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JAMAL JONES TRILOGY - Old development thread - [Doomkid's 20 Years Mapping Contest]


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Ah, hehe, apologies for the oversized image. Didn't think size would be took into occasion, so I tried to make it small and also look good at the same time.

Oh well, it being hidden behind my panel would be cool! Maybe behind like a section of the recreation of my two maps?

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Fuck yes! It's (almost) complete! Would you mind telling me what the new maps on top of the original 12 in e3 are?

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Sure! The newer half of E3 is as follows:

 

10- b0n3 - Underside
11- Mark Bloom - Mudslide
12- RastaManGames - Scorched Debris
13- ChippiHeppu - Charred Remains
14- Vladguy - Rocky Rumble
15- Doomkid - Brimstone Basics
16- Arsinikk - Technobabel
17- NiGHTS108 - Scorching Ivy

S1- Dubium - No Man Village
S2- cannonball - Peyote Ugly

 

All of these were made in July or later, and were not part of the contest pool.

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I ran through maps in the latest release on the subject of issues. I hope that'll help.

 

Here's what I've found:

Spoiler

E1M4 - No deathmatch starts
E1M6 - No deathmatch starts
E1M7 - No deathmatch starts, No player 2,3,4 co-op starts
E1M9 - No deathmatch starts
E1M10 - Uses STEP2 flat texture
E1M14 - Uses STEP2 flat texture
E1M15 - No deathmatch starts
E1M19 - Uses STEP2 flat texture
E1M20 - 3 deathmatch starts

 

E2M1 - No deathmatch starts, No player 2,3,4 co-op starts
E2M2 - No deathmatch starts, No player 2,3,4 co-op starts
E2M3 - No deathmatch starts, Uses STEP1 and STEP2 flat textures
E2M6 - 3 deathmatch starts
E2M8 - No player 3,4 co-op starts, player 2 start duped 3 times
E2M9 - Uses STEP1 flat texture, No deathmatch starts, No player 2,3,4 co-op starts
E2M10 - Uses STEP2 flat texture
E2M15 - No deathmatch starts, Uses STEP1 and STEP2 flat textures
E2M18 - Uses STEP1 and STEP2 flat textures
E2M19 - Only 1 deathmatch start
E2M32 - No deathmatch starts, No player 2,3,4 co-op starts

 

E3M1 - No deathmatch starts
E3M2 - No deathmatch starts
E3M3 - No deathmatch starts, player 4 start duped 5 times
E3M5 - No player 2,3,4 co-op starts, Uses STEP1 flat texture
E3M7 - No deathmatch starts
E3M9 - No deathmatch starts
E3M10 - No deathmatch starts
E3M12 - Uses STEP1 flat texture
E3M14 - No deathmatch starts
E3M15 - Uses STEP1 flat texture
E3M16 - No deathmatch starts
E3M17 - No player 4 co-op start, player 3 start duped 2 times
E3M31 - No deathmatch starts, No player 2,3,4 co-op starts
E3M32 - No deathmatch starts, No player 2,3,4 co-op starts

There are also maps with exactly 4 DM starts, but I think that's OK.

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On 12/8/2022 at 11:25 AM, Doomkid said:

• Replace all instances of STEP1 and STEP2 flat usage with GREP1 and GREP2 in all maps.

The Boss said so :)

 

Texture pack doesn't have flats with these names.

 

GREP1 and GREP2 essentially is the same thing.

image.png.ba6b442326b8d5d95b2594e39b559f4a.png

Edited by Mark Bloom

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Ah... So I can just do a quick "find'n'replace" with STEP1 on input and GREP1 as output?

Where it is okay to post an updated entry? Here is okay or it must be original thread of development of JJ:EP3?

 

@Doomkid Boss! Sorry my blind eyes and deaf ears! Here is, I've changed STEP1 to GREP1...

Edited by RastaManGames

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Thank you so much for finding all this for me, Mark! You just made my life way easier. And thank you for making those changes in your map, RMG.

 

As an explanation, those flats (STEP1 and 2) cause bad visual errors in vanilla Doom, since the game attempts to draw the patches (texture bits) with that name in the place of the flats.

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I see about almost every problem that Mark found throughout the maps were lack of deathmatch start placements.

It's probably very easy to fix, right?

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9 hours ago, Vladguy said:

I see about almost every problem that Mark found throughout the maps were lack of deathmatch start placements.

It's probably very easy to fix, right?

Yeah, I don't think there are a lot of maps that were designed for DM specifically, so putting at least 4 DM starts in semi-random places would be enough (so vanilla wouldn't crash I assume). I also have to point out that I checked all these in UDB, so there are possibly other issues that require to do a full campaign run on all difficulties, but I don't have so much free time now. I don't think that there are any softlocks since all maps were beaten w/o cheats and major offenders were fixed, but one more thing I can do is to check that all required keys are present on all difficulty levels to avoid TNT:MAP31 situation.

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2 hours ago, Mark Bloom said:

Yeah, I don't think there are a lot of maps that were designed for DM specifically, so putting at least 4 DM starts in semi-random places would be enough (so vanilla wouldn't crash I assume).

Recently I've discovered from Romero that you can, actually, build an entire DM arena outside of the main map and put DM starts here... Just wow!

Edited by RastaManGames

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E1m9 (smells like cordite) mapper here, did I really forget about DM starts? I'll make sure to add those, expect update later today. For months I'm living under the impression my map complied, haha. 

 

edit: for adding DM starts (PLAYF1) and items, I mark them with DM flag but do I remove the skills flag, or keep the skill flags in as well as DM?

Edited by Sneezy McGlassFace

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I'll probably have to create an entirely separate deathmatch arena for E3M16. The map itself is too complex to have to deal with adding deathmatch starts in the normal play area. Problem is I don't really know much of what makes good deathmatch, since I play primarily singleplayer Doom.

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@Sneezy McGlassFace for the DM-only stuff, please make sure it’s set to show at all skill levels. Not that it really matters as this is more of a “the game won’t crash and burn” fix, DM is still not intended on these at all really. Same for you @Arsinikk, please don’t put effort into a DM arena that will never get played, just pop 4 starts as though they were for players 5-8 in cooperative. Don’t want anyone putting more than 5 mins into this, simply because I don’t want anyone to waste their efforts!

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Yay the map is done, now I can get back to making maps rather than textures :D

 

Custom images implemented (Tell me if I misinterpreted how you want me to actually use your image in the map)

- Arsinikk

- Mark Bloom (updated)

- RastaManGames (Both frames included but does not animate in the map)

- Vladguy

 

E3M21 - You're Winner! - NiGHTS108.zip

 

 

(Sorry for bumping the thread like three times with this but I mean the map is done so)

Edited by NiGHTS108

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@NiGHTS108 I'm fine with the result. The only improvement is to add a computer frame to be in line with everyone else and that would probably require to shrink the initial image. Really nice looking map, puts into perspective how many authors are there.

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A shame mine had to be left out, but I think I might have made a compromise.

..you might need to fix up a quick update NIGHTS :/

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On 11/25/2022 at 4:28 AM, Mark Bloom said:

Phew! I don't really know why I'm getting mind block doing smaller maps, but I think I've managed to pull it off in the end. Since I'm the only one who tested the map, I'll gladly accept any feedback.

 

E3M11 - Mudslide

 

Download Link

I down loaded this on a whim just now, and I have to say it's a very enjoyable map.

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  • 2 weeks later...
On 12/18/2022 at 3:11 PM, NiGHTS108 said:

Yay the map is done, now I can get back to making maps rather than textures :D

I completely forgot about submitting my avatar.  My profile pic is aspect-ratio corrected but the submitted file is not so it would look better in-game.

Blue Phoenix Avatar.png

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On 12/18/2022 at 3:11 PM, NiGHTS108 said:

Yay the map is done, now I can get back to making maps rather than textures :D

 

E3M21 - You're Winner! - NiGHTS108.zip

 

Thanks so much for making this, NiGHTS. It came out wonderfully. I can go ahead and update Blue Phoenix's avatar texture, and additionally I've done some minor updates to prevent vanilla crashes and sort of fuse the old text-screen map with your credits map, and I think it came out pretty damn cool personally. I'll be posting an updated build soon that'll show it.

 

Speaking of the next build (that is to say, release version 1.0), I got an excellent list of bug reports/issues to address. Forwarding it here so it'll be easy for me to refer to as I get 'em done!

 

On 12/18/2022 at 2:27 PM, skepticist said:

Hi! I just wanted to share few things that you might want to look into before packing the WAD.

 

Screenshot_Doom_20221213_105830.jpg.308eb1851559e7cc866723f82d189a19.jpg

e1m16 lost soul at the bottom of the lava pit doesn't awaken unless you get really close

Screenshot_Doom_20221213_104533.jpg.a842e234a369858e2a7e01df0802287f.jpg

e1m16 floating shells in the secret area

Screenshot_Doom_20221213_104823.jpg.e43bf2531b9a30478cc34b95a4ea67f7.jpg

e1m16 some midtextures need impassible property

Screenshot_Doom_20221217_190052.png.5ce585d392a6fc6e0c71709a80597dac.png

e2m05 there are two enemies falling through the floor (nodebuilder issue probably)

Screenshot_Doom_20221213_234152.png.0292870d0d47605a4bba4dabe0a3f4e3.png

e1m19 there is some visual fuckery with this particular vanilla bridge thingy

sshot-20221218-061655.jpg.0cf6c4592840a00144bbcaa79352dd20.jpg

e1m05 this grate needs impassible flag I think

Screenshot_Doom_20221213_092421.jpg.1ba1bd1a1bb17bf9821816f28d08c386.jpg

e1m15 this cliff is damaging

Screenshot_Doom_20221212_053830.jpg.c1174afafb28471d22720e2501d1530f.jpg

e1m03 not sure if intentional, the grate is only visible from one side (and passable)

Screenshot_Doom_20221212_161024.jpg.dbd71d5c313590a9da356fe22446f5ea.jpg

e1m08 softlock (although you need to really try to get there but still)

 

m14 and m17 cwilv graphics in e1 need to be swapped (map17 is by Blue Phoenix according to the automap).

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We're so close to release... and also to new years.

Will we still reach that 2022 release? Only time (and procrastination) will tell...

 

Oh, can we also write some stuff about ourselves/our maps in the text file ala JPCP?

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13 hours ago, Vladguy said:

We're so close to release... and also to new years.

Will we still reach that 2022 release? Only time (and procrastination) will tell...

 

Oh, can we also write some stuff about ourselves/our maps in the text file ala JPCP?

 

My target date for 1.0 is January 5th, since that'll mark exactly one year from project announcement to release date. I'm sure there'll be a 1.1 when bugs are inevitably found, but I think one exact year would be a nice, clean development lifespan for 66 (+1) maps and all the other little bits and pieces like DEH work and sprite touch-ups and so on.

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Maybe a dumb question, and I forgot to ask during the YT premiere last week, but will the "finished" product have map names? I played through a ton of the maps so far, but they only show map author names AFAIK, at least in Woof. I try and take notes about the maps I play and it's easier to keep track of map names lol

Edited by nickxcom

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Was busy with rl but now that I got some free time, I've decided to kick off the new year with the newly added Jamal Jones maps.

 

Maps 10 and 11 were super fun - the action was on point and both mappers utilized Jamal's OP arsenal to its full potential. I was caught off guard with that bayonetta-prodding encounter against a cyb at the start of Map 10 but then I remembered how insane the berserk was in this mod.

 

I will edit this post should I find any bugs in the remaining maps. Looking forward to the rest of em!

 

Also, just a suggestion - why not add actual map names in deh? So far when looking at the automap, you get Lx - author's name.

 

EDIT: Map 32. I've had revenants fall through the floor twice on the invuln cliff. Not sure if this is a nodebuilder issue or not. Playing in ZDoom.

 

EDIT 2: Map 16. Orange caco stuck in the ceiling in the church area. Somehow it could still shoot me but I couldn't shoot it back.

 

Map 17 made me yell unpleasantries at the author.

 

All done!

Edited by Firedust

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