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MAYhem 2022 - MEMENTO MORON (On IdGames!)


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Can we have some little extension? I just need a couple days more to finish testing and polishing, map is 98% done. 

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2028375929_worch.wad(MAP01)-UltimateDoomBuilderR3964(64-bit)2022-05-3021_56_52.png.53e5ec60032b8c7654559255efc24394.pngOnly have to do the final path to the exit and some playtest. Inspired by worch, moeller and doom eternal(the one from 1997) Map should be done about a quarter before june.

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1 hour ago, NokturnuS said:

Can we have some little extension? I just need a couple days more to finish testing and polishing, map is 98% done. 

 

Afraid not: I already stretched the deadline as far as I could by making it take Yankee Time into account, after that I'm just fresh outta May. I will however say that you're free to submit your map as long as it's completable and there isn't too much extraneous detail that needs adding: if some small things require tweaking, I'm fine with that being done after May is done and dusted.

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My map is almost done. I didn't make its map length/difficulty as long and hard as the original map but that's fine. Only things left are playtesting, bugfixing and finishing a secret area.

Edited by Hitboi

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Had some time today to get this done:

 

Caco Ball Torture v2

 

Updated map. Better visual pass, more space to move, no visual bugs that I know of. Also this version doesn't need the resource pack to run, all the used textures are in already.

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Just completed mine one hour ago.

Name: Resorting to Plan B
Midi: Your Last Resort by Varis Alpha
Based on: Last Resort (Requiem Map15)
Tested on: DSDA-Doom, LZDoom
Build Time: 2-3 days of on and off work
Blurb: Most of the layout is from the first areas of the original map, couldn't make it longer/as long as the original map but I feel happy on how this turned out. Also, a note to the player from Matthias Worch: "Don't kill every monster in sight if you want to reach the secret levels" :)
Coop starts implemented but no extra Coop monsters/items added.


MAY2022-Hitboi-ResortingToPlanB
 

Spoiler

Map.PNG.8a96e4411d08adc32fe6ff578a87fcd1.PNG

Edited by Hitboi

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Finnishing in time, although not fully tested on HMP or ITYTD. Full test on UV.

 

Name: Concrete Cult

Midi: Fear Eater by Mark Klem

Tested: Prboom-Plus 2.62 complevel 9, GzDoom 4.7.1, Eternity 4.03.00

Difficulty Levels: Yes

New Textures: Yes, 4 more textures and 2 flats, just recolour of some doom texture and old computer textures from Doom 1

Based On: Requiem map 6 and Requiem map 5.

Blurb: First and main area is based on "nataS ot etubirT" by Thomas Möller. Find the blue and red key and beware the damagin' outside area (according the original story demons subverted some water facility and contaminate the liquid). Lots of Cacos and enemies firing from different angles. Ammo is abundant, but still take cover and save often (at least in UV). Final area is based on "The Canyon" by Bill McClendon. Go through the bridge to the final area and avoid the snipers on the rocks. I tried to do my best with the current texture pack, which has plenty of nice and cool textures, but lacking some gothic or original Requiem textures. Late I discover most of Requiem textures are on the GothicTX pack, which textures you can use freely. 

Map have some detail, but didn't use fancy Boom stuff, like conveyors, vodoo dolls, transfer heights or skies or vertical scrolling textures. I tried to keep things as simple as I can.

 

ConcreteCult.rar

 

Spoiler

etrn74.png.ba7ad15dfdf26771d350b6ff1ce7984b.pngetrn72.png.a18c6867a210f8c9fe5ff234e91d73be.pngetrn70.png.53d7cd5b754dfdd4e7da0bec9ccc1dd0.png

 

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i ran out of time, so here is a just a link to my map. I'll do the rest of the write up in about 12 hours.

 

-e1: old

 

Edited by NeedHealth

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As of this post, there are 12 hours until the deadline! Remember, you can do gameplay tweaking and bugfixing afterwards, you map just needs to be completable!

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Here is my submission (I'm happy that I finally was able to submit something to one of the Mayhem projects). It requires some balancing, particularly on the lower difficulty levels, but everything is drawn and it's completable. I also need to actually add the midi--I'll do that once I'm back home in a few days.

 

 

 

Map Name: Third Step from Chaos

Midi: "The Unjolly" by Mark Klem (from GothicDM)

Inspiration: Obituary Map 13

Difficulty Settings: Implemented

Co-op: Yes

Deathmatch: Starts only

Tested With: PrBoom+ 2.5.1.4

Editor Used: Eureka

 

I was rather fond of the red key room with the pentagram from Obituary. I always found the visuals and the aesthetics of the room striking, with the circular nature of the room, the pentagram, and the arched doorways (made with custom midtextures). I also liked the tower it was in in the middle of a viny-covered stone texture. I was inspired to make my version of the pentagram room (that you both start and revisit), as well as the black tower and the surrounding vine-covered walls. There additional features that I hinted at throughout my map, although there wasn't as much green stone or wood as in the original map, because I enjoyed working with the resource pack for this project.

Edited by Pegleg
Removed file after adding updated version.

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Here's an update to my submission. I was going to keep those texture misalignments at the entrance of the lava cave before the final area, since the intention was for it to look like a broken wall, but I figured it does look better to align them.

 

Cool v2

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May22-dubzV2.zip

Map name: Paralyzing odds

Midi: Dragon's Revenge by Knightrider of Doom

Difficulty settings/co-op: Yes but not tested.

The map is inspired by AV 14 and the final fight was inspired by AV 15's final fight. The reason I chose AV 14 is because I've played the map a lot of times in survival co-op throughout the years (since it seemed like every AV survival server was stuck on 14 ) and I do mostly enjoy playing the map. It did always feel like it needed a final fight after you get the 3 keys so that's why I threw in a final arena fight at the end and AV 15's final area looked like a good arena. Anyway as you can expect from a Bdubzzz map it is indeed on the challenging side but I think it's fairly easy compared to other maps I have made :p

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Alright, barely on time!

 

File Under Futile

Author: Dusty

Theme: Early Slaughter

Build time: 4 hours because work is ruining all my free time :(

Music: Suck This by @leejacksonaudio

Tested: Once, again strapped for time

Co Op: included

 

My design on this one was inspired by the Black Towers from HR and a few different maps from MM. It ended up being sloppy and way over the top, but hopefully the grindy, old - school slaughter style will work. It's pretty short but I think it's fine. I also tried to keep the detailing relatively vanilla, despite this being a Boom level. Hope it's enjoyed!

 

DOWNLOAD:

File Under Futile.zip

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Name: Eternal Deathmatch of the Spotless Mind
Build time: Like 5 or 6 nights I think
Music: Acid Rain by Liquid Tension Experiment
Tested with: prboom+ 2.5.1.4, GZDoom 4.5.0. UV-Max with saves at least :p
Difficulty settings: Not yet.
Coop: Player starts only.

 

Download Link v1: https://drive.google.com/file/d/14urJrR7Mop5kchjI8hqZSMnQi66o4Xfl/view?usp=sharing

v2: https://drive.google.com/file/d/18OeS4Aa6FfqNCIN-7WcpPjJwPIkolxXe/view?usp=sharing


v3: https://drive.google.com/file/d/1RKqrIxWfn6-kArGMxQWpRo7q938vZRgZ/view?usp=sharing

v3a: https://drive.google.com/file/d/13n6J-FA9y60egSw9lNsndwULn0GD85ET/view?usp=sharing

 

Spoiler

A weird mix of memories from DM Maps: brit10, brit11 and exec. I tried to copy the general aesthetic of bricks, metal and grass, but also recreate the chaotic and messy combat usually found in DM... but with monsters, although nothing too refined. I decided to put some dark hurt areas both for gameplay and to hint at broken memories, forgotten areas or something. Some concrete sources of inspiration were brit11 MAP01 (BFG jump), brit11 MAP06 (starting area), and exec MAP08 (Rocket Launcher fight). Also D2M1/D5M1 for the end... but do not expect a faithful recreation...

I wish I had put more time to build this, but I was tempted by a certain F2P game to flip some bits in a database in exchange of some lifespan.

 

Edited by Worm318

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Name: Simutech Inc.

Build Time: 20 Days

Music: Icarus MAP29

Tested with: DSDA Doom, Zandronum (ran out of time to extensively test, so there may be bugs)

 

I took the concept of simulations in Icarus to a new level; using a hub similar to that of MAP29 from Icarus, I have three simulations within the map, each dedicated to a different set of wads: Icarus, Memento Mori, and Requiem/Dystopia 3 (mostly the latter of the two). Got caught in a time crunch at the end so hopefully public testing will get some bugs ironed out.

AA_SimutechInc_V1.zip

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I made something, a smol, speedy map. 5 hours before the deadline, after a sleepless night!

 

So yeah, this is "90s Cyberspace".

 

I couldn't think of a single megawad to take inspiration from, so I decided to go with several at once, including HacX, Eternal Doom, Maze War, Requiem, and maybe some others. I included several custom textures and a MUSINFO to make use of the music changer. Hope it's acceptable.

JakubMayhem.zip

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hello

 

Title: Gore Systerna (or Systerna Gore, can't decide rn)

Music: "Give In (With Pleasure)" by Mark Klem [placeholder]

Inspiration: MM map 25, general MM2 vibe, little of Eternal Doom

Skills: Not yet! It's designed for an early slot, or a MAP06 because of the exit but no worries about that

Multiplayer: Only player starts atm

Tested on: PrBoom+ 2.6.2 cl-9

Current state: You can score almost 100% everything and exit, but there're a few bugs, unintended behavior in couple spots, and minor other stuff so not in its "completest" state. The list is below, I hope Obsidian is okay with them!

Build time: Started on 1st, dropped then resumed on 13th or so til literally some minutes ago

Blurbpending...

 

I had no idea where to take the screenshot so have where it all started:

 

UTTFPqd.png

 

 

Downloadgalmap01.zip (sorry for the vague name!)

 

What it needs:

 

- Rest of the skills

- Full automap cleanup

- Proper playtesting and bugfixing

- Tiny minor details e.g. forgot to set some irrelevant impassable lines here and there

- I want a different skybox and probably another midi

- Renaming the filename

- The blurb

 

What I need:

 

- Sleep

Edited by galileo31dos01

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Doneski.png

 

No new submissions past this point! Those who have submitted maps are free to bugfix and tweak as is required.

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I'm currently testing maps in random order. Here are my comments for @Pegleg's submission.

 

I enjoyed this map thanks to its relaxing gameplay but sprinkled small ambushes that are generally not very punishing. I recognize the large circular courtyard with its pentagram in the middle. This architectural element represents one of the only memories I have of Obituary.

 

I didn't die once because the traps ended up becoming quite predictable. I eventually figured out that most switches resulted in a trap with teleporting enemies Aesthetically it's pretty simple except for the circular area with its marbled arches. I really like the big outside area which is only populated by pinkies.

 

The map has 80 secrets. I could only find 3 of them. Looking at the builder, many TP rooms have secrets. Is this a mistake? Also, the secret of the Plasma Gun seems to me impossible to reach since the hole in the wall is not wide enough to sneak in.

 

Beyond that, I could find several visual bugs.

 

Some sectors don't have sky transfer.

Spoiler

EEcq9IN.png

 

Barrier textures are visible in the ground. Just create a difference in brightness between the different sides. Here are few exemples.

Spoiler

KtrPbkP.png
Nzw7fJH.png
4fXWB4j.png

 

 

Some ugly slimetrails appear in the pentagram yard.

Spoiler

PHbO9He.png

 

And some mossy brick textures seem to have been put in by mistake.

Spoiler

WQQi8ZK.png
UPg4ywn.png

 

 

2) @KUBA18i's submission

 

 

I really loved this map and its HUB system which is highlighted by the change of music between each world. I just learned that you can change music on Boom. But won't this interfere with the other maps in the compilation? To be confirmed, but in any case I never saw this effect, unless I forgot!

 

Anyway, even if the inspirations are multiple, I feel all the innocence and the childlike creativity of Mars War (and I also recognize the textures with Bill Gates' head and the walls with "DOOR" and WALL). The difficulty is also very low, which shows that the level is more oriented towards exploration and relaxation.

 

I must admit that I ended up using the builder to find the last Keen commander (the one in the house) and the way to open the door (the one with the word "DOOR written on it)

 

Regarding the sections, I really like how the mancubus section tries to stick as much as possible to the name of the music "Sweaty Mancubus Armpits". However, if this is a reference to HR2, HR2 was released in 2004.

 

If I could name a favorite section, it would be the castle with its bridges and especially the one in flames.

 

I don't think this map would be in a secret slot because the gameplay is far from extreme, but it is definitely a unique experience! Unless the commander keens could unlock a secret exit considering that some are not easy to find.

 

I found a visual bug here (look at the grey sky under the door).

 

Spoiler

h8tJRHk.png

 

 

 

 

 

Edited by Roofi

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I gotta say that it was a pleasure working on my map for this project, even though there were lots of trials and tribulations along the way and lots and lots of misaligned textures to deal with. I can't decide which was funner to make, the plethora of doomcute stuff or the cavern areas in the final area of my map.

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On 6/1/2022 at 1:12 PM, Roofi said:

I enjoyed this map thanks to its relaxing gameplay but sprinkled small ambushes that are generally not very punishing. I recognize the large circular courtyard with its pentagram in the middle. This architectural element represents one of the only memories I have of Obituary.

 

I didn't die once because the traps ended up becoming quite predictable. I eventually figured out that most switches resulted in a trap with teleporting enemies Aesthetically it's pretty simple except for the circular area with its marbled arches. I really like the big outside area which is only populated by pinkies.

 

The map has 80 secrets. I could only find 3 of them. Looking at the builder, many TP rooms have secrets. Is this a mistake? Also, the secret of the Plasma Gun seems to me impossible to reach since the hole in the wall is not wide enough to sneak in.

 

Beyond that, I could find several visual bugs.

 

I'm glad you enjoyed the map, and thank you for pointing out some of the bugs. I thought I had caught most of them; they'll be fixed. As for the 80 secrets, that is definitely not on purpose. There should be only 7, and that is what was reported the last time I playtested it. Regardless, I'll fix the extraneous secrets, as well as making sure the tunnel to plasma gun secret is wide enough. I thought it was. Oh well. Thank you for catching it.

 

 

On 6/1/2022 at 1:12 PM, Roofi said:

To be confirmed, but in any case I never saw this effect, unless I forgot!

 

Ancient Aliens Map 01 uses music changes.

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53 minutes ago, Pegleg said:

Ancient Aliens Map 01 uses music changes.

And Valiant Map30. Kinda ironic that both maps (and wads) are created by Skillsaw.

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And Valiant MAP27 (Rocket Zone II), Community Chest 4 MAP35 (Midnight Tek Frenzy), Dimensions MAP03 (Omega-Minor), etc. :)

Edited by Andromeda

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