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Doomworld Maximum Project 2022 - Uploaded!


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I've put together a map that I thought I'd submit for this year's DMP. It's not necessarily a difficult map to complete, but if you're only a barely average doomer like me, you might want to excercise the quicksave key a few times.

 

Title: "The Arch-demon's Manse"

Format: UDMF

Target port: GZDoom

Playtime: Probably about 10 minutes or so on your first play

Difficulties: Implemented. Designed to be played in UV, but still a fun ride in HMP. Lower can be a bit too simple.

Jumping/Crouching: Nope, sorry.

Freelook: Sure, it's GZDoom after all.

MIDI: Always Watching by Lippeth - From Plutonia MAP11

Textures: OTEX. A few stock textures and a few basic edits. Sky is from Box O Skies.

 

I'm pretty sure the naming convention has been followed correctly. I've included a mapinfo for music & sky.

 

Screenshots:

 

Spoiler

Screenshot_Doom_20220217_164205.png.1b825db554430bf2af0700e99b54afb4.png

Screenshot_Doom_20220217_164222.png.9d807e1d16cf995b59ecfc9441e304cd.png

Screenshot_Doom_20220217_164232.png.f4033275cf7e748386ca664d6b8062e6.png

Screenshot_Doom_20220217_164241.png.05704a5a2a52eccba31a96a01c0f47dc.png

 

Download link: DEM_MANS.zip

 

EDIT: Updated version improves the ammo/health balance.

 

Edited by Demondice
Updated version

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7 minutes ago, Demondice said:

I've put together a map that I thought I'd submit for this year's DMP. It's not necessarily a difficult map to complete, but if you're only a barely average doomer like me, you might want to excercise the quicksave key a few times.

 

Title: "The Arch-demon's Manse"

Format: UDMF

Target port: GZDoom

Playtime: Probably about 10 minutes or so on your first play

Difficulties: Implemented. Designed to be played in UV, but still a fun ride in HMP. Lower can be a bit too simple.

Jumping/Crouching: Nope, sorry.

Freelook: Sure, it's GZDoom after all.

MIDI: Always Watching by Lippeth - From Plutonia MAP11

Textures: OTEX. A few stock textures and a few basic edits. Sky is from Box O Skies.

 

I'm pretty sure the naming convention has been followed correctly. I've included a mapinfo for music & sky.

 

Screenshots:

 

  Hide contents

Screenshot_Doom_20220217_164205.png.1b825db554430bf2af0700e99b54afb4.png

Screenshot_Doom_20220217_164222.png.9d807e1d16cf995b59ecfc9441e304cd.png

Screenshot_Doom_20220217_164232.png.f4033275cf7e748386ca664d6b8062e6.png

Screenshot_Doom_20220217_164241.png.05704a5a2a52eccba31a96a01c0f47dc.png

 

Download link: DEM_MANS.zip

 

Pretty good map! fairly short compared to how architecturally intimidating it looks, but it makes very good use of GZDoom's advanced features. A bit generous with ammo and stingy with health maybe. 

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I was thinking of putting "RC1" of my submission here in order to get some feedback to make the final version the best possible, but I see others have submitted final versions. Maybe beta versions would clog up the thread?

 

Also, there's a problem that my wad exceeds 2mb (by only a few hundred kilobytes, fortunately) because it uses custom textures, and I probably just don't know how to do it, but Slade3 won't remove all the unused textures (and thus patches, I think). And I don't have the textures renamed, because I've just been using CC4-TEX as an additional resource in UDB -- maybe final submission would only include the map data, custom song and UMAPINFO-lump and then the file size would be more manageable (but would require @Obsidian to include parts of CC4-TEX in the final product. But then again, others might use that texture pack as well?).

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1 hour ago, RHhe82 said:

(but would require @Obsidian to include parts of CC4-TEX in the final product. But then again, others might use that texture pack as well?)

 

The problem arises when people use texture packs that have the same naming conventions for different textures, which happens a bit more often than you'd think. As for removing unused textures, go to Archive->Maintenance->Remove Unused Textures in SLADE3 (there's also options for flats and patches that you should use) and for the most part you'll be set. Just make sure you double-check the animated textures!

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7 hours ago, Obsidian said:

 

The problem arises when people use texture packs that have the same naming conventions for different textures, which happens a bit more often than you'd think. As for removing unused textures, go to Archive->Maintenance->Remove Unused Textures in SLADE3 (there's also options for flats and patches that you should use) and for the most part you'll be set. Just make sure you double-check the animated textures!


I can totally imagine, it’s gonna be a bitch slapping all the maps together. I wish I had thought of this (that is: followed this thread more closely :P) earlier, it makes me want to use the map I made as a standalone release (or possibly as a part of small mapset) because renaming all the textures in a unique way makes me think it’d be easier to simply make a new map that has perhaps a custom sky and some simple lavafall texture that isn’t such a chore to rename :-D Deadline is still a safe distance away, anyway.

 

I used precisely those functions in Slade, and it still retains stuff that I’m 100 percent positive I hadn’t used in my map. I don’t know if it matters that CC4-TEX seems to use some odd markers to tag texture/patch categories?

 

EDIT: Looking more closely, slade3 magicks retain only a handful of stuff that I haven't used, and they all look Doom / Doom 2 textures and waterfall textures from Plutonia. The rest looks like stuff I have used, and the wad still takes more than 2mb :(

Edited by RHhe82
clarified language

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On 2/19/2022 at 4:41 PM, RHhe82 said:

I was thinking of putting "RC1" of my submission here in order to get some feedback to make the final version the best possible, but I see others have submitted final versions. Maybe beta versions would clog up the thread?

 

I don't think Obsidian set any limits to the number of times that revisions to maps could be submitted. Personally, I had planned on submitting a revised version. I've seen it done many times on these sort of projects after mappers got feedback on their maps. As long as you make it evident that whichever entry is the final submission (if you end up with more than one version), then I don't think it will be an issue. Of course, this is just my opinion; Obsidian may feel completely different, and, if that is the case, will probably weigh in and let us know.

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No, you've hit the nail on the head: I don't mind people posting multiple iterations of their maps, so long as they specify which one they'd like to be included.

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On 2/17/2022 at 5:24 PM, Thelokk said:

Pretty good map! fairly short compared to how architecturally intimidating it looks, but it makes very good use of GZDoom's advanced features. A bit generous with ammo and stingy with health maybe. 

 

Thanks for playing. :)

 

I've uploaded an updated version that reduces the ammo in a few places (although there's probably still a bit too much) and adds a reasonable amount of extra health about. Hopefully that should redress the balance a bit.

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On 2/17/2022 at 1:15 PM, Demondice said:

I've put together a map that I thought I'd submit for this year's DMP. It's not necessarily a difficult map to complete, but if you're only a barely average doomer like me, you might want to excercise the quicksave key a few times.

 

Title: "The Arch-demon's Manse"

Format: UDMF

Target port: GZDoom

Playtime: Probably about 10 minutes or so on your first play

Difficulties: Implemented. Designed to be played in UV, but still a fun ride in HMP. Lower can be a bit too simple.

Jumping/Crouching: Nope, sorry.

Freelook: Sure, it's GZDoom after all.

MIDI: Always Watching by Lippeth - From Plutonia MAP11

Textures: OTEX. A few stock textures and a few basic edits. Sky is from Box O Skies.

 

I'm pretty sure the naming convention has been followed correctly. I've included a mapinfo for music & sky.

 

Screenshots:

 

  Reveal hidden contents

Screenshot_Doom_20220217_164205.png.1b825db554430bf2af0700e99b54afb4.png

Screenshot_Doom_20220217_164222.png.9d807e1d16cf995b59ecfc9441e304cd.png

Screenshot_Doom_20220217_164232.png.f4033275cf7e748386ca664d6b8062e6.png

Screenshot_Doom_20220217_164241.png.05704a5a2a52eccba31a96a01c0f47dc.png

 

Download link: DEM_MANS.zip

 

EDIT: Updated version improves the ammo/health balance.

 

 

Nice little map, I liked it - def too much ammo haha but a map that isn't over the top like so many, which is a nice change of pace now and again eh - Bio was here too - good times

 

 

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I'd like to have a crack at this...

 

I'll be using DiHF, building with Eureka, and testing in GZDoom 4.4. I have some ideas I have been playing with, but nothing definite yet. Will probably be unlike my other maps though.

 

>>> EDIT <<<

Gonna resurrect a map (Hell's Terminus) that was going to be part of my original Hellbreach set but never finished, so parts are already done:

Spoiler

 

1.png?raw=true

 

 

Thank you!

Edited by smeghammer

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i'm gonna make (an actual) map for this one, can i add custom skies for a limit removing map?

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3 hours ago, Paf said:

i'm gonna make (an actual) map for this one, can i add custom skies for a limit removing map?

 

Yep, just pop a sky transfer into the map once you're done. The worst that happens is that the sky doesn't appear in Crispy Doom, which hopefully you're okay with.

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2 hours ago, Obsidian said:

Yep, just pop a sky transfer into the map once you're done. The worst that happens is that the sky doesn't appear in Crispy Doom, which hopefully you're okay with.

Hmm, doesn't Crispy support sky transfers? I could've sworn that was the case, unless I'm misunderstanding you.

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3 hours ago, Andromeda said:

Hmm, doesn't Crispy support sky transfers? I could've sworn that was the case, unless I'm misunderstanding you.

 

...you know, you might be right. I figured it was strict limit removing compatibility, but I'm willing to be proved wrong.

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5 hours ago, Obsidian said:

 

...you know, you might be right. I figured it was strict limit removing compatibility, but I'm willing to be proved wrong.

Surprisingly Crispy does support them. Pretty cool.

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OK...

 

I tidied up an old map that I never finished for my Hellbreach mapset - separated into a standalone single map, "Hell's Terminus". It's essentially a single map set up like a hub. Anyhoo, Info:

 

Format: DiHF

Port: GZDoom 4.4

Freelook: Yes

Jump/crouch: No (but not disabled)

Custom tex: Yes (a sky from Mechs Box o' Skies and a DOORRED2 variant that is white, by me)

Custom things: Yes, one (spark fountain from R667)

Custom music: No

Map slot: 01 (change as needed of course)

Play time: 20 mins? (for me)

 

It is quite large though - comes in at nearly 3MB.

 

https://github.com/smeghammer/hellbreach/blob/master/standalone/hells_terminus.wad

 

Screenshots:

Spoiler

 

1.png?raw=true

 

2.png?raw=true

 

 

4.png?raw=true

 

5.png?raw=true

 

6.png?raw=true

 

 

8.png?raw=true

 

 

 

 

 

 

 

Edited by smeghammer
updated custom texture list

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23 hours ago, Biodegradable said:

 

Just watching the recording - It really looked like you had done that central arena thing before... And the hellish library. Yes, the plasma rifle is there, tucked behind the bookcase next to the stairs on that lower level. I was shouting "it's right there!!!" hehe.

 

The key indicators - I originally did have the keys in various places, but decided as there was already a puzzle, I'd leave them out. I liked the skull lights, but there isn't a vanilla white one, so left them as is. I can re-work if it is too much of a learned cue to find a corresponding key?

You might also notice that if you play several times, the teleporters take you to different places each time. I was playing around with randomizing the teleport targets on starting a new game - just for fun. There is a bit of ACS that does the magic. 

 

>>>> UPDATE: <<<<

I noticed in the playthrough that the messages on activating the switches didn't show - so fixed that.

 

Also, updated the exit indicator light texture to be a white variant of doorred2:

Spoiler

 

litewht2_1.png?raw=true

 

litewht2_2.png?raw=true

 

 

And updated hell library area to better indicate the plasma gun!!

Edited by smeghammer

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Here is my entry;

 

https://www.dropbox.com/s/t6mqnln1s5vm38r/DMP22cb.zip?dl=0

 

Name - Hot House

Format - Limit removing

Tested in - DSDA Doom

Editors used - Doombuilder X + Slade3

Music - Waiting For Romero To Play by Robert Prince

Build time - Roughly 1 week

Extra resources - None, just stock textures.

 

Comments - I think the inspiration for this one will become quickly apparent. I will implement lower difficulties at some point. 

Edited by cannonball

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  • 2 weeks later...

EDIT:

Just realized (yes, it took me a while for some bizarre reason) the map I'm trying to finish is for plutonia.wad.

Change of plans: I have a different idea & of course, this time, it will be for doom2.wad.

 

====

Just dropping a comment to say that I'm reviving a map I was planning to contribute to another project last year. Not gonna show any caps till I'm at least 90 % finished with it.

So far, the progress is going smoothly.

Edited by The_SloVinator
My brain fails to work, sometimes.

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I'd love to join this! Got a map that was already being worked on before I noticed this project, will hopefully be done soonish.

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@Obsidian I just finnished a map I'd like to add to this project also. It's a significantly edited (expanded upon) version of another map -the first map that I had ever shared with the world in fact, that I put into a comunity project similar to this one a while back (It's called RAMP, if anyone is interested in checking it out). The details of it (the significantly edited version of the map I mentioned at the start) are as follows:

Name: Nuclear Waste Processing Base

Mode: Singleplayer & Multiplayer Co-Op

Format: Doom: Doom 2 (Doom format)

Difficulty Levels: Yes

Tested With: DSDA Doom 0.24.3 & GZDoom 4.7.1

Jumping/Crouching: Yes I think (I never disabled them)

Freelook: Yes

Pistol Start: Yes

Textures: All stock Doom 2 ones

Soundtrack: D_E2M2 (doom 1's e2m2 music)

 

P.S. Sorry for accidentally posting this into the previous year's itteration of the project first (I had both year's projects open in seperate tabs and for some reason closed the wrong one and then didn't bother to check which one I was actually posting into).

nuclear waste processing base.rar

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