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2 ENEMY COMMUNITY PROJECT [DEVELOPMENT THREAD]


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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 :)

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  On 10/13/2022 at 6:58 PM, 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 :)

Screenshot_399.png

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Looks interesting. Ping me when your done and I'll play it!

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  On 10/14/2022 at 12:00 PM, 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.

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that's fine, i hope you enjoy the final wad

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THIS VERSION OF THE MAP IS UNBEATABLE AND OUTDATED.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:

  Reveal hidden contents

 

Screenshots:

  Reveal hidden contents

 

Edited by lokbustam257
check the newer version below, please, i beg you

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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.zipFetching info...

 

Hey @epicyolomaster420 come have a crack at it :)

 

Also this map is TOTALLY not inspired by the Backrooms :P

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  On 10/14/2022 at 3:42 PM, lokbustam257 said:

SpidersCorporation.zipFetching info...

 

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

 

Screenshots:

  Reveal hidden contents

 

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Nice, I’ll play it when I get back home, around Monday-Tuesday 

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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 by Doomy__Doom
17-10 updated maps 11, 16, 42

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  On 10/14/2022 at 3:42 PM, lokbustam257 said:

SpidersCorporation.zipFetching info...

 

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

 

Screenshots:

  Reveal hidden contents

 

Expand  

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: 
doom193.png.69f237ddcaf8303ce0f77b3c867eae50.pngdoom195.png.d53ab133488e0eb6132ba08ee9d4176f.png

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 by ONETAPPYBOI

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  On 10/14/2022 at 5:48 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.zipFetching info...

 

Hey @epicyolomaster420 come have a crack at it :)

 

Also this map is TOTALLY not inspired by the Backrooms :P

Expand  

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) doom198.png.131d17ceec6fce9193810a4db77a6805.png

Also, points for trying to hide this secret, but you still forgot 1 linedef.doom197.png.2ec1824f140e21f88c9bebf9097daf60.png

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.rarFetching info...

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  On 10/16/2022 at 10:34 AM, 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.

Expand  

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)

 

  On 10/16/2022 at 10:34 AM, 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.

Expand  

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.

 

  On 10/16/2022 at 10:34 AM, ONETAPPYBOI said:

3) The teleporter in the image above serves no purpose. What is it even doing there?

Expand  

uhh, yeah, that one, uhm...

 

  On 10/16/2022 at 10:34 AM, ONETAPPYBOI said:

4) The automap text isn't aligned properly (some letters are taller than others), and that really bothers me.

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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.

 

  On 10/16/2022 at 10:34 AM, ONETAPPYBOI said:

5) During the invisible floor in the computer area lowering, there was an HOM.

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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 by lokbustam257

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SpidersCorporation_v2.zipFetching info...

 

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

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  On 10/16/2022 at 3:07 PM, 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!

Expand  

you can use boom action 242 - Create Fake Floor and Ceiling and a dummy sector.

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  On 10/16/2022 at 11:07 AM, 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 :(

Expand  

 

@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.

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  On 10/17/2022 at 2:11 AM, 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.

Expand  

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.ss1f.png.77e76087a9bac22b298a8755f0faf8a5.pngss2f.png.1170d5776632928c659ebddb8f3e7781.png

 

Also, here's how to get yourself stuck in a wall: https://drive.google.com/file/d/1D9ooFnztyd69pk4LJOn4z_LMkI58Yk6p/view?usp=sharing

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OperationRedactedV2.zipFetching info...

 

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 😈👍

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  On 10/17/2022 at 5:45 AM, 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.

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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.

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  On 10/17/2022 at 3:35 PM, 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.

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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.

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  On 10/17/2022 at 7:05 PM, 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.

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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 

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  On 10/14/2022 at 5:48 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.zipFetching info...

 

Hey @epicyolomaster420 come have a crack at it :)

 

Also this map is TOTALLY not inspired by the Backrooms :P

Expand  

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!

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  On 10/18/2022 at 9:12 AM, 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!

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the SW2 switches were fixed in V2

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  On 10/17/2022 at 9:14 PM, 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.

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It was on the 14th, but edits are open until the 20th

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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 by ONETAPPYBOI

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