ignore the map's own pickups. I was stacked with ammo too when I played. MBF21 can do death exits, though, so that may be an option. Or maybe just at the end of each episode. 1 Quote Share this post Link to post
Biodegradable Posted February 1, 2022 @LPad Really neat little map, fam. Definitely should be one of the WAD's early maps for sure. 2 Quote Share this post Link to post
ryiron Posted February 1, 2022 The two maps I submitted (map04 and map13) at least are intended to played from pistol start. The first fight in map13 for example isn't really a challenge if you start with an energy weapon :-). 1 Quote Share this post Link to post
dac Posted February 1, 2022 1 hour ago, Bri said: I was stacked with ammo too when I played. MBF21 can do death exits, though, so that may be an option. Or maybe just at the end of each episode. Death exits on all maps (kind of like what Bourgeois did) sounds fine. Everyone is OK with it? 2 Quote Share this post Link to post
Thelokk Posted February 1, 2022 Just now, dac said: Death exits on all maps (kind of like what Bourgeois did) sounds fine. Everyone is OK with it? A must I'd volte. Stomping all over the higher tier maps on UV continuous in force of stockpiled ammo alone. I'm literally BFGing whole maps atm. 0 Quote Share this post Link to post
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