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2 ENEMY COMMUNITY PROJECT [DEVELOPMENT THREAD]


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13 hours ago, Thatonespymain said:

2 hour speedmap i did, a hell map with imps and shotgunners. isn't very good. isn't good at all tbh. the sky is from scythe 2 and the music is a midi-fied version of ecstasy of gold from the good the bad the ugly.

2enemycprocketshotgunner.rar

1) Name of the map is so long it cuts off on the automap.
2) The Blue key fight sky walls are rather ugly, i suggest playing with verticality and encircling it with castle-like marble walls, because a lot of verticality looks cool.
3) These walls have blood on them for some reason, maybe add a small blood drain along the wall, it will look nice and explain the blood on the wall.

doom130.png.7f1558aa664eb333167344436b52f93c.png

 

4) This teleporter blends in. I suggest changing the brightness to 255 to help it stand out more. doom131.png.9067e9e87eb2631e8467a3ceb9335b6c.png


Other than that, an actually pretty neat map with interesting traps. fda-2enemy08.rar

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Here's an update to my map, with some visual changes and a couple of nerfs to the final fight since it was significantly harder than the rest of the map. I'm happy to call this the final version, barring any massive bugs being found. 

 

2monsters_finnks_v2.zip

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Here's my long overdue map: (new version 2): 2EnemyCP_HouseOfCthugha_by_PinkFlamingo_V2.zip

 

(This map depends on the custom dehacked file you provided, where archviles can resurrect other archviles. The dehacked patch is included in the wad.

However: it seems to crash in dsda-doom 0.21.3 whenever an archvile tries to resurrect another archvile. Not sure why? It runs fine in GZDoom.) fixed!

 

Name: House Of Cthugha

Author: PinkFlamingo

Music: "Outnumbered" by Jimmy

Enemies used: Cacodemons and Archviles

Description: Just a bunch of ideas for challenging combat scenarios. There are three rooms, each with a key, a weapon and a cacodemon-archvile setup. Collect the keys in the order you prefer. You get a reward after collecting each key. Difficulty settings are fully implemented (UV is kinda hard according to my standards, HMP might be better choice for casual play).

 

Screenshot_Doom_20220626_000512.png.9fcbc6c51d93dd3dbf749a8c47c96278.png

 

EDIT 17/09: I am aware of the HOM effect in the cacodemon windows when running my map in software mode; this will be fixed in the next update ;-)

I am still trying to figure out why it crashes when archviles resurrect other archviles...

Fixed!

 

Edited by PinkFlamingo

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2 minutes ago, ViolentBeetle said:

I am alive and I finally got around starting working on my map.

Planned the layout out. The will probably help.

  Hide contents

town_map.jpg

 

wait you are supposed to plan the layout out

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19 hours ago, PinkFlamingo said:

I am still trying to figure out why it crashes when archviles resurrect other archviles...

"Raise" codepointer needs to be deleted from frame 142. It's a codepointer for player guns, wtf is it even doing there? Also, the animation is a few frames too short.

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4 minutes ago, Doomy__Doom said:

"Raise" codepointer needs to be deleted from frame 142. It's a codepointer for player guns, wtf is it even doing there? Also, the animation is a few frames too short.

 

Yes! This solves it. Thanks a lot! I'll upload a new version soon :-)

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9 minutes ago, Doomy__Doom said:

"Raise" codepointer needs to be deleted from frame 142. It's a codepointer for player guns, wtf is it even doing there? Also, the animation is a few frames too short.

Oh, thank you for telling me this. i got worried that the archviles reviving archviles will have to go it turns out i'm just fucking stupid

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16 hours ago, PinkFlamingo said:

Fixed version of my map! Tested in GZDoom and dsdadoom:

2EnemyCP_HouseOfCthugha_by_PinkFlamingo_V2.zip

 

- No longer crashes when archviles resurrect archviles.

- Fixed the HOMs in the starting area.

- All sorts of little edits to allow backtracking.

1) The yellow key area can be cheesed by picking up the rocket launcher without actually triggering the floors lowering.
2) idk how you're supposed to do the blue key fight going into it first, as you have to ssg 3 archviles in an area with little cover while simultaneously maneuvering them around so that they don't resurrect each other. thankfully i did that area last, which meant i had the plasma rifle on me, which helped a ton.
3) The final fight perhaps has too many cells? i exited the map with like 200.
4) Map name isn't defined anywhere in-game.
fda-2enemy26.rar

Edited by ONETAPPYBOI

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3 hours ago, ONETAPPYBOI said:

1) The yellow key area can be cheesed by picking up the rocket launcher without actually triggering the floors lowering.
2) idk how you're supposed to do the blue key fight going into it first, as you have to ssg 3 archviles in an area with little cover while simultaneously maneuvering them around so that they don't resurrect each other. thankfully i did that area last, which meant i had the plasma rifle on me, which helped a ton.
3) The final fight perhaps has too many cells? i exited the map with like 200.
4) Map name isn't defined anywhere in-game.
fda-2enemy26.rar

 

Thanks for playing my map! I enjoyed watching your demo and will address your comments in a next update:

 

1) I'll redesign the yellow key fight a bit: I'll remove the metal barrier from the archvile pillar so it will attack you even if you don't activate the teleporter pad. You need to activate the pad to be able to get the key anyway, so as long as the archvile can attack you it's ok.

2) When I made the blue key room, I was wondering the exact same thing. I thought this fight was very frustrating with just the SSG, but after much play testing I actually started to be able to do it. Key is to kill one archvile, while it's still on the altar and then lure the other two to the other side of the room. This is also the reason why I give the player a generous reward (soul sphere, mega sphere, ...) after completing the other rooms. The idea is that you better do this room second or third.

3) Good point, I'll reduce the ammo here.

4) I'll fix that.

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Hi @Thatonespymain, sorry for the long time wating. I was out of the internet for a month due to some medical issues, so I was not able to upload my map in time. My Cyberdemon-Spiderdemon level was finished a long time before that and thankfully it was a highly tested one. I will see if I can upload the thing next week :-)

Edited by Noiser

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1 hour ago, Noiser said:

Hi @Thatonespymain, sorry for the long time wating. I was out of the internet for a month due to some medical issues, so I was not able to upload my map in time. My Cyberdemon-Spiderdemon level was finished a long time before that and thankfully it was a highly tested one. I will see if I can upload the thing next week :-)

it's fine, hope you get well soon. the deadline is on october first, and i dont mind extending it a week.

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@Thatonespymain Hey! unfortunately, some things have come up for me, and i haven't really had the time to work on my map- To a point that i am not sure i will be able to make it in by the deadline. So, unfortunately, i will be backing out of the project and opening up my slot. I sincerely apologize if this is a bit short notice, and i look forward to seeing the final product when it comes out! 

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6 hours ago, Maxwellk421 said:

@Thatonespymain Hey! unfortunately, some things have come up for me, and i haven't really had the time to work on my map- To a point that i am not sure i will be able to make it in by the deadline. So, unfortunately, i will be backing out of the project and opening up my slot. I sincerely apologize if this is a bit short notice, and i look forward to seeing the final product when it comes out! 

That’s fine, I looks forward to seeing your future maps friend :)

Edited by Thatonespymain

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Unless someone discovers a bug/issue, this is probably the final version of my map.

  • Fixed two misaligned textures;
  • Fixed a single imp waking up early;
  • Added an imp to the crates before the red key vent;
  • Some minor texture adjustments.

TheChasmv1.5.rar

Edited by ONETAPPYBOI

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6 hours ago, Rabbid said:

I really need to finish the new version of my map before the deadline...theres like 10 days left XD

i can always extend the deadline by like a week, i want to get the wad out by october 23rd because that's the 15th anniversary of the original 1 monster community project (i didnt know it's release date is in the same year and month as mine, so that's cool!)

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Uploading my map (slot 22, changed nickname since then).

It's small, but pretty tough on UV, tweaked a bit to be easier on HMP and even more so on lower difficulties.

Genres: combat puzzle, pathing puzzle, ammo conservation.

Music: Take This! All Loaded! by James Paddock

 

Feedback welcome!

 

twoenemycp_knightly_reverence_by_arwel.zip


Screenshots:

Spoiler

 

twoenemycp_knightly_reverence_by_arwel_sshot_1.png

twoenemycp_knightly_reverence_by_arwel_sshot_2.png

twoenemycp_knightly_reverence_by_arwel_sshot_3.png

 

 

Edited by Arwel

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30 minutes ago, Arwel said:

Uploading my map (slot 22, changed nickname since then).

It's small, but pretty tough on UV, tweaked a bit to be easier on HMP and even more so on lower difficulties.

Genres: combat puzzle, pathing puzzle, ammo conservation.

Music: Take This! All Loaded! by James Paddock

 

Feedback welcome!

 

twoenemycp_knightly_reverence_by_arwel.zip


Screenshots:

  Reveal hidden contents

 

twoenemycp_knightly_reverence_by_arwel_sshot_1.png

twoenemycp_knightly_reverence_by_arwel_sshot_2.png

twoenemycp_knightly_reverence_by_arwel_sshot_3.png

 

 

I'll need more time with the map to make a proper strategy since I ran out of ammo on UV, for now I can note 2 points:

Spoiler

1) the door to area 2 can be easily cheesed and kept open forever, it closes way too slow (I ignored that in play)

2) in area 2 the cornermost green torch pillars can be used as cover vs Revs to point-blank BFG them and/or be safe from everything (ok except HK projectile at very very specific angle). Not sure if this is a bug or a feature :)

 

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Here's my map, is a pretty basic Wolkenstein 3D affair with some void twist in it.

cyberazi.zip

Also includes remakes of E1M8 and E2M8 from Doom in Wolfestein style.

 

Title: CYBERAZI

Author: Walter

New Music: Mo-Do - Einz Zwei Polizei (midi conversion)

New Textures: Yes, from 0MSHIP, google and edited WOLF4 wall

Build Time: 2/3 days

Spoiler

doom00.png

doom04.png

doom05.png

 

Edited by Walter confetti

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4 hours ago, Arwel said:

Uploading my map (slot 22, changed nickname since then).

It's small, but pretty tough on UV, tweaked a bit to be easier on HMP and even more so on lower difficulties.

Genres: combat puzzle, pathing puzzle, ammo conservation.

Music: Take This! All Loaded! by James Paddock

 

Feedback welcome!

 

twoenemycp_knightly_reverence_by_arwel.zip


Screenshots:

  Reveal hidden contents

 

twoenemycp_knightly_reverence_by_arwel_sshot_1.png

twoenemycp_knightly_reverence_by_arwel_sshot_2.png

twoenemycp_knightly_reverence_by_arwel_sshot_3.png

 

 

Played it, its definitely Challenging, fits the slot it is in in, but maybe you should make it easier for pistol starters.
 

 

1 hour ago, Walter confetti said:

Here's my map, is a pretty basic Wolkenstein 3D affair with some void twist in it.

cyberazi.zip

Also includes remakes of E1M8 and E2M8 from Doom in Wolfestein style.

 

Title: CYBERAZI

Author: Walter

New Music: Mo-Do - Einz Zwei Polizei (midi conversion)

New Textures: Yes, from 0MSHIP, google and edited WOLF4 wall

Build Time: 2/3 days

  Reveal hidden contents

doom00.png

doom04.png

doom05.png

 

first its really short which is good for this mega wad due to its mega maplist, but first off add some more ammo to the start, its generally impossible to pistol start without .000000001% luck, which I don't have time for, second due to the Nutshack and Emoji movie textures people might see it as a joke map, you probably don't want that...keep the titanic one if you want, but the other 2 got to change, the last fight is also really REALLY HARD if not downright impossible without crouches and possibly mouse look so I would recommend nerfing it slightly, otherwise its a pretty ok map its got some neat decor places and well the enemy picks atleast fit.
and yes, both are only 2 monsters... but Its really confusing if not really hard to get 100% on both.

Edited by Rabbid

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