NokturnuS Posted May 30, 2022 Can we have some little extension? I just need a couple days more to finish testing and polishing, map is 98% done. 0 Quote Share this post Link to post
NeedHealth Posted May 30, 2022 Only 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. 2 Quote Share this post Link to post
Obsidian Posted May 30, 2022 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. 2 Quote Share this post Link to post
Hitboi Posted May 31, 2022 (edited) 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 May 31, 2022 by Hitboi 2 Quote Share this post Link to post
dac Posted May 31, 2022 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. 2 Quote Share this post Link to post
Large Cat Posted May 31, 2022 Made some small edits. Changed the flow of fights a bit. Fixed up some visuals. Removed some slime trails. That sort of thing. manshun_v2.zip 1 Quote Share this post Link to post
Hitboi Posted May 31, 2022 (edited) Just completed mine one hour ago.Name: Resorting to Plan BMidi: Your Last Resort by Varis AlphaBased on: Last Resort (Requiem Map15)Tested on: DSDA-Doom, LZDoomBuild Time: 2-3 days of on and off workBlurb: 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 Edited May 31, 2022 by Hitboi 1 Quote Share this post Link to post
General Rainbow Bacon Posted May 31, 2022 Final version of my map (hopefully): https://www.mediafire.com/file/6y2twiet282nvvy/Mayhem_Revealed.wad/file 1 Quote Share this post Link to post
NokturnuS Posted May 31, 2022 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 3 Quote Share this post Link to post
NeedHealth Posted May 31, 2022 (edited) 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 June 1, 2022 by NeedHealth 0 Quote Share this post Link to post
Obsidian Posted May 31, 2022 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! 2 Quote Share this post Link to post
Pegleg Posted June 1, 2022 (edited) 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 July 14, 2022 by Pegleg Removed file after adding updated version. 2 Quote Share this post Link to post
NoReason Posted June 1, 2022 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 3 Quote Share this post Link to post
NeedHealth Posted June 1, 2022 (edited) Guess who forgot to add an exit action to their map. :-P https://www.dropbox.com/s/t3ikz7ikjnz5o2q/worchb.7z?dl=0 Edited June 1, 2022 by NeedHealth 2 Quote Share this post Link to post
Bdubzzz Posted June 1, 2022 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 4 Quote Share this post Link to post
Lizardcommando Posted June 1, 2022 (edited) Crap, I just found another misaligned ceiling texture. This time it was in one of the demon holding cells. This should hopefully be the very last thing I needed to fix. https://www.mediafire.com/file/qw3vx0o3pdumcr1/lc-mm-tribute-v3.zip/file Edited June 1, 2022 by Lizardcommando 1 Quote Share this post Link to post
Dusty_Rhodes Posted June 1, 2022 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 2 Quote Share this post Link to post
Worm318 Posted June 1, 2022 (edited) 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 August 20, 2022 by Worm318 2 Quote Share this post Link to post
Argent Agent Posted June 1, 2022 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 1 Quote Share this post Link to post
Jakub Majewski Posted June 1, 2022 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 2 Quote Share this post Link to post
galileo31dos01 Posted June 1, 2022 (edited) 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 Blurb: pending... I had no idea where to take the screenshot so have where it all started: Download: galmap01.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 June 1, 2022 by galileo31dos01 9 Quote Share this post Link to post
Obsidian Posted June 1, 2022 No new submissions past this point! Those who have submitted maps are free to bugfix and tweak as is required. 5 Quote Share this post Link to post
gabirupee Posted June 1, 2022 MAY22_PS_V2.zip v2, changelog is inside the zip c: 0 Quote Share this post Link to post
Roofi Posted June 1, 2022 (edited) 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 Barrier textures are visible in the ground. Just create a difference in brightness between the different sides. Here are few exemples. Spoiler Some ugly slimetrails appear in the pentagram yard. Spoiler And some mossy brick textures seem to have been put in by mistake. Spoiler 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 Edited June 1, 2022 by Roofi 5 Quote Share this post Link to post
Danlex Posted June 2, 2022 Veteran's Entry v2 veteransentryV2.zip it was possible to softlock yourself in the first room of the 3rd floor so I fixed that very quick 2 Quote Share this post Link to post
Lizardcommando Posted June 2, 2022 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. 1 Quote Share this post Link to post
Pegleg Posted June 2, 2022 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. 1 Quote Share this post Link to post
Hitboi Posted June 2, 2022 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. 1 Quote Share this post Link to post
Benjogami Posted June 3, 2022 There are music changes in Mayhem17 and Mayhem18 as well :D 2 Quote Share this post Link to post
Andromeda Posted June 3, 2022 (edited) And Valiant MAP27 (Rocket Zone II), Community Chest 4 MAP35 (Midnight Tek Frenzy), Dimensions MAP03 (Omega-Minor), etc. :) Edited June 3, 2022 by Andromeda 2 Quote Share this post Link to post
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