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[IT'S FINISHED!] First new map in 23 years in the works :)


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1 minute ago, Cheesebone said:

Just an update - I'm basically like 99% done with the map at this point, working on the music now and still need to make it Co-op friendly (as I think this could be a fun map to co-op). Skill Levels are also 100% complete now, with ITYTD being an absolute breeze. HNTR is much more difficult but still not hard even for me. HMP is a pretty big step up from there, and UV is probably where most of you will enjoy playing it. This isn't the kind of map only some legend can beat, but there are a few spots that should be fun and challenging for just about everyone for a bit. 

 

Huge thanks to @ScrappyMcDoogerton for giving an early run of the map a UV playtest - he's a much better player than I am, it was super helpful to watch him take the time to run the map and he offered some REALLY good criticism. The map is absolutely a lot more fun and less tedious now in a few spots and I can't thank him enough for the time he spent helping out with a few really valuable pointers. I'm still waiting on feedback from one or two other people but I think it's likely to see this finished and released sometime in Early-mid April.

 

Thanks for following!

 

-Dave

 

Would love to test for you.

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12 minutes ago, Murdoch said:

 

Would love to test for you.

 

Well, ok then, lol. I think you'll be the final playtester I send it to, so I dunno if that makes you lucky or not (depends how much you enjoy playing the map, I guess, haha). 

Let me run through the map again just to be sure that I didn't screw anything up with my last pile of edits and I'll send you a DM later tonight with a 7z of the map. Thanks!

 

 

 

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12 minutes ago, Cheesebone said:

 

Well, ok then, lol. I think you'll be the final playtester I send it to, so I dunno if that makes you lucky or not (depends how much you enjoy playing the map, I guess, haha). 

Let me run through the map again just to be sure that I didn't screw anything up with my last pile of edits and I'll send you a DM later tonight with a 7z of the map. Thanks!

 

 

Sounds good.

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On 3/14/2022 at 7:21 PM, Cheesebone said:

Holla! Been a very long time since I ever really participated much in the Doom community, but for whatever reason I decided to make another map again. This will be my 2nd official map, ever, and the first one I've done in 23 years. (Yes, I'm old now. I was like 16 or something when I released my first one back in '99 or something, lol)

 

 

 

 

 

Welcome back. 

PS:I am 56, Playing DOOM is ageless :o)

Edited by Korozive

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I vote tracker module music lol.

 

Nice maps by the way, they look promising. What format is the map? UDMF? Hexen format? Limit-removing Doom format?

 

Here's how to disable texture filtering in GZDoom, by the way:

 

4 minutes ago, CaptainOver said:

2) A few comments later someone posts this download link that is supposed to be

Cheesbone's wad but it looks nothing like the images Cheesebone posted:

The WAD that someone posted the download link to is Cheesebone's first map.

 

The WAD that this thread is about, however, is Cheesebone's second map.

 

Remember, Cheesebone did not release a map at all since 1999.

 

5 minutes ago, CaptainOver said:

4) Cheesebone has replied to his own thread (this one) several times and keeps typing

 lengthy comments but still no link to his so-called first Doom wad.

 

This is a thread for a map that is currently in development. It's not finished yet.

 

You'll have to wait for Cheesebone to finish making and testing the map before it becomes available for download.

 

That's what the thread title means by 'in the works'. It's being worked on, not finished already.

 

Good maps generally take a long time to make.

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17 minutes ago, Nikku4211 said:

 

Nice maps by the way, they look promising. What format is the map? UDMF? Hexen format? Limit-removing Doom format?

 

Honestly I'm not totally sure what the differences between them all are, but I know that when I'm building in UDB, it appears to be in "GZDoom: Doom 2 UDMF". I am really out of the loop with a lot of this stuff, lol.

 

 

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Those screenshots look awesome! Looking forward to this epic map! Also for music, I always liked MIDIs, simply because I can get a different experience depending on the MIDI engine I select to play it through. 

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41 minutes ago, Cheesebone said:

Honestly I'm not totally sure what the differences between them all are, but I know that when I'm building in UDB, it appears to be in "GZDoom: Doom 2 UDMF". I am really out of the loop with a lot of this stuff, lol.

UDMF is more of modern compatibility level, it supports something like slope, scripting and new stuff. But judging from your screenshots, if you don't use these features at all, it's better to use Boom since it supports the most vanilla sourceports, like dsda-doom, prboom or something, and making our lives heck a lot easier. ;D
(Oh, my bad. You have used flat textures as wall textures, don't mind me)

 

Great visuals with only stock textures! I'm really looking forward to it, that high bodycount is especially teasing me. xd

Edited by Nefelibeta

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2 hours ago, Cheesebone said:

Honestly I'm not totally sure what the differences between them all are, but I know that when I'm building in UDB, it appears to be in "GZDoom: Doom 2 UDMF". I am really out of the loop with a lot of this stuff, lol.

 

Universal Doom Map Format is a map format that despite its name, is only supported by ZDoom-based source ports, 3DGE/EDGE, (K8)Vavoom, and Eternity. Of course, Eternity and ZDoom-based ports have their own completely different namespaces, so maps made for ZDoom-based source ports are not playable on Eternity, and possibly vice-versa, too.

 

The Hexen format is used by the Doom-engine game Hexen, but ZDoom adds support for Doom maps in this advanced format.

 

Both Hexen format and UDMF are really advanced formats, and UDMF is the currently recommended format for maps made specifically for ZDoom-based ports or Eternity. Hexen and UDMF have Action Code Script, which allows you to script complex actions and events using code. They also have more features, like arguments for line specials, arguments for Things, and UDMF supports adding more descriptors directly to each linedef, sector, and Thing to change a lot of stuff.

 

Doom format is much more simple. Things don't have arguments. Line specials don't have arguments. ACS isn't natively supported.

 

But the important thing is that Doom format maps work in any Doom source port.

 

If you want to make a general limit-removing map without using any of the advanced features ZDoom-based source ports have, it's best to use 'Doom: Doom format' or 'Doom 2: Doom format' instead of UDMF or 'ZDoom: Doom 2 in Doom format'.

 

Yes, it's the same format as vanilla maps, but you will no longer be bound by any limits when testing in a source port like Crispy Doom or RUDE.

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Just wanted to state this map was absolutely epic and everyone should total play it upon release.

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3 hours ago, Murdoch said:

Just wanted to state this map was absolutely epic and everyone should total play it upon release.

NOIIICE

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Well, I think I should be able to upload it to /idgames tomorrow sometime. There's one more playtest of the "final copy" I'm waiting to hear back on and we should be good to go after that. Music is all finished (or as finished as I want to make it, lol) too - I decided against a song-style format in exchange for more randomness and unrelated parts that just move in and out, I think it makes for a more fun environment. Thanks for following, everyone!

 

-Dave

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OK everyone, it's done. I used some gamers.org deal to upload the file so I don't know how long it takes between now and when it's actually available for download, but as soon as I get a link for it, I'll share it here.

 

The filename will be WelcBack.wad , maybe some of you will find it right as it pops up on the database just by searching for the filename. The name of the map is "Welcome Back". Because apparently the demons are happy to see you visiting again. 

 

Soundtrack is about 8:30 long, and it's not really a "song" so much as it's just a handful of riffs that don't have much to do with each other blended together. So it seems to make for a better experience than having an actual structured song there, to me. 

 

But, yeah, it's all finished and it will be WelcBack.zip / WelcBack.wad whenever it shows up. Thanks for sticking around for this one! 

 

-Dave

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The music is also free to use if anyone else wants to put it in their own wads (or I dunno, use it for just about anything I guess). I'll upload the song to my music page so anyone can get an mp3 of it or they can just peel it out of the wad with Slade.

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I still can't find it. Why didn't you just upload it to a Google Drive or something? I wonder if others have been having trouble finding it given that you've had no replies. Make people's lives easier and provide a direct link to access it.

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