CBM Posted January 21, 2022 Just now, MFG38 said: 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. but as what? do I need mapinfo? I cant be sure it will be map 01 0 Quote Share this post Link to post
CblBOPOTKA Posted January 21, 2022 (edited) 3 minutes ago, CBM said: but as what? do I need mapinfo? I cant be sure it will be map 01 For usual way rename it to D_RUNNIN. For mbf21 use some UMAPINFO magic like this MAP MAP01 { levelname = "..." skytexture = "..." music = "..." partime = ... } Edited January 21, 2022 by CblBOPOTKA 1 Quote Share this post Link to post
CBM Posted January 21, 2022 1 minute ago, CblBOPOTKA said: For usual way rename it to D_RUNNIN. For mbf21 some UMAPINFO magic like this MAP MAP01 { levelname = "..." skytexture = "..." music = "..." partime = ... } I guess the OP will make sure it works as intended if I just use map slot 01 and rename it D_RUNNIN then, once he assembles the project 1 Quote Share this post Link to post
CBM Posted January 21, 2022 new version of my map, now with music - circusgalop, composed by Marc-André Hamelin (a.k.a. DA DOC) c sector vesion 1.5 3 Quote Share this post Link to post
ViolentBeetle Posted January 21, 2022 I'm thinking of making another house map. It wouldn't be an overkill, would it? Thinking a cabin surrounded by snow and a frozen lake. Perhaps something more original, like a cabin surrounded by snow and a volcano. 1 Quote Share this post Link to post
knifeworld Posted January 22, 2022 This looks like fun, sign me up! 1 Quote Share this post Link to post
Pixel Fiend Posted January 22, 2022 (edited) Might need a little tip so I might move on a bit with the red map: does anyone know how to write that UMAPINFO to disable infighting? https://github.com/coelckers/prboom-plus/blob/master/prboom2/doc/umapinfo.md https://doomwiki.org/wiki/UMAPINFO Another question: what actually activates the boss voice like in level 30? Edited January 22, 2022 by game 0 Quote Share this post Link to post
CblBOPOTKA Posted January 22, 2022 31 minutes ago, game said: Might need a little tip so I might move on a bit with the red map: does anyone know how to write that UMAPINFO to disable infighting? https://github.com/coelckers/prboom-plus/blob/master/prboom2/doc/umapinfo.md https://doomwiki.org/wiki/UMAPINFO Usually you need to use DEHACKED lump for that. And there is one problem in CP if we are going to utilize such features like infighting or monster parameter tweaking: these parameters are applied for whole wad. So, for example, this could be solved like: Spoiler Patch File for DeHackEd v3.0 Doom version = 21 Patch format = 6 Thing 4 (Archvile) Infighting group = 1 Thing 22 (Cyberdemon) Infighting group = 1 Now archviles and cybers are in the same infighting group, so they doesn't infight each other. But, again, this is bad way, because this behavior is spreading for whole wad, not only your map. Right way is to create a new monster inheriting existing one. And then apply all needed modifications on it: Spoiler Patch File for DeHackEd v3.0 Doom version = 21 Patch format = 6 Thing 160 (Archvile) ID # = 964 Initial frame = 241 Hit points = 700 First moving frame = 243 Alert sound = 48 Injury frame = 269 Pain chance = 10 Pain sound = 28 Far attack frame = 255 Death frame = 271 Death sound = 71 Speed = 15 Height = 3670016 Mass = 500 Action sound = 80 Bits = SHOOTABLE+COUNTKILL+SOLID Infighting group = 1 Thing 170 (Cyberdemon) ID # = 916 Initial frame = 674 Hit points = 500 First moving frame = 676 Alert sound = 44 Injury frame = 690 Pain chance = 20 Pain sound = 26 Far attack frame = 684 Death frame = 691 Death sound = 68 Speed = 16 Width = 2621440 Height = 7208960 Mass = 1000 Action sound = 77 Bits = SHOOTABLE+COUNTKILL+UNUSED1+SOLID Infighting group = 1 All these parameters were generated by utility WhackEd4. Thing numbers are random > 139, thing ids > 800 are ok. After adding this lump into your wad, two new types of monsters will be added in your editor (in UDB they appear in category User-defined) 2 Quote Share this post Link to post
dmdr Posted January 22, 2022 @game @CblBOPOTKA I've already submitted a dehacked patch to vert via PM and he wasn't interested (it added A_BossDeath to every monster so anyone interested could use the 'bossaction' feature in UMAPINFO; nothing gameplay changing) so I wouldn't rely on any such patch being accepted. On that note game I think your mapper's block problem is probably related to wanting to force devil daggers gameplay into Doom, which clearly isn't working. Just drop some health and enemies into the arena, use timed conveyor belts to drop more stuff at various intervals, and be done with it. If you really want to make a DD mod you can make a 'director's cut' after DIY gets released, or if you're really invested you can withdraw from the CP in favour of a standalone map with as many new features as you want. Oh and pretty sure the boss voice is just john romero's severed head's sight sound. @Peccatum Mihzamiz tbh I'd just use teles to get some monsters behind the player but I'm very simpleminded. Maybe an archie surprise before you get into the cockpit (I'm thinking like 5 or 6, but give the player an invuln and heaps of ammo for some power fantasy type fun)? You're right though, this is more map-as-experience than anything else so combat changes aren't really necessary. 4 Quote Share this post Link to post
lunchlunch Posted January 22, 2022 (edited) . Edited October 18, 2022 by lunchlunch 5 Quote Share this post Link to post
ViolentBeetle Posted January 22, 2022 4 hours ago, game said: Another question: what actually activates the boss voice like in level 30? Monster spawner seeing or hearing you. 1 Quote Share this post Link to post
CBM Posted January 22, 2022 1 hour ago, lunchlunch said: @CBM Regarding D_RUNNIN, the resource pack has a UMAPINFO that changes map01's music to D_DM2INT. You can delete this file or edit it to play D_RUNNIN so you can hear the music you picked. Speaking of which I deleted the UMAPINFO from v1.4 of the resource pack and that's what I recorded my FDA with, I have no idea if that will affect anything. ok well I just renamed it D_RUNNIN but if I need to do something else then let me know, but for now, the map atleast has custom circus themed music 1 Quote Share this post Link to post
Spendoragon Posted January 22, 2022 New version of my map. Should play better now. DIY_Spendo_v1.1.zip * Changed progression for rocket launcher to prevent cheap deaths and other shenanigans. * Added crushers for cybers. * Added lower difficulties. 3 Quote Share this post Link to post
ViolentBeetle Posted January 22, 2022 Progress report. Laid down geometry, got sidetracked by making toys. 15 Quote Share this post Link to post
SCF Posted January 22, 2022 2 hours ago, lunchlunch said: @SCF Chromatose FDA I recorded the FDA a few days ago but DNF. I played through the rest tonight. Amazing layout, beautiful geometry. The map plays just as good as it looks. Good ammo balance. Only complaints I have are about the secret fight. There's tons of cells but the vast majority of them are in places so dangerous (near the cybers/on the revenant platform) that they might as well be inaccessible, I couldn't grab them until everything was already dead. The corners with medikits could maybe use one more each. I think this needs a secret exit, even if it just takes you to the next map like a regular exit. Or maybe a new teleporter that teleports you back to the plasma gun room. It's lazy not to do it and potentially confusing for players. It took me a while to figure out that all the switch does is open up the teleport back to the main area, I did not expect backtracking to be the way forward so to speak. It might be a small thing, I only mention it because I think it's a hiccup in an otherwise masterfully crafted map. Thanks for the feedback. The cells on the revenant platform in the secret fight were intended for cleanup. As you say, once you're able to get there safely, you've basically won the fight. I wanted to make sure there were plenty of cells available to kill the remaining enemies without having to shotgun cyberdemons, as well as letting you take a full stack of cells into the final fight. The more easily accessible cell packs should be enough to get through it, and I may even remove the ones near the cyberdemons to avoid this kind of confusion, since in testing I never really ended up using them. About adding a secret exit, I feel like that might also be confusing, especially if the secret exit just leads to the same next map. The teleporter taking you back to the plasma gun room is an idea, but I'm not sure if it will be more or less clear than just taking you back to where you came from. I'll see about making it more clear that this is the intended route. 2 Quote Share this post Link to post
ViolentBeetle Posted January 22, 2022 (edited) Will things be allowed to fall off the ledges? I have an idea but it will only works if I could scroll things off the ledge. Showcasing the idea: Worlds most square snowman who throws SSG at you when hit. Edited January 22, 2022 by ViolentBeetle 8 Quote Share this post Link to post
Spendoragon Posted January 22, 2022 Just a teaser post for the hud rework I've been working on. 6 Quote Share this post Link to post
knifeworld Posted January 23, 2022 Started work on my map today! enjoying these textures 5 Quote Share this post Link to post
CblBOPOTKA Posted January 24, 2022 (edited) Map Name: Harvest Moon Author: CblBOPOTKA Build time: 2 weeks Par time: 10 min Difficulty settings: Yes Coop: Yes Deathmatch: No Format: boom with common umapinfo Testing: me and Dmitry Exhale Tested With: DSDA doom, GZDoom Midi: Blackfield - Some Day (tabbed by baptistoy) Download: hm_20220124_1750_rc1.rar Screens: Spoiler Edited January 24, 2022 by CblBOPOTKA 10 Quote Share this post Link to post
xvertigox Posted January 25, 2022 (edited) Ok, I have just updated the OP with v1.5 which includes @dmdr's dehacked patch so BossAction works. I meant to have added this earlier with the skies but it's in now. There is also a sick new statusbar and face courtesy of @Spendoragon: Spoiler I have massively cleaned up the sprites for Imps and Pinkies. I will do a final pass over all the sprites before rc1 so don't fret if there are stray pixels on some frames, I'll clean em all manually. @ViolentBeetle - Yeah true, that could be done. I should have done it at the start, it's a bit late now. I don't have any issues finding the textures as there are only two prefixes so they always show when filtering. @CBM - For music just add the midi to the wad and define it via umapinfo. During compiling I will make sure all the tracks carry over. You don't need to rename the midis, call them whatever you want. I've updated the OP with the new maps and I will look to playtest more of them this week. I'm particularly excited for @game's map, it looks wild. Edited January 25, 2022 by xvertigox 4 Quote Share this post Link to post
dmdr Posted January 25, 2022 @xvertigox lol dude wtf did you do to the skies? All my nice patches are gone from the PNAMES :'( Here's a working version ==> DIY_resources_v1.5_dmdr.zip (tagging @Spendoragon so you don't duplicate effort unnecessarily) ALSO: Here's a BossAction sample level for people who are unfamiliar with that feature. In MAP07 but I added an episode select screen to make it easy to get to from the menu. Also includes some explanatory notes for the perplexed (in short you can have MAP07 type effects anywhere you want now). clicky ==> bossdeath_actual_test-220125-2208.zip 4 Quote Share this post Link to post
SCF Posted January 25, 2022 Updated my map based on everyone's feedback. I still intend to make more cosmetic changes, but the gameplay should be done unless there's more comments. Chromatose v2 Changes: Spoiler In the spiral staircase fight, the box of shells that was in the revenant closet has been moved to a more obvious location. The final fight now has more health, in easier to reach locations. Secret fight - Removed the cells near the cyberdemons, added 2 extra cell pickups elsewhere - Added a blue armor pickup, and more medikits - Made the camping spot in the imp corridor less inviting - Small change to the switches to make it more obvious that they open up the exit teleporter - Exit now has a megasphere reward 3 Quote Share this post Link to post
MemeMind Posted January 25, 2022 I dont think I will be able to finish mine. Can you please take me off this project? 1 Quote Share this post Link to post
Spendoragon Posted January 25, 2022 @dmdr I've sent my files directly to vertigo for compiling the latest update this time so there shouldn't be any crossover. Once vertigo has given it his pass then I may look at it to fix anything that's still borken. 2 Quote Share this post Link to post
xvertigox Posted January 25, 2022 Fuck man, I don't know what I did in that last compile. I fucked up the patches somehow when combining @dmdr and @Spendoragon's updates -_-. I've edited the OP now to have dmdr's v1.5. @MemeMind - Sure, I can remove you. If you change your mind or decide to play around with the map just let me know and I can re-add you. 1 Quote Share this post Link to post
El Inferno Posted January 25, 2022 Flower Garden v3. Added coop support. - should be no softlocks on coop now - spent an hour carefully placing a thousand or so extra stuff to kill, a bunch of megas and ton of ammo, I have no idea how to make good coop maps, but Dark Tartarus looked pretty fun in that regard :^) - made with player respawns in mind. Item respawns aren't required, but maybe it'd be better to turn them on just in case you run out of megas or smth. - coop is obviously not playtested at all, run through the map with -nomonsters to make sure triggers work but that's it https://www.dropbox.com/s/m67r2ynwn1e3rme/diy_inferno_v3.zip?dl=0 4 Quote Share this post Link to post
Master Medi Posted January 26, 2022 (edited) Updated version of the map. Added coop support - Buffed up first fight - Buffed up secret fight - Nerfed platforming Pririrutsenne v2: https://drive.google.com/file/d/13PmndGOGVnBLFTlBLHT7aet1CXUinBjS/view?usp=sharing You can't quite hide in the hallway now. Secrets were unchanged. Screenshots: Spoiler If everything is working correctly this should be the last update Edited January 26, 2022 by Master Medi Added twice the dl link residentSleeper 6 Quote Share this post Link to post
xdarkmasterx Posted January 28, 2022 A few more images of my map. What polychromatic hell has the marine found himself in now? :p Spoiler 7 Quote Share this post Link to post
Thelokk Posted January 29, 2022 On 1/24/2022 at 12:18 PM, CblBOPOTKA said: Map Name: Harvest Moon Author: CblBOPOTKA Build time: 2 weeks Par time: 10 min Difficulty settings: Yes Coop: Yes Deathmatch: No Format: boom with common umapinfo Testing: me and Dmitry Exhale Tested With: DSDA doom, GZDoom Midi: Blackfield - Some Day (tabbed by baptistoy) Download: hm_20220124_1750_rc1.rar Screens: Reveal hidden contents Excellent mood, also thanks for getting that song stuck in my head for days XD 3 Quote Share this post Link to post
SCF Posted January 29, 2022 Chromatose v3 Added extra detail to some areas. No real gameplay changes, other than making the doorways at the start a bit wider so you don't get stuck on them. This should be the last update unless there are problems that need fixing. 2 Quote Share this post Link to post
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