EagerBeaver Posted October 6, 2022 (edited) Hello, fellow DooM enjoyers! I was looking for an interesting thread and found this one. Although I'm new to DooM mapping (but not to the DooM series), I decided to help. So, first, here's my UV-Max playthrough of "Imp Cache" by NinthBurn. And here it is - my own little creation. Hope you'll enjoy it. Map Name: Horns and Hooves Description: A small "marble-Hell" map, inhabited by monsters with horns and hooves, so you won't find any skele-bois or archies here. IWAD: Doom2 Format: Boom Game mechanics: no jumping/crouching/mouselook Difficulty Settings: Yes Custom textures: No Build time: Made it in two days/sessions - on the first day I created the map (which took ~1,5 h) and on the second day I did bug catching/testing/misalighned textures hunting etc. The only thing I totally missed due to time restraints is lighting, sorry. Music: MIDI rendition of Earthworm Jim 2 OST - Moo Tango by Tommy Talarico, which I found in the deepest bowels of Internet. Author is unknown, but it was slightly modified by my friend Ajoura, who also did some playtesting. Tested in GZDoom and PRBoom+ Some screenshots: Spoiler https://ibb.co/rf6MfKQhttps://ibb.co/T12LcMMhttps://ibb.co/Jvv0SPGhttps://ibb.co/tBJyXkP horns V1.1.rar Edited October 19, 2022 by EagerBeaver Re-balanced the map to make it more challenging and difficult, also attached it in a RAR-archive 6 Quote Share this post Link to post
Death Bear Posted October 9, 2022 Here ya go, @EagerBeaver. That was fun! Spoiler Map Name: Vile Symmetry Description: Hot Brick and Blood IWAD: Doom2 Format: Boom Game mechanics: no jumping/crouching/mouselook Difficulty Settings: No Custom textures: No Build time: 56 mins Music: Pendulum by Psyrus Tested: PRBOOM+2.6 & GZDOOM 4.8.2 Screen: Spoiler 4 Quote Share this post Link to post
Axuris Posted October 10, 2022 @Death BearWell, I was certainly expecting the map to be harder, but I can't say I was disappointed. Spoiler Anyway, here's my map: Name: Crates and Pipework (couldn't think of anything better) Map Format: Boom Ports Tested: PrBoom+, GZDoom, Eternity Engine IWAD: Doom 2 Map: MAP01 Music: "Double, Double, Toil and Trouble" from Blood Gameplay: Single-play/Coop Difficulty Settings: Yes Multiplayer Placement: Player starts only Build Time: 1 hour (+11 minutes of extra playtesting, bugfixing and polishing) Textures: Alien Vendetta, sky was taken from Scythe Get it here! cratesandpipework.zip 4 Quote Share this post Link to post
Death Bear Posted October 11, 2022 6 hours ago, Axuris said: @Death BearWell, I was certainly expecting the map to be harder, but I can't say I was disappointed. Thanks! I must be taking it too easy on people nowadays. 1 Quote Share this post Link to post
NinthBurn Posted October 12, 2022 (edited) @Axuris I have to say, I enjoyed this one a lot more than the previous map you posted. It's pretty good! This was my second playthrough, since my game crashed the first time. Spoiler Map Name: No Room for Error 2 Format: MBF21 Textures: no custom textures Build time: 1 hour 17 minutes + about 3 mins of balancing MIDI: Level 4 from Captain Claw Tested with GZDoom and PRBoom+ As with my previous maps, difficulty settings are implemented. Screenshots: Spoiler https://imgur.com/a/RIhgQfG And with this, if my counting is correct, there should be 24 maps for the second megawad. Of course, if someone doesn't want their map to be included, please let me know! Spoiler I don't know how many of you feel about this thread, but it has been refreshing for me to be able to make and share these maps, even if they've been on the drawing board for a single hour. It was challenging to build them all from the ground up in such a short amount of time, but it was sure worth the effort. I've made many GZDoom maps that will probably never see the light of day simply because I haven't bothered to finish them up after spending months on them. With this project, however, maps had to be done in ONE HOUR. I have learned something important from this: your map doesn't necessarily have to be the greatest there ever was; it just has to be fun. I think this is probably the last map I contribute here, unless I come up with another idea for a speedmap. It has ran its course for me, and I wish to spend more time on the maps I make from now on. I want to thank you all for this opportunity, and jacnowak for this fun spin on speedmapping! I'll still be watching the thread, of course ;) nrfe2.rar Edited October 12, 2022 by NinthBurn 3 Quote Share this post Link to post
RataUnderground Posted October 13, 2022 (edited) @NinthBurn I died at leat five times before beat it, the lack of healthpacks its what make it difficult, but well done! Little fun map. Spoiler Map Name: Haste on the courtyard Format: Boom Textures: yes (Green Gothic pack, all made by me) Build time: 1 hour 10 minutes aprox MIDI: Tested with DSDA No difficulty settings implemented. Its a little rough due to the time limitation, but at least its playable. EDIT: PLAY THIS WITH OPENGL RENDER. Software render produces HOMs and slimetrails all over the place xD. With more time I could fix this, but the challenge its the challenge. EDIT 2: I rebuild the nodes and all the glitches dissapeared, so there you go Original map: https://mega.nz/file/hDgnDYyR#8tPD4aBTGjdfifMSIkhkAUxCPMW_qs66ZKaJjL2YF9M Fixed version: https://mega.nz/file/NbQREbAY#Hb5JIwaqXWIDtGY-UpomPJOL8gAPlDxG62biGIGLVk4 Spoiler Edited October 15, 2022 by RataUnderground 7 Quote Share this post Link to post
Jacek Nowak (jacnowak) Posted October 14, 2022 I can see that this thread got some traction again :) I updated the list in OP, we have 58 maps so far. 1 Quote Share this post Link to post
Death Bear Posted October 14, 2022 35 minutes ago, jacnowak said: I can see that this thread got some traction again :) I updated the list in OP, we have 58 maps so far. I think you may have missed "Bang Bang Adult" by @Yumheart ? It was one that was posted before we went into that first lull. 3 Quote Share this post Link to post
Shanoa Posted October 14, 2022 Very close to a second full megawad worth of speedmaps! Glad to see this gaining traction again if only to play some bite-sized DOOM maps occasionally. (: 2 Quote Share this post Link to post
Jacek Nowak (jacnowak) Posted October 14, 2022 2 hours ago, Death Bear said: I think you may have missed "Bang Bang Adult" by @Yumheart ? It was one that was posted before we went into that first lull. Good catch! I think I got consfused as there was no demo of the previous map associated with that map but I can see you've beaten two maps so thanks for that, I added it to the list. So 59 maps it is :) 1 Quote Share this post Link to post
lunchlunch Posted October 17, 2022 (edited) . Edited October 18, 2022 by lunchlunch 1 Quote Share this post Link to post
RataUnderground Posted October 17, 2022 (edited) 13 minutes ago, lunchlunch said: https://doomshack.org/uploads/SoGoth.wad You'll need to load this wad with the Gothic texture pack because I'm too lazy to open SLADE.@RataUndergroundhttps://doomshack.org/uploads/RataHaste_lunchFDA.lmp The textures are really difficult to look at. The lack of health and ammo made me try to just run through as quick as I could. I did like climbing to the top of those hills. After making my own map, I'm a little more understanding about its playability, but ultimately I wasn't a fan. Good MIDI though. I'm sorry you didn't like it too much, but you also didn't finished it xD (or it's not in the demo, you died four times and ragequit) EDIT: Ah, its not required in the rules, my bad.(- you don't need to complete the map in the demo/video : it's best if you do but if the map is too difficult for you it's fine to give up and just send demo/video with the progress until you gave up) Edited October 17, 2022 by RataUnderground 1 Quote Share this post Link to post
EagerBeaver Posted October 23, 2022 (edited) Uhmm... guys, I'm a little confused. For reasons unknown, lunchlunch has erased all of their content and comments on DoomWorld, so technically RataUnderground's map is the latest once again, right? But, thanks to RataUnderground "saving" the link to SoGoth.wad in a reply, it's still possible to download and play it. So I decided to make two playthroughs instead of one. For Haste on the courtyard I have something unusual - a pacifist run! Spoiler And UV-Max playthrough for SoGoth. Spoiler Still can't understand, why lunchlunch deleted it. It's pretty tough and brutal, plus with a hot start. A good choice for DooM veterans. As for my map, I'm afraid that I can upload it a bit later. It's almost ready, but I have some work-related issues RN, so, please, be patient. UPDATED - OK, all work is done, I can upload my map now. Map Name: Ruse Description: A small "adventure-style" map. IWAD: Doom2 Format: Boom Game mechanics: no jumping/crouching/mouselook Difficulty Settings: Yes Custom textures: No Build time: ~1 h, it's really small. Music: MIDI rendition of Painkiller OST - Town (Fight) Tested in GZDoom and PRBoom+ Some screenshots (NoMo activated) Spoiler ruse.zip Edited October 27, 2022 by EagerBeaver 2 Quote Share this post Link to post
NinthBurn Posted October 23, 2022 I don't know why they removed the map. Such a shame, too, because SoGoth was actually a very good map. I still have it downloaded, but I guess it is not to be shared. 1 Quote Share this post Link to post
Axuris Posted November 20, 2022 Alright, time to bring this thread back from the dead. @EagerBeaver Now, my map: Screenshots: Spoiler Name: Starfield Station Map Format: Boom Ports Tested: PrBoom+, GZDoom, Eternity Engine IWAD: Doom 2 Map: MAP01 Music: "Heart of the Hive" by David "Tolwyn" Shaw (Icarus: Alien Vanguard) Gameplay: Single-play/Coop Difficulty Settings: Yes Multiplayer Placement: Player starts only Build Time: just over an hour Textures: Alien Vendetta, Deus Vult II, CC4-tex, Hell Revealed Get it here: starfieldstation.zip 3 Quote Share this post Link to post
NinthBurn Posted November 20, 2022 Another short one, but I really like the looks of it! With this, we now have 28 maps. Maybe we can get to a second megawad, after all. 0 Quote Share this post Link to post
Death Bear Posted November 21, 2022 (edited) Spoiler Fun little map! Here's one last hurrah for MAP29 for the second wad.Vile Knowledge by Death Bear No Difficulties, Co-Op Starts 1 Hour and 1 Minute Music is The Library of Nightmares by Tristan Clark Stock Textures Tested in GZDOOM4.8.2 and PRBOOM+2.6 A little romp through the musty old book shelves. Spoiler Edited November 21, 2022 by Death Bear 3 Quote Share this post Link to post
Yumheart Posted November 22, 2022 (edited) Surprisingly mean, little map. The Chaingunner and Imp / Archie waves can really screw you over if you don't see them coming. Visuals are pleasant and the music adds a lot to the atmosphere. Overall, very enjoyable! I apologise for the lack of a demo, I'm a little busy at the moment and didn't set up anything for recording demos with DSDA-Doom yet :c Name: Bermuda Camp Rudimentary difficulty settings included 1 Hour + 15 minutes or so to tighten up some traps Music: "The Machine" from Sonic Spinball, sequenced by King Meteor Custom textures included Tested in LZDoom and DSDA-Doom Description: Not incredibly hard, but with a few potentially tricky encounters. I wanted to pay "special attention" to visuals this time, but I really had to rush some areas near the end. Spoiler https://drive.google.com/file/d/160mzUQbzOKaT74ycCpNHCB7HrTAfzn3I/view?usp=sharing Edited November 22, 2022 by Yumheart 3 Quote Share this post Link to post
Melemesh Posted November 25, 2022 (edited) Well, since this thread is back from the dead, I thought I'd make a fourth map for it, since back then it was pretty fun. First however a demo of Yumheart's map: Bermuda Camp Demo.zip It was a pretty fun map, I enjoyed it quite a lot! Exact right level of difficulty for me personally. visually it does look great, I didn't even notice any sort of rush anywhere. Also that last corridor really caught me off guard the first time... Now here is my map this time: Blood cave.zip Music: Self made 1 hour speed midi Difficulty settings/Coop: Not done Build time: 1 hour + 10 minutes to make it possible to finish Format: Boom Probably the favorite of the speedmaps I have made so far. I think visually it came out pretty good, though still far from great, and in terms of actual fights, pretty bad. I really do have to improve in that sense. Pretty rushed and messy, but hopefully still a bit fun. Also as an edit, since I felt kind of dumb not having custom music, I decided to make a 1 hour speed midi. It is a bit short, and would probably fit a castle setting more, but I feel like it fits a cave just fine as well. Edited November 28, 2022 by Melemesh 2 Quote Share this post Link to post
Death Bear Posted November 25, 2022 On 11/22/2022 at 2:32 PM, Yumheart said: I apologise for the lack of a demo, I'm a little busy at the moment and didn't set up anything for recording demos with DSDA-Doom yet No worries. Thanks for playing! I think with Melemesh's 4th map, that brings us to one final hurrah for the second wad! We got any takers? 1 Quote Share this post Link to post
Sesamia Posted November 25, 2022 Here's my video of "Blood Cave" by Melemesh: Spoiler I have a real soft spot for cave settings in doom, so this was a pleasant experience. That being said, I wish I had more ammo for the final encounter. I restart at about the four minute mark so that I could be in a better state for that encounter. I didn't open the map in an editor. Perhaps I missed some ammo? I've been meaning to post a map for this thread for a couple months, and I have to say that one hour is a deceptively small amount of time. Hopefully I can keep practicing for this. I made a small, tiny map that should be beatable in about 2-4 minutes: Download Link: https://drive.google.com/file/d/1IJnxXogpdD21t_q0heR3hiOSLP-bFN2T/view?usp=share_link Title: Impulse Map Format: Doom IWAD: DOOM2.WAD Build Time: One hour -complevel 2 Single player only Primarily tested with GZDoom with some light testing in Crispy Doom Difficulty settings have not been implemented Music is "Hangar 7" by Jimmy! 4 Quote Share this post Link to post
Axuris Posted November 26, 2022 (edited) We can't have a full megawad without a bonus level, right? But first: impulsedemo.zip And now, the final map of OHM2: Screenshots: Spoiler Name: The BGR Dimension Map Format: Boom Ports Tested: PrBoom+, GZDoom, Eternity Engine IWAD: Doom 2 Map: MAP01 Music: "Breach of Madness" by Mark Klem (Requiem) Gameplay: Single-play/Coop Difficulty Settings: Yes Multiplayer Placement: Player starts only Build Time: 1 hour and 12 minutes Textures: Alien Vendetta, Deus Vult II, CC4-tex, Hell Revealed 2 Enjoy! thebgrdimension.zip Edited November 26, 2022 by Axuris 2 Quote Share this post Link to post
NinthBurn Posted November 26, 2022 Wow, that's a lot of maps in this short amount of time! Just finished playing all of them, they are great! I will look for some time in the upcoming days to play all of them again and compile the WAD. 0 Quote Share this post Link to post
Melemesh Posted November 26, 2022 17 hours ago, Sesamia said: That being said, I wish I had more ammo for the final encounter. Thanks a lot for playing! Yeah you didn't miss any ammo or health, just that by the time I was done placing monsters time was already up... Generally I think the left side needs a little cleaning up, and the right side needs to be completely remade to not be as flat and to actually have appropriate amounts of ammo and health pickups. I'll keep working on this map into the future, I have another non speedmap that has a similar theme, so I think they will fit together pretty well. Also played your map, its pretty fun! I especially like how you get the choice to either kill the archvile in the very beginning while it is by itself, or you can open the door and get more ammo and space to kill it, but also a couple other monsters to deal with. Also a question for the megawad, if they will all be compiled into one, what is going to be done with the sky? Because from what I remember, in Boom compatibility for Doom II, there can only be one sky per wad, and we have quite a few different ones here. Considering that the sky is quite a big part of building the general atmosphere of the level, that would be a sad thing to lose. 1 Quote Share this post Link to post
Axuris Posted November 26, 2022 About the skies, in Boom line action 271 and 272 transfer any upper texture to a sector with the same tag as the line. For example, in my most recent map, there is a sector with one line having the line action 271, which transfers the line's upper texture, that being the custom sky, to a sector with the same tag. If you are using a custom sky, I'd advise you to have it in your wad as a seperate texture that doesn't replace the default skies (e.g. not naming the texture RSKY1-3). If you look into my map with a wad editor, you'll see that the custom sky is named HR2SKY3 and is also a seperate texture, so that like I said, it doesn't replace the default skies. 0 Quote Share this post Link to post
Death Bear Posted November 27, 2022 (edited) On 11/25/2022 at 4:14 PM, Sesamia said: Title: Impulse Recorded this before there was a follow-up. This was fun! If you notice me lost for a second, I was dumb and forgot that I picked up the red key haha. Enjoy! Spoiler Edited November 27, 2022 by Death Bear 1 Quote Share this post Link to post
NinthBurn Posted December 10, 2022 (edited) Sorry for being late, but I was incredibly busy this week, and I didn't have access to my PC for the other week. Nonetheless, I managed to compile all the maps into a single WAD. Download: here I haven't played all of the maps just yet, but I made sure that they do work and there are no missing textures. I have tested the wad with GZDoom And PrBoom+. There is a CREDITS file included with entries for each map. I hope I haven't missed anything. Almost all the maps are in the order that they have been posted here, except that I swapped MAP01 with MAP32 because of difficulty. There were theoretically 34 maps for the second run, but I couldn't include @RataUnderground's "Haste on the Courtyard" [because of conflicts with other maps (custom palette and obj replacement)] and @lunchlunch's "SoGoth". Spoiler There is an issue with the pack, specifically MAP32 has problems: in some sourceports it just loops back to MAP16, and in others it crashes the game. I'm not sure how to solve this. This megaWAD turned out to be a lot nicer than the previous one. The maps are much better in terms of both visuals and gameplay. Good job everyone! Edited December 10, 2022 by NinthBurn forgot something 6 Quote Share this post Link to post
Axuris Posted December 10, 2022 I suppose it was worth the wait, had I not revived the thread back in September we wouldn't have gotten here. So uh, now what? Are we gonna continue with this or make some kind of spinoff of this thread? Or perhaps just end it here. If we are going to continue then I will certainly come back here and make another map, although this time less frequently. P.S I clearly didn't take into account 32-in-15 tex replacing SP_HOT2 in MAP01, atleast the other textures are fine. I also noticed that in MAP27 the HOM effect appears in a couple places with the texture PATCH_70, despite everything looking fine in the editor and the original map. 0 Quote Share this post Link to post
NinthBurn Posted December 10, 2022 13 minutes ago, Axuris said: I clearly didn't take into account 32-in-15 tex replacing SP_HOT2 in MAP01, atleast the other textures are fine. I also noticed that in MAP27 the HOM effect appears in a couple places with the texture PATCH_70, despite everything looking fine in the editor and the original map. Thanks for pointing that out. I somehow have forgotten to add the textures to the TEXTURES table. I've already fixed it for the next version. I have started a playthrough for the WAD to see if there are any issues I need to address. Maybe we can upload it to a proper WAD hosting site once it's ready. 0 Quote Share this post Link to post
FEDEX Posted December 10, 2022 I've played @lunchlunch map, you should incl. it in your compilation, it's really good. idk why he deleted it 1 Quote Share this post Link to post
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