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2 ENEMY COMMUNITY PROJECT [DEVELOPMENT THREAD]


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My map is going to be a techbase stylized after Doom 2's early levels. The sky is the same as MAP01-MAP11 of Doom 2 and the music is from Biowar's MAP12.

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MAP 01:

  • Fixed two GZDoom-exclusive softlocks;
  • Various minor texture fixes & changes;
  • Made the berserk secret easier to find;
  • Fixed a GZDoom-exclusive skip.

MAP 34:

  • Fixed a bug where lost souls wouldn't spawn in GZDoom;
  • Various minor texture fixes and changes;
  • Added DeathMatch support, with exclusive items and weapons;
  • Removed a single medikit on UV.

TheChasmv1.4.rarFetching info...

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@Thatonespymain don't release my spot yet as I have decided that I don't really want to go to the trouble of making a brand new custom dehacked boss monster only to then not even have my map make it's way into the megawad and have instead decide to remove the monster spawners (I just so happen to have gotten an idea on how I might still be able to make this work...)

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  On 9/11/2022 at 6:31 PM, epicyolomaster420 said:

@Thatonespymain don't release my spot yet as I have decided that I don't really want to go to the trouble of making a brand new custom dehacked boss monster only to then not even have my map make it's way into the megawad and have instead decide to remove the monster spawners (I just so happen to have gotten an idea on how I might still be able to make this work...)

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Thank you for your co-operation, i'm excited to see what you make of this

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  On 9/12/2022 at 4:53 PM, pcorf said:

My map is complete.

 

Name of map: Chamógelo
MAP: MAP19
PORT: Boom/MBF
Enemies: Chaingunners and Cacodemons
Music: And Blood Will Spill by David "Tolwyn" Shaw (entry D_SHAWN2)
Description: Chamógelo which translates to smile from Greek. The map has chaingunners
and cacodemons with their cunning smiles ready to destroy you. The map can be pretty
hard if you allow it to be, but also fairly easy if you have the wits. The second half of the map
is more intense especially after the red key. The secrets help. There are no ammo boxes or 
clips due to the presence of chainguns. The map is designed for singleplayer but has
co-op starts. All skill settings are present. It uses stock Doom 2 textures but included is
an original sky (sky transfer).

 

 

pc_cham.zipFetching info...

cham1.png

cham2.png

cham3.png

cham4.png

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1. This map seems to have a lot of trouble with secrets:
A) The invisibility secret is completely unmarked (unless the lack of the Shown as 1-sided on automap is supposed to be the clue, which is kinda dumb but ok);
B) The BFG secret is too simple - you see a switch, you run up to it and press it. Maybe hide the switch behind a door which has an upper texture that is different to all other chaingunner columns?
C) The plasma gun secret is so simple that i wonder if it was given action 9 by accident. I don't see a way anyone can miss it unless they're speedrunning;
2. I actually don't have any problems with gameplay, but the visuals are too... samey? most of the map is green and brown, with some white/grey bits thrown in;

3. In the room with the staircase lowering, you don't actually need to do the mess with the dummy sectors, as Boom allows for reverse stairbuilders. Just go into generalized sectors, select stairs, and then set the direction to "Down".

4. I've also noticed that this map doesn't have a name defined in UMAPINFO. Why is that?

 

fda-2enemy19.rarFetching info...

 

Edited by ONETAPPYBOI

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@Thatonespymain The corrected and (hopefully) fully finnished version of my map for this project:

Cyberdemonic sin - 2 enemy CP version.zipFetching info...

 

The only thing(s) I hope is that the map is not too hard and that custom flats count as custom textures as I had to make one for fixing the issue of the floor height variation that @ONETAPPYBOI pointed out (I'm pinging you because the map is now so different that it probably will need a retest - all the more because I suspect it might be too hard), worked quite hard on it and have no intention of taking it out...

 

Also if anyone wants to play the original map, but with the same solution implimented for the problem of the floor height variation, then you can do so here: 

 (I made a standalone release) 

 

Edited by epicyolomaster420
fixed typo

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  On 9/12/2022 at 8:08 PM, ONETAPPYBOI said:

1. This map seems to have a lot of trouble with secrets:
A) The invisibility secret is completely unmarked (unless the lack of the Shown as 1-sided on automap is supposed to be the clue, which is kinda dumb but ok);
B) The BFG secret is too simple - you see a switch, you run up to it and press it. Maybe hide the switch behind a door which has an upper texture that is different to all other chaingunner columns?
C) The plasma gun secret is so simple that i wonder if it was given action 9 by accident. I don't see a way anyone can miss it unless they're speedrunning;
2. I actually don't have any problems with gameplay, but the visuals are too... samey? most of the map is green and brown, with some white/grey bits thrown in;

3. In the room with the staircase lowering, you don't actually need to do the mess with the dummy sectors, as Boom allows for reverse stairbuilders. Just go into generalized sectors, select stairs, and then set the direction to "Down".

4. I've also noticed that this map doesn't have a name defined in UMAPINFO. Why is that?

 

fda-2enemy19.rarFetching info...

 

Expand  

 

It was a very very tough map to get gameplay sorted for and it is as good as I could get it. Maybe it was designer's block, maybe it is time to just take a good break from mapping after this. I think some of these issues will be difficult to fix and I do know where to relocate the Plasma secret. Invulnerability wall texture was misaligned. I certainly have no plans to retexture the map, it is staying as it is.

 

Maybe the plasma gun should just be deleted.

 

I could move the BFG behind the switch and remove the pillar with the 9K altogether. Plasma ammo is however very limited in the map.

 

I have removed the screenshots and download link so if you get a new version it will be the updated version.

 

UMAPINFO?????, I did not know I needed to have that entry. I think you made that rule up. It was not stated in page 1. Just let the project leaders sort out the final UMAPINFO entry in the future.

 

Edit: my first attempt of trying to fix it had DB freeze losing all my updated work. So you're going to need to wait a bit longer to get the new and hopefully final version.

Edited by pcorf

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  On 9/13/2022 at 2:18 AM, pcorf said:

 

It was a very very tough map to get gameplay sorted for and it is as good as I could get it. Maybe it was designer's block, maybe it is time to just take a good break from mapping after this. I think some of these issues will be difficult to fix and I do know where to relocate the Plasma secret. Invulnerability wall texture was misaligned. I certainly have no plans to retexture the map, it is staying as it is.

 

Maybe the plasma gun should just be deleted.

 

I could move the BFG behind the switch and remove the pillar with the 9K altogether. Plasma ammo is however very limited in the map.

 

I have removed the screenshots and download link so if you get a new version it will be the updated version.

 

UMAPINFO?????, I did not know I needed to have that entry. I think you made that rule up. It was not stated in page 1. Just let the project leaders sort out the final UMAPINFO entry in the future.

 

Edit: my first attempt of trying to fix it had DB freeze losing all my updated work. So you're going to need to wait a bit longer to get the new and hopefully final version.

Expand  

Invulnerability is marked, invisibility isn't. Also, about UMAPINFO, everyone else had it, but it's not a requirement.

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  On 9/13/2022 at 5:36 AM, ONETAPPYBOI said:

Invulnerability is marked, invisibility isn't. Also, about UMAPINFO, everyone else had it, but it's not a requirement.

Expand  

 

Invisibility is now marked, it is near the megasphere. I am working on a new updated version of the map. You'll get it in several hours.

 

I cannot change the lowering staircase action because other sectors also lower revealing the chaingunners and yellow key.

 

BFG secret is still there but it has been changed a little. I still might consider removing it or deleting the plasma gun and replacing it with the BFG.

Edited by pcorf

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Second and hopefully final version of my map.

 

- Plasma gun no longer a secret.
- All secrets marked with hints.

- BFG secret a little bit different.
- A few minor architectural enhancements.
- UMAPNIFO (as if it was nessecary)

 

Note: The sky is original and created by me and uses the sky transfer. I took the photos and blended them together and made sure they tiled horizontally.

 

Good night everyone.

 

pc_cham2.zipFetching info...

Edited by pcorf

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