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Hell Cartel 2 [Community Project!]


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3 hours ago, not shion said:

so this would be a "doomcute" Human Hell hotel?

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pix V

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png1.png.7b7bead53b86bfaa0251ca77caec527c.pngpng2.png.e93b7e70d9277a1109c860ba2b5e6717.png

 

yep that hotel is full of doomcutes: plants and pots, beds, etc

Edited by IcarusOfDaggers

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19 hours ago, Killerratte said:

Here is my map for Hell Cartel 2: Weir-Dough Alley

 

423839843_Weir-DoughAlleyReleaseScreenshot.png.d705a530bca80d61c4f2ce43974ae755.png

 

In tradition with my previous maps, this one also has a food pun in the name.

 

I've tested it for functionality in prBoom (Software mode), DSDA, Zandronum / GZDoom. All difficulty settings are included.

 

Gameplay time: 6-7 minutes - One of the shortest maps I've built so far.

Build time: 3-4 days

 

Music used: Thexder II - The Second Contact - Stage 5 Theme

 

Download:

 

#1 Mega:  https://mega.nz/file/yoVEgIDC#ez4YUKtXOzsXZDjUaB1GfZZ9KrqvIgvI5fzQaMpAOOw

 

---

 

Notes for the project: Unless someone discovers a major bug / problem, this map can be considered completed. Also of importance is the included ANIMATED file. I've used a couple of animated textures from the Duke texture file and they had to be properly set-up. So if anyone else uses animated textures, they need to be included in that file, too. I did not use any new SWITCHES though. Finally there's a custom skybox included.

 

Looks great! Wish i could also make good maps.

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hay when i quote or use the "@" do i end up notifying  you? like ur phone rumbles, get an email... because i wouldn't want to wake someone up at 2:00 when people normally get up at 6:00 - 6:30

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4 minutes ago, not shion said:

hay when i quote or use the "@" do i end up notifying  you? like ur phone rumbles, get an email... because i wouldn't want to wake someone up at 2:00 when people normally get up at 6:00 - 6:30

I get notified on DW itself, no proper notification, but I'm usually on Doomworld so that's not really a problem.

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25 minutes ago, Codename_Delta said:

I get notified on DW itself, no proper notification, but I'm usually on Doomworld so that's not really a problem.

k thx for letting me know

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hay what's the name of map05's song in doom 2? i need it to change the song in the map

the file name not the full name btw

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21 minutes ago, not shion said:

hay what's the name of map05's song in doom 2? i need it to change the song in the map

the file name not the full name btw

D_DOOM

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@Johnny Cruelty this may be a mess and would need @IcarusOfDaggers opinyon i think

BUT... i was thinking about move map05 to map08

basically i started out with the map05 just being a hotel

and then i would have it transition from hotel to hell

and then back to hotel AND THEN it would go to the boat to go to the island level

but then i wanted a bit more because i can't really do that many unique things with just another hell level

so i would add another transition to a sky fort-tress... thing...

and then i got thinking about how that Might Just Fit as a second to last level... thing... if that makes sense

 

so could this happen? it's kinda a lot to change obviously. at least i think it is...

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37 minutes ago, not shion said:

@Johnny Cruelty this may be a mess and would need @IcarusOfDaggers opinyon i think

BUT... i was thinking about move map05 to map08

basically i started out with the map05 just being a hotel

and then i would have it transition from hotel to hell

and then back to hotel AND THEN it would go to the boat to go to the island level

but then i wanted a bit more because i can't really do that many unique things with just another hell level

so i would add another transition to a sky fort-tress... thing...

and then i got thinking about how that Might Just Fit as a second to last level... thing... if that makes sense

 

so could this happen? it's kinda a lot to change obviously. at least i think it is...

nah clippy has taken slot 8?

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7 minutes ago, Johnny Cruelty said:

nah clippy has taken slot 8?

they did?

Edited by not shion
gramur

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@Johnny Cruelty you may want to update the main post if thats the case.

 

@not shion you can actually keep the fort, but if you need, i can send you the layout of my fort so you can use bits of them in your map. Could be some foreshadowing, so idea is good. Play around with it, it would work well on any map.

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12 minutes ago, IcarusOfDaggers said:

@Johnny Cruelty you may want to update the main post if thats the case.

 

@not shion you can actually keep the fort, but if you need, i can send you the layout of my fort so you can use bits of them in your map. Could be some foreshadowing, so idea is good. Play around with it, it would work well on any map.

cool idea! ... idk how i would use it tho... like the last part of the map world be kinda a sky fortress so would i see the hole castle?

or a window showing part and no more? or clone parts into my map that are just... single 3rds of a room? idk exactly what you mean basically

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Just now, Guest_129432 said:

Guys, did you try playing my map?

 

i did. it is REALLY short tho now that i think about it... my maps are what i think is under normal length so i am trying to do way longer ones....

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Just now, not shion said:

cool idea! ... idk how i would use it tho... like the last part of the map world be kinda a sky fortress so would i see the hole castle?

or a window showing part and no more? or clone parts into my map that are just... single 3rds of a room? idk exactly what you mean basically

 

whatever floats the boat. here is the map in it's current state (NOT FINISHED, especially combat, you won't have ammo or health xd!)

 

I was thinking of seeing the frontside of the castle out of the window.

 

It's definetly not a skyfort, it's more grounded on that front... but I ran out of linedefs so it's now a grey castle surrounded by blood moat

 

 

Tech Castle.zip

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Just now, not shion said:

i did. it is REALLY short tho now that i think about it... my maps are what i think is under normal length so i am trying to do way longer ones....

did you play the new version?

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1 minute ago, Guest_129432 said:

did you play the new version?

hold on i'll be right back...

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11 hours ago, Guest_129432 said:

Looks great! Wish i could also make good maps.

it takes practice and time to make a good one. At first, what takes others mere days will take you weeks and months as you learn, read, watch and search everything.


Once you have created enough maps to have presets you can use, you start creating maps faster, as most of them will be reusing some old ideas that didn't go anywhere at first.

My current CP map is the first map I ever made turned into a proper map. I might post the whole backup later, so people can see how much it changed with the versions. and what issues I had lmao.

 

 

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ok i'm back...

after playing the new version i found 2 issues

 

not a door texture [this is where you get the blue key]

1109528587_Screenshotfrom2022-08-1400-16-06.png.a71bd72156868c4e2568b8ceb18833a7.png

 

this is an empty secret next to the red key

1650500826_Screenshotfrom2022-08-1400-14-19.png.a48dc29bda660fc5d2ee2f9a2d750ebf.png

 

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Hey guys, please make sure to test your maps in PRBoom or DSDA Doom to make sure they work in target source ports (Boom compatible)

 

Edit:

@Codename_Delta Finally got to final room in your map. I must admit, not having anything to shoot really left me stumped on how to progress. A suggestion: put a lost soul or an imp there to shoot. 
Also, all of your doors open up to the sky. May want to take a look into that

 

@Johnny Cruelty When you get to compiling maps and need help, hit me up. Pay special attention to animations and switches lumps, you need to make sure they are working properly. Best way to do it, is use my lumps as a base (Since it seems to have most custom animations, if someone has more, use that one instead) and then open the additional lumps and check for any new texture names at the bottom of the list.

Also, all the custom textures should be imported between PP_Start and PP_End parts of wad file. Make sure you have base resource set as DoomII. When creating texturex and pnames lumps, make sure to choose "import from base resource archive", then continue as usual. All the custom flats need to be put between FF_Start and F_End of the wad file. Always import all the resources(textures/flats) first, and only then start compiling together animations and switches lumps. This will make it easier to use animated textures and switches.

Both custom animated textures and custom switches have sequential numbers ( for example SW1COMM and SW2COMM for switches or BFALL1-BFALL4 for animated textures)

Edited by IcarusOfDaggers

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27 minutes ago, IcarusOfDaggers said:

Hey guys, please make sure to test your maps in PRBoom or DSDA Doom to make sure they work in target source ports (Boom compatible)

this is in-fact X-STREAM-LEE important almost had to rework a map because i didn't know

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3 hours ago, IcarusOfDaggers said:

@Johnny Cruelty you may want to update the main post if thats the case.

 

@not shion you can actually keep the fort, but if you need, i can send you the layout of my fort so you can use bits of them in your map. Could be some foreshadowing, so idea is good. Play around with it, it would work well on any map.

isn't your map, map09?

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2 hours ago, IcarusOfDaggers said:

Hey guys, please make sure to test your maps in PRBoom or DSDA Doom to make sure they work in target source ports (Boom compatible)

 

Edit:

@Codename_Delta Finally got to final room in your map. I must admit, not having anything to shoot really left me stumped on how to progress. A suggestion: put a lost soul or an imp there to shoot. 
Also, all of your doors open up to the sky. May want to take a look into that

 

@Johnny Cruelty When you get to compiling maps and need help, hit me up. Pay special attention to animations and switches lumps, you need to make sure they are working properly. Best way to do it, is use my lumps as a base (Since it seems to have most custom animations, if someone has more, use that one instead) and then open the additional lumps and check for any new texture names at the bottom of the list.

Also, all the custom textures should be imported between PP_Start and PP_End parts of wad file. Make sure you have base resource set as DoomII. When creating texturex and pnames lumps, make sure to choose "import from base resource archive", then continue as usual. All the custom flats need to be put between FF_Start and F_End of the wad file. Always import all the resources(textures/flats) first, and only then start compiling together animations and switches lumps. This will make it easier to use animated textures and switches.

Both custom animated textures and custom switches have sequential numbers ( for example SW1COMM and SW2COMM for switches or BFALL1-BFALL4 for animated textures)

oh I didn't use any custom animated textures

also when this wad project is done, could ya help me place names on the maps and stuff? 

also @Killerratte the map04 you made is set to map01, make sure to change that to map04

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