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MAYhem 2022 - MEMENTO MORON (On IdGames!)


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1) @Dusty_Rhodes submission'

 

Really enjoyed that one. Despite being a slaughtermap containing more than 700 monsters , the level is short and straightforward.

 

About the first area , I survived by doing endless circlestrafing. It looks like nothing, but I had a lot of fun creating infighting between the 185421654 barons and the two cyberdemons. Besides, I played carefully. I killed all the enemies with the rocket launcher to take the BFG later. Nevertheless, it is quite to accelerate the process by rushing to the BFG.

 

Concerning the second area, it's even easier with the BFG at hands, but not less funny. Aesthetics looks decent, the vastness of the areas was the most appealing feature in your map.

 

Now, about the bugs , there is a major one. Your 3D Bridge doesn't work (I had to idclip). By looking on doombuilder, your dummy sector doesn't have the appropriate floor height. (0 instead of 127).

 

 I  want to mention that pinkies can't enter the lake. So I camped inside to kill them. (These are not a problem in any case).

 

Spoiler

i7XZZRs.png

 

Forgot to take screen , but you should tick "lower unpegged" for doortrak textures under the exit door.

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So here is an update: gal_mayhem22.zip

 

- It is "Gore Systerna" definitely.

- Fixed and tweaked every issue that I could find. This includes slightly refining some parts for enhancement's sake, full automap cleanup and proper playtesting with and without secrets. That means you should be able to score 100% everything sans items. Also there's a humble lighthouse now. 

- Added difficulties, nothing sophisticated -- stronger armor replaces green, less hitscan, even less trouble on skills 1/2, other stuff. Reminder that this map is meant to be on the easier side anyways.

- Added a new midi by AD_79 called "Ink", imo it fits.

- The new skybox is by Mechadon named OVERSKY3, the problem is that I could not figure out how to stop prb+ from crashing when launching it via the editor so I put the sky in the resource pack (which is in the zip) so yea, sorry about that.

- Still have to write the blurb... I know I forgot to mention Adam Windsor's mapping in Requiem was another source of inspiration.

 

have another screenshot, with the sky:

 

4cB8MkJ.png

 

please test it, but no pressure!

Edited by galileo31dos01

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I felt like writing the blurb. You may use whichever version, but I recommend the shorter for the final text file.

 

[longass blurb]:

 

Like vdgg, I am a MM2 enthusiast too. I was feeling an increasing desire to get back on the road so I took the chance as early as possible, so at the very start of the month I had this idea of building a setup around a descending floor trap, you know, like MM2 classic, but with some twist like the floor morphing into a liquid or something. I also wanted to design a cool setup in the vein of MM's map "Cesspool" last part. That was going fine, then I quit all of a sudden, and then I was happy again and resumed about a week or so later. From there on, I just portrayed whatever was going through my head as honest as possible, so I made a sewerage sort of, an open terrain with view of the castle (oh yes it's kind of a castle), a whole entryway area, then I added connectivity and shit, and everything else day by day.

 

Regarding inspiration, well "Cesspool" as I mentioned before was what guided me throughout the middle to almost-final stretch, it became what it is now which I'm happy with. The title references both umm that there's blood, a lot of, and "systerna" is wordplay by mixing the words 'system' and 'cistern' but in spanish, so 'cisterna'. Look I don't claim to be a genius but it's a fun name overall.

 

Anyways, another source was Adam Windsor's maps in Requiem, particularly "Rats in the Walls" - I really enjoy the way he labelled secrets through discrete but notable hints, and how the compact layout was repurposed for a second round. There's a bit of that in here, in my own way I guess, you'd have to see it. There's maybe some Eternal Doom in mind too, at least I felt it while drawing one of the secrets. And not to forget the MM/MM2 general inspiration. If you wonder why you stumble upon so much isolated compblu, it's because I relate this texture strongly with some of MM's most memorable maps, for me, like map 09. Oh and I suppose stair builders are old-school too? I don't see them very often nowadays...

 

[TL;DR version]:

 

A medium-sized, linear affair with early bifurcation, with inspiration from both MM classics in general, Requiem secondary, and a little touch of Eternal Doom too. One of the concepts in mind was to traverse an underground system filled with sticky liquids, similar to "Cesspool" (MM25) but gory, hence the title, and go through a variety of setups, indoors and outdoors, with castle-like motifs, special tropes and whatnot that would style the map. All of that morphed into what it is now, an hybrid castle-cistern ("system"+"cistern" in spanish) with open yards, platforms, and many more details I won't spoil... well, yes, take a closer look at the switch types. I would also say Adam Windsor's "Rats in the Walls" (REQ11) was another strong source in multiple aspects. For the MM2 mood I chose a Klem midi to help me shape up things. At the end I preferred a more contemporary track that hopefully met that classic-modern energy -- it clicked for me. Can you find the hidden potions...

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  • 2 weeks later...

@Obsidian remembered to post my bugfixed update. :-P

 

Name: Could be Worch

Midi: Mountain by fookerton

Tested: Dsda-doom

Difficulty Levels: Yes

New Textures: No.

Based On: Some map from Troopers Playground, some bits of eternal 1997 and some maps by moeller.

Blurb: I remember one of the first pwads that really vibed with me among the others was the works by mattias worch. Here is a map that mixes some of his designs with the inspirations I got from other similar maps, this map also contains a monster closet that varies its location depending on the skill selected, something which I have never seen before in a map. I didnt have the time to properly finish the map the way I wanted, so it ends rather abruptly.

 

https://www.dropbox.com/s/6al63kdutqrgpx4/mayhem2022_needhealth.7z?dl=0

 

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On 6/19/2022 at 4:22 PM, Obsidian said:

Okay, so very quick update! At current I'm a few weeks away from my semester break and schoolwork has been taking up more and more of my time, so unfortunately I haven't been able to tend to the project compiling side of things. I have not however forgotten about MAYhem and once my break hits I'm gonna be bustin' my ass trying to get a good beta out, so stay tuned!

 

What is your timeframe for having that beta out? I'm away from computer for the next few days, but I plan to have my revised map submitted to you within the next week.

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10 hours ago, Pegleg said:

 

What is your timeframe for having that beta out? I'm away from computer for the next few days, but I plan to have my revised map submitted to you within the next week.

 

I'll likely be focusing on compiling my backlog of speedmapping sessions first, so you've got time. 👍

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On 6/19/2022 at 3:22 PM, Obsidian said:

Okay, so very quick update! At current I'm a few weeks away from my semester break and schoolwork has been taking up more and more of my time, so unfortunately I haven't been able to tend to the project compiling side of things. I have not however forgotten about MAYhem and once my break hits I'm gonna be bustin' my ass trying to get a good beta out, so stay tuned!

Hey Sid, if you needed any help getting everything sorted out, I and others are here to help :D. Lift each other up you know.

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Update to my map:
- Changed up some geometry, mostly detailing but also minor gameplay tweaks

- Balance changes, map should be a bit more difficult now. Although I think I'll wait some playtesting before implementing difficulty settings

- Added a way to go back to the beggining

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

 

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

Edited by Worm318

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Alright, development is officially underway! The first thing I'm working on is an epilogue map, complete with credits: once that's all done I'll sort out map order and see about securing some graphics for the finished product.

 

Spoiler

unknown.png?width=842&height=473

 

unknown.png?width=842&height=473

 

Spoiler

(Oh yeah, and @Scypek2, I kind of nabbed a bit of your cinema layout for this. XP If you'd rather I didn't I can build one from scratch.)

 

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On 7/11/2022 at 11:47 PM, Obsidian said:

The first thing I'm working on is an epilogue map, complete with credits: once that's all done I'll sort out map order and see about securing some graphics for the finished product.

 

On the subject of map order: would people prefer to have me post a WIP compilation so they can give input on which maps should be where? I'm used to figuring it out myself at this point, but maybe that's a silly thing to do when you're working on a community project. :P

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Seems like a throwback well befitting an epilogue! Maybe you can fit a couple other bits and pieces of other people's maps in there somewhere.

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6 hours ago, General Rainbow Bacon said:

Maybe try to order them by difficulty?

 

That is...generally what I do, heh. I'm not the greatest of players though and so me doing the ordering by myself would likely bolt a decent bit more time to the compiling process.

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hmm might as well post a quick WIP compilation version either way - not sure if i want to play any extra doom this month but if its there for dl I'd be more likely to play the maps :p

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Here is my corrected version. (I removed the original version from the original message where it was posted.)

 

<file removed>

 

 

Version: 2

 

Map Name: Third Step from Chaos

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

Inspiration: Obituary Map 13

 

Changes:

  • Music track added
  • Sky transfers fixed
  • Lighting altered to address texture clipping
  • Changed sectors that were inadvertently tagged to be secret (there is now the correct number of secrets)
  • Fixed various incorrect textures and misalignments

 

I'm not sure what was causing the slime trails that Roofi saw, and I wasn't able to determine it, so I didn't change any of the geometry of the map. Perhaps rebuilding the nodes would fix them.

Edited by Pegleg
Removed file following Version 3 being posted.

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On 7/13/2022 at 3:17 PM, Argent Agent said:

An overdue update on my map;
 

Contains many bug fixes, some updated traps/combat, removes duplicate keys, also contains some custom skies for the different areas.

AA_SimutechInc_V2.zip

 

Been running through the maps in preparation for a public beta and I noticed a few bugs:

  • Your bridges in the yellow key area appear to be somewhat borked.
Spoiler

unknown.png?width=842&height=473

  • There's a couple of spots in the blue key area that haven't had the correct sky transferred to them: you can see them as you arrive.
  • I also noticed some general texture fuckery in that same area, including the tables and the section with the timed switches.

If you like I can hold off on releasing the first public beta until you've managed to fix them. I would however ask you to please use the all-black textures and flats included in the resource instead of adding your own, as it saves me from having to replace them again.

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On 7/14/2022 at 1:18 PM, Obsidian said:

Oh yes, and while I remember: @KUBA18i, could I get some music credits for your submission please? I need roughly about...seven, heh.

There you go:

 

1 D_RUNNIN - "th4_10.mid", an official arrangement of "Alice Maestra" from Touhou 4, by ZUN.
2 D_CYB - "HACX05.mid" from HacX, used in MAP05: Cyber Circus.
3 D_REQ - "Slider" from Requiem, by Mark Klem.
4 D_UWAT - MIDI rendition of a Kingdom Hearts remix of "Under the Sea" from Disney's "Little Mermaid" movie. Found via googling, apparently made by some guy named Zagro. What a mouthful, I know.
5 D_WOLF - MIDI conversion of E1M1 from Wolfenstein 3D, aka "Get them before they get you" by Bobby Prince.
6 D_MANTS - "Sweaty Mancubus Armpits" from Hell Revealed ][.
7 D_EDO - "Impending Death" by Rich Nagel, from Eternal Doom's MAP16: Guardstation.

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13 minutes ago, Dusty_Rhodes said:

Oh whoops, I totally forgot about this. Is it cool if I make some changes to my level? It definitely needs some.

 

Yep, go for it!

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MAYhem 2022 version 0.1 is up!

 

Some notes:

  • This is the very first draft of the compilation: a lot of graphics are still unimplemented and will be added or replaced as time goes on.
  • The maps are ordered by date of submission and at the moment I require some suggestions as to what the optimal map order might be: I am what the kids call Good At DoomTM and as such I'm not the best at gauging what maps are the most difficult, considering I can't beat the damn things. :P I have a couple of ideas, but nothing definitive and I'd very much appreciate some help.
  • Beyond that, I'm also open to other types of feedback or criticism: what graphics could be used in the finished product, what bugs need fixing (both in the maps and in the compilation itself), whatever you think needs polishing up or replacing. This is a Community Project, not an Obsidian Project That Happens To Include Other People: speak your mind!

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Nice ! It will be a lot more practical to continue my testing ! :)

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3 minutes ago, Roofi said:

Nice ! It will be a lot more practical to continue my testing ! :)

 

On that note, cheers heaps for giving folks feedback on their maps. Folks like you are the glue that holds this kind of thing together. 👍

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