El Jeff Posted September 13, 2022 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 Quote Share this post Link to post
ONETAPPYBOI Posted September 14, 2022 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. 4) This teleporter blends in. I suggest changing the brightness to 255 to help it stand out more. Other than that, an actually pretty neat map with interesting traps. fda-2enemy08.rar 0 Quote Share this post Link to post
El Jeff Posted September 14, 2022 2enemycprocketshotgunner.rar v2 based on what onetap recommended, thanks for the criticism and enjoying my map :) 0 Quote Share this post Link to post
finnks13 Posted September 14, 2022 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 0 Quote Share this post Link to post
epicyolomaster420 Posted September 14, 2022 Made another update, this time I added more powerups and also 2 more crushers (there weren't enough of either...) Cyberdemonic sin - 2 enemy CP version_1.rar 0 Quote Share this post Link to post
PinkFlamingo Posted September 16, 2022 (edited) 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). 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 September 17, 2022 by PinkFlamingo 0 Quote Share this post Link to post
ViolentBeetle Posted September 17, 2022 I am alive and I finally got around starting working on my map. Planned the layout out. The will probably help. Spoiler 2 Quote Share this post Link to post
El Jeff Posted September 17, 2022 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 wait you are supposed to plan the layout out 1 Quote Share this post Link to post
Doomy__Doom Posted September 17, 2022 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. 2 Quote Share this post Link to post
PinkFlamingo Posted September 17, 2022 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 :-) 0 Quote Share this post Link to post
El Jeff Posted September 17, 2022 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 0 Quote Share this post Link to post
PinkFlamingo Posted September 17, 2022 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. 0 Quote Share this post Link to post
ONETAPPYBOI Posted September 18, 2022 (edited) 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 September 18, 2022 by ONETAPPYBOI 0 Quote Share this post Link to post
PinkFlamingo Posted September 18, 2022 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. 0 Quote Share this post Link to post
Quill Posted September 19, 2022 On 6/15/2022 at 9:07 PM, Thatonespymain said: MAP 01 - @ONETAPPYBOI Shotgunners and Imp On 6/15/2022 at 9:07 PM, Thatonespymain said: MAP 18 - @StarfishCommand Shotgun guys and Imps @Thatonespymain Just in case you missed these ;P 0 Quote Share this post Link to post
Noiser Posted September 19, 2022 (edited) 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 September 19, 2022 by Noiser 0 Quote Share this post Link to post
ONETAPPYBOI Posted September 19, 2022 (edited) 5 hours ago, dotQLL said: @Thatonespymain Just in case you missed these ;P nevermind i am stupid Edited September 19, 2022 by ONETAPPYBOI 0 Quote Share this post Link to post
El Jeff Posted September 19, 2022 1 hour ago, dotQLL said: @Thatonespymain Just in case you missed these ;P Oh shit i used shotgunners and imps too, good catch! 0 Quote Share this post Link to post
El Jeff Posted September 19, 2022 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. 1 Quote Share this post Link to post
RileyXY1 Posted September 19, 2022 I'm gonna start more work on my map once I finish my map for TNT Evilution: The Way We Remember It. 0 Quote Share this post Link to post
Maxwellk421 Posted September 20, 2022 @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! 1 Quote Share this post Link to post
El Jeff Posted September 20, 2022 (edited) 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 September 20, 2022 by Thatonespymain 1 Quote Share this post Link to post
ONETAPPYBOI Posted September 20, 2022 (edited) 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 September 20, 2022 by ONETAPPYBOI 0 Quote Share this post Link to post
Rabbid Posted September 20, 2022 I really need to finish the new version of my map before the deadline...theres like 10 days left XD 0 Quote Share this post Link to post
El Jeff Posted September 20, 2022 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!) 0 Quote Share this post Link to post
Rabbid Posted September 20, 2022 Well I will try to get it here before the deadline and especially before that date XD 0 Quote Share this post Link to post
Arwel Posted September 20, 2022 (edited) 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 Edited September 20, 2022 by Arwel 2 Quote Share this post Link to post
Doomy__Doom Posted September 20, 2022 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 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 :) 1 Quote Share this post Link to post
Walter confetti Posted September 20, 2022 (edited) 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 Edited September 20, 2022 by Walter confetti 3 Quote Share this post Link to post
Rabbid Posted September 21, 2022 (edited) 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 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 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 September 21, 2022 by Rabbid 2 Quote Share this post Link to post
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