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


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On 1/26/2022 at 6:26 AM, El Inferno said:

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

The midi is from Speed of Doom Map02, probably a resident evil track, idk.

But holy shit, this is such a rude ass map. I couldn't really figure out the intentional strat. The first fight is ok, but the second fight is really claustrophobic and I kinda need to rely on savescumming to make the monsters infight. And is sr50 required for the platforming part? That wouldn't be a good idea to be honest, and I'd recommend you to set up some voodoo dolls to avoid making HMP/HNTR players suffer. The BFG fight is crazy, I don't know how to deal with the arch-viles properly, they can escape from the platfom and is that intentional? I basically just hid behind a black wall and try to bfg spray them and ssg them to death. The last fight is okay I guess, but I really wish the gaps can be smaller and there can be more health because after all that madness I'm nearly scratching my head off.

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Hi @Nefelibeta, thanks for checking out the map. This map is indeed extremely rude on UV but I tried my best to make HMP/HNTR a more pleasant experience.

 

7 minutes ago, Nefelibeta said:

And is sr50 required for the platforming part?

No, all jumps are possible with sr40, though some of them are quite precise so sr50 would definitely make life easier. You don't have to do any of that platforming section on HMP/HNTR (and some other jumps are simplified as well). 

 

5 minutes ago, Nefelibeta said:

I don't know how to deal with the arch-viles properly, they can escape from the platfom and is that intentional

Yes, intentional. Luring viles one by one from the platform an killing with a close range bfg shot is a potential strategy (or using cybers maybe). You get RL instead of ssg for this fight on lowers skills btw so it's much easier.

There's much less holes in the final fight on lower skills.

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1 minute ago, El Inferno said:

Hi @Nefelibeta, thanks for checking out the map. This map is indeed extremely rude on UV but I tried my best to make HMP/HNTR a more pleasant experience.

 

No, all jumps are possible with sr40, though some of them are quite precise so sr50 would definitely make life easier. You don't have to do any of that platforming section on HMP/HNTR (and some other jumps are simplified as well). 

 

Yes, intentional. Luring viles one by one from the platform an killing with a close range bfg shot is a potential strategy (or using cybers maybe). You get RL instead of ssg for this fight on lowers skills btw so it's much easier.

There's much less holes in the final fight on lower skills.

Ah, sorry, I didn't really check HMP/HNTR.

 

Although I really want to recommend the host to mark the maps that aren't suitable for causal players on UV (Like this one for instance) When people who see UV as default difficulty stumble on this one, they might have a hard day.

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@Nefelibeta, was planning to play your map for a while, thanks reminding me :)

Played v4, hope its the last one, really enjoyed, had some minor suggestions here and there but overall the map is great!

 

 

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doom88.png

 

Forgot to actually post progress report here.

I ended up mapping out an extremely small area, and ran out of ideas. But in any case I have progression decided and now I need to do some details and population.

 

It can probably function best as an early map.

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8 hours ago, El Inferno said:

@Nefelibeta, was planning to play your map for a while, thanks reminding me :)

Played v4, hope its the last one, really enjoyed, had some minor suggestions here and there but overall the map is great!

 

 

Glad you liked it.

Sorry I don't really have time to fix it now. I'll do it once when I do.

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S1ipAPl.png

 

Thanks to your feedback I'm making my map much more straightforward. It will be more undertandable and will be finished in about 2 minutes. However I'll try to make the monster obstacles challenging enough so it's not always finished in just a single try. So short, but satisfying.

Edited by game

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Map Name: Temple of Froggo

Author: Muumi

Difficulty settings: Yes, UV is quite difficult

Coop: only starts, but there should not be any lockdowns I can think of

Sky: SKY1 

Midi: "The Colours Borne by the Crystal Vixen" by Jimmy

 

Comments: Today doomguy is looking for the legendary golden froggo from the forgotten temple of froggo!

Fairly large map with some heavy combat and puzzles yee. Also frog memes.

 

Download: temple_of_froggo.zip

 

Screenshots:

Spoiler

EeDkIfI.png

cZ3Vndk.png

QEaqTs0.png

cUeVzk2.png

 

 

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@CblBOPOTKA - Interesting opening shot. I like the detailing in the first outdoor area, the grass and the moon are especially nice touches. The circular geometric design is killer! I also really like the exterior architecture for your buildings, great use of colors on them too.

 

I think the yellow key / pool encounter could be beefed up a bit, it feels like there are slightly too few monsters for the size of the room.

 

Great work on marking the switches and key doors clearly marked, it's interesting to see how each mapper handles that small hurdle in their own way.

 

I enjoyed the rocket launcher vs pinkies + imps fight through the yellow door. The floor detailing was on point in that room, too.

 

I like that you've got a good variety of line and sector actions, there's so much that can be done with MBF21.

 

Overall, the visuals in the map are great! You've got big, monolith structures but then you've also got fine detail with sweeping lights too, it's a great balance. Speaking of balance, the map balance was fine, there may have been a bit too much health but would need to see some other playthroughs to say for sure. The one thing I can suggest for the map is make it more dynamic. I think that you have a lot of really interesting areas that you could get a bit more mileage out of by adding some more enemies. The map feels decidedly barren at times and I think that is the root issue to cause and why I recommended to make the map more dynamic rather than saying that it just needs more enemies. I don't think the map needs to be much harder but I think you've got enough room that you could fit more in. Here's an example, you round the corner into this new area and are then faced with just two revs. I know there's more just around the corner but it still feels a bit empty. I'm curious to hear what you think about that.

 

I really enjoyed the map, great work dude!

 

Edit: I just wanna say that I'm really excited at how this project is shaping up, there is such a big variety in map style yet they all feel connected. I think people will be quite interested in playing this when it releases :)

 

Edit 2: Just a heads up that I've added a map from a /vr/ mapper - checksum v2

Edited by xvertigox

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@xvertigox Thanks for analysis and kind words.

 

11 hours ago, xvertigox said:

I think the yellow key / pool encounter could be beefed up a bit, it feels like there are slightly too few monsters for the size of the room.

 

Good point, i'll think about how it can be improved without breaking current alarm system (after picking a key)

 

11 hours ago, xvertigox said:

Speaking of balance, the map balance was fine, there may have been a bit too much health but would need to see some other playthroughs to say for sure.

 

Honestly, i am not that strong player and sometimes i have experienced lack of health on this map, especially after green room fight (2+1 AV, cyber, spectres and revenants). Moreover, i am an adherent of the idea that it's better to give player little more ablilities (health packs, ammo, etc), than not to give. In best case he gets unwanted things on scene which he won't pay attention to, in worst case they will reinforce the achievement of player: he survived, he deserved it.

 

11 hours ago, xvertigox said:

The one thing I can suggest for the map is make it more dynamic. I think that you have a lot of really interesting areas that you could get a bit more mileage out of by adding some more enemies. The map feels decidedly barren at times and I think that is the root issue to cause and why I recommended to make the map more dynamic rather than saying that it just needs more enemies. I don't think the map needs to be much harder but I think you've got enough room that you could fit more in. Here's an example, you round the corner into this new area and are then faced with just two revs. I know there's more just around the corner but it still feels a bit empty. I'm curious to hear what you think about that.

 

The little red men said they don't want me to populate outdoors with mobs (but i took a risk by adding a little amount of cacos by spawn). Buildings, on the contrary, fraught with dangers. But it's harvest time, that's why doomguy needed again. They told me.

 

So i decided to highlight a few key battles: sliding in the pool, yellow room fight, green massacre, revenants surprise, final AV-generator. All other fights are supporting or intermediate, to keep the player from getting bored. Also, there are also places where there are no or very few enemies. So i want to diversify player experience. It's not always about constant stress. In this way i want to give the player a rest, look around, so that he meets the next fight consciously. These are my thoughts, don't know if i have achieved what i want or not.

 

By the way, word "barren" perfectly describes whats going on here. All planet was burned out by [unpronounceable name], all you see is an deceptive calm.

 

UPD: i'll add some geometry or statics into that empty places like 2-revenants corner. Looks really empty after a week of rest from mapping this

Edited by CblBOPOTKA

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SKARLET DAGGERS 0.2

SKARLET DAGGERS 0.2.rar

 

Warning: after opening the big gate with all locks you can't progress further because I forgot to wire up the invisible wall in front of revenant line

 

edit. Just tested it myself. 

- markings on lock 1 and 3 accidentally got deleted

- the falling into hole has to be tweaked, earlier I had the player always take the megasphere while falling

- forgot to make one wall lower so this versin isn't beatable yet

- cacoswarm was supposed to appear at lock 3, another oversight

- will slightly lower the caco nest

- will set up the locks to trigger more effectively 

- I'm glad the crushers are asynchronous as intended

- will remove the damage floor effect and unnecessary "closing door"

- it turned out surprisingly stressful, contrary to what I thought I'd make. And that's perfectly fitting, seeing that I take Devil Daggers for inspiration. one of the things that made it more difficult is that I settled on 8 locks on the arena instead of 4

 

Peh3rNE.jpg

 

^ for next update (more triggers and more readable markings). Next update will be finishable\\

 

KsQQ0c3.jpg

 

each lock will have a skarlet dagger hidden inside

Edited by game

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Name: Not Very Cash Money
Author: Chookum!
Difficulty: HNTR (59/77 mons), HMP (79/104 mons), UV (105/139 mons)
Coop?: Yurp. Extra monsters, weapons, and ammo provided.
Sky: ALLBLAK
Music: F-Zero GX - Casino Palace, arranged by King Meteor (vgmusic.com)
Build Time: Started 2/2/2022, finished 6/2/2022

 

Notes: Spin to win!

 

Screenshots:

Spoiler

doom02.png.556a3015ede8af7d6ca9f91660015a12.png

 

doom03.png.337228d149a20e9189b778dcccb2f3d7.png

 

doom06.png.37cc76c35a67cbe4abbc58f1a005ec13.png

 

NOTCASH.zip

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13 hours ago, Chookum said:

Name: Not Very Cash Money
Author: Chookum!
Difficulty: HNTR (59/77 mons), HMP (79/104 mons), UV (105/139 mons)
Coop?: Yurp. Extra monsters, weapons, and ammo provided.
Sky: ALLBLAK
Music: F-Zero GX - Casino Palace, arranged by King Meteor (vgmusic.com)
Build Time: Started 2/2/2022, finished 6/2/2022

 

Notes: Spin to win!

 

Screenshots:

  Reveal hidden contents

doom02.png.556a3015ede8af7d6ca9f91660015a12.png

 

doom03.png.337228d149a20e9189b778dcccb2f3d7.png

 

doom06.png.37cc76c35a67cbe4abbc58f1a005ec13.png

 

NOTCASH.zip

 

Cool stuff buddy!

 

 

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15 hours ago, Chookum said:

Name: Not Very Cash Money
Author: Chookum!
Difficulty: HNTR (59/77 mons), HMP (79/104 mons), UV (105/139 mons)
Coop?: Yurp. Extra monsters, weapons, and ammo provided.
Sky: ALLBLAK
Music: F-Zero GX - Casino Palace, arranged by King Meteor (vgmusic.com)
Build Time: Started 2/2/2022, finished 6/2/2022

 

Notes: Spin to win!

Woooow! This may just be the coolest level yet! Nicely done!

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yQflPof.jpg

 

SKARLET DAGGERS - Version 0.4

SKARLET DAGGERS 0.4.zip

 

0.3 in this post has been updated to 0.4 because there hand only been 2 downloads of it 

 

Takes about 1:40 to finish if you do things right

Most difficulty probably comes to noticing which triggers you'll have to shoot and that you have to avoid enemies. 

If you have an idea what would make it more fun it will be useful to know

Edited by game

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Fuckin' hell, there are some mean as fuck looking maps coming out! I'm especially excited to check out @Chookum's map!

 

Just a reminder team - there is ONE WEEK left for the build phase. If anyone thinks they won't be able to finish in time just let me know. If you've started a map but are finding it difficult to finish you may consider collaborating with someone. You can post the map here and see if anyone is interested in adding to it. In my experience, collaborating like that works very well but I have been blessed with great team mates to work with (<3 @Zedonk)

 

BTW - I'm open to a new title pic, intermission screen and M_DOOM. The King's Quest and Space Quest images work well enough but unique art would be preferable. It's not a biggie since we already have custom art for the assets but if someone would like to make something feel free :)

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hCrX76C.jpg

 

Current progress on TITLEPIC + M_DOOM.

 

I copied all FLAT colours to GIMP, made a simple graphic with them, then transformed it using GMIC for 3D Blocks and dither.

I don't like how the blue meshed with gray in the upper right corner. 

The logo uses the font as used in the game Life Is Strange.  But with some effects

 

I'll check if I can make better versions of TITLEPIC.

 

I'll check if I can come up with a more fitting menu skull worth suggesting

 

abYLjut.jpg

 

Current progress on INTERPIC

 

Lost track of filtres used for this one

 

Please let me know what you think

 

I suggest you use different midis that go with the new backgrounds

Edited by game

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@game Hell yeah dude, these look mean as fuck. The TITLEPIC is borderline perfect IMO, I've got no design notes for it. For the blue/grey in top right we could tweak them manually and replace the grey on the blue with blue. I could do it in SLADE in just a few minutes if you'd like.

 

I like the INTERPIC, it's really busy but, thankfully, the font has a solid outline that negates the usual readability issues. I like it, again I have no real notes. One thought I have is that quite a few maps use black / starry skies and it may be nice to balance the colorful TITLEPIC with something darker. Honestly, on second thought, nah, this is good. The shapes are interesting to examine, I like it a lot. Great work! Personally, I'd like to go through it by hand and tidy up a few pixels here and there (there's a few stray pixels).

 

You're right about the midis, I'll see what I can suss.

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INTERPIC.png.d2589963c729013662165ceb0f6a2047.png

INTERPIC

 

TITLEPIC.png.fb34054e09d1216b2d39b20469b91d05.png

TITLEPIC

I removed the clashing greys in the upper right corner

 

m2.png.a038ff1626e529f3860bacc912d37acb.png

M_DOOM

I set the offsets to 36, -2 but it wasn't accurately measured

 

22.png.ee0cf6ac9e2c7823dfa8da49ffc45ff4.png

HELP

Let me know, I could print something on it

Edited by game

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In "Reply to this topic..."  just click on "Click to choose files" and search for your file, select it..and thats it (this is for a direct file). If you have storage your file in drive, or mediafire,.. you copy the url and paste here. The last step is "Submit Reply" of course.

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@FEDEX Thanks!

This is literally the first full complete map I've ever made, so I'm posting it now to get as much feedback as I can even though it's not finished.

ColorsOutofSpace0.1.wad.zip

Most of the basic layout is done. Mostly the red skull-key room is very unfinished, and some places need more detail and stuff. There need to be more monsters, and it's probably a bit lacking in ammo and health pickups. Any advice there would be much appreciated.

Difficulties also haven't been implemented yet. More advice there is also probably needed. I'm not very good at Doom, so my plan is to make Medium skill close to the limit of what I can handle, and then add more monsters for Hard.

 

There are some weird visuals happening with some of the triangle pylons in the green room which I don't know how to fix.

I haven't added music yet. Can anyone recommend something that sounds very sci-fi/synthwavey?

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Sorry for not posting a map sooner - my first doodle was a bit too ambitious so I scrapped it and came up with this. It's some really easy "platforming", with very easy fights, then a simple "slaughter" fight at the end. It's pretty easy even on UV, as I wasn't trying to design something that would give people trouble; just show off an idea using the colorful textures from 1badwad. That being said, HNTR and HMP offer additional resources for those struggling with the map. My only ask is that this map segue directly into @Colossus's map, as the ending sequence of mine is the beginning of his, offering some continuity. If this can't be done, please let me know so I can change the ending of my map.

 

This wasn't extensively playtested, but all monster closets should work 100% of the time. Lett me know if you find any issues, but if there isn't anything game-breaking, I'm probably done working on this for now.

 

Submission: DIY_Meowgi.zip

Title: Rainbow Road

MIDI: "Rainbow Road" from Super Mario Kart

Difficulty implemented: Yes

Co-op Spawns: Yes (I kinda just slapped these down)

 

 

Edited by Meowgi

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A wild MFG38 map appears!

 

Title: Zeusian Circles

Author: MFG38

Music: "Prayer" from Breath of Fire IV

Difficulty settings: no, but coming soon

Coop: Yes

 

Description: A small-ish quasi-slaughtermap featuring a Cyberdemon and a bunch of Cacos. And some light "platforming". Made as a speedmap in ~90 minutes.

 

mfg38_diy_v1.zip

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Map update rc2. Changes:

 

- Pool arena was rethinked, but still quite easy

- Health is decreased at green arena

- Added intermediate monsters

- Minor visual tweaks

 

 

After many playtests i came to the conclusion that you, @xvertigox, were right about health amount and sense of dynamic.

Also i almost forgot to credit dashiefrickintyan as playtester of map, please add she to txt (i believe it will exist).

 

hm_20220213_2322_rc2.zip

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The deadline really crept up on me!

 

Title: Ultra Doomguy World

Midi: Frappe Snowland from Mario Kart 64

 

 

Had the basic concept since the project started but didn't do most of the work until the last few days. The theme here is old mascot platformer games, and the kinds of environments you would visit in those games. I tried to make it look even more "retro" by not using curves, the looks probably suffer for it but what's done is done.

 

 

https://www.mediafire.com/file/zrkzvvf2d71ds6q/ultradoomguyworld.wad/file

Edited by DrJordo

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