BluePineapple72 Posted March 1, 2022 (edited) ~~~~~~~~~~~~~~ Throw Me the Idol! ~~~~~~~~~~~~~~ It seems that the secrets are being revealed! HUZZAH! Go check out the release thread! Linked right here! Mysterious Mayan Madness - Release Thread TITLEMAP MAP01 - “Cuneiform Crunch” - @kwcMAP02 - “Rain Temple” - @muumiMAP03 - “UmGuzum’s Temple” - @DynamiteKaitornMAP04 - “Temple of Boom” - @AdamTheSlaveMAP05 - "Into the Underworld" - @Peccatum MihzamizMAP06 - “Toward the Crossroad” - Peccatum MihzamizMAP07 - “Lela' jump'éel mapa” - @notTyroneMAP08 - “Violencia Inherentia” - @Death BearMAP09 - "Temple Tantrum" - @LateNightPersonMAP10 - “Aqua Dementia” - @myoldenMAP11 - “The Lost Temple of Buluc Chabtan” - @EgregorMAP12 - “Huracan’s Playground” - @GlikkzyMAP13 - “Empty Tomb” - @horselessheadsmanMAP14 - “Tunkaruchu’s Temple” - @Weird SandwichMAP15 - "Temple of the Blood God" - @Steve88MAP16 - "Medionoche Michoacana" - @PasokonDeaconMAP17 - "Forgotten Ruins" - @MAN_WITH_GUN COMING SOON - MAP18 - "Festín de Heces y Perecer" - BluePineapple72 COMING SOON - MAP19 - "Clandestine Vigil" - Death Bear/BluePineapple72 What's that? You found this link from 12 More Days of Doommas? Wonderful! This link will take you to the next PUSS event! Ta-ta now! Spoiler Greetings and Salutations! Welcome to the FIFTEENTH edition of the Pineapple Under the Sea Speedmapping Series, and the first PUSS of twenty-two! Phew! I had quite the break. I’m feeling refreshed, rejuvenated, and rezurrected. Good news for you though, my vacation isn’t quite over. In fact, I think I’ve got enough room on this tour bus for a few… That’s right folks, I’m taking you with me on my jungle retreat to the Araya Rainforest! “The Araya Rainforest? Good god NO! I don’t want to!” you may scream at me from the back of the bus where I’ve duct taped you into the seats. TOO BAD! I’ve got some gold and goodies to find down there. Who cares if it’s infested with demons and satanic imagery; I WANT TO GET RICH!!!! Mysterious Mayan Madness is the chilling sequel to last year’s Clandestine Castle Crashing. Rather than exploring the demoniac fortresses of medieval old, we’ll be spelunking into the ruins of jungle temples built from evil forces we can’t possibly comprehend (I still say it was the aliens). I’ve smashed together a pack of pictures of bricks and leaves for you to paste on top of your linedefs in order for you to draw up some really pretty (or scary) jungle temples! Yes, there are Incan and Egyptian textures in this ‘Mayan’ event. No. I don’t care. Also, I stole the floaty skull Keen replacement thing from Ancient Aliens. Whoopee!! You must complete your map in EIGHT (8) hours DOOM 2 IWAD Any format is acceptable: Boom/Vanilla/UDMF are all fair game. The final wad will target GZDoom. - Sometimes big maps that run easily in Boom source ports will drastically slow down in GZDoom. Make sure your map runs smoothly in GZDoom: think of reducing linedefs, adding void spaces, and watch the sloped 3D floor and dynamic light count folks! Thou must maketh a map Jungle Temple! Usage of these resources is REQUIRED! Here's another link: MMM_tex Your map must have a MINIMUM of SIX (6) secrets: - Same rules as CCC: These have to be earned secrets. No mandatory secret sectors on the exit staircase. Your secrets must be found and earned. The more expansive and incidental, the greater. Even better, there is no maximum to how many secrets you hide in the map. Either way, every secret must be able to be found. But that doesn’t mean they need to be easy to find. Some further tips: Make sure to get creative with your secrets. A secret powersphere behind a false wall is okay, but a secret passageway within the temple walls that takes you to a secret area full of goodies (and a fight) is much better. Your progression can’t be secret either. Your map must have a MINIMUM of 4 (FOUR) traps: Ooh! Things are getting spicy now! Unlike the Catholics, Jungle Temple constuctioneers couldn’t use illiteracy to trap people in the good ‘ol days. Your Jungle Temple must have at least four things that could qualify as a trap. A falling floor into a nukage pit perhaps. Maybe even a crusher (or two). Or a Bone Closet behind a Trick Door. Whatever it is, make sure that the player is able to escape (at the cost of some health/ammo of course). A room with four crushers is one trap. I’ll consider a trap to be any mechanism activated by a single line action. So you can theoretically have a large jigsaw room of death devices activated when the player presses the wrong button and I’ll still count that as one trap. DIFFICULTY SETTINGS/CO-OP STARTS: I will ask that you add difficulty settings to your map (less pinkies on HMP for example). These can be added after you’ve submitted your map when you’ve entered your bugfixing/balancing phase. See below. Maps are due either in the related discord channel or in this thread by Friday the 25th at 11:59 PM EST. Your mapping time can be nonconsecutive. Your timer will only go down when you are mapping or playtesting. - Speedmaps will be under the honor rule. Neither you nor I can prove if a map went over the time limit or not, but trained eyes can see what is and is not a speedmap. If you cheat, people will notice. Any time in Slade used to give a custom sky, midi, etc. is outside of your mapping time. I would recommend spending some time looking over the texture pack before you begin mapping, so that you don’t waste time scrolling. - A handy tip I have for you is to learn the prefixes for the many different textures we’re using in this wad. If you type BRIK into the search bar, you can filter out all of the BRIK textures I’ve included (but not the BRICK ones :P). It is very useful to learn the names of the various textures so that you can speedily pick them without having to scroll. Once your time is up, if you haven’t beaten your map, please spend time to verify that your level is beatable. Do as I say; not as I do. Bug fixing after your 8 hour time limit has passed is for fixing bugs, not adding new areas to your map. - Your bug fixing phase should be spent balancing thing placement and fixing any potential gameplay errors, such as texture misalignment or soft locks. I’m generally okay with you sending me as many fixes as you make, as long as these fixes don’t overhaul any major sections of your map outside of culling/modifying monsters. You’re not supposed to be mapping after your time is up, you’re supposed to polish what you have. This time period is where I think you should add difficulty settings. There is no cap to how many maps you can submit to these events. @Death Bear isn’t your only competition for most maps this time around. @Peccatum Mihzamiz and @muumi have started to embrace the mad mapping fervor. Any bug fixing/map changes are due to me 1 week after I upload the final playthrough video of the last submission. I’ll ping the shit out of you to remind you that you need to send me your stuff. For submissions, please post in this format: Map Name: [ X ]Author: [ X ] Music: [ Song + Author ] Sky: [ X ] Format: [ X ] Difficulty Settings: [ X ] Build Time [ X ] Traps Built: Comments: Include here a short description of what your map is all about really. I'll (probably) be creating short map descriptions for each map for release at the end of the month, so this will help me if I haven't had the chance to play it. Screenshots: I only need the .wad file of your map. Compiling your submission with the resources is unnecessary for this event. It only waste precious data space. IMPORTANT LINKS: MMM_TEX ADDITIONAL LINKS: Avactor James Paddock Music Doomkid MIDI pack Deep under the bloody brush of the Araya Rainforest is the Pineapple Under the Trees. We fell off of one of them. We're in constant need of new souls to sacrifice to the wad god, and thankfully for you we're building brand spanking new sacrificial alters for your screaming blood to race down once we forcefully juice it from your arteries! Whether you're a new initiate, or you've had your heart removed for years, this discord will welcome you to discuss and enjoy all things doom mapping (and monkeys). If you need any advice/testing for your MMM maps, look no further than our server! CURRENT EVENTS: @MemeMind's Musical Mapping @ViolentBeetle's Solar Struggle PAST EVENTS: ViolentBeetle's Skulltiverse - Now on idgames! Hellevator Hot Potato Line in the Sand Pineapple Under the Sea Speedmapping: The 2021 PUSS Collection: PUSS XIV: 12 MORE Days of Doommas - Final Version Coming Soon! PUSS XIII: TH1RT3EN - RC1 Out Now! PUSS XII: Trick and Tear 2 - RC1 Out Now! PUSS XI: Anniversary Under the Sea - Compilation Out Now! PUSS X: The Summer of Slaughter - Beta 2.3 Out Now! PUSS IX: Mapping at Warpspeed - Beta 3 Out Now! PUSS VIII: Speed Squared - Final Version Coming Soon (for real this time) PUSS VII: Rowdy Rudy in... March of the Speeddemons! - Trailer Coming Soon! PUSS VI: Imperfect Hatred PUSS V: Clandestine Castle Crashing The 2020 PUSS Collection: PUSS IV: 12 Days of Doommas PUSS III: Boss Battle Bonanza PUSS II: TRICK & TEAR I PUSS I: September Under the Sea Edited August 22, 2023 by BluePineapple72 Links 43 Quote Share this post Link to post
Steve88 Posted March 1, 2022 (edited) Hell yeah brother, I'm stoked, haven't mapped in a couple months time to go all in on a t3mple map! Edited March 1, 2022 by Steve88 2 Quote Share this post Link to post
NeilForshaw Posted March 1, 2022 Hmm might do a map for this one. 3 Quote Share this post Link to post
KneeDeepintheSludgemetal Posted March 2, 2022 So make Mayan Mishap again. no i am kidding. I just really loved that mapset. carry on. 1 Quote Share this post Link to post
kwc Posted March 2, 2022 (edited) Map Name: Cuneiform CrunchAuthor: kwcMusic: Thorntail Well from StarFox Adventures - Composed by David Wise, midi by "Mike", minor edits by kwc.Sky: SKYND03Format: UDMF - Tested in GZDoom g4.4.2Difficulty Settings: Not yet implementedBuild Time: ~ 8 consecutive hoursTraps Built: 4(.5?) (your typical linedef-triggered teleport and closet ambushes count, right?) Comments: Having just crawled out of a temple, you set your gaze on a clearing within the forest, the sky obscured by the thick interweaving branches of several abnormally large trees. In the distance you see a ancient wooden barrier intended to keep intruders out or keep something else in. It looks like the only way you'll find out is by entering this one last forest temple... Map: PUSS-KWC.zip (updated: March 09 2022) Midi: KWCMIDI.zip Screenshots: Spoiler Things to be done: Spoiler Big rehaul of thing placement (enemies, pickups, secret treasures, decoration, etc) ✔️ There is an empty teleport closet that is linked to a unique destination that may or may not be functioning properly, could add an additional heavy enemy there. ✔️ Some lower/upper unpegging 📝 Adjusting blocking linedefs around boundary of forest to block monsters as well ✔️ Lighting for existing sectors (is this allowed?) ✔️ Difficulty implimentation for HMP and ITYTD/HNTR 📝 Edited March 10, 2022 by kwc Updated thing placement for UV, adjusted some lousy linedef tags, some lighting 5 Quote Share this post Link to post
Peccatum Mihzamiz Posted March 3, 2022 4:45 hours in. Made some pretty stuff :) 7 Quote Share this post Link to post
Egregor Posted March 3, 2022 I took a look through the texture pack and it is gigantic and beautiful! At the risk of sounding like a downer it might be too big to be practical for speed mapping, so I see why @BluePineapple72 recommends sifting through the texture pack beforehand. At 8 hours and with a due date of March 25th I feel like Goldilocks (just right) as far as my ability to commit to contribute but I'm still undecided. Looks really fun though! 3 Quote Share this post Link to post
BluePineapple72 Posted March 3, 2022 1 hour ago, Egregor said: I took a look through the texture pack and it is gigantic and beautiful! At the risk of sounding like a downer it might be too big to be practical for speed mapping, so I see why @BluePineapple72 recommends sifting through the texture pack beforehand. At 8 hours and with a due date of March 25th I feel like Goldilocks (just right) as far as my ability to commit to contribute but I'm still undecided. Looks really fun though! I hope you do decide to contribute! All the best! 1 Quote Share this post Link to post
evil_scientist Posted March 3, 2022 I've decided to give this a try as well! The texture pack is gorgeous, but, as noted, one should definitely browse it before starting the map. Had two 30-min sessions yesterday. Starting area done. The concept of the map is that Doomguy is on a spaceship, but something goes wrong. His escape pod crashes on a dangerous jungle planet. He has to fight his way through to an emergency beacon. 6 Quote Share this post Link to post
muumi Posted March 3, 2022 Map Name: Rain Temple Author: Muumi Music: The Dim Lake of Auber by Jimmy Sky: HAZELSK8 from mek box o skies Format: Boom Difficulty Settings: Not yet implemented Build Time: ~8 hours Traps Built: Something like 6-7 if counting the classics. Comments: Bunch of archviles have taken over the rain temple and are performing some watery rituals. Yeah demons are kinda weird. Time to put end to this sillyness. Download:rain_temple.zip Screenshots: 11 Quote Share this post Link to post
DynamiteKaitorn Posted March 3, 2022 Map Name: UmGuzum's TempleAuthor: Heich AKA Dynamite KaitornMusic: Turtemple [Jazz Jackrabbit]Sky: (Some skybox compilation... I picked one that looked a bit greeny-grey)Format: GZDooM (DooM Format) [DOES use advanced tricks so GZDooM is NECESARY!]Difficulty Settings: Yes. Some enemies are missing on lower dififculties or replaced.Build Time: 7 hours (I'm slow AF at mapping XD)Traps Built: I'd say around 8-10? Comments: Deep in the southern American jungles, an isolated temple is just waiting to be breached and cleared! Are you brave enough to scour through tricky traps and ghostly secrets? Screenshots: Spoiler Download! https://www.mediafire.com/file/o26lbvdhqvgyqge/UmGuzum_v1.zip/file 3 Quote Share this post Link to post
AdamTheSlave Posted March 4, 2022 Well, I'm not a really fast mapper, In 8 hours I only hit 4 out of 6 secrets... arg. I got the traps done easily enough though. Am I allowed to go over time a little bit to sneak a couple more secrets in there? 2 Quote Share this post Link to post
BluePineapple72 Posted March 4, 2022 42 minutes ago, AdamTheSlave said: Well, I'm not a really fast mapper, In 8 hours I only hit 4 out of 6 secrets... arg. I got the traps done easily enough though. Am I allowed to go over time a little bit to sneak a couple more secrets in there? I’ll allow it. Just don’t spend too much time to add secrets. Two simple secrets shouldn’t take 10 minutes to add methinks. 1 Quote Share this post Link to post
Egregor Posted March 4, 2022 (edited) I decided to participate. I'll be breaking up my 8 hours into 30 minute session so it'll probably take 16 days to complete. I just broke ground on my map with my first session! Before I began I opened Slade and sifted through the textures and picked out my favorites. I also did some level planning on a (computer) notepad before starting as well. I hope that's all okay! My average map takes over 50 sessions so the thought of completing a map in 8 hours is a little nerve wracking. I am getting faster all the time though, so this is a good challenge for me. So far my map is 30 sectors, 269 lines. This session I wanted to finish a rough exterior outline of the entire map but I only got 80% through that process. EDIT: I'm now at 1.5 hours into the challenge and I have a map with 3 keys and 4 major areas. I started working on stairs and actions and I've realized I'm already in over my head. It should be about 20% complete but it's closer to 10% SOO I'm looking at ways to shorten and simplify my map, or at the least turn extra areas into secrets. Edited March 4, 2022 by Egregor 2 Quote Share this post Link to post
Stabbey Posted March 4, 2022 (edited) Oh, this looks interesting. I've thought about making a lost temple style map, but I didn't have the textures. I'll think about what I generally want to do for a while, since 8 hours isn't a lot of time to do the physical work of mapping. I'll probably stick with general GZDoom since I don't have enough experience with UDMF and can't take the time to learn on the fly. I'll try and get something finished. EDIT: I've decided on the general idea and have gotten a rough test of the gimmick to work. I'm not counting that towards map building time. I have not started on the map, only made sure that I know how to make the idea work. Edited March 4, 2022 by Stabbey 2 Quote Share this post Link to post
AdamTheSlave Posted March 4, 2022 (edited) Map Name: [ Temple of Boom ] Author: [ AdamTheSlave ] Music: [ INDIANA JONES THEME MUSIC - Unknown author ] Sky: [ None ] Format: [ Boom ] Difficulty Settings: [ Yes, some enemies missing on easier settings, or replaced ] Build Time [ 8 hours 15 minutes ] Traps Built: 5 Comments: An underground map where you fight your way the entrance to the end, dodging traps and a bit of platforming. Some inspiration tricks and traps, and other maps I've seen. https://www.mediafire.com/file/qa4kng8jex4zybz/templeofboom1.1.zip/file -- Updated since my original upload because I spotted a bug on the red key where it wouldn't spawn in hard mode *facepalm* Edited March 4, 2022 by AdamTheSlave 5 Quote Share this post Link to post
Stabbey Posted March 5, 2022 A couple minor questions, since this is the first sort of time-based mapping thing I've worked on... Are you really counting playtesting against mapping time? That seems like it would favor mappers who build everything at once and then test at the end, and is less favorable to mappers like me who test as they build and then are able to make changes to architecture before finishing the rest of the map. Is a lock-in and monster teleport considered a trap, or are you looking more for floor movers to keep with the theme of ancient ruins? Anyway, I still haven't started actually mapping, although I have worked out more of the design. I have decided that since I'm not used to time limits, I'll restrict myself to 30 monsters per mini-temple as a max, which should curb my urge to build too much stuff. Because of that I should make only one major set-piece encounter for the mini-temples. That might help keep it simple. Also, I'm sure most are aware, but you can make any wall texture have vines if you want, without creating new graphics, through use of single lines very close to the wall. (This is just going through textures, it's not mapping) 3 Quote Share this post Link to post
BluePineapple72 Posted March 5, 2022 5 hours ago, Stabbey said: A couple minor questions, since this is the first sort of time-based mapping thing I've worked on... Are you really counting playtesting against mapping time? That seems like it would favor mappers who build everything at once and then test at the end, and is less favorable to mappers like me who test as they build and then are able to make changes to architecture before finishing the rest of the map. Is a lock-in and monster teleport considered a trap, or are you looking more for floor movers to keep with the theme of ancient ruins? - Playtesting time counting as mapping time is a tenuous subject I find. Since we’re timing things non-consecutively, you could get away with playtesting your map while you are building it. Only issue is that sometimes (I’ve done this) one can forget to turn their timer back on. In general, the time limit is there to light a fire under your ass so that you get a finished map out quicker. While counting playtesting in the timer does make it harder to iron out a perfect map, it helps to streamline what the mapper is doing and forces them to make hard and fast decisions on the fly as part of the challenge - Monster closet lock ins are fine as long as the player can kill the monsters. The more visually ‘trap-y’ it is the better. If monsters just appear in a room you could call that a trap, but it’s much more interesting if there’s some physical element added to it too 0 Quote Share this post Link to post
Egregor Posted March 5, 2022 (edited) 15 minutes ago, BluePineapple72 said: - Playtesting time counting as mapping time is a tenuous subject I find. Since we’re timing things non-consecutively, you could get away with playtesting your map while you are building it. Only issue is that sometimes (I’ve done this) one can forget to turn their timer back on. In general, the time limit is there to light a fire under your ass so that you get a finished map out quicker. While counting playtesting in the timer does make it harder to iron out a perfect map, it helps to streamline what the mapper is doing and forces them to make hard and fast decisions on the fly as part of the challenge Welp, I've already fucked up then. I've been setting a timer for 15 minutes, frantically mapping, then when the timer goes off I run my map to see "how it turned out" and take stock on what the next steps are, rinse repeat. I've made 6 versions of my map so far, so I've done this 6 times. I can add 30 minutes (6 play-tests x 5 minutes each) to my timer. So, in that case I'm now at hour 3 with 119 sectors, 841 linedefs, 3 functional tags (out of like 30 needed) and about 25% of the map complete. I was looking for strategies to catch up, but I'm just as behind as ever. I'm still looking for ways to cut more sections and simplify my map. Haha, this is going to get rough! Edited March 5, 2022 by Egregor 1 Quote Share this post Link to post
BluePineapple72 Posted March 5, 2022 5 minutes ago, Egregor said: Welp, I've already fucked up then. I've been setting a timer for 15 minutes, frantically mapping, then when the timer goes off I run my map to see "how it turned out" and take stock on what the next steps are, rinse repeat. I've made 6 versions of my map so far, so I've done this 6 times. I can add 30 minutes (6 play-tests x 5 minutes each) to my timer. So, in that case I'm now at hour 3 with 119 sectors, 841 linedefs, 3 functional tags (out of like 30 needed) and about 25% of the map complete. I was looking for strategies to catch up, but I'm just as behind as ever. I'm still looking for ways to cut more sections and simplify my map. Haha, this is going to get rough! The way you’re doing your method is fine. I won’t mind if you run the map every 15 minutes. Don’t feel like you aren’t allowed to copy paste different things for repeating patterns; it’s a good strategy to get a lot down very quickly. 1 Quote Share this post Link to post
Egregor Posted March 5, 2022 (edited) 1 hour ago, BluePineapple72 said: The way you’re doing your method is fine. I won’t mind if you run the map every 15 minutes. Don’t feel like you aren’t allowed to copy paste different things for repeating patterns; it’s a good strategy to get a lot down very quickly. Okay, if your alright with it I'll set the clock back to 2.5 hours and continue my method. I do have plans to copy and paste doors and pillars, but I'm not quite at that point yet. It'd be interesting to see how a map would turn out if the 1st hour was just spent making like half a dozen generic but quality rooms, doors, lifts, and closets. You could then use another hour to copy paste them into something rather large, connected by hallways when needed. You'd then be left with 6 hours to make each room unique. If I give this challenge a 2nd pass, that just might be my strategy next time around. Edited March 5, 2022 by Egregor 2 Quote Share this post Link to post
Peccatum Mihzamiz Posted March 7, 2022 Map Name: Into the Underworld Author: Peccatum Mihzamiz Music: 'Path to the Yucatan' by Caleb Hennessy, and 'PMBIRDS' by Peccatum Mihzamiz Sky: SKYN03A by Mechadon and PMCURIO4 by ai_curio/Peccatum Mihzamiz Format: GZDoom UDMF Difficulty Settings: Yes, implemented Co-op: Yes, implemented Mouselook and jumping: ehhhh not absolutely needed (if you have a 'swim up' button assigned :p) but highly recommended. Build Time: ~8.5 hours, with quite some fixing and testing as well Traps Built: 4 Comments: This is the first map in a... trilogy, perhaps? The player descends into Xibalba, the Underworld. The entrance is through a cave/the Milky Way, depending on which historical source you use. Screenshots: Spoiler File Link 5 Quote Share this post Link to post
Stabbey Posted March 9, 2022 (edited) One complaint: It's nice that the texture pack uses a bunch of additional switches, but many of them won't animate because they're not properly prefaced with SW1/SW2. Somehow I don't think I'm supposed to export those textures, rename them and then re-import them, so that limits the usage of those textures as switches. I still haven't started mapping, because I have not fully worked out what I want the layout for two of the temples to be. But I have made a spreadsheet with the texture names, a brief description, and suggestions on how to use them for my own reference, to help save time. I also made a crude sketch of the map layout in Paint to get an idea of sight lines and placement of features. I've got ideas for the remaining two temples and just need to lock down the layout. The temples are going to be like two rooms each, to keep the amount of work needed simple. I've also continued to use a sandbox to test ideas for traps or effects to see what's reasonable to get working while also looking acceptable. I've written out the dimensions and textures for those parts so I can recreate them from scratch. On 3/5/2022 at 3:19 PM, BluePineapple72 said: - Monster closet lock ins are fine as long as the player can kill the monsters. The more visually ‘trap-y’ it is the better. If monsters just appear in a room you could call that a trap, but it’s much more interesting if there’s some physical element added to it too So spooky atmosphere in the encounter will make it more visually feel like a trap? Okay, then I probably have enough traps to meet the quota. Edited March 13, 2022 by Stabbey removed progress report. 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted March 11, 2022 Map Name: Towards the Crossroads Author: Peccatum Mihzamiz Music: 'Ritual Ascension' by Caleb Hennessy Sky: SKYN03A by Mechadon and PMCURIO6 by ai_curio/Peccatum Mihzamiz Format: GZDoom UDMF Difficulty Settings: Partially implemented Co-op: Yes, implemented Mouselook and jumping: yes, needed Build Time: ~8.5 hours, with quite some fixing and testing as well Traps Built: 2 or 6, depending on how you look at it Secrets: 8 'official' ones, plus some non-secret secrets Known issues: One of the traps doesn't kill the player right now: that will be changed. The sky still has to be adjusted for coloring and has to be made to tile properly (I did an emergency fix now that looks hideous). There are slime trails that pop up now and then on the ground. No idea why and how to fix them. Comments: This is the second map in my MMM trilogy. The player continues towards Xibalba, the Underworld. They have to cross the rivers of scorpions, blood and puss, before choosing one of four crossroads to continue on. Screenshots: Spoiler File Link 4 Quote Share this post Link to post
notTyrone Posted March 13, 2022 Map Name: Lela' jump'éel mapa Author: Me Music: The Last Guardians - Jimmy (Raven midi pack) Sky: Transfers, yo Format: Boom Difficulty Settings: Yes Build Time 8 hours Traps Built: 4 👌 Comments: You've stumbled upon an ancient temple. Best not stumble any further... Things may appear "normal", but...you know... Screenshots: Lela' jump'éel mapaV1.zip 6 Quote Share this post Link to post
Stabbey Posted March 13, 2022 Boy, I'm glad that I decided to make sure that the Commander Keen replacement works the same way as the default Doom 2 one: because it doesn't! I assumed that it was just a sprite/sound replacement, and that... 1) It did not move. 2) It did not attack. 3) Killing all of them opened door 666. I tried putting one into my test sandbox to check on getting a tag 666 door to open, and it didn't work at all. I then checked MAP 32, and confirmed that it doesn't work on that level either. Also the Wolfenstein SS now shoot plasma bolts and some of them (not all of them) were invulnerable ghosts - unhittable through any attacks and splash damage, and I could have sworn that some of them had transformed into Alien Guardians (probably some clever replacement of frames and such to get the Alien Guardian to be able to attack and die). That's good to know. I'll need to make a slight adjustment to some intended progression, but it's only a slight change. I completed my Paint sketch of the map a couple days ago, and tested a few more possible looks, tricks, and/or traps in my sandbox to make sure that I can get them to work once I start constructing the actual map. Looking at my sketch, it gave me the idea to have all three keys visible from the start. Ordinarily I'd build the map one section at a time, starting with the start and hub, but instead I think I'll build the hub area last. Building the hub last will let me build the critical temple interior parts first, so I won't need to squeeze them in around an already-constructed hub, and it'll make it easier to connect the temple interiors to the exteriors. In some aspects, doing it that way will make it harder to put in control sectors... but by that same token, putting in and joining the control sectors after major construction is finished will save a bit of time adjusting and moving things. 1 Quote Share this post Link to post
BluePineapple72 Posted March 13, 2022 9 minutes ago, Stabbey said: Boy, I'm glad that I decided to make sure that the Commander Keen replacement works the same way as the default Doom 2 one: because it doesn't! I assumed that it was just a sprite/sound replacement, and that... 1) It did not move. 2) It did not attack. 3) Killing all of them opened door 666. I tried putting one into my test sandbox to check on getting a tag 666 door to open, and it didn't work at all. I then checked MAP 32, and confirmed that it doesn't work on that level either. Also the Wolfenstein SS now shoot plasma bolts and some of them (not all of them) were invulnerable ghosts - unhittable through any attacks and splash damage, and I could have sworn that some of them had transformed into Alien Guardians (probably some clever replacement of frames and such to get the Alien Guardian to be able to attack and die). That's good to know. I'll need to make a slight adjustment to some intended progression, but it's only a slight change. I messed up the importing for that enemy, addressing that bug is on my todo list 0 Quote Share this post Link to post
Death Bear Posted March 14, 2022 (edited) Map Name: Violencia Inherente Author: Death Bear Music: "Pyrarinth" by James Paddock Sky: SKYIO17 from the resource pack Format: GZDoom UDMF Difficulty Settings: Yes, might need some testing for balance Co-op: Yes Mouselook/ Jumping/ Crouching: Not required Build Time: 8 Hours Traps Built: I lost count. Secrets: 6? Known issues: None that I know of. Comments: Might see some call backs to a certain CCC map...but it's much shorter. Lots of secret little paths. Enjoy!https://www.mediafire.com/file/hm07eptmn6ue73b/DB.MMM.v1.wad/file Spoiler Edited March 15, 2022 by Death Bear 4 Quote Share this post Link to post
Stabbey Posted March 16, 2022 (edited) Bah. I've started construction, but despite all the planning and testing, it's absolutely clear after 3 half-hour sessions that there's no possible way I can make a finished map - never mind a good one - with just 8 hours. I'll still finish and release the map, but not as part of this set. It sucks because I've tested out a bunch of cool effects which I can get working, but I just don't think I can work fast enough to be able to finish even the basics, never mind polishing them, never mind testing and balancing it. Edited March 16, 2022 by Stabbey 1 Quote Share this post Link to post
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