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[CP] DIY - Get imaginative with bold colors and MBF21 [WIP - Compiling]


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I've just updated the OP with v1.4 of the resources. I wouldn't normally make an update so soon after the previous one but @dmdr has cut the larger skies into multiple patches and they work perfectly now (SKY11 - SKY40). This is very likely the last resource update unless there are emergency bugfixes that are needed. I'm going to start playtesting more maps and will update this post as I go.

 

Spoiler

7DK1fAY.png

 

Edit:

@RastaManGames - I'm playing v4 of your map. I love the opening shot of your map, the city looks great - the lit windows really bring it to life. I'm loving the doomcute in this map, the cars are brilliant - I like how you can climb on them. Opening fight is alright but I think it could use a few more enemies to make the streets feel a bit more hectic at the start (not many, just a handful of popcorn enemies even).

 

The cafe looks great but there are a few slime trails to fix if you can. Good amount of secrets in the map, exploration feels rewarding. It took me a little while to figure out where to progress at first (lowering yellow key). Might pay to add some armor bonuses or something further down to get the player exploring the beach? Might not be necessary if other players don't report not knowing where to go.

 

The combat in general in the map could be bumped up a notch. I was excited to get some action when I got to the red key fight in the supermarket (which looks great btw) only to be disappointed when it was just a handful of imps. The fights don't need to be harder but they could be more substantial. The red key fight would be the easiest to bolster, add in some monster variety (imps + cacos? could add pinkies too). The big city streets could definitely be reused to do a larger scale fight. The last cyber didn't make too much sense to me. There's heaps of space so he's not any sort of threat and I didn't have enough ammo to kill him. That would be the place to have the streets fill with monsters, then the cyber would make sense.

 

Btw what's with the duplicate keys at spawn? I noticed them on the ground when I was cleaning up the map at the end.

 

Balance-wise the map is fine, it's quite lenient (I don't think I dropped below 100hp the whole time). I had enough ammo to get through until right at the very end. Overall, I really enjoyed the look of the map. It was fun exploring the city, getting the secrets and hunting for more doomcute. I think if you were to give the gameplay a shot in the arm then it would be a brilliant. It doesn't need to much harder, just more populated and engaging. Great work dude, I love it. Ok, time to play the next map!

 

@CBM - Playing v1.3 of your map. The start room is so fkn in your face, so many colors and close walls. Great use of lighting, it makes for some really trippy effects when moving around. The map has a surreal, playful quality to it. I have no idea what anything is supposed to be and that makes it very interesting to explore, you never know what you'll see next. I especially liked the trippy fake wall secret with a single armor bonus.


I think the map could use more health. Maybe adding a stimpack in each of the those one way drop downs to the grey tunnels on the west side or their respective keen rooms?

 

Speaking of Keen, I think the Keen mechanic totally fits the map. It may pay to have a keen where the arrow is pointing in the big floor EXIT sign to communicate to players they need to kills Keens to exit in case they aren't aware of that mechanic.

 

This is a fun weird little map, I really dig it, it could be a great palette cleanser after a beefy map or something. Great work, dude. On an unrelated note, I started watching through all of Star Trek in chronological order with my gf a little while ago. I'd seen the odd TNG ep but nothing substantial. First show up is Enterprise which we've been enjoying a hell of a lot. We're on s04 now. I prefer the very contained episode format of the earlier seasons but the longer arcs are interesting too. S04 is probably the best with it's hybrid of both styles. It's cool seeing Enterprise and Starfleet in their nascent years.

 

@SuperCupcakeTactics - I'll copy my comments from Doom Universe so that I can post the screenshot here too.

Sick midi, A++ right off the bat. The purple trim is a really nice detail, it looks great. The exploding SS lines were quite funny. The blue key sign is another great visual detail, someone in the DW thread was asking how to deal with marked doors, I'll show them this. I like the alcove with the 4 medikits, it's more interesting then plopping 4 in different corners. The triple AV fight is pretty mild when you know what to expect. Monster use is perfect for a rocket only map. Nice map flow with the keys and their doors. Rocket ammo balance seems about exactly right.

Solid small map. The rocket only gameplay keeps it interesting enough and the player flows around the map smoothly. Nice one, Cuppy.

 

g7IKKEg.png

 

@7Soul - Cool visuals from the very start, the chips and capacitors are instantly recognizable. The midi fits the map perfecltly. I enjoyed the struggle of the first fight, it felt like it took a while to get a decent foothold. I like the detailing you've added, especially the lights and the trim. A  lot of maps are, understandably, simple and undetailed and it's good to have a mix. The blue door marker is fantastic! It took me ages to find the final switch to be able to get the blue key but that's more to do with me missing things than the map being unclear. That final fight with the 2 AVs can be a bitch, the walls by the switch are the perfect height to block projectiles from hitting the AV. I think the exit markings are enough.

 

Another fun small map albeit a bit tougher than the others I've played today. Nice one 7soul.

 

Edited by xvertigox

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@xvertigox With version 1.3 the music on my map seems to be overwritten by the music in the resource pack. Would you like us to manually add the music to UMAPINFO or something like that? Or is that something you will do? Right now I just renamed my midi 'D_RUNNIN' and all of a sudden without warning it has been superseded.

 

I will have a look at the skies as soon as possible. It's an unwelcome surprise when the resource pack gets changed and I find out the music is different when a tester has already started my map and it's too late to change it. The same goes for the sky: if it doesn't look the way the mapper was expecting it to look, the tester will get an inaccurate experience. In my case a tester that is supposed to

Spoiler

walk through a void world suddenly marches across a strange, not-lining-up green mountain sky.

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On 1/10/2022 at 12:16 AM, Thelokk said:

I swear this is the first time I hear of this. A bit too obscure and old for being an issue, I'd say. Not to mention they're two entirely different products. 

 

Thanks for the reply -- that's more or less what I expected :).

 

On 1/13/2022 at 6:11 AM, xvertigox said:

The first thing I want to address is @RjY's concern. Since Doom It Yourself is the name of a old source port I will rename the project (not sure what, feel free to throw out names, everyone). I'm big on preservation and I think RjY is right, naming this Doom It Yourself will make it harder to get info on the old source port so we will use a different name (maybe just DIY Doom?)

 

Honestly, I am quite surprised at the positive response -- I didn't expect you to agree.

 

This engine was to a great extent how I got started with Doom, so I have a good deal of fondness for it. But it's hard to argue against the facts. It has been defunct for nearly 18 years. It is so obscure that it is not on the Doom wiki, even though other RISC OS engines are. Indeed apparently only one person on Doomworld has heard of it. So I expected you as a group to concur with Thelokk: "sorry but on balance we think it is fair game for having its name recycled". I was prepared to accept this.

 

So unless you do think of an absolute killer new title, I am happy for you to carry on with the name -- after all, you did what I asked, you did at least consider changing it :).

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23 minutes ago, Peccatum Mihzamiz said:

@xvertigox With version 1.3 the music on my map seems to be overwritten by the music in the resource pack. Would you like us to manually add the music to UMAPINFO or something like that? Or is that something you will do? Right now I just renamed my midi 'D_RUNNIN' and all of a sudden without warning it has been superseded.

 

I will have a look at the skies as soon as possible. It's an unwelcome surprise when the resource pack gets changed and I find out the music is different when a tester has already started my map and it's too late to change it. The same goes for the sky: if it doesn't look the way the mapper was expecting it to look, the tester will get an inaccurate experience. In my case a tester that is supposed to

  Reveal hidden contents

walk through a void world suddenly marches across a strange, not-lining-up green mountain sky.

 

 

You are totally correct, I added the UMAPINFO lump which defined the SKY and the music and I should not have made it map01! What a silly mistake, thanks for pointing it out. I have released a small update that changes the demo map to map29.

Resources v1.4b

 

Edit: @RjY Sounds like we've got a wiki page that needs creating. I think a compromise would be fair (and easy), we can call this new project 'DIY', ezpz.

 

Edited by xvertigox

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Map name: Panic at the Disco

Author: ryiron
Music: Moon Patrol Theme / A Fifth of Beethoven (uses MUSINFO and a music changer object)
Theme: Post apocalyptic dance party
Difficulty settings: Implemented (aiming for fun rather than difficult on all skill levels)

Description: In some bizarre dystopian night you are stuck on a small stretch of road going nowhere. There doesn't seem to be much to do except head to the disco and dance the night away...

Ports tested: DSDA-Doom, GZDoom

Download: https://drive.google.com/file/d/16ZhVM3ac2eYo4OXiH-Ahu-pWzEMjo1us/view?usp=sharing

 

doom00.png

Edited by ryiron
Fixed download link

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At the end there is no rest for the wicked, I guess?)


So... I made another few improvements to my map:

Made a mesmerizing path of health bonuses to yellow keycard pillar. Everyone loves health bonuses, right? I am not only one who always gets some dopamine's boosts every time when takes them?

Added 2nd variant of enemies for supermarket fight. It is not very variable, but can make fight a little bit fancier.

Also enhanced supermarket area itself, so it can be more difficult to stuck up here in cooperative. Even if you (somehow) found a little secret before entering in the battlefield, you still gonna trigger all important lines (i hope).

 

As for other things... Few of them was intented:

* Appearing keys in spawn tunnel are optional feature for cooperative (tbh it's more a crook stick for red keycard area), but i am gonna change it a little, so you not gonna be frustrated by duplicate keys in singleplayer. Something more useful awaits you!

Cyberdemon here just to be annoying arsehole, that not gonna let you run away so easily. But if you are fast enough, you still can outrun him and press both buttons to open final exit.

 

Slime trails kinda frustrating me. I tried as much as i can to fix them all, but there is still probability for them to appear. This is my first ever experience with them.

 

RMG_DIY_V5.zip

Edited by RastaManGames
V5 -> V6...

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yeah I had a look and there's a duplicate set of patches. I wondered why the resource wad increased in size by 20mb when the file I sent was only 10 lololol.

 

ALSO I forgot to replace the patches for SKY29, sorry @xvertigox. here's a wad with a corrected TEXTURE1 for you: DIY_resources_v1.4b_dmdr.zip

anyone who likes pink mountains can load it after 1.4b; take a look at the sample map as well if you want to see what they look like in game

 

I added those pinky sprites I edited again since I don't know if you saw em but weren't keen, or, just didn't see em while you were away (notice me senpai)

 

I played some maps. thorts follow

 

@Peccatum Mihzamiz Nice concept map, I laughed a couple of times playing it (the world map must have been fiddly to make). I know the point with this stuff is to be cute rather than have great gameplay but some teleporter trickery in the plane to bring an element of strategy beyond blind rocket lobbing would be great. The little sticky out bits in the myhouse.wad bit (mostly thinking of the cupboards) were a bit irritating too, they could be changed to non-blocking midtextures with only minimal effort and no loss of visual fidelity.

 

@SCF Looks great, fun gameplay up until the end where there's a pretty big difficulty spike, which made me pretty frustrated tbh. That said I think this could be mitigated fairly easily by just moving the stimpacks -- currently they're placed in an area where it's easy to get blocked in by meat and consequently butchered (it's adding insult to injury to die for a measly 10hp). I'd say just swap them with some of the ammo in the more accessible spaces under the manc/arach ledges to put a bit less pressure on the player's health and a bit more on their ammo supply.

 

@ryiron goddamn the disco section in this level was AMAZING. awesome aesthetic experience dude, the music and visuals synced perfectly (was suprised and pleased to learn MUSINFO works in Nugget too). It was a bit easy but tbh making it more difficult would dilute the experience so leave it as is. There was a stonking great slime trail outside the general store though, you may need to rebuild the nodes for software:

 

 


doom03.png.c2c62a4761dececa9a29783902de8900.png
 

 

Edited by dmdr

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4 hours ago, dmdr said:

 

@SCF Looks great, fun gameplay up until the end where there's a pretty big difficulty spike, which made me pretty frustrated tbh. That said I think this could be mitigated fairly easily by just moving the stimpacks -- currently they're placed in an area where it's easy to get blocked in by meat and consequently butchered (it's adding insult to injury to die for a measly 10hp). I'd say just swap them with some of the ammo in the more accessible spaces under the manc/arach ledges to put a bit less pressure on the player's health and a bit more on their ammo supply.

 

 

Point taken. Moving the health was a last-minute decision after detailing and didn't get enough testing because I was already too familiar with the fight by that point. I'll swap some of the item locations around.

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17 hours ago, xvertigox said:

@CBM - Playing v1.3 of your map. The start room is so fkn in your face, so many colors and close walls. Great use of lighting, it makes for some really trippy effects when moving around. The map has a surreal, playful quality to it. I have no idea what anything is supposed to be and that makes it very interesting to explore, you never know what you'll see next. I especially liked the trippy fake wall secret with a single armor bonus.


I think the map could use more health. Maybe adding a stimpack in each of the those one way drop downs to the grey tunnels on the west side or their respective keen rooms?

 

Speaking of Keen, I think the Keen mechanic totally fits the map. It may pay to have a keen where the arrow is pointing in the big floor EXIT sign to communicate to players they need to kills Keens to exit in case they aren't aware of that mechanic.

 

This is a fun weird little map, I really dig it, it could be a great palette cleanser after a beefy map or something. Great work, dude. On an unrelated note, I started watching through all of Star Trek in chronological order with my gf a little while ago. I'd seen the odd TNG ep but nothing substantial. First show up is Enterprise which we've been enjoying a hell of a lot. We're on s04 now. I prefer the very contained episode format of the earlier seasons but the longer arcs are interesting too. S04 is probably the best with it's hybrid of both styles. It's cool seeing Enterprise and Starfleet in their nascent years.

 

 

OT:

 

Very nice feedback! Thanks! :-D

 

Yes the map is meant to be surreal (to fit the texture pack).

I'm glad you like the keen mechanics.

 

I made a version 1.4 of my map with the changes you suggested!

 

Grab it here:

 

c sector vesion 1.4

 

Off topic:

ah yes, enterprise... also a show that I enjoy immensely.

 

Edited by CBM

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@dmdr Haha, cheers. That's basically the reaction I was hoping for with the map. I wanted to keep the difficultly down since the map is more about the aesthetic. The outdoor area is meant to be a pretty casual build up and weapon/ammo collection, and the final fights are meant to just be a fun: hold the fire button and enjoy.

 

The map is built with Eureka (an older version too I think, since the latest had some odd issues), which I assume has a crappy node builder that is responsible for the slime-trail. I've got a windows machine now, so I can finally switch over to Doom Builder. I'll rebuild and test with some other engines.

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@xvertigox Taking it upon myself to update the resource pack to fix current issues with it. I hope you don't mind. It's ideal imo if the resource pack does not throw errors in UDB when loaded.

 

* Removed the 135 duplicate texture entries.

* Removed the 135 duplicate patches from the Patches lump.

* Moved the included test map from map29 to map69 (use idclev69 or -warp 69) to prevent conflict with anyone potentially using map29. It's better to be ahead of the game on this, and no reason not to since we are using UMAPINFO.

* Updated UMAPINFO definitions to include additional parameters for the demo map. This should be a good template for you when it comes to compiling the maps, vertigo.

* Removed D_RUNNIN lump. This lump serves no purpose. It is a duplicate of D_DM2TTL and causes conflict with mappers who replace D_RUNNIN. This is the fastest, easiest, most common way to add custom music to your map and most people will use map01.

 

DIY_resources_v1.4bb.zip

Edited by Spendoragon

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Fuck yeah, that's awesome, thanks so much @Spendoragon and @dmdr, you saved me having to fart around with the resources again! I've updated the OP with them and I'll give them another look later tonight or tomorrow (still gotta update AV flame). I'll edit this post with some more playtesting too. Thanks again, guys, much appreciated.

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Anytime. I felt I should mention I didn't include dmdr's updated TEXTURE1 in the v1.4bb thing (sorry, I only just now noticed that) so this would be worth looking at for the next update.

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Version 3 download

-Added co-op stuff.

-Lots of tiny adjustments and quality of life stuff

 

edit:

@dmdr I agree on the lackluster combat in the big sections of the plane. Even to me it almost feels 'perfunctory' in a way. Fortunately the few playtesters I watched playing it live on stream seemed to have an average or above experience while fighting in the plane. The combat not dampening their experience. 
Unfortunately I don't see how I can improve it effectively. Things like teleporting a few monsters behind the player indeed seems to be an option but wouldn't necessarily help much livening up the overall constraints of the arena I think. If you or anybody else has any ideas I'm all ears. Otherwise I will be ok with the experience of the entire map as it is, not-perfect combat included.

Edited by Peccatum Mihzamiz

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LSeHFjG.png

 

title - SKARLET'S DEVIL DAGGERS

 

SKARLET'S DEVIL DAGGERS v.0.1.zip

 

I really don't want it to go to waste because I've spent many hours on it. But I've hit some creative block maybe. The final arena is supposed to be some kind of bullet hell where you have to live for a certain amout of time, pillars appearing with shotgun ammo. But it's hard to make anything alluding to the Devil Daggers arena with default Doom monsters behaviour. ATM there's only a bunch of revenants. *shrugs* Homing missiles are the only thing resembling Devil Daggers monsters in behaviour probably.

 

In the first area you have to find the shotgun like the dark room intro in Devil Daggers.

 

In the second area you have to wait until you get access to the pillar that opens the gate to the hole.

 

You jump into the hole to enter the final area you simply fight a bunch of monsters for some time before the exit will appear. Exit is not implemented yet.

 

It's Devil Daggers hence no health packs.

 

I don't know, please check out what I've got in this early version. Any help would be appreciated.

Edited by game

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On 1/16/2022 at 1:35 AM, SCF said:

Finished the first version of my entry. I might go back and add more detail in some areas, but the gameplay is done.

 

Download v1

 

Name: Chromatose
Music: Lab 16's Ruins, from Chrono Trigger

Difficulty Settings: Yes

Notes: There is an optional secret fight. The secret fight may be hard. If you're having trouble finding it, there's some help at the exit.

 

Hv0yxF5.png

 

 

Really fun map! I especially love the shading. It's very beautiful.

I think you can add a bit more resource to the final fight. It's a bit of pain with only green armor and 100 hp. Maybe a mega armor?

I really enjoy the secret fight. But you can just hide behind the corner where you teleport in, which kinda defeats the purpose of arch-viles since you can just let them infight. I also wish there can be a special exit for people who completes the secret fight, or at least some sort of reward.

Thanks for that automap secret, I won't be able to find a damn secret without it. :)

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3 minutes ago, Nefelibeta said:

 

Really fun map! I especially love the shading. It's very beautiful.

I think you can add a bit more resource to the final fight. It's a bit of pain with only green armor and 100 hp. Maybe a mega armor?

I really enjoy the secret fight. But you can just hide behind the corner where you teleport in, which kinda defeats the purpose of arch-viles since you can just let them infight. I also wish there can be a special exit for people who completes the secret fight, or at least some sort of reward.

Thanks for that automap secret, I won't be able to find a damn secret without it. :)

 

Thank you! I've already made some (unreleased) changes to the final fight to give more (and more accessible) health so that should help.

 

When you say 'behind the corner', do you mean where the imps/chaingunners are? I may not have tried hard enough but my impression was that hiding there wouldn't work because enemies would start getting inside and closing in on you.

 

The reward for the secret is meant to be that you get a BFG for the final fight, but of course that doesn't apply if you go to the end of the level first. So you could consider that a reward for finding the secrets without the automap :)

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1 minute ago, SCF said:

When you say 'behind the corner', do you mean where the imps/chaingunners are? I may not have tried hard enough but my impression was that hiding there wouldn't work because enemies would start getting inside and closing in on you.

I only hide behind there after killing the arch-viles on the left and some of monsters, but if that's intentional, it's fine.

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18 hours ago, game said:

LSeHFjG.png

 

title - SKARLET'S DEVIL DAGGERS

 

SKARLET'S DEVIL DAGGERS v.0.1.zip

 

Tryed to play your map without any research. Looking astonishingly. First gameplay impression: understand nothing. Second impression: understand nothing. Next one: ok, it's playable) Most confusing thing is where can i (as player) move on. Maybe need to add some indications for linedefs player cannot pass?

 

Arena with revenants is nice, I don't know is it intended or not, but i consider player want to get rid of rockets after killing revs, so, for instance, there is simple way - to add a few columns. I found 2 rectangular sectors on that arena i cannot pass and they are not visible (bug, feature?) And i didn't found a way to escape this arena, or exit level.

 

Overall impressions: surely gimmick and terrifying map (perfect for secret one ;)

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4 minutes ago, ViolentBeetle said:

Booted up UDB and immediately have a suggestion - why not put all the new textures into TEXTURE2 instead. That'd make it much easier to filter.

Actually in UDB you can put all needed textures into folder using Tools -> Game Configurations -> Textures -> Add...

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41 minutes ago, CblBOPOTKA said:

Actually in UDB you can put all needed textures into folder using Tools -> Game Configurations -> Textures -> Add...

Or I could delete all the IWAD textures and rename lump to TEXTURE2 saving myself effort that would otherwise went into creating and manually filling the category. I can even probably put them in TEXTURE1, but I suspect it might cause issues.

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1 minute ago, ViolentBeetle said:

Or I could delete all the IWAD textures and rename lump to TEXTURE2 saving myself effort that would otherwise went into creating and manually filling the category. I can even probably put them in TEXTURE1, but I suspect it might cause issues.

Not sure deleting IWAD textures is a good idea. But i am not expert in that domain

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3 minutes ago, CblBOPOTKA said:

Not sure deleting IWAD textures is a good idea. But i am not expert in that domain

That's why I moved them to TEXTURE2 just in case, so IWAD TEXTURE1 would be preserved.

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I'm hitting severe mapper's block with this and hate every idea I've tried so far so just wanted to pop in and say every single screenshot in here is astounding.  So many creative uses of light, geometry, and tasteful palette selection with the limited textures available.  No surprise that you lot are creating art of course but still, wow <3

Edited by Stupid Bunny

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If I were to add a midi to my map in this project then how should I do it? I downloaded a midi with a circus theme that I'd like to use as the music for my level

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Just now, CBM said:

If I were to add a midi to my map in this project then how should I do it? I downloaded a midi with a circus theme that I'd like to use as the music for my level

 

Same way you add a MIDI to any other map - open .wad in SLADE or a similar tool, import MIDI into it, rename accordingly, save.

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