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MAYhem 2022 - MEMENTO MORON (On IdGames!)


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Map updated, thanks to galielo's feedback :)

- Add one more green armor for medium and easy diff levels. 

- Fixed the teleport exit with only easy diff. flag

- Reduce the HK room size, so they can teleport faster. Even with the change some HKs last some time to teleport, thanks to the random wandering behavior of monsters.

- Add one more destination for teleported monsters in the down area before the red key, so you can fight with the demons in front of switches and some teleporting behind you. Add some pinkys too.

- Fixed the misalignments.

- Add an spiderdemon and some arachnotrons for multiplayer.

 

ConcreteCult.zip

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On 7/31/2022 at 6:55 AM, Worm318 said:

Broken cinema screen.

 

doom08.png.b1c5a360a481560fa66b21ae0bfdbd8e.png

 

 

It's not broken, you're standing in front of the projector and blocking the view! I guess that's too galaxy brain for mere mortals to comprehend. It may be a bit glitchy too. Should I get rid of it altogether? Or does an awkward attempt at xtreme realism fit the theme well?

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Here comes the end of it all:

 

 

Dusty_Rhodes - File Under Futile 

 

+ Haven't thought about it in retrospect... somewhere between 11-20 for sure, looks like a solid break between longer maps or focused on exploration

 

- In the current version, the bridge in the second courtyard broke for me everytime. I think it's in the sector adjacent to the control one, its floor height should be 126. The bridge also prevents the imps from seeing me unless I cross underneath or circle around it, and if that's not intentional maybe it should be down initially? There's also when monsters and corpses raise along with the bridge, which looks funky but amusing, I wouldn't change that.

 

- Line 1333 is missing a texture on the lower front side.

 

- I kinda wished there were many more spider masterminds waiting at the exit, get it to a comical exaggerated level, and a couple instapop barons at the door for that extra HR silliness, but this is just me.  

 

 

Worm318 - Eternal Deathmatch of the Spotless Mind

 

+ Would fit well within the final maps

 

- Sector 113 is missing a teleport thing, what should have spawned there couldn't do it because of that

 

 

Argent Agent - Simutech Inc.

 

+ My first final impression was that this should go on 32, but if secret slots are filled already then as a map 20 or final map imo.

 

- Texture oddity here

 

- About the secret soulsphere/megaarmor (plus PEs), which becomes inaccessible as soon as you turn around the compblu wall, I would consider adding a second -hidden- opening that you can search for after completing the simulation. This is because I accessed this side with full HP and didn't need the blue goodies at that time, and while I could live without them after the simulation, I kinda wished there was an alternative door or something that I had to figure out, although I'm not opposed to this way of "punishment" for being greedy if that was the intention, so up to the mapper.

 

- I will wholeheartedly request the lift on sector 3096 to drink some coffee and wake up because I don't get why it has to be sooooooo slow and inactive. I actually preferred to noclip out of the pits, seemed less tedious even with my malfunctioning keyboard. 

 

- Might suggest a light or something on the RK as well, it was opaqued by a caco corpse (classic) and that's quite easy to happen here.

 

- For the arachnotrons that spawn on sector 1798 I may suggest adding a second spot, since the last couple took quite a bit to spawn with delays of 5-7 seconds in between.

 

- Might suggest replacing the cyberdemon thing 850 with something else, four revenants or an archvile idk -- having to duck from cover to cover while poking one SSG shot at a time isn't interesting, and it can't chase you around either way. That or perhaps a secret switch that sets a crusher on its place?

 

 

KUBA18i - 90s Cyberspace

 

+ I don't know honestly!

 

- No technical issues afaik. 

 

 

galileo31dos01 - Gore Systerna

 

My aim was an early slot, but I don't know anymore, I'll leave it to others to commentate...

 

- I hate that this box keeps unaligning by itself

 

- I would like to add a few imps in one particular place, to break with predictability a little bit, if I'm allowed :x

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On 8/2/2022 at 3:39 PM, Scypek2 said:

 

It's not broken, you're standing in front of the projector and blocking the view! I guess that's too galaxy brain for mere mortals to comprehend. It may be a bit glitchy too. Should I get rid of it altogether? Or does an awkward attempt at xtreme realism fit the theme well?


If it's intentional I think it's okay, I just didn't notice. Good stuff, but a bit glitchy right now.

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On 6/2/2022 at 4:11 AM, Danlex said:

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

This map absolutely goes out of the way of the whole project. Because it has a very special game line and requires a lot of costs from the player.
Some solutions are exotic, for example, to click on the flashing (tree!) to open the door. A rare player will find the missing blue skull key, an evil mockery.
The puzzle with the numbers of the yellow key-skull is generally a quest like in "Myst", but you can't find the inclusion scheme anywhere, like the color scheme of the pillars of the blue key-card. Sorting through 100,000 combinations at random is hardly interesting for most players.

Edited by BeeWen

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Here is the latest version, with corrections thanks to the comments by @galileo31dos01. (I removed the second version from the post on July 14.)

 

may22peg_v3.zip

 

Version: 3

 

Map Name: Third Step from Chaos

Midi: "The Unjolly" by Mark Klem

Inspiration: Obituary Map 13

 

Changes:

Sky transfers fixed

Voodoo closets moved to be more distant to reduce transmission of sound

Lighting altered slightly in spots

Fixed various a couple errant flats

Fixed a couple errant door tracks that weren't pegged correctly

Removed tags from lindefs that didn't need them (they were added inadvertently in the first place)

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A couple more tests on beta 0.3

MAP17 Caco Ball Torture 

Short gimmicky map that could work as an after death-exit map but I hope there are more cells in lower difficulties for unskilled people in that case (I failed the two-shot :c). Enough health and armor to screw up. Demo of me succeding despite of idiocy.

 

MAP03 The Sound of Muzak

Nice paced map, not very high on difficulty, although I have a few nitpicks (on the spoiler). I found 2 secrets when I got to the exit, but I was able to find all of them after a while off-demo. Demo of me wasting health items.

 

Spoiler

doom08.png.f14258be2cfd54f6c40bad9b4ff017e0.png

This doesn't count as a secret (?)

 

doom10.png.2a0b0ea7443eb568d876674b50bc4de2.png

But this does count as a secret (?). It's a bit redundant and I think it can hint people to insist going for the other non-secret and finding the mapskip. I didn't find it myself tho.

 

doom11.png.6d73f964a40c55c2b4e05c229c359803.png

I don't know if it's in the map's theme but these pain elementals were helpless behind bars. I felt good spraying them.

 

doom14.png.fe67aa2c50eb1373c0e19a333167b9ea.png

Misplaced texture in linedef 998 

 

doom18.png.9f8b75f2ca0fc556e641ff673fe67e47.png

This crusher can be easily bypassed. Maybe that's okay.

 

doom19.png.7092a9db19dd499cb757a9d4e6177e11.png

This cool multiplayer-only (?) BFG teasing you right beside the considerably less cool backpacks secret. It worked nicely as a distraction.

 

Edited by Worm318

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12 hours ago, Worm318 said:

MAP17 Caco Ball Torture 

Short gimmicky map that could work as an after death-exit map but I hope there are more cells in lower difficulties for unskilled people in that case (I failed the two-shot :c). Enough health and armor to screw up. Demo of me succeding despite of idiocy.

 

Well I did mention you get some help in lower difficulties 😉

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Thanks for the feedbacks @galileo31dos01 and @Worm318 !

 

About "the sound of Muzak" :

 

The megasphere was intentionally not counted as a secret. The map had been conceived to be lenient, so the pain elementals killable behind the bars was also a conscious choice.

 

About the exit reachable via the super secret, I still don't know if I will touch it.

 

The other bugs will be corrected.

 

I will bring a v2 of this map tomorrow.

 

 

 

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Updates on my two maps :

 

1) The Sound of Muzak

 

- The exit is now accessible via a strafe 50 jump (I removed some crates)

- corrected textures mentioned by galileo and Worm

- I hid some lines.

 

2) The Flowing Station

 

- I added some popcorn monsters.

 

UPDATES

 

 

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Alrighty, after collecting some feedback in regards to map order (cheers @galileo31dos01 and @Xulgonoth!), I've drafted a maplist that we could use: I did my best to take both themes and difficulty into account, but it ain't final just yet and I'd be keen to know what people think of it.

 

Spoiler

MAP01: Sumptorium Steel by Obsidian (yes, I'm aware of how self-indulgent this looks, but I genuinely think it makes for a good first impression for the mapset)

MAP02: Cavern Research Facility by Lizardcommando

MAP03: The Sound of Muzak by Roofi

MAP04: Pinho Sol by gabirupee

MAP05: The Flowing Station by Roofi

MAP06: Caco Ball Torture by Dac (caco ball torture (CBT) is a sexual activity involving application of pain or constriction to the Cacodemon. This may involve...)

MAP07: Withdrawal by A2Rob

MAP08: Could be Worch by NeedHealth

MAP09: Hillside Dweebs by Salmon

MAP10: Beam me up Möller by Cannonball

MAP11: Memento Mourn by Kain D. (was initially slated for a secret slot, but is conceptually sedate enough that it can chill with the regular maps)

MAP12: A Man Shunned by Large Cat

MAP13: High Revoltage by Scypek2

MAP14: Veteran's Entry by Danlex

MAP15: Resorting to Plan B by Hitboi (maybe a tad easy, but it has a secret exit already and can serve as a difficulty break)

MAP16: Concrete Cult by NokturnuS

MAP17: Mayhem Revealed by General Rainbow Bacon

MAP18: I Hate The Antichrist by E.M.

MAP19: Gore Systerna by galileo31dos01

MAP20: Third Step from Chaos by Pegleg

MAP21: Yet Another Day in Hell by NoReason

MAP22: File Under Futile by Dusty_Rhodes

MAP23: Eternal Deathmatch of the Spotless Mind by Worm318

MAP24: Simutech Inc. by Argent Agent

MAP25: Paralyzing Odds by Bdubzzz (a map with that many monsters is just asking for a late slot :P)

MAP26: Epilogue by Obsidian (just a credits map to round things out)

 

MAP31: Callisto Mansion by Xulgonoth (puzzley enough that it fits better as a secret map)

MAP32: 90s Cyberspace by KUBA18i (just a bit too high-concept to be included in the regular maps)

 

Oh yeah, and I gave your map a quick test @NeedHealth: really good stuff, but it has a few sectors that haven't had damaging taken off them. Could you sling an update my way when you have the chance please?

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Played two more maps of beta 0.3 before the next update. I will try to post an update to my map later today.

 

MAP23 File Under Futile 

Simple slaughter map, I'm not very good with these but it was fun. Architecture is simplistic but okay for 4 hours of build time and it was compensated by offering some decorations outside of the main play area. Bridge in the second area is broken tho (tested on dsda-doom and gzdoom). Used cheats to move on after reloading a save, I would say UV could use something more for the final switch fight. Demo of me dying running around and then stopping.

 

MAP08 Memento Mourn

Really liked the concept of this map. Being a nostalgia themed CP, I wanted to do the void area concept too but decided to focus on more conventional action, although the more puzzle approach presented here fits better. I was able to beat it on first try, so I think difficulty wise it's okay for the new proposed map slots. Demo of me missing both secrets.

 

Spoiler

Supersecret exit would need to be repurposed as it won't go on the MAP31 slot. Maybe plop a megasphere for continuous play and call it a day (?)

 

There are slime trails on the white void. The solid whiteness makes them quite noticeable.doom09.png.9c11e4e3f9d69bfdd3a2559a658d0544.pngdoom08.png.9100b7790d32702724b8c195bfc22dbe.png

 

 

Edited by Worm318

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Yet another update: gal_mayhem22d.zip

 

Had to fix the idiotic crate, minor miscellaneous corrections/changes, and a potential softlock. 

 

As for the list, I think it's solid, I kinda figured my map would end up somewhere not early though no complaints. The only choices I'm not so sure about are to place Argent's map before Bdubzzz's, because lengthy map after lengthy map despite different reasons (I myself was a bit fatigued after Argent's, though all in good terms). 

 

KUBA18i's is a bit lukewarm gameplay-wise for a slot 32, though who said all secret maps had to be hard... although, what if it was in the place of a third secret map, with access from Kain D's secret exit, surely that would be doable in umapinfo, right? I'm one player who appreciates maps in unusual/underrated slots/places, but I know the stigma behind that, which I think is stupid imo.

 

Anyways, I took a quick look at @NoReason's map on HNTR. One observation is that the start is only SSG, while on UV you do snag a chaingun from its owner, and on HNTR the first chaingun is in the cave to the east, in the LoS of other chaingunners, and autoswitch can be annoying. I might place an earlier CG. The other thing would be, perhaps, the plasma gun in the trap to the west, just in case you head down there first without cell guns, since it's still a heavy fight despite less archviles. And I noticed this bright sector here, in case it bothers you :p

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1 hour ago, galileo31dos01 said:

although, what if it was in the place of a third secret map, with access from Kain D's secret exit, surely that would be doable in umapinfo, right?

 

It's definitely doable! If it works in all the ports that can run this project, it's something I could very much implement. I'm not the most clued up on it though, so if anyone is a bit more knowledgeable I'd definitely appreciate the help.

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Here's one last update to A Man Shunned (currently MAP12). Map-wise, it's mostly small cosmetic fixes. The big change is the new MIDI, which I'll call "Party at Mark's". It's my best attempt at a Mark Klem-inspired tune, with notable music references to a few of his pieces that fit surprisingly well together.

 

manshun_v2.zip

 

1 hour ago, Obsidian said:

It's definitely doable! If it works in all the ports that can run this project, it's something I could very much implement. I'm not the most clued up on it though, so if anyone is a bit more knowledgeable I'd definitely appreciate the help.

I'm no expert, but I believe a three-secret-map run is perfectly workable in UMAPINFO, which is supported by DSDA Doom, Woof!, and GZDoom, which should be the main ports people are using for their boom maps.

 

The main problem ports I can see are older versions of PrBoom+ and Eternity Engine, though the latter may be solvable with EMAPINFO. Without UMAPINFO, MAP33 is warp-only and must use the text screen MIDI as its music. Not the end of the world, but the slot gives less flexibility and can't be IDCLEV'ed to, making it more likely to be missed.

 

One solution could be to leave the map order as it is for non-UMAPINFO ports, so everyone's map is accessible, then add a UMAPINFO lump that skips Kain D's map and instead inserts it between the two secret maps. That still leaves the issue of whether to add in a secret exit, so maybe this is more trouble than it's worth.

 

TL;DR: the safest option for maximum compatibility is not to change anything, leaving Kain D's map non-secret.

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New version of my map.

 

Changelog:

- Fixed non-working teleport closet reported by @galileo31dos01 (thank you).

- Difficulty settings implemented. Mainly reduced monster counts in lower skills, but I scrambled a few monster setups. Maybe I should delete a cyberdemon in HNTR tho.

- Automap cleanup.

- Aligned a few textures and other small details.

 

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

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Quick update! I'm currently talking to someone in regards to a nice bit of TITLEPIC art: INTERPIC art would be nice too, but I do know that some old megawads made do with an artful shot of one of their maps and I'm perfectly fine with taking that route. I'll keep everyone updated on whether or not it pans out.

 

Also @Worm318, I noticed a couple of visual hiccups in your map while testing.

Spoiler

Some midtexture bleeding in software mode: pretty easy to remedy, just make the sector on one of the sides 1 unit darker.

Screenshot_Doom_20220819_161029.png?widt

Midtexture misalignment at the end.

Screenshot_Doom_20220819_161404.png?widt

 

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Another update, just changes based on what gal said:

- added a plasma gun on hntr to the fight in the west

- added a chaingun to the start on hmp and lower

- brightened that one sector and put a light texture above it.

 

Cool_v3

Spoiler

I apologize for being too lazy to actually change the file name lol

 

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23 hours ago, Obsidian said:

Midtexture misalignment at the end.


Huh I thought that was corrected. Maybe I forgot to upload the true last v3 :P. Anyways, new version to fix the other bug (and some other small details):

Version 3a
 

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Another update! Been busy ordering the maps and making graphics: I decided to take Galileo's advice and I swapped around Argent Agent and Worm's maps in the list to have a breather between some of the bigger maps. I'm not done just yet though: yeah, the map Bdubzzz submitted has more monsters, but Argent Agent's map might make for a somewhat more memorable capstone to the project and I'm considering switching those around as well. Be keen to know people's thoughts.

 

@Xulgonoth, could you send me a version of your map with the exit changed to a secret exit? I'd do it myself, but last time I edited someone's map for the project it broke all their nodes. :P You can also just add a secret exit if you like.

 

And @NeedHealth, could ya get that update to me please?

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Hey Obsidian, sorry for the delay. Here is the new and improved level:

 

File Under Futile

 

Changed log:

 

1. Completely reworked the ending because it sucked

 

2. Replaced the broken bridge with a regular platform

 

3. Added traps in the same room

 

4. Added a single secret

 

5. Added some detail in the visuals in a few lacking places

 

6. Balanced over and over and over and over again. I don't make these kind of maps ever, so it took a long time.

 

7. Changed music, very important. It is now playing Junkie Smack by Mark Klem from MM2. Thanks to @finnks13 for the suggestion - bangin' midi

 

Also here's a new text blurb for the .txt:

 

This was inspired entirely by Karmacoma from Memento Mori and The Black Towers from Hell Revealed. When I think of old school community wads, those two generally spring to mind. I tried to fit the visual theme of the levels but not copy the layouts; I'm not much of a slaughter mapper, so this is all new to me. The level is kind of flat but it needed to be to have this many monsters and set pieces like this. That's another thing that's different, I usually thrive off of incidental combat but these are all set pieces. Also the title is taken from Back In Judy's Jungle by Brian Eno. If you noticed, you're cool :D

I hope people like this one. It took a lot of work getting familiar with old - school "dumb" slaughter. Not anything like the really well paced and high tuned modern maps.

 

DOWNLOAD:

 

Dusty_Mayhem22.zip

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I made a smol update to my map.

Changelog:

  • you can no longer vent like in amongsus
  • every area now has a Keen. Consistency!
  • One secret is now easier to find
  • One keen is now harder to shoot down
  • There's 2 cybies at the end now

Also, damn, I know that Touhou midis in wads are something that I've never seen before, hence why I put one in, but to see that another person here added a PC98 2hu MIDI too is a funky coincidence.

JakubMayhem.zip

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7 hours ago, Obsidian said:

WE HAVE A TITLEPIC AND IT IS EXCELLENT

 

Boy am I glad you didn't come to me for the art this year; this pic is phenomenal! You smashed it out the park, @uber :D

Edited by Dragonfly

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Thanks for the kind words! Was a lot of fun to work on the titlepic, hope you all like the result :)

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LADIES
AND

GENTLEMEN

(and any non-binary individuals in the audience)

 

Memento Moron.png

 

Beta 1.0 is officially live! Featuring:

  • Fully implemented graphics, including TITLEPIC and INTERPIC art!
  • A spiffy textfile!
  • A credits map on MAP26, created by yours truly!
  • A giant purple dildo!

This is still a beta, so I welcome feedback on any particular aspects of the compilation: whether it's a slip-up in the textfile or some misgivings with the map order, let me know and I'll do my best to address it. The current goal is to get this on the archives before the end of the month, so don't be afraid to speak your mind!

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Playing through this now, and have to say, Roofi's and A2rob's maps are always such a treat. Will edit this post should I find any bugs during my playthrough :)

 

EDIT: Map 12 so far has succeeded the most at capturing the classic spirit imo despite its unrelenting combat. Reminded me more of ED's mansion than MM's, with its abundance of doomcute, tennis court, swimming pool, and super cool chess secret.

 

EDIT 2: In map 13, you can get stuck in the strip club (I'm assuming that's what it is?) if you fall down where the hell knights are before the floor rises.

 

EDIT 3: Map 14 was very cool but I had to check the editor for the safe combination. What is the intended method? I didn't see any numbers anywhere and found every secret.

 

EDIT 4: Map 31. Loved the ED exploration elements but there's one thing that I can't wrap my head around. How is the player supposed to figure out that raising the bars on both sides in the foyer also blocks off the kitchen viles? There's nothing hinting at the connection and the linedefs and target sectors are way too far away from each other to even consider it. It just doesn't make any sense. Did I miss a clue?

 

EDIT 5: Map 16, sector 1902. Specter teleporter closet is broken. The other two work as intended.

 

EDIT 6: Map 17. Not sure if this is a sourceport issue, but sector 137 pinkies become stuck upon teleporting in. I am using ZDoom.

 

EDIT 7: Map 22. An archvile kept getting stuck in the final area teleporter closet. This happened 4 out 5 times I attempted the encounter. I think it has something to do with the odd conveyor shenanigans, but I might be wrong.

Edited by Firedust

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