RedBoule Posted October 13, 2022 I'm unfortunately going to have to drop out of this cp, gl to all the mappers! 1 Quote Share this post Link to post
Philnemba Posted October 13, 2022 Hopefully if I have enough time today, I should be done with my map before I go to work tonight as all I need to do is add thing placement, a few minor detailing and a couple of secrets :) 2 Quote Share this post Link to post
epicyolomaster420 Posted October 13, 2022 24 minutes ago, Philnemba said: Hopefully if I have enough time today, I should be done with my map before I go to work tonight as all I need to do is add thing placement, a few minor detailing and a couple of secrets :) Looks interesting. Ping me when your done and I'll play it! 1 Quote Share this post Link to post
ViolentBeetle Posted October 14, 2022 Unfortunately, I won't be able to submit and I'll have to drop out. The idea seems sound, but I can't focus enough to give it justice. 1 Quote Share this post Link to post
El Jeff Posted October 14, 2022 10 minutes ago, ViolentBeetle said: Unfortunately, I won't be able to submit and I'll have to drop out. The idea seems sound, but I can't focus enough to give it justice. that's fine, i hope you enjoy the final wad 1 Quote Share this post Link to post
lokbustam257 Posted October 14, 2022 (edited) THIS VERSION OF THE MAP IS UNBEATABLE AND OUTDATED. LOOK FOR THE NEWER VERSION BELOW, PLUS, THIS VERSION IS ALSO UNAVAILABLE TO DOWNLOAD (attachment removed) The map's done finally, thank god. The map was a bit rushed so tell me about something you don't like, particularly on monster balancing. I haven't included difficulty balancing yet, so maybe in the future (not tomorrow or sunday, just "in the future" (tm). ) Info: Spoiler Map name: Spiders Corporation MAP slot: MAP16 Music used: MAP08's music (Temp) Difficulty settings: No (yet) Single Playter: Yes Co-op: Player starts only Deathmatch: No Build time: I legit don't know probably 5 years Known bugs: Some broken conveyor belts, misaligned textures that I didn't notice pls report if you see them Tested with: PrBoom+ 262 Screenshots: Spoiler Edited October 16, 2022 by lokbustam257 check the newer version below, please, i beg you 1 Quote Share this post Link to post
Philnemba Posted October 14, 2022 Map name: Operation: *REDACTED* MAP slot: MAP42* Music used: Gut Wrencher By Bobby Prince from Duke Nukem 3D Difficulty settings: yes but only tested on UV Single Player: Yes Co-op: Player starts only Deathmatch: No Build time: on and off for about a week-ish Known bugs: none as far as I know Tested with: dsda-doom 0.24.3 *Please note that its map 1 by default for testing purposes. Screenshots Spoiler OperationRedacted.zip Hey @epicyolomaster420 come have a crack at it :) Also this map is TOTALLY not inspired by the Backrooms :P 1 Quote Share this post Link to post
El Jeff Posted October 16, 2022 On 10/14/2022 at 4:42 PM, lokbustam257 said: SpidersCorporation.zip The map's done finally, thank god. The map was a bit rushed so tell me about something you don't like, particularly on monster balancing. I haven't included difficulty balancing yet, so maybe in the future (not tomorrow or sunday, just "in the future" (tm). ) Info: Reveal hidden contents Map name: Spiders Corporation MAP slot: MAP16 Music used: MAP08's music (Temp) Difficulty settings: No (yet) Single Playter: Yes Co-op: Player starts only Deathmatch: No Build time: I legit don't know probably 5 years Known bugs: Some broken conveyor belts, misaligned textures that I didn't notice pls report if you see them Tested with: PrBoom+ 262 Screenshots: Reveal hidden contents Nice, I’ll play it when I get back home, around Monday-Tuesday 0 Quote Share this post Link to post
Doomy__Doom Posted October 16, 2022 (edited) Submission list update (42 maps): 01 - https://www.doomworld.com/forum/post/2547956 03 - https://www.doomworld.com/forum/post/2548852 04 - https://www.doomworld.com/forum/post/2549952 05 - https://www.doomworld.com/forum/post/2550857 07 - https://www.doomworld.com/forum/post/2550043 08 - https://www.doomworld.com/forum/post/2544293 09 - https://www.doomworld.com/forum/post/2528035 11 - https://www.doomworld.com/forum/post/2557326 12 - https://www.doomworld.com/forum/post/2524725 14 - https://www.doomworld.com/forum/post/2544335 15 - https://www.doomworld.com/forum/post/2509363 16 - https://www.doomworld.com/forum/post/2557006 17 - https://www.doomworld.com/forum/post/2550119 18 - https://www.doomworld.com/forum/post/2515750 19 - https://www.doomworld.com/forum/post/2543986 20 - https://www.doomworld.com/forum/post/2547437 22 - https://www.doomworld.com/forum/post/2548653 23 - https://www.doomworld.com/forum/post/2542578 26 - https://www.doomworld.com/forum/post/2545508 30 - https://www.doomworld.com/forum/post/2551809 31 - https://www.doomworld.com/forum/post/2514597 33 - https://www.doomworld.com/forum/post/2536448 34 - https://www.doomworld.com/forum/post/2547956 35 - https://www.doomworld.com/forum/post/2554880 36 - https://www.doomworld.com/forum/post/2522632 39 - https://www.doomworld.com/forum/post/2550276 40 - https://www.doomworld.com/forum/post/2510037 41 - https://www.doomworld.com/forum/post/2550374 42 - https://www.doomworld.com/forum/post/2557311 45 - https://www.doomworld.com/forum/post/2510409 47 - https://www.doomworld.com/forum/post/2537238 49 - https://www.doomworld.com/forum/post/2534210 51 - https://www.doomworld.com/forum/post/2510945 54 - https://www.doomworld.com/forum/post/2517703 55 - https://www.doomworld.com/forum/post/2529954 56 - https://www.doomworld.com/forum/post/2516406 57 - https://www.doomworld.com/forum/post/2524192 58 - https://www.doomworld.com/forum/post/2548220 59 - https://www.doomworld.com/forum/post/2536342 62 - https://www.doomworld.com/forum/post/2551806 63 - https://www.doomworld.com/forum/post/2550380 64 - https://www.doomworld.com/forum/post/2548370 Edited October 17, 2022 by Doomy__Doom 17-10 updated maps 11, 16, 42 5 Quote Share this post Link to post
ONETAPPYBOI Posted October 16, 2022 (edited) On 10/14/2022 at 6:42 PM, lokbustam257 said: SpidersCorporation.zip The map's done finally, thank god. The map was a bit rushed so tell me about something you don't like, particularly on monster balancing. I haven't included difficulty balancing yet, so maybe in the future (not tomorrow or sunday, just "in the future" (tm). ) Info: Reveal hidden contents Map name: Spiders Corporation MAP slot: MAP16 Music used: MAP08's music (Temp) Difficulty settings: No (yet) Single Playter: Yes Co-op: Player starts only Deathmatch: No Build time: I legit don't know probably 5 years Known bugs: Some broken conveyor belts, misaligned textures that I didn't notice pls report if you see them Tested with: PrBoom+ 262 Screenshots: Hide contents PSA: Please playtest your maps before submitting them; this map is unbeatable as you can't escape from the red key area without noclip because the linedefs on the lift are WR, not SR, and are also pointing in the wrong direction. The computer area (and the map in general) feels... barren to me. It's like it was designed as a huge slaughter map with hundreds of enemies, but then only 59 were added. Also missed opportunity to, after the collection of all 3 keys, start a huge fight in the starting area with a large amount of monsters teleporting in. 1)The soulsphere secret isn't marked; 2) Textures on some stairs are aligned and on some aren't: 3) The teleporter in the image above serves no purpose. What is it even doing there? 4) The automap text isn't aligned properly (some letters are taller than others), and that really bothers me. 5) During the invisible floor in the computer area lowering, there was an HOM. FDA (uncompleted) - fda-2enemy16.rar Edited October 16, 2022 by ONETAPPYBOI 1 Quote Share this post Link to post
ONETAPPYBOI Posted October 16, 2022 On 10/14/2022 at 8:48 PM, Philnemba said: Map name: Operation: *REDACTED* MAP slot: MAP42* Music used: Gut Wrencher By Bobby Prince from Duke Nukem 3D Difficulty settings: yes but only tested on UV Single Player: Yes Co-op: Player starts only Deathmatch: No Build time: on and off for about a week-ish Known bugs: none as far as I know Tested with: dsda-doom 0.24.3 *Please note that its map 1 by default for testing purposes. Screenshots Reveal hidden contents OperationRedacted.zip Hey @epicyolomaster420 come have a crack at it :) Also this map is TOTALLY not inspired by the Backrooms :P If this map is supposed to be set in a twisted, broken reality, then you have succeeded. On the issues side, the initial teleporter teleports you into a wall, and this door is cursed (surrounded by doortrak and it's ceiling should be changed to CRATOP2) Also, points for trying to hide this secret, but you still forgot 1 linedef. Also, this map contains SW2 switches :( Oh, and initially thought that 2-sided linedefs with non see-through middle textures was a bug, however, when i checked, it turned out that the transparency percentage was set to the "translucency filter percentage", and i had that set to 100 to avoid projectiles being translucent which annoyed me. FDA - fda-2enemy42.rar 0 Quote Share this post Link to post
lokbustam257 Posted October 16, 2022 (edited) 4 hours ago, ONETAPPYBOI said: PSA: Please playtest your maps before submitting them; this map is unbeatable as you can't escape from the red key area without noclip because the linedefs on the lift are WR, not SR, and are also pointing in the wrong direction. this was a pretty stupid oversight, sorry, I was kinda tired while working on the map (and btw, SR and WR thing happened for 4 times) 4 hours ago, ONETAPPYBOI said: The computer area (and the map in general) feels... barren to me. It's like it was designed as a huge slaughter map with hundreds of enemies, but then only 59 were added. Also missed opportunity to, after the collection of all 3 keys, start a huge fight in the starting area with a large amount of monsters teleporting in. Arachnotron was quite a big size, and fire rapid projectiles that wouldn't stop until you take cover, having like 4 of those guys in an indoor room was bit too much for me to imagine, so I doubled the size of the rooms. I might put that horde of monsters teleport at the end of the level in the future version of the map, that sounds interesting. 4 hours ago, ONETAPPYBOI said: 3) The teleporter in the image above serves no purpose. What is it even doing there? uhh, yeah, that one, uhm... 4 hours ago, ONETAPPYBOI said: 4) The automap text isn't aligned properly (some letters are taller than others), and that really bothers me. I'm quite bad writing stuff on automap, the "S" letter REALLY get me. I don't really put too much effort making these look pretty beacuse they're just fun hahas easter eggs to look when you go IDDT, and I'm pretty sure 98% of people playing wouldn't really care. 4 hours ago, ONETAPPYBOI said: 5) During the invisible floor in the computer area lowering, there was an HOM. You put textures inside, you see the textures through, and you put textures outside it covers up the wall, so I really don't know what to do. If there are some solution to this, then please tell me. Anyway, appreciated for the feedback! Edited October 16, 2022 by lokbustam257 0 Quote Share this post Link to post
lokbustam257 Posted October 16, 2022 SpidersCorporation_v2.zip The map now can be finished without IDCLIP or IDSPISPOPD! (i think?) Changelog: -Added SR instead of WR on the elevator in the red key room -Difficulty balancing (kinda, that is if you count toggling monsters' difficulty options a "Difficulty balancing") -Some more enemy and ammo added on the blue key room, nothing big -Expose more cover in the yellow key room -Soulsphere secret is now marked 0 Quote Share this post Link to post
ONETAPPYBOI Posted October 16, 2022 2 hours ago, lokbustam257 said: this was a pretty stupid oversight, sorry, I was kinda tired while working on the map (and btw, SR and WR thing happened for 4 times) Arachnotron was quite a big size, and fire rapid projectiles that wouldn't stop until you take cover, having like 4 of those guys in an indoor room was bit too much for me to imagine, so I doubled the size of the rooms. I might put that horde of monsters teleport at the end of the level in the future version of the map, that sounds interesting. uhh, yeah, that one, uhm... I'm quite bad writing stuff on automap, the "S" letter REALLY get me. I don't really put too much effort making these look pretty beacuse they're just fun hahas easter eggs to look when you go IDDT, and I'm pretty sure 98% of people playing wouldn't really care. You put textures inside, you see the textures through, and you put textures outside it covers up the wall, so I really don't know what to do. If there are some solution to this, then please tell me. Anyway, appreciated for the feedback! you can use boom action 242 - Create Fake Floor and Ceiling and a dummy sector. 0 Quote Share this post Link to post
Philnemba Posted October 17, 2022 14 hours ago, ONETAPPYBOI said: If this map is supposed to be set in a twisted, broken reality, then you have succeeded. On the issues side, the initial teleporter teleports you into a wall, and this door is cursed (surrounded by doortrak and it's ceiling should be changed to CRATOP2) Also, points for trying to hide this secret, but you still forgot 1 linedef. Also, this map contains SW2 switches :( @ONETAPPYBOI Can you be a bit more precise on which teleporter you're talking about as I'm 100% sure all silent teleports should teleport fine after extensive testing primarily on DSDA Doom. Also if I hide that one linedef then it's really gonna be an obvious secret via automap :P Thanks for pointing out about the 3 key door and accidently using SW2 switch textures which was an oversight on my end. 0 Quote Share this post Link to post
ONETAPPYBOI Posted October 17, 2022 3 hours ago, Philnemba said: @ONETAPPYBOI Can you be a bit more precise on which teleporter you're talking about as I'm 100% sure all silent teleports should teleport fine after extensive testing primarily on DSDA Doom. Also if I hide that one linedef then it's really gonna be an obvious secret via automap :P Thanks for pointing out about the 3 key door and accidently using SW2 switch textures which was an oversight on my end. You can leave a small gap so that the wall doesn't actually border the secret sector, kind of like i did in my map. Also, here's how to get yourself stuck in a wall: https://drive.google.com/file/d/1D9ooFnztyd69pk4LJOn4z_LMkI58Yk6p/view?usp=sharing 1 Quote Share this post Link to post
Philnemba Posted October 17, 2022 OperationRedactedV2.zip Changelog: - Fixed the first silent teleporter that would get you stuck in a wall if walking towards it instead of running - Change the ceiling texture of the 3 key card door to CRATOP2 to be less "cursed" - Change all of the Grey SW2 switch textures to Grey SW1 - The Soulsphere secret is now hidden from the automap Thanks @ONETAPPYBOI for precisely pointing out about the first silent teleporter issue 😈👍 0 Quote Share this post Link to post
scwiba Posted October 17, 2022 9 hours ago, ONETAPPYBOI said: You can leave a small gap so that the wall doesn't actually border the secret sector, kind of like i did in my map. This is a nice trick and something I've incorporated into two of the secrets in my map. New version: mindless_v4.zip Just a reminder that if we wanted this out for the 1 Monster anniversary as I've seen suggested, we have only a week left. 2 Quote Share this post Link to post
ONETAPPYBOI Posted October 17, 2022 3 hours ago, scwiba said: This is a nice trick and something I've incorporated into two of the secrets in my map. New version: mindless_v4.zip Just a reminder that if we wanted this out for the 1 Monster anniversary as I've seen suggested, we have only a week left. oh shit i'll have to do the megawad thing soon. I've already done an 8 hour mapping session for this project, why not an 8 hour playtesting session. 0 Quote Share this post Link to post
El Jeff Posted October 17, 2022 12 minutes ago, ONETAPPYBOI said: oh shit i'll have to do the megawad thing soon. I've already done an 8 hour mapping session for this project, why not an 8 hour playtesting session. Thanks onetap, tell me if there is anything i can do to help. i feel a bit bad for you doing most the work here 0 Quote Share this post Link to post
ONETAPPYBOI Posted October 17, 2022 11 minutes ago, Thatonespymain said: Thanks onetap, tell me if there is anything i can do to help. i feel a bit bad for you doing most the work here btw have you finished your map? i haven't seen it but maybe i've just missed it. 0 Quote Share this post Link to post
El Jeff Posted October 17, 2022 5 minutes ago, ONETAPPYBOI said: btw have you finished your map? i haven't seen it but maybe i've just missed it. yeah, i did. the hell map 0 Quote Share this post Link to post
ONETAPPYBOI Posted October 17, 2022 oh yeah, now i remember it. i've played so many maps for this project i've forgotten a few 0 Quote Share this post Link to post
El Jeff Posted October 17, 2022 44 minutes ago, ONETAPPYBOI said: oh yeah, now i remember it. i've played so many maps for this project i've forgotten a few understandable, mines rather forgettable 0 Quote Share this post Link to post
Emperor S P O O N Posted October 17, 2022 So... Is the deadline up yet, or what? Not that I need to re-submit my map or anything, I'm just curious as to how far this project is in progress. 0 Quote Share this post Link to post
epicyolomaster420 Posted October 18, 2022 On 10/14/2022 at 7:48 PM, Philnemba said: Map name: Operation: *REDACTED* MAP slot: MAP42* Music used: Gut Wrencher By Bobby Prince from Duke Nukem 3D Difficulty settings: yes but only tested on UV Single Player: Yes Co-op: Player starts only Deathmatch: No Build time: on and off for about a week-ish Known bugs: none as far as I know Tested with: dsda-doom 0.24.3 *Please note that its map 1 by default for testing purposes. Screenshots Reveal hidden contents OperationRedacted.zip Hey @epicyolomaster420 come have a crack at it :) Also this map is TOTALLY not inspired by the Backrooms :P So I played the map (sorry it took this long - I have quite a hectic week behind me) and I have to say I liked it though that goes for some parts more than others. The part I liked the most was the blue lights room where you get the chaingun and blue key but the one I didn't like was the green slime cacodemon area with the impasable square sectors in the middle of the rooms (which are just annoying) where you get the red key (there are too many caco's and too little ammo and space to move around. Also if you leave the room mid fight - which I did twice to try and get more health & ammo, then it's very hard to re-enter it without cheating as the caco's all end up congregating around the entrance by that point). Also SW2 switches... But again overall this was a nice map and I enjoyed it! 0 Quote Share this post Link to post
ONETAPPYBOI Posted October 18, 2022 11 minutes ago, epicyolomaster420 said: So I played the map (sorry it took this long - I have quite a hectic week behind me) and I have to say I liked it though that goes for some parts more than others. The part I liked the most was the blue lights room where you get the chaingun and blue key but the one I didn't like was the green slime cacodemon area with the impasable square sectors in the middle of the rooms (which are just annoying) where you get the red key (there are too many caco's and too little ammo and space to move around. Also if you leave the room mid fight - which I did twice to try and get more health & ammo, then it's very hard to re-enter it without cheating as the caco's all end up congregating around the entrance by that point). Also SW2 switches... But again overall this was a nice map and I enjoyed it! the SW2 switches were fixed in V2 0 Quote Share this post Link to post
epicyolomaster420 Posted October 18, 2022 56 minutes ago, ONETAPPYBOI said: the SW2 switches were fixed in V2 Great! I played version 1 though... 0 Quote Share this post Link to post
El Jeff Posted October 18, 2022 21 hours ago, Emperor S P O O N said: So... Is the deadline up yet, or what? Not that I need to re-submit my map or anything, I'm just curious as to how far this project is in progress. It was on the 14th, but edits are open until the 20th 1 Quote Share this post Link to post
ONETAPPYBOI Posted October 18, 2022 (edited) The megawad should be finished - https://drive.google.com/file/d/1_y1ScdVftPw8VEM9ETcmGB2VV-d7DXov/view?usp=sharing. So far i have simply edited the UMAPINFO to skip over the non-existant maps. I'm particularly interested in MAP18 since i have made small edits to make it beatable, but i would like to know if there are any bugs in general. I will start the single-segment playthrough tomorrow. Edited October 18, 2022 by ONETAPPYBOI 6 Quote Share this post Link to post
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