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Doomworld Maximum Project 2022 - Uploaded!


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I decided to seek some additional feedback on version 2. Thanks to @Juza and @Remster for their feedback. I have implemented a few changes based on their feedback as well as thoughts that @Biodegradable and @Clippy had months ago. Thanks to all of you.

 

This is meant to be the final version of the map, and the final authoritative post on the subject.

 

Version 1 was already removed from the post on January 17th and I removed version 2 from the post on August 8th. The map must be loaded with the jimmytex resource pack.

 

<File removed. See February 5, 2023 for Version 4>

 

Title: Against the Smiling Horde

Version: 3

Format: Limit-removing

Tested with: Chocolate Doom v. 3.0.0 (switches don't animate and there are HOMs due to sidedef overflows and VPOs in some parts), PrBoom+ 2.5.1.4, ZDoom 2.8.1, GZDoom 3.2.5, GZDoom 4.7.1

 

Known bugs:

  • The switches don't animate in Chocolate Doom.
  • Sidedef overflows and VPOs in Chocolate Doom.
  • It may be possible to strafe-run and get the soul sphere before getting the blue key, but if you are successful in doing so, you will be softlocked.

 

I suppose you could call them bugs, but you're using non-vanilla features, so you're purposely breaking the map:

  • You aren't meant to jump out of the windows in the last area, so if you do, you'll be stuck in an inescapable death pit.
  • It may be possible to rocket jump over a small wall in the back area (near the yellow key). If you do this, you'll be stuck in an inescapable death pit.

 

Changes:

  • Moved secret switch to a slightly less obvious position.
  • Changed the switch-activated bars from a lowering floor to a repeatable fast lift.
  • Blocked some of the places where it was possible to sequence break. There was no real advantage to it, and it just served to be confusing.
  • Added features to try to draw attention to the door to the blue key, as well as when a switch opens it.
  • Changed some light levels.
  • Added some minor lighting flare.
  • Fixed random textures and flats.
  • Moved switch that opens door out of red key area so that it cannot be used until after you get the red key. Even then, it's not obvious, and you can't inadvertently open the door early. The fight is closer to a typical lock-in throughout.
  • Added a trim to the outer wall of the building.
  • Added some decorative trees (albeit dead ones) to the cliffs surrounding the base.
  • Moved two health bonuses slightly.
  • Moved a deathmatch start to a different place in the opening room.

 

Story: The Grinning Gargoyle is the code name given to one of the demonic lords. It sent part of its horde to take over one of the forward bases to convert it to a portal for massing its assault. The armed forces were occupied with other battles elsewhere and couldn't spare a large force to retake the base. So, they sent you, one of their elite soldiers, to teleport into the base and liberate it from evil.

 

Notes on the map: My original intention was for this map to be vanilla, but the final area ended up with drawseg and visplane overflows and I decided to leave it like it was. Therefore, this map is somewhat close to vanilla (indeed, you can play most of it in Chocolate Doom), so it's limit-removing. The difficulty level of the map is meant to be moderate, and the ammo is somewhat balanced across difficulties, but shouldn't feel too tight overall. It's a relatively straightforward map, with a few turns and a bit of freedom along its linear way.

 

Edited by Pegleg
EDIT: Removed file and struck through comment about this being the final version.

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@Sesamia It's a very tough pistol-start that can take a while to grind out some sense of progression, but overall this map is quite thrilling with its progression and combat.

 

 

@DrJordo

 

 

@JaySmithen Really cool techbase map. I think you might need to scale back the supplies a little on UV. I didn't feel overpowered much, but I think you might have gone a little overboard with your generosity. I'll leave it to your discretion on whereabouts you think that might be based on my footage.

 

 

@Ninehills42 Terribly sorry, but this map is way out of my league and honestly not my cup of tea in general, so I feel ill-equipped to handle it. What I can say is that 500 kills in, I didn't have too bad a time with it. I had to play it at ITYTD just to be able to make it past the opening room, but I managed to progress past the boxing match setpiece, which was pretty fun! But once I made it to the big open maze like area with the heaps of power-ups and zombieman snipers, I was done. I just don't have the patience for this style, plus the 9000/10,000 monster count is just way too much for me to stomach. The map looks pretty damn cool though and the progression isn't too hard to follow. It made me feel like I was trapped inside a Virtual Boy lol. I'm sure the more sadomasochistic players among us will enjoy this one though.

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3 hours ago, Biodegradable said:

 

@Ninehills42 Terribly sorry, but this map is way out of my league and honestly not my cup of tea in general, so I feel ill-equipped to handle it. What I can say is that 500 kills in, I didn't have too bad a time with it. I had to play it at ITYTD just to be able to make it past the opening room, but I managed to progress past the boxing match setpiece, which was pretty fun! But once I made it to the big open maze like area with the heaps of power-ups and zombieman snipers, I was done. I just don't have the patience for this style, plus the 9000/10,000 monster count is just way too much for me to stomach. The map looks pretty damn cool though and the progression isn't too hard to follow. It made me feel like I was trapped inside a Virtual Boy lol. I'm sure the more sadomasochistic players among us will enjoy this one though.


Absolutely no problem. Not everyone enjoys slaughter maps afterall! Im glad you liked the detailing and the atmosphere at least :)

Edited by Ninehills42

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Probably expected, but I will not be able to submit a map. Had too many problems over the year happen to want to sit down and make anything, I will leave it there, as to avoid any more problems, apologies for not being able to. Good bye.

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I don't think I can do my original idea (aka teach my little brother how to make a map.) as it is unfinished. So, I'll probably just submit a speedmap.

 

[Change of plans: Repurposing seems to be the way now]

 

 

Edited by SuyaSS

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I regret to inform that I intend to plug out of this endevvour, since I am fatigued and don't have anything good to submit. Hopefully I might have something next year though.

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I was one of the firsts to join in, but it looks like I won't be able to finish ONE map to participate :( Curiously, I had a message draft here discussing a possibility of RC1 submission, but I haven't a slightest clue about what map that would have been, only that it contained CC4tex-textures, which is probably why I didn't want to submit anything but saved for a miniwad that's been brewing incredibly slowly during the year.

 

But long story short, opting out, sorry :(

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Name: I Dare You To Fuckin' Try Bitch!
Music: D_RUSTED.mid by Xaser, The Conquerer

Made in MBF21, tested in DSDA-Doom and GZDoom (sorry, 33% maximum!)
IDAREYOU.zip

Here's to another good year! c:

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Name: Discover and Apply

Format: Boom

Tested With: Woof!

Music: Reptilian By Jimmy Paddock

Difficulty Settings: Implemented

 

Info:-

Spoiler

 

Here it is. An old map started in May that is finally complete. For context, the silver base area was made after my first speedmap (BFS1H) and was supposed to be a prequel to it. However, this map was forgotten about unntil this month where I decided to pick it up and complete it. I made some improvements in the first area (however, it is mostly the same as the early version) and I added everything after the marble elevator switch in December. I went through two different ideas for my submission before I landed on this. The first idea was an UDMF map and it was much larger than this. It is mostly complete and will be cleaned up and be made part of Place Unknown. The second idea was to teach my 10 year old brother how to make a map. It is currently far from complete because he barely works on it. It was also UDMF.

 

Also, the map is a reference to how you can see my improvement after 7 months (June-December)

 

Features:

Claustrophobic elevator

Marble Temple

Silver Base with Bloodfalls

I can definitely improve this

And More....

 

 

discapp.zip

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I'm afraid I won't participate in this 2022 edition. Among other things, I want to keep polishing the map I've been working on. So maybe next time. Happy new year ya'll.

Edited by DoomRevolver

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Yeahhh I wont be able to participate either... too much map block and too much going on for me to focus on mapping. Good luck to all finishing up their maps!

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Name: New map

Format: Boom

Tested With: prboom+ 2.5.1.4

Music: Cold Subtleness by Jonathan El-Bizri (tnt.wad MAP14)

Difficulty Settings: Not Implemented
Textures: SKY4 from Ultimate Doom

Link: https://drive.google.com/file/d/1uL_pW68ykINDkfpEJuK6u11TUXcM5vrh/view?usp=share_link

A 4-hour speedmap I just made.

I intended to upload an old unreleased map with more substantial effort, but it uses resources from unknown origin. Probably it wouldn't have been a problem to upload it but it kind of sucked anyways. Probably next year :v

Edited by Worm318

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Map Title: A Cold Day in Hell
IWAD: Doom 2
Format: UDMF
Tested with: GZDoom
Jumping/Crouching/Freelook: No
Difficulty settings: Yes
Multiplayer support: No
Music: Ice Cap Zone Act 2(midi)
Textures: 232in24-15tex
Description: It definitely shouldn't be snowing in hell. Hopefully you can get out of here before everything freezes over completely.

 

Credits

Spoiler

-------------------
.map by Horselessheadsman

 

music------
.original music from Sonic the Hedgehog 3 by Sega
."Ice Cap Zone: Act 2 (7)" sequenced by Monster Iestyn from vgmusic.com

 

sound-------
.ice-moving noise from Hexen by Raven Software
."JM_IMPACT_01b - Snow on cement.wav" by Julien Matthey from freesound.org
."Kicking Snow" by PhillChabbb from freesound.org

 

sprites-----
.snowman death sprites from Demon Eclipse by Amuscaria
.snowman sprites from Hexen by Raven Software
.snowball sprites from Secret of Mana by Square Soft

 

props-------
.'Flame1' by osjclatchford
.'Brazier1' by Xaser, Jimmy, Minigunner, Gothic
.'Icicle1', 'Icicle2', 'Icicle3', 'Icicle4', 'Stalagmitee1', 'Stalagmitee2', 'Stalagmitee3', 'Chelltorch1' from Hexen by Raven Software
.'IcePillar1', 'IcePillar2', 'IcePillar3' ripped by Dunkelschwamm from Necrodome(by Raven Software)
.'Smoking1' from Blood by Monolith Productions
.'Tree1', 'Tree2', 'Tree3', 'Snowskull', 'Snowpillar', 'Snowbaron'; orginal sprites by ID Software, modified by Horselessheadsman

..original 'Tree1' sprite by osjclatchford

 

textures------
.uses "32in24-15_tex_v2" texture pack by esselfortium
.some textures modified by Horselessheadsman
    -ROCK14zz, SNOW5zz, SNOWtr1, SNOWZ
.wshade1 by Horselessheadsman

 

code-------
.'snow spawner' by Tormentor667 and Ceeb(modified by Horselessheadsman)

 

Download: https://drive.google.com/file/d/1AN7R_5SyQ8RHfNDVjgc5se3nf8PBbCid/view?usp=share_link

Screenshots:

Spoiler

Screenshot-Doom-20221231-180456.png


Screenshot-Doom-20221231-202539.png


Screenshot-Doom-20221231-202838.png


Screenshot-Doom-20221231-205254.png

 

 

Edited by horselessheadsman

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Damn it! I finished my map several hours ago but I've been having to iron out frustrating bugs! Sorry.

I hope you can still accept it as it's not spectacularly late, I've worked hard on this despite some delays due to IRL stuff.


(Old version completed earlier)
https://mega.nz/file/Xw0zhLwC#ZPs7gb4aQWOi8CKITMiYRqnk4YkC_0YxBJNMyY1SaKI


Update that removes tall lamp sprite edits: (I checked the rules again. I can't just hope that noone used the tall lamps)
https://mega.nz/file/yw1lhQSD#YiboXl0dOv-YPB-OMsAx90ehNsdFZaoXaeeNKMiSxSY


Map Format: BOOM, (-complevel 9)
Map Name: The Mutation Device
IWAD: Doom2

Difficulty levels: UV only so far. (it's more of a exploration/horror map anyway, so there's not much killing to be done.)
MIDI: Plutonia MIDI Pack's MAP30 track
Textures used: SNOW1 texture from 32in24_15_V2 that I've recolored, and a few OTEX textures (OFLSHB01, OFLSHG01, OFLSHG02, OMRBLR00, OSTONE20, OFALLT01)
COOP and DM support: Nope
Other info: (spoilered to preserve the atmosphere of the map if what is mentioned can be kept in)

There are dead mastermind sprites that I re-tinted and used to replace the tall tech lamp, I don't mind if this needs to be removed anymore tbh, but the dead spiders do add to the atmosphere. ( see the updated link above )


Screenerios:
BlZw6tu.png
D5Eabdb.png
Mkf9Akh.png
y9WffMy.png

Edited by knifeworld
added screenshots and updated the wad according to the rules

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On 12/24/2022 at 4:39 PM, Ninehills42 said:

Any feedback is welcome :)

 

Finished your map on uv, great stuff. I really enjoyed pretty much everything, fun combat and lots of creative encounters. I thought the difficulty was fairly manageable, nothing too crazy but challenging for sure. I like the somewhat unusual (for a 10k monster slaughtermap standands) weapon curve starting all the way from pistol zerk and shotgun. 

Well, pistoling zombies was a bit annoying perhaps, the damage they do is just so random, but I didnt mind it too much. Boxing arena was neat and the chaingunner nonsense was a highlight to me. For the finale I wanted to suggest to add crushers for some snipers (viles and cybers) but cleaning them up wasnt too tedious in the end so maybe its fine. I got lost a bit a couple of times by confusing backtracking with progression (two particular ones were the exit from the first big fight with an invuln, I spent 10 or so minutes wandering in the first area, and the one just before the finale where backtracking is much closer to the switch opening it than the actual progression). The switch sequence in the finale was cool. I found only one secret right at the end :) But I got all kills so I dont care about getting them really. I didnt find anything gamebreaking so good job on that.

 

Again, this is a very good map, I hope it gets attention it deserves. Would recommend it to all slaughter enthusiasts.

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@Thelokk, would you still like your map to be removed from the project? Just want to double-check.

 

@Dreamskull Getting to this a bit late, but unfortunately I can't include your map on account of it being for TNT: one of the few rules for this project is that your submission has to be for the Doom 2 IWAD, I'm afraid.

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2 hours ago, Obsidian said:

@Thelokk, would you still like your map to be removed from the project? Just want to double-check.

 

@Dreamskull Getting to this a bit late, but unfortunately I can't include your map on account of it being for TNT: one of the few rules for this project is that your submission has to be for the Doom 2 IWAD, I'm afraid.

 

I'd like it to stay in if that's ok, thanks. 

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On 12/31/2022 at 1:53 PM, Xyzzy01 said:

Name: I Dare You To Fuckin' Try Bitch!
Music: D_RUSTED.mid by Xaser, The Conquerer

Made in MBF21, tested in DSDA-Doom and GZDoom (sorry, 33% maximum!)
IDAREYOU.zip

Here's to another good year! c:

Oh well, at least there is 2 maps for MBF21 lol

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@horselessheadsman How are you supposed to play your map? It doesn't jump right into things like some pk3 fils do, nor does appear in any of the map slots, fam.

 

@knifeworld Sorry mate, but I found this map really confusing and I also had severe frame-rate issues on GZ making it borderline unplayable.

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